RemoteAccessWidget::RemoteAccessWidget( const ComputerControlInterface& computerControlInterface, bool viewOnly ) : QWidget( nullptr ), m_computerControlInterface( computerControlInterface ), m_vncView( new VncView( computerControlInterface.computer().hostAddress(), -1, this, VncView::RemoteControlMode ) ), m_coreConnection( new VeyonCoreConnection( m_vncView->vncConnection() ) ), m_toolBar( new RemoteAccessWidgetToolBar( this, viewOnly ) ) { setWindowTitle( tr( "%1 Remote Access" ).arg( VeyonCore::applicationName() ) ); setWindowIcon( QPixmap( ":/remoteaccess/kmag.png" ) ); setAttribute( Qt::WA_DeleteOnClose, true ); m_vncView->move( 0, 0 ); connect( m_vncView, SIGNAL( mouseAtTop() ), m_toolBar, SLOT( appear() ) ); connect( m_vncView, SIGNAL( keyEvent( int, bool ) ), this, SLOT( checkKeyEvent( int, bool ) ) ); connect( m_vncView, SIGNAL( sizeHintChanged() ), this, SLOT( updateSize() ) ); showMaximized(); LocalSystem::activateWindow( this ); showNormal(); toggleViewOnly( viewOnly ); }
void RemoteAccessWidgetToolBar::startConnection() { m_connecting = true; m_iconStateTimeLine.start(); appear(); update(); }
MainWindow::MainWindow():MApplicationWindow() { QString IPaddr="127.0.0.1"; int port=3425; page1=new HomePage(this); page2 =new LoginPage(this); page3=new RegistrationPage(this); page4=new SettingPage(this); page5 =new InfoPage(this); page6 = new ContactlistPage(); page7=new DialogPage(this); sock=QSharedPointer<QTcpSocket>( new QTcpSocket()); sock->connectToHost(IPaddr,port); thread1=new SendThread(sock); thread2=new RecvThread(sock); thread1->start(); thread2->start(); page1->appear(); //переходы со страницы home на все остальные QObject::connect(page1,SIGNAL(goLoginPage()),this,SLOT(GoLoginPage())); QObject::connect(page1,SIGNAL(exiting()),this,SLOT(close())); QObject::connect(page1,SIGNAL(goRegistrationPage()),page3,SLOT(appear())); QObject::connect(page1,SIGNAL(goSettingPage()),page4,SLOT(appear())); QObject::connect(page1,SIGNAL(goContactListPage()),this,SLOT(GoContactListPage())); QObject::connect(page2,SIGNAL(goHomePage()),this,SLOT(GoHomePage())); QObject::connect(page1,SIGNAL(goInfoPage()),page5,SLOT(appear())); QObject::connect(page2,SIGNAL(readySend(QString)),thread1,SLOT(writeToServer(QString))); QObject::connect(page3,SIGNAL(readySend(QString)),thread1,SLOT(writeToServer(QString))); QObject::connect(page7,SIGNAL(readySend(QString)),thread1,SLOT(writeToServer(QString))); QObject::connect(page4,SIGNAL(changeSettings()),this,SLOT(ApplyNewSettings())); QObject::connect(thread2,SIGNAL(readyMessage(QSharedPointer<IMessage>)),this,SLOT(ListenServer(QSharedPointer<IMessage>))); QObject::connect(page6,SIGNAL(goDialogPage(QString)),this,SLOT(GoDialogPage(QString))); //***Signal incomingMessage(QString) should be replaced real signal about incoming message for user.*** QObject::connect(this, SIGNAL(incomingMessage(QString)),page6, SLOT(displayMessage(QString))); //***************************************************************************************************** }
bool SwSpriteUnit::update(float _d){ if(begin_time>0.0f){ begin_time-=_d; if(begin_time<=0.0f){ begin_time=-1.0f; appear(); } return false; }else{ return sprite->get_life()<=0; } }
void myTable::draw(){ appear(); glPushMatrix(); myUnitCube tampo; tableAppearance->apply(); glTranslated(0,3.5,0); glScaled(5,0.3,3); tampo.draw(); glPopMatrix(); glPushMatrix(); myUnitCube perna1; random->apply(); glTranslated(2.25,1.875,1.25); glScaled(0.3,3.5,0.3); perna1.draw(); glPopMatrix(); glPushMatrix(); myUnitCube perna2; glTranslated(-2.25,1.875,1.25); glScaled(0.3,3.5,0.3); perna2.draw(); glPopMatrix(); glPushMatrix(); myUnitCube perna3; glTranslated(2.25,1.875,-1.25); glScaled(0.3,3.5,0.3); perna3.draw(); glPopMatrix(); glPushMatrix(); myUnitCube perna4; glTranslated(-2.25,1.875,-1.25); glScaled(0.3,3.5,0.3); perna4.draw(); glPopMatrix(); }
//print the matrix void print_matrix(void){ char p,l; fill(); cursor_off(); print_hits(); l = 20-(players<<1); print_num(level,2,36,l); for (p=0;p<players+1;++p){ l += 2; print_num(score[p],6,28,l); } stop = 1; display_time(); appear(); cursor_on(); delay(230); }
int main(int argc, char **argv) { int res; try { socket.bind ("tcp://*:14444"); s_sendmore (socket, "event"); s_send (socket, "{type:\"up\"}"); } catch (zmq::error_t e) { cerr << "Cannot bind to socket: " <<e.what() << endl; return -1; } // printf("Kinect camera test\n"); // // int i; // for (i=0; i<2048; i++) { // float v = i/2048.0; // v = powf(v, 3)* 6; // t_gamma[i] = v*6*256; // } // // g_argc = argc; // g_argv = argv; // // //setup Freenect... // if (freenect_init(&f_ctx, NULL) < 0) { // printf("freenect_init() failed\n"); // return 1; // } // // freenect_set_log_level(f_ctx, FREENECT_LOG_ERROR); // // int nr_devices = freenect_num_devices (f_ctx); // printf ("Number of devices found: %d\n", nr_devices); // // int user_device_number = 0; // if (argc > 1) // user_device_number = atoi(argv[1]); // // if (nr_devices < 1) // return 1; // // if (freenect_open_device(f_ctx, &f_dev, user_device_number) < 0) { // printf("Could not open device\n"); // return 1; // } // // freenect_set_tilt_degs(f_dev,freenect_angle); // freenect_set_led(f_dev,LED_RED); // freenect_set_depth_callback(f_dev, depth_cb); // freenect_set_video_callback(f_dev, rgb_cb); // freenect_set_video_format(f_dev, FREENECT_VIDEO_RGB); // freenect_set_depth_format(f_dev, FREENECT_DEPTH_11BIT); // // freenect_start_depth(f_dev); // freenect_start_video(f_dev); initFreenect(); //start the freenect thread to poll for events res = pthread_create(&ocv_thread, NULL, freenect_threadfunc, NULL); if (res) { printf("pthread_create failed\n"); return 1; } Mat depthf; Mat frameMat(rgbMat); Mat blobMaskOutput(frameMat.size(),CV_8UC1), outC(frameMat.size(),CV_8UC3); Mat prevImg(frameMat.size(),CV_8UC1), nextImg(frameMat.size(),CV_8UC1), prevDepth(depthMat.size(),CV_8UC1); vector<Point2f> prevPts,nextPts; vector<uchar> statusv; vector<float> errv; Rect cursor(frameMat.cols/2,frameMat.rows/2,10,10); bool update_bg_model = true; int fr = 1; int register_ctr = 0,register_secondbloc_ctr = 0; bool registered = false; Point2i appear(-1,-1); double appearTS = -1; Point2i midBlob(-1,-1); Point2i lastMove(-1,-1); int hcr_ctr = -1; vector<int> hc_stack(20); int hc_stack_ptr = 0; while (!die) { fr++; // imshow("rgb", rgbMat); pthread_mutex_lock(&buf_mutex); //Linear interpolation { Mat _tmp = (depthMat - 400.0); //minimum observed value is ~440. so shift a bit _tmp.setTo(Scalar(2048), depthMat > ((!registered) ? 700.0 : 750.0)); //cut off at 600 to create a "box" where the user interacts _tmp.convertTo(depthf, CV_8UC1, 255.0/1648.0); //values are 0-2048 (11bit), account for -400 = 1648 } { Mat _tmp; depthMat.convertTo(_tmp, CV_8UC1, 255.0/2048.0); cvtColor(_tmp, outC, CV_GRAY2BGR); } pthread_mutex_unlock(&buf_mutex); // { //saving the frames to files for debug // stringstream ss; ss << "depth_"<<fr<<".png"; // imwrite(ss.str(), depthf); // } //Logarithm interpolation - try it!, It should be more "sensitive" for closer depths // { // Mat tmp,tmp1; // depthMat.convertTo(tmp, CV_32FC1); // log(tmp,tmp1); // tmp1.convertTo(depthf, CV_8UC1, 255.0/7.6246189861593985); // } // imshow("depth",depthf); Mat blobMaskInput = depthf < 255; //anything not white is "real" depth vector<Point> ctr,ctr2; Scalar blb = refineSegments(Mat(),blobMaskInput,blobMaskOutput,ctr,ctr2,midBlob); //find contours in the foreground, choose biggest imshow("first", blobMaskOutput); /////// blb : //blb[0] = x, blb[1] = y, blb[2] = 1st blob size, blb[3] = 2nd blob size. // uint mode_counters[3] = {0}; if(blb[0]>=0 && blb[2] > 500) { //1st blob detected, and is big enough //cvtColor(depthf, outC, CV_GRAY2BGR); //closest point to the camera Point minLoc; double minval,maxval; minMaxLoc(depthf, &minval, &maxval, &minLoc, NULL, blobMaskInput); circle(outC, minLoc, 5, Scalar(0,255,0), 3); Scalar mn,stdv; meanStdDev(depthf,mn,stdv,blobMaskInput); //cout << "min: " << minval << ", max: " << maxval << ", mean: " << mn[0] << endl; blobMaskInput = depthf < (mn[0] + stdv[0]*.5); blb = refineSegments(Mat(),blobMaskInput,blobMaskOutput,ctr,ctr2,midBlob); imshow("second", blobMaskOutput); if(blb[0] >= 0 && blb[2] > 300) { //draw contour Scalar color(0,0,255); for (int idx=0; idx<ctr.size()-1; idx++) line(outC, ctr[idx], ctr[idx+1], color, 1); line(outC, ctr[ctr.size()-1], ctr[0], color, 1); if(ctr2.size() > 0) { Scalar color2(255,0,255); for (int idx=0; idx<ctr2.size()-1; idx++) line(outC, ctr2[idx], ctr2[idx+1], color2, 2); line(outC, ctr2[ctr2.size()-1], ctr2[0], color2, 2); } //draw "major axis" // Vec4f _line; Mat curve(ctr); // fitLine(curve, _line, CV_DIST_L2, 0, 0.01, 0.01); // line(outC, Point(blb[0]-_line[0]*70,blb[1]-_line[1]*70), // Point(blb[0]+_line[0]*70,blb[1]+_line[1]*70), // Scalar(255,255,0), 1); //blob center circle(outC, Point(blb[0],blb[1]), 50, Scalar(255,0,0), 3); // cout << "min depth " << minval << endl; register_ctr = MIN((register_ctr + 1),60); if(blb[3] > 5000) register_secondbloc_ctr = MIN((register_secondbloc_ctr + 1),60); if (register_ctr > 30 && !registered) { registered = true; appear.x = -1; update_bg_model = false; lastMove.x = blb[0]; lastMove.y = blb[1]; cout << "blob size " << blb[2] << endl; if(register_secondbloc_ctr < 30) { if(blb[2] > 10000) { cout << "register panner" << endl; send_event("Register", "\"mode\":\"openhand\""); } else { cout << "register pointer" << endl; send_event("Register", "\"mode\":\"theforce\""); } } else { cout << "register tab swithcer" << endl; send_event("Register", "\"mode\":\"twohands\""); } } if(registered) { stringstream ss; ss << "\"x\":" << (int)floor(blb[0]*100.0/640.0) << ",\"y\":" << (int)floor(blb[1]*100.0/480.0) << ",\"z\":" << (int)(mn[0] * 2.0); //cout << "move: " << ss.str() << endl; send_event("Move", ss.str()); //---------------------- fist detection --------------------- //calc laplacian of curve vector<Point> approxCurve; //approximate curve approxPolyDP(curve, approxCurve, 10.0, true); Mat approxCurveM(approxCurve); Mat curve_lap; calc_laplacian(approxCurveM, curve_lap); //calc laplacian hcr_ctr = 0; for (int i=0; i<approxCurve.size(); i++) { double n = norm(((Point2d*)(curve_lap.data))[i]); if (n > 10.0) { //high curvature point circle(outC, approxCurve[i], 3, Scalar(50,155,255), 2); hcr_ctr++; } } hc_stack.at(hc_stack_ptr) = hcr_ctr; hc_stack_ptr = (hc_stack_ptr + 1) % hc_stack.size(); Scalar _avg = mean(Mat(hc_stack)); if (abs(_avg[0] - (double)hcr_ctr) > 5.0) { //a big change in curvature = hand fisted/opened? cout << "Hand click!" << endl; send_event("HandClick", ""); } if (mode_state == MODE_NONE) { } // imshow("out",out); //doHist(depthf,out); { //some debug on screen.. stringstream ss; ss << "high curve pts " << hcr_ctr << ", avg " << _avg[0]; putText(outC, ss.str(), Point(50,50), CV_FONT_HERSHEY_PLAIN, 2.0,Scalar(0,0,255), 2); } } else { //not registered, look for gestures if(appear.x<0) { //first appearence of blob appear = midBlob; // update_bg_model = false; appearTS = getTickCount(); cout << "appear ("<<appearTS<<") " << appear.x << "," << appear.y << endl; } else { //blob was seen before, how much time passed double timediff = ((double)getTickCount()-appearTS)/getTickFrequency(); if (timediff > .2 && timediff < 1.0) { //enough time passed from appearence line(outC, appear, Point(blb[0],blb[1]), Scalar(0,0,255), 3); if (appear.x - blb[0] > 100) { cout << "right"<<endl; appear.x = -1; send_event("SwipeRight", ""); update_bg_model = true; register_ctr = 0; } else if (appear.x - blb[0] < -100) { cout << "left" <<endl; appear.x = -1; send_event("SwipeLeft", ""); update_bg_model = true; register_ctr = 0; } else if (appear.y - blb[1] > 100) { cout << "up" << endl; appear.x = -1; send_event("SwipeUp", ""); update_bg_model = true; register_ctr = 0; } else if (appear.y - blb[1] < -100) { cout << "down" << endl; appear.x = -1; send_event("SwipeDown", ""); update_bg_model = true; register_ctr = 0; } } if(timediff >= 1.0) { cout << "a ghost..."<<endl; update_bg_model = true; //a second passed from appearence - reset 1st appear appear.x = -1; appearTS = -1; midBlob.x = midBlob.y = -1; } } } send_image(outC); } } else { send_image(depthf); register_ctr = MAX((register_ctr - 1),0); register_secondbloc_ctr = MAX((register_secondbloc_ctr - 1),0); } imshow("blob",outC); if (register_ctr <= 15 && registered) { midBlob.x = midBlob.y = -1; registered = false; mode_state = MODE_NONE; update_bg_model = true; cout << "unregister" << endl; send_event("Unregister", ""); } char k = cvWaitKey(5); if( k == 27 ) break; if( k == ' ' ) update_bg_model = !update_bg_model; if (k=='s') { cout << "send test event" << endl; send_event("TestEvent", ""); } } printf("-- done!\n"); pthread_join(ocv_thread, NULL); pthread_exit(NULL); return 0; }
/* * Alert: As of bpl14, this function returns the following codes: * < 0 Victim died. * = 0 No damage. * > 0 How much damage done. */ int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { if (GET_POS(victim) <= POS_DEAD) { /* This is "normal"-ish now with delayed extraction. -gg 3/15/2001 */ if (PLR_FLAGGED(victim, PLR_NOTDEADYET) || MOB_FLAGGED(victim, MOB_NOTDEADYET)) return (-1); log("SYSERR: Attempt to damage corpse '%s' in room #%d by '%s'.", GET_NAME(victim), GET_ROOM_VNUM(IN_ROOM(victim)), GET_NAME(ch)); die(victim); return (-1); /* -je, 7/7/92 */ } /* peaceful rooms */ if (ch != victim && ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); return (0); } /* shopkeeper protection */ if (!ok_damage_shopkeeper(ch, victim)) return (0); /* You can't damage an immortal! */ if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT)) dam = 0; if (victim != ch) { /* Start the attacker fighting the victim */ if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL)) set_fighting(ch, victim); /* Start the victim fighting the attacker */ if (GET_POS(victim) > POS_STUNNED && (FIGHTING(victim) == NULL)) { set_fighting(victim, ch); if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch)) remember(victim, ch); } } /* If you attack a pet, it hates your guts */ if (victim->master == ch) stop_follower(victim); /* If the attacker is invisible, he becomes visible */ if (AFF_FLAGGED(ch, AFF_INVISIBLE | AFF_HIDE)) appear(ch); /* Cut damage in half if victim has sanct, to a minimum 1 */ if (AFF_FLAGGED(victim, AFF_SANCTUARY) && dam >= 2) dam /= 2; /* Check for PK if this is not a PK MUD */ if (!pk_allowed) { check_killer(ch, victim); if (PLR_FLAGGED(ch, PLR_KILLER) && (ch != victim)) dam = 0; } /* Set the maximum damage per round and subtract the hit points */ dam = MAX(MIN(dam, 100), 0); GET_HIT(victim) -= dam; /* Gain exp for the hit */ if (ch != victim) gain_exp(ch, GET_LEVEL(victim) * dam); update_pos(victim); /* * skill_message sends a message from the messages file in lib/misc. * dam_message just sends a generic "You hit $n extremely hard.". * skill_message is preferable to dam_message because it is more * descriptive. * * If we are _not_ attacking with a weapon (i.e. a spell), always use * skill_message. If we are attacking with a weapon: If this is a miss or a * death blow, send a skill_message if one exists; if not, default to a * dam_message. Otherwise, always send a dam_message. */ if (!IS_WEAPON(attacktype)) skill_message(dam, ch, victim, attacktype); else { if (GET_POS(victim) == POS_DEAD || dam == 0) { if (!skill_message(dam, ch, victim, attacktype)) dam_message(dam, ch, victim, attacktype); } else { dam_message(dam, ch, victim, attacktype); } } /* Use send_to_char -- act() doesn't send message if you are DEAD. */ switch (GET_POS(victim)) { case POS_MORTALLYW: act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM); send_to_char(victim, "You are mortally wounded, and will die soon, if not aided.\r\n"); break; case POS_INCAP: act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM); send_to_char(victim, "You are incapacitated an will slowly die, if not aided.\r\n"); break; case POS_STUNNED: act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, CommTarget::TO_ROOM); send_to_char(victim, "You're stunned, but will probably regain consciousness again.\r\n"); break; case POS_DEAD: act("$n is dead! R.I.P.", FALSE, victim, 0, 0, CommTarget::TO_ROOM); send_to_char(victim, "You are dead! Sorry...\r\n"); break; default: /* >= POSITION SLEEPING */ if (dam > (GET_MAX_HIT(victim) / 4)) send_to_char(victim, "That really did HURT!\r\n"); if (GET_HIT(victim) < (GET_MAX_HIT(victim) / 4)) { send_to_char(victim, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n", CCRED(victim, C_SPR), CCNRM(victim, C_SPR)); if (ch != victim && MOB_FLAGGED(victim, MOB_WIMPY)) do_flee(victim, NULL, 0, 0); } if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) && GET_HIT(victim) < GET_WIMP_LEV(victim) && GET_HIT(victim) > 0) { send_to_char(victim, "You wimp out, and attempt to flee!\r\n"); do_flee(victim, NULL, 0, 0); } break; } /* Help out poor linkless people who are attacked */ if (!IS_NPC(victim) && !(victim->desc) && GET_POS(victim) > POS_STUNNED) { do_flee(victim, NULL, 0, 0); if (!FIGHTING(victim)) { act("$n is rescued by divine forces.", FALSE, victim, 0, 0, CommTarget::TO_ROOM); GET_WAS_IN(victim) = IN_ROOM(victim); char_from_room(victim); char_to_room(victim, 0); } } /* stop someone from fighting if they're stunned or worse */ if (GET_POS(victim) <= POS_STUNNED && FIGHTING(victim) != NULL) stop_fighting(victim); /* Uh oh. Victim died. */ if (GET_POS(victim) == POS_DEAD) { if (ch != victim && (IS_NPC(victim) || victim->desc)) { if (AFF_FLAGGED(ch, AFF_GROUP)) group_gain(ch, victim); else solo_gain(ch, victim); } if (!IS_NPC(victim)) { mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); if (MOB_FLAGGED(ch, MOB_MEMORY)) forget(ch, victim); } die(victim); return (-1); } return (dam); }
void mobile_activity(void) { register struct char_data *ch, *next_ch, *vict; struct char_data *min_vict = NULL; struct obj_data *obj, *next_obj, *best_obj, *cont; int door, found, max, where; int casual, max_abil=0, curr_abil, gold; memory_rec *names; room_rnum target_room; extern int no_specials; ACMD(do_get); for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (!IS_MOB(ch)) continue; //lance ripristina il master! if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SAVE)) chkmaster(ch); // Examine call for special procedure if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) { if (mob_index[GET_MOB_RNUM(ch)].func == NULL) { sprintf(buf, "SYSERR: %s (#%d): Attempting to call non-existing mob func", GET_NAME(ch), GET_MOB_VNUM(ch)); log(buf); REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC); } else { //(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""); if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "")) continue; /* go to next char*/ } } // If the mob has no specproc, do the default actions if (FIGHTING(ch) || !AWAKE(ch)) continue; // Nuovo Scavenger (picking up objects) by Rusty if (MOB_FLAGGED(ch, MOB_SCAVENGER)) if (world[ch->in_room].contents && (number(0, 10) > 5)) { max = -1000; best_obj = NULL; for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) if (CAN_GET_OBJ(ch, obj) && objlevel(obj) > max) { best_obj = obj; max = objlevel(obj); } if (best_obj != NULL) { obj_from_room(best_obj); obj_to_char(best_obj, ch); act("$n prende $p.", FALSE, ch, best_obj, 0, TO_ROOM); // Orione, tolta la procedura che fa indossare l'eq raccolto ai mob scavenger // Scavenger Plus:Mob wear the best object /* where=find_eq_pos(ch, best_obj, 0); if (CAN_WEAR(best_obj, ITEM_WEAR_WIELD)) where=WEAR_WIELD; if ( (where>0) && GET_EQ(ch,where)) { // se ce l'ha gia! if ((objlevel((ch)->equipment[where]))< objlevel(best_obj)) { obj_to_char((obj=unequip_char(ch, where)), ch); act("$n smette di usare $p.", FALSE, ch, obj, 0, TO_ROOM); } else { where = NUM_WEARS; // cioe' oggetto non indossabile } if (GET_LEVEL(ch)>=objlevel(best_obj)) { if (where>=0 && where <NUM_WEARS) { obj_from_char(best_obj); equip_char(ch,best_obj,where); wear_message(ch,best_obj,where); } } } */ } } //End ifif // Mob BodyGuard !? if (MOB_FLAGGED(ch, MOB_BGUARD) && (ch->master)) { if ( (FIGHTING(ch->master) && (npc_rescue(ch, ch->master) == FALSE)) || (ch->master && WHOKILLED(ch->master)) ) { act("$N Si schiera Prontamente al tuo fianco!", FALSE,ch->master, 0, ch, TO_CHAR); act("$n Si schiera prontamente al fianco di $N", FALSE, ch, 0, ch->master, TO_ROOM); if (WHOKILLED(ch->master)) hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/ else hit(ch, FIGHTING(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/ } if (FIGHTING(ch)) { npc_rescue(ch, ch->master); if (WHOKILLED(ch->master)) hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED); /*in ogni caso assiste*/ continue; } } //MOB_THIEF if ( MOB_FLAGGED(ch, MOB_CRIMINAL) && (GET_POS(ch) == POS_RESTING) && IS_AFFECTED(ch, AFF_HIDE) && GET_HIT(ch) >= 2*GET_MAX_HIT(ch)/3) { appear(ch); GET_POS(ch)=POS_STANDING; } if ( MOB_FLAGGED(ch, MOB_CRIMINAL) && ( GET_POS(ch) == POS_STANDING) && ( (casual = number(0, 11)) < 6 ) ) { // 50% Rubare // cerca le vittime 1) Devono aver almeno 1 coin // 2) Deve aver una buona prob di farcela for (found=FALSE, min_vict = NULL, vict = world[ch->in_room].people; vict; vict = vict->next_in_room) { if (CAN_SEE(ch, vict) && (vict != ch)) { if ((min_vict == NULL) || (max_abil < 100)) { //se ha il 100% tanto vale fermarsi //Calcolo dell abilita:presa esattamente da D n'D curr_abil = MIN(90, (10*(GET_LEVEL(ch)) - 5*GET_LEVEL(vict))); curr_abil -= dex_app[GET_DEX(vict)].reaction; if (GET_POS(vict) < POS_STANDING) curr_abil += 200; // Se la vittima e' addormentata-stunned - incap o morta ovviamente // deruberai questa sicuramente if ( (curr_abil >= 40) && (GET_GOLD(vict) != 0) && (curr_abil > max_abil) ) { min_vict = vict; max_abil = curr_abil; found=TRUE; } } } } // Se ha trovato la vittima if (found == TRUE) { if ((casual = number(1, 100)) > max_abil) { if (!IS_NPC(min_vict)) act(" $n cerca di prendere dei soldi dal tuo Borsello", FALSE, ch, 0, min_vict, TO_CHAR); else { act("Oops...", FALSE, ch, 0, min_vict, TO_ROOM); act("$n cerca di rubare soldi a $N..Ma viene Scoperto! ", FALSE, ch, 0, min_vict, TO_ROOM); } //Beccato ... fa 2 tentativi di fuga if (((door = number(1, 7)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); if ((door -= 1) < NUM_OF_DIRS && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); if ((door += 2) < NUM_OF_DIRS && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); if (IS_NPC(min_vict)) { act("$n Urla: $N e' uno sporco LADRO!!!!", FALSE, min_vict, 0, ch, TO_ROOM); hit(min_vict, ch, TYPE_UNDEFINED); } } // Il Bastardo ce la fa! else { if (GET_POS(min_vict) < 5) { GET_GOLD(ch) += GET_GOLD(min_vict); GET_GOLD(min_vict) = 0; //la ripulisce completamente } else { gold = number((GET_GOLD(min_vict) / 10), (GET_GOLD(min_vict) / 2)); //gold = MIN(5000, gold); if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(min_vict) -= gold; if (GET_GOLD(min_vict) < 0) GET_GOLD(min_vict) = 0; } } // Dopo il furto si allontana if (((door = number(1, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); if ((door -=1) < NUM_OF_DIRS && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); if ((door +=2) < NUM_OF_DIRS && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch,door,1,CAN_SHOW_ROOM); } } else { // Nessuna vittima appetibile:se ne va! if (((door = number(0, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) ) perform_move(ch, door, 1, CAN_SHOW_ROOM); } } // Mob Sciacalli indossano EQ if (MOB_FLAGGED(ch, MOB_NECRO) && !FIGHTING(ch) && AWAKE(ch)) if (world[ch->in_room].contents) { max = -1000; best_obj=NULL; for (cont = world[ch->in_room].contents;cont;cont = cont->next_content) if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) { for (obj = cont->contains; obj; obj = next_obj) { next_obj = obj->next_content; if (obj != NULL) { if (CAN_SEE_OBJ(ch, obj) && ( (max = objlevel(obj)) <= GET_LEVEL(ch)) ) { perform_get_from_container(ch, obj, cont, FIND_OBJ_INV); if (obj != NULL) { where = find_eq_pos(ch, obj, 0); if (CAN_WEAR(obj, ITEM_WEAR_HOLD)) where = WEAR_HOLD; if (GET_OBJ_TYPE(obj)==ITEM_LIGHT) where = WEAR_LIGHT; if (CAN_WEAR(obj, ITEM_WEAR_WIELD)) where = WEAR_WIELD; if (where < 0) { sprintf(buf,"SYSERR:pos < 0 ,in cont %s obj %d %s In room %d", cont->name, GET_OBJ_RNUM(obj), obj->name, IN_ROOM(ch)); log(buf); where = NUM_WEARS; } if (GET_EQ(ch, where) && where < NUM_WEARS) { if ((objlevel((ch)->equipment[where])) < objlevel(obj)) { obj_to_char((best_obj = unequip_char(ch, where)), ch); act("$n smette di usare $p.",FALSE, ch, best_obj, 0, TO_ROOM); } else where = NUM_WEARS; } if (where >= 0 && where < NUM_WEARS) { wear_message(ch, obj, where); obj_from_char(obj); equip_char(ch, obj, where); } } } } } } //End forif } //End ifif // Mob Movement if (HUNTING(ch)) hunt_victim(ch); else { if (MOB_FLAGGED(ch , MOB_SEARCHER)) {} else { if (ch->in_room != NOWHERE) { if (!IS_IN_WILD(ch)) { if ( !MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) && ( (door = number(0, 8)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) && ( !MOB_FLAGGED(ch, MOB_STAY_ZONE) || (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { perform_move(ch, door, 1, CAN_SHOW_ROOM); } } else { // E' in wilderness if (MOB_FLAGGED(ch, MOB_WILDHUNT)) door = wild_mobhunter(ch); else door = number(0, 8); if (door >= 0 && door < NUM_OF_DIRS) target_room = wild_target_room(ch, door); else target_room = -1; if ( !MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) && (target_room != -1) && ( !MOB_FLAGGED(ch, MOB_STAY_ZONE) || (world[target_room].wild_rnum == world[ch->in_room].wild_rnum))) { perform_move(ch, door, 1, CAN_SHOW_ROOM); } } } } } // Aggressive Mobs if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; if (number(0, 3) < 2) continue; // Simple simulate Random a Joke from Phantom ;P if (GET_ABIL (vict, ABIL_TRATTATIVA) >= EXPERT_LIV) continue; // I pg con trattativa ad esperto fanno pace con gli aggressivi (by Spini) if (controllo_volo(ch, vict)) continue; if (affected_by_spell (vict, SPELLSKILL, DISEASE_PESTE)) continue; if (MOB_FLAGGED(ch, MOB_AGGR_NO_PROP) && (MASTER_ID(ch)==GET_IDNUM(vict))) continue; if (MOB_FLAGGED(ch, MOB_AGGR_NO_CLAN) && (CLAN_ID(ch)==GET_CLAN(vict))) continue; if (MOB_FLAGGED(ch, MOB_AGGR_NO_AL_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == ALLIANCE)) continue; if (MOB_FLAGGED(ch, MOB_AGGR_NO_EN_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == WAR)) continue; if (MOB_FLAGGED(ch, MOB_AGGR_NO_PC_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == PEACE)) continue; if (MOB_FLAGGED(ch, MOB_AGGR_VAS_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == VASSALLO)) continue; if ( !MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict)) ) { if (GET_MOB_SPEC(ch)== thief) npc_backstab(ch,vict); else hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } // Mob Memory if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (!CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; for (names = MEMORY(ch); names && !found; names = names->next) if (names->id == GET_IDNUM(vict)) { found = TRUE; act("$n esclama, 'Hey!! Tu sei il tipo che mi ha attaccato!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, vict, TYPE_UNDEFINED); } //End forif } } // Helper Mobs Paladino del bene if ( MOB_FLAGGED(ch, MOB_HELPER) && !MOB_FLAGGED(ch, MOB_CRIMINALHELPER) ) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) if ( ch != vict && IS_NPC(vict) && FIGHTING(vict) && !IS_NPC(FIGHTING(vict)) && ch != FIGHTING(vict) ) { if ( MOB_FLAGGED(vict, MOB_CRIMINAL) || ( (ch->master) && (FIGHTING(vict) == ch->master) ) ) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } else { act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } //End forif } // Helper Mobs Servo del male if ( MOB_FLAGGED(ch, MOB_CRIMINALHELPER) && !MOB_FLAGGED(ch, MOB_HELPER) ) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) if ( ch != vict && IS_NPC(vict) && FIGHTING(vict) && !IS_NPC(FIGHTING(vict)) && ch != FIGHTING(vict) ) { if ( MOB_FLAGGED(vict, MOB_CRIMINAL) || ( (ch->master) && (vict == ch->master) ) ) { act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } //End forif } // Add new mobile actions here } // end for() }
void damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { char buf[MAX_STRING_LENGTH]; struct message_type *messages; int i,j,nr,max_hit,exp; int hit_limit(struct char_data *ch); assert(GET_POS(victim) > POSITION_DEAD); if ((GET_LEVEL(victim)>20) && !IS_NPC(victim)) /* You can't damage an immortal! */ dam=0; if (victim != ch) { if (GET_POS(victim) > POSITION_STUNNED) { if (!(victim->specials.fighting)) set_fighting(victim, ch); GET_POS(victim) = POSITION_FIGHTING; } if (GET_POS(ch) > POSITION_STUNNED) { if (!(ch->specials.fighting)) set_fighting(ch, victim); if (IS_NPC(ch) && IS_NPC(victim) && victim->master && !number(0,10) && IS_AFFECTED(victim, AFF_CHARM) && (victim->master->in_room == ch->in_room)) { if (ch->specials.fighting) stop_fighting(ch); hit(ch, victim->master, TYPE_UNDEFINED); return; } } } if (victim->master == ch) stop_follower(victim); if (IS_AFFECTED(ch, AFF_INVISIBLE)) appear(ch); if (IS_AFFECTED(victim, AFF_SANCTUARY)) dam = MIN(dam, 18); /* Max 18 damage when sanctuary */ dam=MIN(dam,100); dam=MAX(dam,0); GET_HIT(victim)-=dam; if (ch != victim) gain_exp(ch,GET_LEVEL(victim)*dam); update_pos(victim); if ((attacktype >= TYPE_HIT) && (attacktype <= TYPE_SLASH)) { if (!ch->equipment[WIELD]) { dam_message(dam, ch, victim, TYPE_HIT); } else { dam_message(dam, ch, victim, attacktype); } } else { for(i = 0; i < MAX_MESSAGES; i++) { if (fight_messages[i].a_type == attacktype) { nr=dice(1,fight_messages[i].number_of_attacks); for(j=1,messages=fight_messages[i].msg;(j<nr)&&(messages);j++) messages=messages->next; if (!IS_NPC(victim) && (GET_LEVEL(victim) > 20)) { act(messages->god_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->god_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->god_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else if (dam != 0) { if (GET_POS(victim) == POSITION_DEAD) { act(messages->die_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->die_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->die_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else { act(messages->hit_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->hit_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->hit_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } else { /* Dam == 0 */ act(messages->miss_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->miss_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->miss_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } } } switch (GET_POS(victim)) { case POSITION_MORTALLYW: act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM); act("You are mortally wounded, and will die soon, if not aided.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_INCAP: act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM); act("You are incapacitated an will slowly die, if not aided.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_STUNNED: act("$n is stunned, but will probably regain conscience again.", TRUE, victim, 0, 0, TO_ROOM); act("You're stunned, but will probably regain conscience again.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_DEAD: act("$n is dead! R.I.P.", TRUE, victim, 0, 0, TO_ROOM); act("You are dead! Sorry...", FALSE, victim, 0, 0, TO_CHAR); break; default: /* >= POSITION SLEEPING */ max_hit=hit_limit(victim); if (dam > (max_hit/5)) act("That Really did HURT!",FALSE, victim, 0, 0, TO_CHAR); if (GET_HIT(victim) < (max_hit/5)) { act("You wish that your wounds would stop BLEEDING that much!",FALSE,victim,0,0,TO_CHAR); if (IS_NPC(victim)) if (IS_SET(victim->specials.act, ACT_WIMPY)) do_flee(victim, "", 0); } break; } if (!IS_NPC(victim) && !(victim->desc)) { do_flee(victim, "", 0); if (!victim->specials.fighting) { act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM); victim->specials.was_in_room = victim->in_room; char_from_room(victim); char_to_room(victim, 0); } } if (GET_POS(victim) < POSITION_STUNNED) if (ch->specials.fighting == victim) stop_fighting(ch); if (!AWAKE(victim)) if (victim->specials.fighting) stop_fighting(victim); if (GET_POS(victim) == POSITION_DEAD) { if (IS_NPC(victim) || victim->desc) if (IS_AFFECTED(ch, AFF_GROUP)) { group_gain(ch, victim); } else { /* Calculate level-difference bonus */ exp = GET_EXP(victim)/3; if (IS_NPC(ch)) exp += (exp*MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; else exp += (exp*MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; exp = MAX(exp, 1); gain_exp(ch, exp); change_alignment(ch, victim); } if (!IS_NPC(victim)) { sprintf(buf, "%s killed by %s at %s", GET_NAME(victim), (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)), world[victim->in_room].name); log(buf); } die(victim); }