void Game::zombie_generator(vector <Zombie> &tab_z, Vector2f poz, Texture &tekstura_z, int runda, Vector2f target) { Zombie zombie(poz.x, poz.y, tekstura_z, 80, rand() % (runda) + 1, target); tab_z.push_back(zombie); }
//Recebe um numero identificador e numero de tickets que é utilizado na chamada fork int forkTest(int priority,int rodadas){ int pid; switch (priority) { case 1: pid = forkLowest(); break; case 2: pid = forkLow(); break; case 3: pid = forkMedium(); break; case 4: pid = forkHigh(); break; case 5: pid = forkHighest(); break; } if (pid == 0) { // processo filho zombie(priority,rodadas); } else if (pid > 0) { // processo pai //zombie(i); } else { // falha no fork printf(1, "fork(1) failed!\n"); return 1; } return 0; }
void Event_Generator() { int i,j,con_phone=0; static int Zobtt=0; if(player.health==1) { printf("You are feeling a little dizzy.\n"); } for(i=0;i<Max_carries;i++) { if(player.inventory[i]==Obj_phone) con_phone=1; } if(_find(Obj_phone)) con_phone=1; if(condition[Condi_Alarm]&&con_phone) printf("The alarm of the phone on you is going off.\n"); if(_find(uObj_zombie)&&player.health==0) { printf("The zombie is comming at you.\n"); zombie(); } if(!condition[Condi_Oldman]) { condition[Condi_Oldman]=1; Zobtt=step-1; } if((step-Zobtt)==5) { for(i=0;i<Max_carries;i++) { if(player.inventory[i]==Obj_body) break; } if(i<Max_carries) { player.inventory[i]=o_n; //unfinished. _put(uObj_zombie,-1); printf("The body seems to start moving.\nYou dropped it on the floor.You soon realize,IT A ZOMBIE!!!!!\n"); } else { for(i=0;i<Map_num_rows;i++) { for(j=0;j<Map_num_columns;j++) { if(_mfind(i,j,Obj_body)) { _mpick(i,j,Obj_body); //unfinished. _mput(i,j,uObj_zombie); if(_find(uObj_zombie)) printf("The body seems to start moving.\nYou soon realize,IT A ZOMBIE!!!!!\n"); } } } } } }
void ZombieGame::init() { keyboard_ = DevicePtr(new InputKeyboard(SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, SDLK_SPACE, SDLK_r, SDLK_LSHIFT, SDLK_e)); clipsize_ = 0; bulletsInWeapon_ = 0; health_ = 0; scale_ = 1.f; lastSpawnTime_ = engine_.getTime(); spawnPeriod_ = 0.5f; addKeyListener([&](gui::Component& component, const SDL_Event& keyEvent) { keyboard_->eventUpdate(keyEvent); }); if (zombieEntry_.getDeepChildEntry("music switch").getBool()) { music_ = zombieEntry_.getDeepChildEntry("music track").getMusic(); music_.setVolume(zombieEntry_.getDeepChildEntry("music volume").getFloat()); music_.play(-1); } tree_ = zombieEntry_.getDeepChildEntry("tree image").getSprite(); wall_ = zombieEntry_.getDeepChildEntry("buildings wallImage").getSprite(); nbrUnits_ = 0; unitMaxLimit_ = zombieEntry_.getDeepChildEntry("settings unitLimit").getInt(); innerSpawnRadius_ = zombieEntry_.getDeepChildEntry("settings innerSpawnRadius").getFloat(); outerSpawnRadius_ = zombieEntry_.getDeepChildEntry("settings outerSpawnRadius").getFloat(); terrain_.loadRoadSprites(zombieEntry_.getDeepChildEntry("roads")); loadTerrain(); explosionProperties_ = zombie::loadExplosion(zombieEntry_.getDeepChildEntry("explosion")); humanInjured_ = zombieEntry_.getDeepChildEntry("human injuredAnimation").getAnimation(); humanDie_ = zombieEntry_.getDeepChildEntry("human dieAnimation").getAnimation(); Unit2D human(loadUnit(this, "human", zombieEntry_, false)); human.setDieSound(zombieEntry_.getDeepChildEntry("human dieSound").getSound()); human.setHitSound(zombieEntry_.getDeepChildEntry("human hitSound").getSound()); zombieInjured_ = zombieEntry_.getDeepChildEntry("zombie injuredAnimation").getAnimation(); zombieDie_ = zombieEntry_.getDeepChildEntry("zombie dieAnimation").getAnimation(); Unit2D zombie(loadUnit(this, "zombie", zombieEntry_, true)); zombie.setDieSound(zombieEntry_.getDeepChildEntry("zombie dieSound").getSound()); zombie.setHitSound(zombieEntry_.getDeepChildEntry("zombie hitSound").getSound()); // Add human to engine. { State state(Position(85,120), ORIGO, 0); //Position p = generatePosition(spawningPoints_); //State state(Position(200,200), ORIGO, 0); Unit* unit = units_.pushBack(human); engine_.add(unit); unit->setState(state); unit->setActive(true); unit->setAwake(true); players_.push_back(std::unique_ptr<HumanPlayer>(new HumanPlayer(keyboard_, unit))); viewPosition_ = state.position_; refViewPosition_ = viewPosition_; ++nbrUnits_; } // Add zombies to engine. calculateValidSpawningPoints(units_[0]); unsigned int unitLevel = zombieEntry_.getDeepChildEntry("settings unitLevel").getInt(); for (unsigned int i = 1; i <= unitLevel && i < units_.getMaxSize(); ++i) { Position p = generatePosition(vaildSpawningPoints_); float angle = calculateAnglePointToPoint(p, units_[0].getPosition()); State state(p, ORIGO, angle); Unit* unit = units_.pushBack(zombie); engine_.add(unit); unit->setState(state); unit->setActive(true); unit->setAwake(true); players_.push_back(std::unique_ptr<ZombieBehavior>(new ZombieBehavior(unit))); } // Add cars to engine. Car2D car(zombie::loadCar(zombieEntry_.getDeepChildEntry("car"))); for (unsigned int i = 0; i < 8 && i < units_.getMaxSize(); ++i) { State state(Position(85,130), ORIGO, 0); Car* c = cars_.pushBack(car); engine_.add(c); c->setState(state); c->setActive(true); c->setAwake(true); } // Add missile to engine. Missile2D missile(loadMissile2D(this, zombieEntry_.getDeepChildEntry("equipment missile"))); for (unsigned int i = 0; i < 10 && i < units_.getMaxSize(); ++i) { engine_.add(missiles_.emplaceBack(missile)); } setBackgroundColor(0, 0.1f, 0); zombiesKilled_ = 0; drawBuildings_.createVBO(buildings_, wall_.getTexture()); }
// TODO: Shunt redundant drawing code elsewhere std::vector<point> game::target(int &x, int &y, int lowx, int lowy, int hix, int hiy, std::vector <monster> t, int &target, item *relevent) { std::vector<point> ret; int tarx, tary, junk, tart; int range=(hix-u.posx); // First, decide on a target among the monsters, if there are any in range if (!t.empty()) { // Check for previous target if (target == -1) { // If no previous target, target the closest there is double closest = -1; double dist; for (int i = 0; i < t.size(); i++) { dist = rl_dist(t[i].posx(), t[i].posy(), u.posx, u.posy); if (closest < 0 || dist < closest) { closest = dist; target = i; } } } x = t[target].posx(); y = t[target].posy(); } else target = -1; // No monsters in range, don't use target, reset to -1 bool sideStyle = use_narrow_sidebar(); int height = 13; int width = getmaxx(w_messages); int top = sideStyle ? getbegy(w_messages) : (getbegy(w_minimap) + getmaxy(w_minimap)); int left = getbegx(w_messages); WINDOW* w_target = newwin(height, width, top, left); draw_border(w_target); mvwprintz(w_target, 0, 2, c_white, "< "); if (!relevent) { // currently targetting vehicle to refill with fuel wprintz(w_target, c_red, _("Select a vehicle")); } else { if (relevent == &u.weapon && relevent->is_gun()) { wprintz(w_target, c_red, _("Firing %s (%d)"), // - %s (%d)", u.weapon.tname().c_str(),// u.weapon.curammo->name.c_str(), u.weapon.charges); } else { wprintz(w_target, c_red, _("Throwing %s"), relevent->tname().c_str()); } } wprintz(w_target, c_white, " >"); /* Annoying clutter @ 2 3 4. */ int text_y = getmaxy(w_target) - 4; if (is_mouse_enabled()) { --text_y; } mvwprintz(w_target, text_y++, 1, c_white, _("Move cursor to target with directional keys")); if (relevent) { mvwprintz(w_target, text_y++, 1, c_white, _("'<' '>' Cycle targets; 'f' or '.' to fire")); mvwprintz(w_target, text_y++, 1, c_white, _("'0' target self; '*' toggle snap-to-target")); } if (is_mouse_enabled()) { mvwprintz(w_target, text_y++, 1, c_white, _("Mouse: LMB: Target, Wheel: Cycle, RMB: Fire")); } wrefresh(w_target); bool snap_to_target = OPTIONS["SNAP_TO_TARGET"]; do { if (m.sees(u.posx, u.posy, x, y, -1, tart)) ret = line_to(u.posx, u.posy, x, y, tart); else ret = line_to(u.posx, u.posy, x, y, 0); if(trigdist && trig_dist(u.posx,u.posy, x,y) > range) { bool cont=true; int cx=x; int cy=y; for (int i = 0; i < ret.size() && cont; i++) { if(trig_dist(u.posx,u.posy, ret[i].x, ret[i].y) > range) { ret.resize(i); cont=false; } else { cx=0+ret[i].x; cy=0+ret[i].y; } } x=cx;y=cy; } point center; if (snap_to_target) center = point(x, y); else center = point(u.posx + u.view_offset_x, u.posy + u.view_offset_y); // Clear the target window. for (int i = 1; i < getmaxy(w_target) - 5; i++) { for (int j = 1; j < getmaxx(w_target) - 2; j++) mvwputch(w_target, i, j, c_white, ' '); } /* Start drawing w_terrain things -- possibly move out to centralized draw_terrain_window function as they all should be roughly similar*/ m.build_map_cache(); // part of the SDLTILES drawing code m.draw(w_terrain, center); // embedded in SDL drawing code // Draw the Monsters for (int i = 0; i < num_zombies(); i++) { if (u_see(&(zombie(i)))) { zombie(i).draw(w_terrain, center.x, center.y, false); } } // Draw the NPCs for (int i = 0; i < active_npc.size(); i++) { if (u_see(active_npc[i]->posx, active_npc[i]->posy)) active_npc[i]->draw(w_terrain, center.x, center.y, false); } if (x != u.posx || y != u.posy) { // Draw the player int atx = POSX + u.posx - center.x, aty = POSY + u.posy - center.y; if (atx >= 0 && atx < TERRAIN_WINDOW_WIDTH && aty >= 0 && aty < TERRAIN_WINDOW_HEIGHT) mvwputch(w_terrain, aty, atx, u.color(), '@'); // Only draw a highlighted trajectory if we can see the endpoint. // Provides feedback to the player, and avoids leaking information about tiles they can't see. draw_line(x, y, center, ret); /* if (u_see( x, y)) { for (int i = 0; i < ret.size(); i++) { int mondex = mon_at(ret[i].x, ret[i].y), npcdex = npc_at(ret[i].x, ret[i].y); // NPCs and monsters get drawn with inverted colors if (mondex != -1 && u_see(&(zombie(mondex)))) zombie(mondex).draw(w_terrain, center.x, center.y, true); else if (npcdex != -1) active_npc[npcdex]->draw(w_terrain, center.x, center.y, true); else m.drawsq(w_terrain, u, ret[i].x, ret[i].y, true,true,center.x, center.y); } } //*/ // Print to target window if (!relevent) { // currently targetting vehicle to refill with fuel vehicle *veh = m.veh_at(x, y); if (veh) { mvwprintw(w_target, 1, 1, _("There is a %s"), veh->name.c_str()); } } else if (relevent == &u.weapon && relevent->is_gun()) { // firing a gun mvwprintw(w_target, 1, 1, _("Range: %d"), rl_dist(u.posx, u.posy, x, y)); // get the current weapon mode or mods std::string mode = ""; if (u.weapon.mode == "MODE_BURST") { mode = _("Burst"); } else { item* gunmod = u.weapon.active_gunmod(); if (gunmod != NULL) { mode = gunmod->type->name; } } if (mode != "") { mvwprintw(w_target, 1, 14, _("Firing mode: %s"), mode.c_str()); } } else { // throwing something mvwprintw(w_target, 1, 1, _("Range: %d"), rl_dist(u.posx, u.posy, x, y)); } const int zid = mon_at(x, y); if (zid == -1) { if (snap_to_target) mvwputch(w_terrain, POSY, POSX, c_red, '*'); else mvwputch(w_terrain, POSY + y - center.y, POSX + x - center.x, c_red, '*'); } else { if (u_see(&(zombie(zid)))) { zombie(zid).print_info(w_target,2); } } } wrefresh(w_target); wrefresh(w_terrain); wrefresh(w_status); refresh(); input_context ctxt("TARGET"); // "ANY_INPUT" should be added before any real help strings // Or strings will be writen on window border. ctxt.register_action("ANY_INPUT"); ctxt.register_directions(); ctxt.register_action("COORDINATE"); ctxt.register_action("SELECT"); ctxt.register_action("FIRE"); ctxt.register_action("NEXT_TARGET"); ctxt.register_action("PREV_TARGET"); ctxt.register_action("WAIT"); ctxt.register_action("CENTER"); ctxt.register_action("TOGGLE_SNAP_TO_TARGET"); ctxt.register_action("HELP_KEYBINDINGS"); ctxt.register_action("QUIT"); const std::string& action = ctxt.handle_input(); tarx = 0; tary = 0; // Our coordinates will either be determined by coordinate input(mouse), // by a direction key, or by the previous value. if (action == "SELECT" && ctxt.get_coordinates(g->w_terrain, tarx, tary)) { if (!OPTIONS["USE_TILES"] && snap_to_target) { // Snap to target doesn't currently work with tiles. tarx += x - u.posx; tary += y - u.posy; } tarx -= x; tary -= y; } else { ctxt.get_direction(tarx, tary, action); if(tarx == -2) { tarx = 0; tary = 0; } } /* More drawing to terrain */ if (tarx != 0 || tary != 0) { int mondex = mon_at(x, y), npcdex = npc_at(x, y); if (mondex != -1 && u_see(&(zombie(mondex)))) zombie(mondex).draw(w_terrain, center.x, center.y, false); else if (npcdex != -1) active_npc[npcdex]->draw(w_terrain, center.x, center.y, false); else if (m.sees(u.posx, u.posy, x, y, -1, junk)) m.drawsq(w_terrain, u, x, y, false, true, center.x, center.y); else mvwputch(w_terrain, POSY, POSX, c_black, 'X'); x += tarx; y += tary; if (x < lowx) x = lowx; else if (x > hix) x = hix; if (y < lowy) y = lowy; else if (y > hiy) y = hiy; } else if ((action == "PREV_TARGET") && (target != -1)) { target--; if (target == -1) target = t.size() - 1; x = t[target].posx(); y = t[target].posy(); } else if ((action == "NEXT_TARGET") && (target != -1)) { target++; if (target == t.size()) target = 0; x = t[target].posx(); y = t[target].posy(); } else if (action == "WAIT" || action == "FIRE") { for (int i = 0; i < t.size(); i++) { if (t[i].posx() == x && t[i].posy() == y) target = i; } if (u.posx == x && u.posy == y) ret.clear(); break; } else if (action == "CENTER") { x = u.posx; y = u.posy; ret.clear(); } else if (action == "TOGGLE_SNAP_TO_TARGET") snap_to_target = !snap_to_target; else if (action == "QUIT") { // return empty vector (cancel) ret.clear(); break; } } while (true); return ret; }
void game::throw_item(player &p, int tarx, int tary, item &thrown, std::vector<point> &trajectory) { int deviation = 0; int trange = 1.5 * rl_dist(p.posx, p.posy, tarx, tary); std::set<std::string> no_effects; // Throwing attempts below "Basic Competency" level are extra-bad int skillLevel = p.skillLevel("throw"); if (skillLevel < 3) { deviation += rng(0, 8 - skillLevel); } if (skillLevel < 8) { deviation += rng(0, 8 - skillLevel); } else { deviation -= skillLevel - 6; } deviation += p.throw_dex_mod(); if (p.per_cur < 6) { deviation += rng(0, 8 - p.per_cur); } else if (p.per_cur > 8) { deviation -= p.per_cur - 8; } deviation += rng(0, p.encumb(bp_hands) * 2 + p.encumb(bp_eyes) + 1); if (thrown.volume() > 5) { deviation += rng(0, 1 + (thrown.volume() - 5) / 4); } if (thrown.volume() == 0) { deviation += rng(0, 3); } deviation += rng(0, std::max( 0, p.str_cur - thrown.weight() / 113 ) ); double missed_by = .01 * deviation * trange; bool missed = false; int tart; if (missed_by >= 1) { // We missed D: // Shoot a random nearby space? if (missed_by > 9) { missed_by = 9; } tarx += rng(0 - int(sqrt(double(missed_by))), int(sqrt(double(missed_by)))); tary += rng(0 - int(sqrt(double(missed_by))), int(sqrt(double(missed_by)))); if (m.sees(p.posx, p.posy, tarx, tary, -1, tart)) { trajectory = line_to(p.posx, p.posy, tarx, tary, tart); } else { trajectory = line_to(p.posx, p.posy, tarx, tary, 0); } missed = true; add_msg_if_player(&p,_("You miss!")); } else if (missed_by >= .6) { // Hit the space, but not necessarily the monster there missed = true; add_msg_if_player(&p,_("You barely miss!")); } std::string message; int real_dam = (thrown.weight() / 452 + thrown.type->melee_dam / 2 + p.str_cur / 2) / double(2 + double(thrown.volume() / 4)); if (real_dam > thrown.weight() / 40) { real_dam = thrown.weight() / 40; } if (p.has_active_bionic("bio_railgun") && (thrown.made_of("iron") || thrown.made_of("steel"))) { real_dam *= 2; } int dam = real_dam; int i = 0, tx = 0, ty = 0; for (i = 0; i < trajectory.size() && dam >= 0; i++) { message = ""; double goodhit = missed_by; tx = trajectory[i].x; ty = trajectory[i].y; const int zid = mon_at(tx, ty); // If there's a monster in the path of our item, and either our aim was true, // OR it's not the monster we were aiming at and we were lucky enough to hit it if (zid != -1 && (!missed || one_in(7 - int(zombie(zid).type->size)))) { monster &z = zombie(zid); if (rng(0, 100) < 20 + skillLevel * 12 && thrown.type->melee_cut > 0) { if (!p.is_npc()) { message += string_format(_(" You cut the %s!"), z.name().c_str()); } if (thrown.type->melee_cut > z.get_armor_cut(bp_torso)) { dam += (thrown.type->melee_cut - z.get_armor_cut(bp_torso)); } } if (thrown.made_of("glass") && !thrown.active && // active = molotov, etc. rng(0, thrown.volume() + 8) - rng(0, p.str_cur) < thrown.volume()) { if (u_see(tx, ty)) { add_msg(_("The %s shatters!"), thrown.tname().c_str()); } for (int i = 0; i < thrown.contents.size(); i++) { m.add_item_or_charges(tx, ty, thrown.contents[i]); } sound(tx, ty, 16, _("glass breaking!")); int glassdam = rng(0, thrown.volume() * 2); if (glassdam > z.get_armor_cut(bp_torso)) { dam += (glassdam - z.get_armor_cut(bp_torso)); } } else { m.add_item_or_charges(tx, ty, thrown); } if (i < trajectory.size() - 1) { goodhit = double(double(rand() / RAND_MAX) / 2); } if (goodhit < .1 && !z.has_flag(MF_NOHEAD)) { message = _("Headshot!"); dam = rng(dam, dam * 3); p.practice(turn, "throw", 5); p.lifetime_stats()->headshots++; } else if (goodhit < .2) { message = _("Critical!"); dam = rng(dam, dam * 2); p.practice(turn, "throw", 2); } else if (goodhit < .4) { dam = rng(int(dam / 2), int(dam * 1.5)); } else if (goodhit < .5) { message = _("Grazing hit."); dam = rng(0, dam); } if (u_see(tx, ty)) { g->add_msg_player_or_npc(&p, _("%s You hit the %s for %d damage."), _("%s <npcname> hits the %s for %d damage."), message.c_str(), z.name().c_str(), dam); } if (z.hurt(dam, real_dam)) { z.die(&p); } return; } else { // No monster hit, but the terrain might be. m.shoot(tx, ty, dam, false, no_effects); } // Collide with impassable terrain if (m.move_cost(tx, ty) == 0) { if (i > 0) { tx = trajectory[i - 1].x; ty = trajectory[i - 1].y; } else { tx = u.posx; ty = u.posy; } i = trajectory.size(); } if (p.has_active_bionic("bio_railgun") && (thrown.made_of("iron") || thrown.made_of("steel"))) { m.add_field(tx, ty, fd_electricity, rng(2,3)); } } if (thrown.made_of("glass") && !thrown.active && // active means molotov, etc rng(0, thrown.volume() + 8) - rng(0, p.str_cur) < thrown.volume()) { if (u_see(tx, ty)) { add_msg(_("The %s shatters!"), thrown.tname().c_str()); } for (int i = 0; i < thrown.contents.size(); i++) { m.add_item_or_charges(tx, ty, thrown.contents[i]); } sound(tx, ty, 16, _("glass breaking!")); } else { if(m.has_flag("LIQUID", tx, ty)) { sound(tx, ty, 10, _("splash!")); } else { sound(tx, ty, 8, _("thud.")); } m.add_item_or_charges(tx, ty, thrown); } }