示例#1
0
static void
mvault_tele(struct monst *mtmp)
{
    struct mkroom *croom = search_special(level, VAULT);
    coord c;

    if (croom && somexy(level, croom, &c) && goodpos(level, c.x, c.y, mtmp, 0)) {
        rloc_to(mtmp, c.x, c.y);
        return;
    }
    rloc(mtmp, FALSE);
}
示例#2
0
/* return TRUE if successful, FALSE if not */
boolean
rloc(struct monst *mtmp,        /* mx==0 implies migrating monster arrival */
     boolean suppress_impossible)
{
    int x, y, trycount;

    if (mtmp == u.usteed) {
        tele();
        return TRUE;
    }

    if (mtmp->iswiz && mtmp->mx) {      /* Wizard, not just arriving */
        if (!In_W_tower(u.ux, u.uy, &u.uz))
            x = level->upstair.sx, y = level->upstair.sy;
        else if (!level->dnladder.sx)   /* bottom level of tower */
            x = level->upladder.sx, y = level->upladder.sy;
        else
            x = level->dnladder.sx, y = level->dnladder.sy;
        /* if the wiz teleports away to heal, try the up staircase, to block
           the player's escaping before he's healed (deliberately use `goodpos' 
           rather than `rloc_pos_ok' here) */
        if (goodpos(level, x, y, mtmp, 0))
            goto found_xy;
    }

    trycount = 0;
    do {
        x = rn1(COLNO - 3, 2);
        y = rn2(ROWNO);
        if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)
            : goodpos(level, x, y, mtmp, 0))
            goto found_xy;
    } while (++trycount < 1000);

    /* last ditch attempt to find a good place */
    for (x = 2; x < COLNO - 1; x++)
        for (y = 0; y < ROWNO; y++)
            if (goodpos(level, x, y, mtmp, 0))
                goto found_xy;

    /* level either full of monsters or somehow faulty */
    if (!suppress_impossible)
        impossible("rloc(): couldn't relocate monster");
    return FALSE;

found_xy:
    rloc_to(mtmp, x, y);
    return TRUE;
}
示例#3
0
/* you teleport a monster (via wand, spell, or poly'd q.mechanic attack);
   return false iff the attempt fails */
boolean u_teleport_mon(struct monst *mtmp, boolean give_feedback)
{
	coord cc;

	if (mtmp->ispriest && *in_rooms(level, mtmp->mx, mtmp->my, TEMPLE)) {
	    if (give_feedback)
		pline("%s resists your magic!", Monnam(mtmp));
	    return FALSE;
	} else if (level->flags.noteleport && u.uswallow && mtmp == u.ustuck) {
	    if (give_feedback)
		pline("You are no longer inside %s!", mon_nam(mtmp));
	    unstuck(mtmp);
	    rloc(mtmp, FALSE);
	} else if (is_rider(mtmp->data) && rn2(13) &&
		   enexto(&cc, level, u.ux, u.uy, mtmp->data))
	    rloc_to(mtmp, cc.x, cc.y);
	else
	    rloc(mtmp, FALSE);
	return TRUE;
}
/* return TRUE if successful, FALSE if not */
boolean
rloc(struct monst *mtmp,        /* mx==COLNO implies migrating monster arrival */
     boolean suppress_impossible)
{
    int x, y, trycount;
    int relaxed_goodpos;

    if (mtmp == u.usteed) {
        tele();
        return TRUE;
    }

    if (!(mtmp->dlevel))
        panic("trying to teleport monster onto which level?");

    struct level *mdl = mtmp->dlevel;

    if (mtmp->iswiz && mtmp->mx != COLNO &&
        mdl == level) {      /* Wizard, not just arriving */
        if (!In_W_tower(u.ux, u.uy, &u.uz))
            x = mdl->upstair.sx, y = mdl->upstair.sy;
        else if (!isok(mdl->dnladder.sx, mdl->dnladder.sy))
            x = mdl->upladder.sx, y = mdl->upladder.sy;/* bottom of tower */
        else
            x = mdl->dnladder.sx, y = mdl->dnladder.sy;
        /* if the wiz teleports away to heal, try the up staircase, to block
           the player's escaping before he's healed (deliberately use `goodpos'
           rather than `rloc_pos_ok' here) */
        if (goodpos(mdl, x, y, mtmp, 0))
            goto found_xy;
    }

    for (relaxed_goodpos = 0; relaxed_goodpos < 2; relaxed_goodpos++) {

        /* first try sensible terrain; if none exists, ignore water,
           doors and boulders */
        int gpflags = relaxed_goodpos ? MM_IGNOREWATER | MM_IGNOREDOORS : 0;

        /* try several pairs of positions; try the more restrictive rloc_pos_ok
           before we use the less restrictive goodpos */
        trycount = 0;
        do {
            x = rn2(COLNO);
            y = rn2(ROWNO);
            if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)
                : goodpos(mdl, x, y, mtmp, gpflags))
                goto found_xy;
        } while (++trycount < 1000);

        /* try every square on the mdl as a fallback */
        for (x = 0; x < COLNO; x++)
            for (y = 0; y < ROWNO; y++)
                if (goodpos(mdl, x, y, mtmp, gpflags))
                    goto found_xy;
    }

    /* level either full of monsters or somehow faulty */
    if (!suppress_impossible)
        impossible("rloc(): couldn't relocate monster");
    return FALSE;

found_xy:
    rloc_to(mtmp, x, y);
    return TRUE;
}
示例#5
0
/* return TRUE if successful, FALSE if not */
boolean
rloc(struct monst *mtmp,        /* mx==COLNO implies migrating monster arrival */
     boolean suppress_impossible)
{
    int x, y, trycount;
    int relaxed_goodpos;

    if (mtmp == u.usteed) {
        tele();
        return TRUE;
    }

    if (mtmp->iswiz && mtmp->mx != COLNO) {      /* Wizard, not just arriving */
        if (!In_W_tower(u.ux, u.uy, &u.uz))
            x = level->upstair.sx, y = level->upstair.sy;
        else if (!isok(level->dnladder.sx, level->dnladder.sy))
            x = level->upladder.sx, y = level->upladder.sy;/* bottom of tower */
        else
            x = level->dnladder.sx, y = level->dnladder.sy;
        /* if the wiz teleports away to heal, try the up staircase, to block
           the player's escaping before he's healed (deliberately use `goodpos'
           rather than `rloc_pos_ok' here) */
        if (goodpos(level, x, y, mtmp, 0))
            goto found_xy;
    }

    for (relaxed_goodpos = -1; relaxed_goodpos < 2; relaxed_goodpos++) {

        /* If this is a monster that blinks, try to do that first. */
        if (relaxed_goodpos < 0) {
            if ((isok(mtmp->mx, mtmp->my)) &&
                mtmp->data->mflags3 & M3_BLINKAWAY) {
                /* We're going to do a polar-to-rectangular conversion here,
                   because it's a convenient way to select positions at the
                   correct distance from where we're starting.  We'll try
                   with the maximum radius then back it off. */
                int maxradius = 2 * mtmp->data->mlevel;
                int minradius = 2;
                int theta[24] = {   0,  15,  30,  45,  60,  75,
                                    90, 105, 120, 135, 150, 165,
                                    180, 195, 210, 225, 240, 255,
                                    270, 285, 300, 315, 330, 345 };
                int angle, fineangle, swi, sw;
                coord rectcoord;
                if (maxradius < minradius + 3)
                    maxradius = minradius + 3;
                /* Shuffle the order of the angles so we don't always get the same
                   one tried first. */
                for (angle = 0; angle < 24; angle++) {
                    swi          = rn2(24);
                    sw           = theta[swi];
                    theta[swi]   = theta[angle];
                    theta[angle] = sw;
                }
                for (trycount = maxradius; trycount >= minradius; trycount--) {
                    for (angle = 0; angle < 24; angle++)
                        for (fineangle = 0; fineangle < 15; fineangle += 3) {
                            /* theta is shuffled so that the angle isn't the
                               same all the time, but it isn't necessary to
                               shuffle over a hundred different angles; we use
                               fineangle to allow positions that don't line up
                               to the 15-degree increments, but the randomness
                               of the blink direction doesn't need that much
                               precision. */
                            rectcoord = polartorect(trycount, theta[angle] +
                                                    fineangle);
                            x = mtmp->mx + rectcoord.x;
                            y = mtmp->my + rectcoord.y;
                            if (isok(x,y) && !m_at(level,x,y) &&
                                /* TODO: evaluate whether goodpos() should be
                                 * used here */
                                (level->locations[x][y].typ >= CORR) &&
                                /* Blinking only works with line-of-sight, but
                                   for now I am not requiring the monster to
                                   actually _see_ the tile, so e.g. blinking
                                   into the dark works ok. */
                                clear_path(mtmp->mx, mtmp->my, x, y, viz_array)
                                ) {
                                goto found_xy;
                            }
                        }
                }
            }
            continue;
        }

        /* first try sensible terrain; if none exists, ignore water,
           doors and boulders */
        int gpflags = relaxed_goodpos ? MM_IGNOREWATER | MM_IGNOREDOORS : 0;

        /* try several pairs of positions; try the more restrictive rloc_pos_ok
           before we use the less restrictive goodpos */
        trycount = 0;
        do {
            x = rn2(COLNO);
            y = rn2(ROWNO);
            if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)
                : goodpos(level, x, y, mtmp, gpflags))
                goto found_xy;
        } while (++trycount < 1000);

        /* try every square on the level as a fallback */
        for (x = 0; x < COLNO; x++)
            for (y = 0; y < ROWNO; y++)
                if (goodpos(level, x, y, mtmp, gpflags))
                    goto found_xy;
    }

    /* level either full of monsters or somehow faulty */
    if (!suppress_impossible)
        impossible("rloc(): couldn't relocate monster");
    return FALSE;

found_xy:
    rloc_to(mtmp, x, y);
    return TRUE;
}
示例#6
0
文件: dog.c 项目: wheals/nethack4
/* called from resurrect() in addition to losedogs() */
void
mon_arrive(struct monst *mtmp, boolean with_you)
{
    struct trap *t;
    struct obj *otmp;
    xchar xlocale, ylocale, xyloc, xyflags, wander;
    int num_segs;

    mtmp->dlevel = level;
    mtmp->nmon = level->monlist;
    level->monlist = mtmp;
    if (mtmp->isshk)
        set_residency(mtmp, FALSE);

    num_segs = mtmp->wormno;
    /* baby long worms have no tail so don't use is_longworm() */
    if ((mtmp->data == &mons[PM_LONG_WORM]) &&
        (mtmp->wormno = get_wormno(mtmp->dlevel)) != 0) {
        initworm(mtmp, num_segs);
        /* tail segs are not yet initialized or displayed */
    } else
        mtmp->wormno = 0;

    /* some monsters might need to do something special upon arrival _after_
       the current level has been fully set up; see dochug() */
    mtmp->mstrategy |= STRAT_ARRIVE;

    xyloc = mtmp->xyloc;
    xyflags = mtmp->xyflags;
    xlocale = mtmp->xlocale;
    ylocale = mtmp->ylocale;

    for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
        set_obj_level(mtmp->dlevel, otmp);

    if (mtmp == u.usteed)
        return; /* don't place steed on the map */
    if (with_you) {
        /* When a monster accompanies you, sometimes it will arrive at your
           intended destination and you'll end up next to that spot.  This code
           doesn't control the final outcome; goto_level(do.c) decides who ends
           up at your target spot when there is a monster there too. */
        if (!MON_AT(level, u.ux, u.uy) &&
            !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2))
            rloc_to(mtmp, u.ux, u.uy);
        else
            mnexto(mtmp);
        return;
    }
    /*
     * The monster arrived on this level independently of the player.
     * Its coordinate fields were overloaded for use as flags that
     * specify its final destination.
     */

    if (mtmp->mlstmv < moves - 1L) {
        /* heal monster for time spent in limbo */
        long nmv = moves - 1L - mtmp->mlstmv;

        mon_catchup_elapsed_time(mtmp, nmv);
        mtmp->mlstmv = moves - 1L;

        /* let monster move a bit on new level (see placement code below) */
        wander = (xchar) min(nmv, 8);
    } else
        wander = 0;

    switch (xyloc) {
    case MIGR_APPROX_XY:       /* {x,y}locale set above */
        break;
    case MIGR_EXACT_XY:
        wander = 0;
        break;
    case MIGR_NEAR_PLAYER:
        xlocale = u.ux, ylocale = u.uy;
        break;
    case MIGR_STAIRS_UP:
        xlocale = level->upstair.sx, ylocale = level->upstair.sy;
        break;
    case MIGR_STAIRS_DOWN:
        xlocale = level->dnstair.sx, ylocale = level->dnstair.sy;
        break;
    case MIGR_LADDER_UP:
        xlocale = level->upladder.sx, ylocale = level->upladder.sy;
        break;
    case MIGR_LADDER_DOWN:
        xlocale = level->dnladder.sx, ylocale = level->dnladder.sy;
        break;
    case MIGR_SSTAIRS:
        xlocale = level->sstairs.sx, ylocale = level->sstairs.sy;
        break;
    case MIGR_PORTAL:
        if (In_endgame(&u.uz)) {
            /* there is no arrival portal for endgame levels */
            /* BUG[?]: for simplicity, this code relies on the fact that we
               know that the current endgame levels always build upwards and
               never have any exclusion subregion inside their TELEPORT_REGION
               settings. */
            xlocale =
                rn1(level->updest.hx - level->updest.lx + 1, level->updest.lx);
            ylocale =
                rn1(level->updest.hy - level->updest.ly + 1, level->updest.ly);
            break;
        }
        /* find the arrival portal */
        for (t = level->lev_traps; t; t = t->ntrap)
            if (t->ttyp == MAGIC_PORTAL)
                break;
        if (t) {
            xlocale = t->tx, ylocale = t->ty;
            break;
        } else {
            impossible("mon_arrive: no corresponding portal?");
        }
     /*FALLTHRU*/ default:
    case MIGR_RANDOM:
        xlocale = COLNO;
        ylocale = ROWNO;
        break;
    }

    if ((xlocale != COLNO) && wander) {
        /* monster moved a bit; pick a nearby location */
        /* mnearto() deals w/stone, et al */
        char *r = in_rooms(level, xlocale, ylocale, 0);

        if (r && *r) {
            coord c;

            /* somexy() handles irregular level->rooms */
            if (somexy(level, &level->rooms[*r - ROOMOFFSET], &c, rng_main))
                xlocale = c.x, ylocale = c.y;
            else {
                xlocale = COLNO;
                ylocale = ROWNO;
            }
        } else {        /* not in a room */
            int i, j;

            i = max(0, xlocale - wander);
            j = min(COLNO - 1, xlocale + wander);
            xlocale = rn1(j - i, i);
            i = max(0, ylocale - wander);
            j = min(ROWNO - 1, ylocale + wander);
            ylocale = rn1(j - i, i);
        }
    }
    /* moved a bit */
    mtmp->mx = COLNO;       /* (already is 0) */
    mtmp->my = xyflags;
    if (xlocale != COLNO)
        mnearto(mtmp, xlocale, ylocale, FALSE);
    else {
        if (!rloc(mtmp, TRUE)) {
            /* Failed to place migrating monster, probably because the level is
               full.  Dump the monster's cargo and leave the monster dead. */
            struct obj *obj;

            while ((obj = mtmp->minvent) != 0) {
                obj_extract_self(obj);
                obj_no_longer_held(obj);
                if (obj->owornmask & W_MASK(os_wep))
                    setmnotwielded(mtmp, obj);
                obj->owornmask = 0L;
                if (xlocale != COLNO && ylocale != ROWNO)
                    place_object(obj, level, xlocale, ylocale);
                else {
                    rloco(obj);
                    get_obj_location(obj, &xlocale, &ylocale, 0);
                }
            }
            mkcorpstat(CORPSE, NULL, mtmp->data, level, xlocale, ylocale,
                       FALSE, rng_main);
            mongone(mtmp);
        }
    }

    mtmp->mux = COLNO;
    mtmp->muy = ROWNO;
}
示例#7
0
文件: steed.c 项目: FredrIQ/nhfourk
/* Stop riding the current steed */
void
dismount_steed(int reason)
{
    struct monst *mtmp;
    struct obj *otmp;
    coord cc;
    const char *verb = "fall";
    boolean repair_leg_damage = TRUE;
    unsigned save_utrap = u.utrap;
    boolean have_spot = landing_spot(&cc, reason, 0);

    mtmp = u.usteed;    /* make a copy of steed pointer */
    /* Sanity check */
    if (!mtmp)  /* Just return silently */
        return;

    /* Check the reason for dismounting */
    otmp = which_armor(mtmp, os_saddle);
    switch (reason) {
    case DISMOUNT_THROWN:
        verb = "are thrown";
    case DISMOUNT_FELL:
        pline("You %s off of %s!", verb, mon_nam(mtmp));
        if (!have_spot)
            have_spot = landing_spot(&cc, reason, 1);
        losehp(rn1(10, 10), "killed in a riding accident");
        set_wounded_legs(LEFT_SIDE, (int)LWounded_legs + rn1(5, 5));
        set_wounded_legs(RIGHT_SIDE, (int)RWounded_legs + rn1(5, 5));
        repair_leg_damage = FALSE;
        break;
    case DISMOUNT_POLY:
        pline("You can no longer ride %s.", mon_nam(u.usteed));
        if (!have_spot)
            have_spot = landing_spot(&cc, reason, 1);
        break;
    case DISMOUNT_ENGULFED:
        /* caller displays message */
        break;
    case DISMOUNT_BONES:
        /* hero has just died... */
        break;
    case DISMOUNT_GENERIC:
        /* no messages, just make it so */
        break;
    case DISMOUNT_BYCHOICE:
    default:
        if (otmp && otmp->cursed) {
            pline("You can't.  The saddle %s cursed.",
                  otmp->bknown ? "is" : "seems to be");
            otmp->bknown = TRUE;
            return;
        }
        if (!have_spot) {
            pline("You can't. There isn't anywhere for you to stand.");
            return;
        }
        if (!mtmp->mnamelth) {
            pline("You've been through the dungeon on %s with no name.",
                  an(mtmp->data->mname));
            if (Hallucination)
                pline("It felt good to get out of the rain.");
        } else
            pline("You dismount %s.", mon_nam(mtmp));
    }
    /* While riding these refer to the steed's legs so after dismounting they
       refer to the player's legs once again. */
    if (repair_leg_damage)
        LWounded_legs = RWounded_legs = 0;

    /* Release the steed and saddle */
    u.usteed = 0;
    u.ugallop = 0L;

    /* Set player and steed's position.  Try moving the player first unless
       we're in the midst of creating a bones file. */
    if (reason == DISMOUNT_BONES) {
        /* move the steed to an adjacent square */
        if (enexto(&cc, level, u.ux, u.uy, mtmp->data))
            rloc_to(mtmp, cc.x, cc.y);
        else    /* evidently no room nearby; move steed elsewhere */
            rloc(mtmp, FALSE);
        return;
    }
    if (!DEADMONSTER(mtmp)) {
        place_monster(mtmp, u.ux, u.uy);
        if (!Engulfed && !u.ustuck && have_spot) {
            const struct permonst *mdat = mtmp->data;

            /* The steed may drop into water/lava */
            if (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) {
                if (is_pool(level, u.ux, u.uy)) {
                    if (!Underwater)
                        pline("%s falls into the %s!", Monnam(mtmp),
                              surface(u.ux, u.uy));
                    if (!is_swimmer(mdat) && !amphibious(mdat)) {
                        killed(mtmp);
                        adjalign(-1);
                    }
                } else if (is_lava(level, u.ux, u.uy)) {
                    pline("%s is pulled into the lava!", Monnam(mtmp));
                    if (!likes_lava(mdat)) {
                        killed(mtmp);
                        adjalign(-1);
                    }
                }
            }
            /* Steed dismounting consists of two steps: being moved to another
               square, and descending to the floor.  We have functions to do
               each of these activities, but they're normally called
               individually and include an attempt to look at or pick up the
               objects on the floor: teleds() --> spoteffects() --> pickup()
               float_down() --> pickup() We use this kludge to make sure there
               is only one such attempt. Clearly this is not the best way to do
               it.  A full fix would involve having these functions not call
               pickup() at all, instead calling them first and calling pickup()
               afterwards.  But it would take a lot of work to keep this change
               from having any unforseen side effects (for instance, you would
               no longer be able to walk onto a square with a hole, and
               autopickup before falling into the hole). */
            /* [ALI] No need to move the player if the steed died. */
            if (!DEADMONSTER(mtmp)) {
                /* Keep steed here, move the player to cc; teleds() clears
                   u.utrap */
                in_steed_dismounting = TRUE;
                teleds(cc.x, cc.y, TRUE);
                in_steed_dismounting = FALSE;

                /* Put your steed in your trap */
                if (save_utrap)
                    mintrap(mtmp);
            }
            /* Couldn't... try placing the steed */
        } else if (enexto(&cc, level, u.ux, u.uy, mtmp->data)) {
            /* Keep player here, move the steed to cc */
            rloc_to(mtmp, cc.x, cc.y);
            /* Player stays put */
            /* Otherwise, kill the steed */
        } else {
            killed(mtmp);
            adjalign(-1);
        }
    }

    /* Return the player to the floor */
    if (reason != DISMOUNT_ENGULFED) {
        in_steed_dismounting = TRUE;
        float_down(0L);
        in_steed_dismounting = FALSE;
        encumber_msg();
        turnstate.vision_full_recalc = TRUE;
    } else
        /* polearms behave differently when not mounted */
        if (uwep && is_pole(uwep))
            u.bashmsg = FALSE;
    return;
}