示例#1
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;
}
示例#2
0
文件: hack.zap.c 项目: blakeney/slack
int
dozap(void)
{
	struct obj *obj;
	xchar zx,zy;

	obj = getobj("/", "zap");
	if(!obj) return(0);
	if(obj->spe < 0 || (obj->spe == 0 && rn2(121))) {
		pline("Nothing Happens.");
		return(1);
	}
	if(obj->spe == 0)
		pline("You wrest one more spell from the worn-out wand.");
	if(!(objects[obj->otyp].bits & NODIR) && !getdir(1))
		return(1);	/* make him pay for knowing !NODIR */
	obj->spe--;
	if(objects[obj->otyp].bits & IMMEDIATE) {
		if(u.uswallow)
			bhitm(u.ustuck, obj);
		else if(u.dz) {
			if(u.dz > 0) {
				struct obj *otmp = o_at(u.ux, u.uy);
				if(otmp)
					bhito(otmp, obj);
			}
		} else
			bhit(u.dx,u.dy,rn1(8,6),0,bhitm,bhito,obj);
	} else {
	    switch(obj->otyp){
		case WAN_LIGHT:
			litroom(TRUE);
			break;
		case WAN_SECRET_DOOR_DETECTION:
			if(!findit()) return(1);
			break;
		case WAN_CREATE_MONSTER:
			{ int cnt = 1;
			if(!rn2(23)) cnt += rn2(7) + 1;
			while(cnt--)
			    makemon(NULL, u.ux, u.uy);
			}
			break;
		case WAN_WISHING:
			{ char buf[BUFSZ];
			  struct obj *otmp;
		      if(u.uluck + rn2(5) < 0) {
			pline("Unfortunately, nothing happens.");
			break;
		      }
		      pline("You may wish for an object. What do you want? ");
		      getlin(buf);
		      if(buf[0] == '\033') buf[0] = 0;
		      otmp = readobjnam(buf);
		      otmp = addinv(otmp);
		      prinv(otmp);
		      break;
			}
		case WAN_DIGGING:
			/* Original effect (approximately):
			 * from CORR: dig until we pierce a wall
			 * from ROOM: piece wall and dig until we reach
			 * an ACCESSIBLE place.
			 * Currently: dig for digdepth positions;
			 * also down on request of Lennart Augustsson.
			 */
			{ struct rm *room;
			  int digdepth;
			if(u.uswallow) {
				struct monst *mtmp = u.ustuck;

				pline("You pierce %s's stomach wall!",
					monnam(mtmp));
				mtmp->mhp = 1;	/* almost dead */
				unstuck(mtmp);
				mnexto(mtmp);
				break;
			}
			if(u.dz) {
			    if(u.dz < 0) {
				pline("You loosen a rock from the ceiling.");
				pline("It falls on your head!");
				losehp(1, "falling rock");
				mksobj_at(ROCK, u.ux, u.uy);
				fobj->quan = 1;
				stackobj(fobj);
				if(Invisible) newsym(u.ux, u.uy);
			    } else {
				dighole();
			    }
			    break;
			}
			zx = u.ux+u.dx;
			zy = u.uy+u.dy;
			digdepth = 8 + rn2(18);
			Tmp_at(-1, '*');	/* open call */
			while(--digdepth >= 0) {
				if(!isok(zx,zy)) break;
				room = &levl[zx][zy];
				Tmp_at(zx,zy);
				if(!xdnstair){
					if(zx < 3 || zx > COLNO-3 ||
					    zy < 3 || zy > ROWNO-3)
						break;
					if(room->typ == HWALL ||
					    room->typ == VWALL){
						room->typ = ROOM;
						break;
					}
				} else
				if(room->typ == HWALL || room->typ == VWALL ||
				   room->typ == SDOOR || room->typ == LDOOR){
					room->typ = DOOR;
					digdepth -= 2;
				} else
				if(room->typ == SCORR || !room->typ) {
					room->typ = CORR;
					digdepth--;
				}
				mnewsym(zx,zy);
				zx += u.dx;
				zy += u.dy;
			}
			mnewsym(zx,zy);	/* not always necessary */
			Tmp_at(-1,-1);	/* closing call */
			break;
			}
		default:
			buzz((int) obj->otyp - WAN_MAGIC_MISSILE,
				u.ux, u.uy, u.dx, u.dy);
			break;
		}
	}
	return(1);
}
示例#3
0
void Player::restoreCheckpoint()
{
    setPosition(checkpoint->getPosition().x, checkpoint->getPosition().y);
    unstuck();
}
示例#4
0
/* Drive during race. */
void Driver::drive(tCarElt* car, tSituation *s)
{
	update(car, s);
  isStuck(car) ? unstuck(car) : followcenter(car);

}
void
CollisionEngine::update(float delta)
{
  if (objects.empty())
    return; 

  CollisionData col_data;
  float frame=delta;
  float min_time=frame;
  int max_tries=200;

  do
  {
    min_time=frame;
      
    for(Objects::iterator i = objects.begin(); i != objects.end(); ++i)
    {
      for(Objects::iterator j = i + 1; j != objects.end(); ++j)
      {
        if (i != j && (((*i)->get_is_domains() & (*j)->get_check_domains()) ||
                       ((*j)->get_is_domains() & (*i)->get_check_domains())))
        {
          CollisionData r = collide(**i, **j, frame);
          if(r.state!=CollisionData::NONE)
          {
            if (min_time > r.col_time && r.col_time>=0)
            {
              r.object1 = *i;
              r.object2 = *j;
              col_data = r;
              min_time = r.col_time;
              if (min_time > 0.0005f)
                min_time -= 0.0005f;
            }
          }
        }
      }
    }

    // move till first collision (or till end, when no collision occured)
    if(min_time>0)
    {
      for(Objects::iterator i = objects.begin(); i != objects.end(); ++i)
      {
        update(**i,min_time);
      }
    }
    // report collision
    if (min_time < frame)
    {
      collision (col_data);
    }

    frame-=min_time;
    min_time=0;

    // check tries
    --max_tries;
    if (max_tries == 0)
      std::cerr<<"Too much tries in collision detection"<<std::endl;

  }while (min_time < frame  && max_tries>0);

  //return; // uncomment, if you want no unstucking

  // check penetration and resolve
  bool penetration = true;
  int maxtries=15;
  while(penetration)
  {
    penetration=false;
    // FIXME: support this by some spatial container
    for(Objects::iterator i = objects.begin(); i != objects.end(); ++i)
    {
      if(!(*i)->unstuck())
        continue;
          
      for(Objects::iterator j = i+1; j != objects.end(); ++j)
      {
        if(!(*j)->unstuck())
          continue;
              
        if (i != j && ((*i)->unstuck_movable() || ((*j)->unstuck_movable())))
        {
          CollisionData r = collide(**i, **j, 0);
          if(r.state!=CollisionData::NONE)
          {
            penetration=true;
            unstuck(**i, **j, delta/3.0f);
          }
        }
      }
    }
    maxtries--;
    if(maxtries==0)
      break;
  }
}
示例#6
0
文件: dog.c 项目: wheals/nethack4
struct monst *
tamedog(struct monst *mtmp, struct obj *obj)
{
    struct monst *mtmp2;

    /* The Wiz, Medusa and the quest nemeses aren't even made peaceful. */
    if (mtmp->iswiz || mtmp->data == &mons[PM_MEDUSA]
        || (mtmp->data->mflags3 & M3_WANTSARTI))
        return NULL;

    /* worst case, at least it'll be peaceful; this uses the main RNG because
       realtime effects means that this won't really sync anyway; this also
       calls set_malign (thus there's no need for the caller to call it after
       calling tamedog()) */
    msethostility(mtmp, FALSE, TRUE);
    if (flags.moonphase == FULL_MOON && night() && rn2(6) && obj &&
        mtmp->data->mlet == S_DOG)
        return NULL;

    /* If we cannot tame it, at least it's no longer afraid. */
    mtmp->mflee = 0;
    mtmp->mfleetim = 0;

    /* make grabber let go now, whether it becomes tame or not */
    if (mtmp == u.ustuck) {
        if (Engulfed)
            expels(mtmp, mtmp->data, TRUE);
        else if (!(Upolyd && sticks(youmonst.data)))
            unstuck(mtmp);
    }

    /* feeding it treats makes it tamer */
    if (mtmp->mtame && obj) {
        int tasty;

        if (mtmp->mcanmove && !mtmp->mconf && !mtmp->meating &&
            ((tasty = dogfood(mtmp, obj)) == DOGFOOD ||
             (tasty <= ACCFOOD && CONST_EDOG(mtmp)->hungrytime <= moves))) {
            /* pet will "catch" and eat this thrown food */
            if (canseemon(mtmp)) {
                boolean big_corpse = (obj->otyp == CORPSE &&
                                      obj->corpsenm >= LOW_PM &&
                                      mons[obj->corpsenm].msize >
                                      mtmp->data->msize);
                pline("%s catches %s%s", Monnam(mtmp), the(xname(obj)),
                      !big_corpse ? "." : ", or vice versa!");
            } else if (cansee(mtmp->mx, mtmp->my))
                pline("%s.", Tobjnam(obj, "stop"));
            /* dog_eat expects a floor object */
            place_object(obj, level, mtmp->mx, mtmp->my);
            dog_eat(mtmp, obj, mtmp->mx, mtmp->my, FALSE);
            /* eating might have killed it, but that doesn't matter here; a
               non-null result suppresses "miss" message for thrown food and
               also implies that the object has been deleted */
            return mtmp;
        } else
            return NULL;
    }

    if (mtmp->mtame || !mtmp->mcanmove ||
        /* monsters with conflicting structures cannot be tamed */
        mtmp->isshk || mtmp->isgd || mtmp->ispriest || mtmp->isminion ||
        is_covetous(mtmp->data) || is_human(mtmp->data) ||
        (is_demon(mtmp->data) && !is_demon(youmonst.data)) ||
        (obj && dogfood(mtmp, obj) >= MANFOOD))
        return NULL;

    if (mtmp->m_id == u.quest_status.leader_m_id)
        return NULL;

    /* make a new monster which has the pet extension */
    mtmp2 = newmonst(MX_EDOG, mtmp->mnamelth);
    *mtmp2 = *mtmp;
    mtmp2->mxtyp = MX_EDOG;
    mtmp2->mxlth = sizeof (struct edog);
    if (mtmp->mnamelth)
        strcpy(NAME_MUTABLE(mtmp2), NAME(mtmp));
    initedog(mtmp2);
    replmon(mtmp, mtmp2);
    /* `mtmp' is now obsolete */

    if (obj) {  /* thrown food */
        /* defer eating until the edog extension has been set up */
        place_object(obj, level, mtmp2->mx, mtmp2->my); /* put on floor */
        /* devour the food (might grow into larger, genocided monster) */
        if (dog_eat(mtmp2, obj, mtmp2->mx, mtmp2->my, TRUE) == 2)
            return mtmp2;       /* oops, it died... */
        /* `obj' is now obsolete */
    }

    if (mtmp2->dlevel == level)
        newsym(mtmp2->mx, mtmp2->my);
    if (attacktype(mtmp2->data, AT_WEAP)) {
        mtmp2->weapon_check = NEED_HTH_WEAPON;
        mon_wield_item(mtmp2);
    }
    return mtmp2;
}