本文整理汇总了C++中py_attack函数的典型用法代码示例。如果您正苦于以下问题:C++ py_attack函数的具体用法?C++ py_attack怎么用?C++ py_attack使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了py_attack函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: monk_double_attack_spell
void monk_double_attack_spell(int cmd, variant *res)
{
switch (cmd)
{
case SPELL_NAME:
var_set_string(res, "Double Attack");
break;
case SPELL_DESC:
var_set_string(res, "Attack twice at an adjacent enemy. This action consumes double the normal energy.");
break;
case SPELL_CAST:
var_set_bool(res, FALSE);
if (_monk_check_spell())
{
int x, y, dir = 0;
if (!get_rep_dir(&dir, FALSE)) return;
y = py + ddy[dir];
x = px + ddx[dir];
if (cave[y][x].m_idx)
{
if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
py_attack(y, x, 0);
if (cave[y][x].m_idx)
{
handle_stuff();
py_attack(y, x, 0);
}
}
else
{
msg_print("You don't see any monster in this direction");
msg_print(NULL);
}
var_set_bool(res, TRUE);
}
break;
case SPELL_ENERGY:
var_set_int(res, 100 + ENERGY_NEED());
break;
default:
default_spell(cmd, res);
break;
}
}
示例2: _scatter_spell
void _scatter_spell(int cmd, variant *res)
{
switch (cmd)
{
case SPELL_NAME:
var_set_string(res, "Scatter");
break;
case SPELL_DESC:
var_set_string(res, "Attack all adjacent monsters with a single strike. If landed, your enemies will be scattered away from you.");
break;
case SPELL_CAST:
{
int dir, x, y;
cave_type *c_ptr;
monster_type *m_ptr;
for (dir = 0; dir < 8; dir++)
{
y = py + ddy_ddd[dir];
x = px + ddx_ddd[dir];
c_ptr = &cave[y][x];
m_ptr = &m_list[c_ptr->m_idx];
if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
py_attack(y, x, MAULER_SCATTER);
}
var_set_bool(res, TRUE);
break;
}
default:
default_spell(cmd, res);
break;
}
}
示例3: do_cmd_tunnel
/*
* Tunnel through "walls" (including rubble and secret doors)
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*/
void do_cmd_tunnel(cmd_code code, cmd_arg args[])
{
int y, x, dir;
bool more = FALSE;
dir = args[0].direction;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Oops */
if (!do_cmd_tunnel_test(y, x))
{
/* Cancel repeat */
disturb(0, 0);
return;
}
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (confuse_dir(&dir))
{
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
}
/* Monster */
if (cave_m_idx[y][x] > 0)
{
if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK))
{
msg_print("There is a friendly monster in the way!");
}
else
{
/* Message */
msg_print("There is a monster in the way!");
/* Attack */
py_attack(y, x);
}
}
/* Walls */
else
{
/* Tunnel through walls */
more = do_cmd_tunnel_aux(y, x);
}
/* Cancel repetition unless we can continue */
if (!more) disturb(0, 0);
}
示例4: do_cmd_close
/*
* Close an open door.
*/
void do_cmd_close(cmd_code code, cmd_arg args[])
{
int y, x, dir;
bool more = FALSE;
dir = args[0].direction;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Verify legality */
if (!do_cmd_close_test(y, x))
{
/* Cancel repeat */
disturb(0, 0);
return;
}
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (confuse_dir(&dir))
{
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
}
/* Monster */
if (cave_m_idx[y][x] > 0)
{
if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK))
msg_print("There is a friendly monster in the way!");
else
{
/* Message */
msg_print("There is a monster in the way!");
/* Attack */
py_attack(y, x);
}
}
/* Door */
else
{
/* Close door */
more = do_cmd_close_aux(y, x);
}
/* Cancel repeat unless told not to */
if (!more) disturb(0, 0);
}
示例5: do_cmd_close
/**
* Close an open door.
*/
void do_cmd_close(struct command *cmd)
{
int y, x, dir;
int err;
bool more = false;
/* Get arguments */
err = cmd_get_arg_direction(cmd, "direction", &dir);
if (err || dir == DIR_UNKNOWN) {
int y2, x2;
/* Count open doors */
if (count_feats(&y2, &x2, square_isopendoor, false) == 1) {
dir = coords_to_dir(y2, x2);
cmd_set_arg_direction(cmd, "direction", dir);
} else if (cmd_get_direction(cmd, "direction", &dir, false)) {
return;
}
}
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
/* Verify legality */
if (!do_cmd_close_test(y, x)) {
/* Cancel repeat */
disturb(player, 0);
return;
}
/* Take a turn */
player->upkeep->energy_use = z_info->move_energy;
/* Apply confusion */
if (player_confuse_dir(player, &dir, false)) {
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
}
/* Monster - alert, then attack */
if (cave->squares[y][x].mon > 0) {
msg("There is a monster in the way!");
py_attack(y, x);
} else
/* Door - close it */
more = do_cmd_close_aux(y, x);
/* Cancel repeat unless told not to */
if (!more) disturb(player, 0);
}
示例6: do_cmd_tunnel
/*
* Tunnel through "walls" (including rubble and secret doors)
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*/
void do_cmd_tunnel(cmd_code code, cmd_arg args[])
{
int y, x, dir;
bool more = FALSE;
dir = args[0].direction;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Oops */
if (!do_cmd_tunnel_test(y, x))
{
/* Cancel repeat */
disturb(p_ptr, 0, 0);
return;
}
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (player_confuse_dir(p_ptr, &dir, FALSE))
{
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
}
/* Monster */
if (cave->m_idx[y][x] > 0)
{
/* Message */
msg("There is a monster in the way!");
/* Attack */
py_attack(y, x);
}
/* Walls */
else
{
/* Tunnel through walls */
more = do_cmd_tunnel_aux(y, x);
}
/* Cancel repetition unless we can continue */
if (!more) disturb(p_ptr, 0, 0);
}
示例7: _charge_spell
static void _charge_spell(int cmd, variant *res)
{
switch (cmd)
{
case SPELL_NAME:
var_set_string(res, "Charge");
break;
case SPELL_DESC:
var_set_string(res, "Attacks monster with your weapons normally, then move through counter side of the monster.");
break;
case SPELL_CAST:
{
int dir, x, y;
var_set_bool(res, FALSE);
if (p_ptr->riding)
{
msg_print("You cannot do it when riding.");
return;
}
if (!get_rep_dir2(&dir)) return;
if (dir == 5) return;
y = py + ddy[dir];
x = px + ddx[dir];
if (!cave[y][x].m_idx)
{
msg_print("There is no monster there.");
return;
}
py_attack(y, x, 0);
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat))
{
y += ddy[dir];
x += ddx[dir];
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
msg_print(NULL);
move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
}
var_set_bool(res, TRUE);
break;
}
default:
default_spell(cmd, res);
break;
}
}
示例8: do_cmd_close
/*
* Close an open door.
*/
void do_cmd_close(cmd_code code, cmd_arg args[])
{
int y, x, dir;
bool more = FALSE;
dir = args[0].direction;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Verify legality */
if (!do_cmd_close_test(y, x))
{
/* Cancel repeat */
disturb(p_ptr, 0, 0);
return;
}
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (player_confuse_dir(p_ptr, &dir, FALSE))
{
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
}
/* Monster */
if (cave->m_idx[y][x] > 0)
{
/* Message */
msg("There is a monster in the way!");
/* Attack */
py_attack(y, x);
}
/* Door */
else
{
/* Close door */
more = do_cmd_close_aux(y, x);
}
/* Cancel repeat unless told not to */
if (!more) disturb(p_ptr, 0, 0);
}
示例9: do_blow
bool do_blow(int type)
{
int x = 0, y = 0;
int dir;
int m_idx = 0;
/* For ergonomics sake, use currently targeted monster. This allows
a macro of \e*tmaa or similar to pick an adjacent foe, while
\emaa*t won't work, since get_rep_dir2() won't allow a target. */
if (use_old_target && target_okay())
{
y = target_row;
x = target_col;
m_idx = cave[y][x].m_idx;
if (m_idx)
{
if (m_list[m_idx].cdis > 1)
m_idx = 0;
else
dir = 5;
}
}
if (!m_idx)
{
if (!get_rep_dir2(&dir)) return FALSE;
if (dir == 5) return FALSE;
y = py + ddy[dir];
x = px + ddx[dir];
m_idx = cave[y][x].m_idx;
if (!m_idx)
{
msg_print("There is no monster there.");
return FALSE;
}
}
if (m_idx)
py_attack(y, x, type);
return TRUE;
}
示例10: do_cmd_alter_aux
/*
* Manipulate an adjacent grid in some way
*
* Attack monsters, tunnel through walls, disarm traps, open doors.
*
* This command must always take energy, to prevent free detection
* of invisible monsters.
*
* The "semantics" of this command must be chosen before the player
* is confused, and it must be verified against the new grid.
*/
void do_cmd_alter_aux(int dir)
{
int y, x;
bool more = FALSE;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (player_confuse_dir(p_ptr, &dir, FALSE)) {
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
}
/* Attack monsters */
if (cave->m_idx[y][x] > 0)
py_attack(y, x);
/* Tunnel through walls and rubble */
else if (cave_isdiggable(cave, y, x))
more = do_cmd_tunnel_aux(y, x);
/* Open closed doors */
else if (cave_iscloseddoor(cave, y, x))
more = do_cmd_open_aux(y, x);
/* Disarm traps */
else if (cave_isknowntrap(cave, y, x))
more = do_cmd_disarm_aux(y, x);
/* Oops */
else
msg("You spin around.");
/* Cancel repetition unless we can continue */
if (!more) disturb(p_ptr, 0, 0);
}
示例11: do_cmd_tunnel
/**
* Tunnel through "walls" (including rubble and doors, secret or otherwise)
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*/
void do_cmd_tunnel(struct command *cmd)
{
int y, x, dir;
bool more = false;
/* Get arguments */
if (cmd_get_direction(cmd, "direction", &dir, false))
return;
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
/* Oops */
if (!do_cmd_tunnel_test(y, x)) {
/* Cancel repeat */
disturb(player, 0);
return;
}
/* Take a turn */
player->upkeep->energy_use = z_info->move_energy;
/* Apply confusion */
if (player_confuse_dir(player, &dir, false)) {
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
}
/* Attack any monster we run into */
if (cave->squares[y][x].mon > 0) {
msg("There is a monster in the way!");
py_attack(y, x);
} else {
/* Tunnel through walls */
more = do_cmd_tunnel_aux(y, x);
}
/* Cancel repetition unless we can continue */
if (!more) disturb(player, 0);
}
示例12: do_cmd_alter_aux
/**
* Manipulate an adjacent grid in some way
*
* Attack monsters, tunnel through walls, disarm traps, open doors.
*
* This command must always take energy, to prevent free detection
* of invisible monsters.
*
* The "semantics" of this command must be chosen before the player
* is confused, and it must be verified against the new grid.
*/
void do_cmd_alter_aux(int dir)
{
int y, x;
bool more = false;
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
/* Take a turn */
player->upkeep->energy_use = z_info->move_energy;
/* Apply confusion */
if (player_confuse_dir(player, &dir, false)) {
/* Get location */
y = player->py + ddy[dir];
x = player->px + ddx[dir];
}
/* Action depends on what's there */
if (cave->squares[y][x].mon > 0)
/* Attack monsters */
py_attack(y, x);
else if (square_isdiggable(cave, y, x))
/* Tunnel through walls and rubble */
more = do_cmd_tunnel_aux(y, x);
else if (square_iscloseddoor(cave, y, x))
/* Open closed doors */
more = do_cmd_open_aux(y, x);
else if (square_isknowntrap(cave, y, x))
/* Disarm traps */
more = do_cmd_disarm_aux(y, x);
else
/* Oops */
msg("You spin around.");
/* Cancel repetition unless we can continue */
if (!more) disturb(player, 0);
}
示例13: awesome_blow_spell
void awesome_blow_spell(int cmd, variant *res)
{
switch (cmd)
{
case SPELL_NAME:
var_set_string(res, "Awesome Blow");
break;
case SPELL_DESC:
var_set_string(res, "Attack a monster with a single melee blow. If blow hits, does normal melee damage and propels the monster backwards.");
break;
case SPELL_CAST:
{
int y, x, dir;
var_set_bool(res, FALSE);
if (!get_rep_dir2(&dir)) return;
if (dir == 5) return;
y = py + ddy[dir];
x = px + ddx[dir];
if (cave[y][x].m_idx)
{
py_attack(y, x, MELEE_AWESOME_BLOW);
}
else
{
msg_print("There is no monster.");
return;
}
var_set_bool(res, TRUE);
break;
}
default:
default_spell(cmd, res);
break;
}
}
示例14: do_cmd_open
/*
* Open a closed/locked/jammed door or a closed/locked chest.
*
* Unlocking a locked door/chest is worth one experience point.
*/
void do_cmd_open(cmd_code code, cmd_arg args[])
{
int y, x, dir;
s16b o_idx;
bool more = FALSE;
dir = args[0].direction;
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Check for chests */
o_idx = chest_check(y, x);
/* Verify legality */
if (!o_idx && !do_cmd_open_test(y, x))
{
/* Cancel repeat */
disturb(0, 0);
return;
}
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (confuse_dir(&dir))
{
/* Get location */
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
/* Check for chest */
o_idx = chest_check(y, x);
}
/* Monster */
if (cave_m_idx[y][x] > 0)
{
if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK))
msg_print("There is a friendly monster in the way!");
else
{
/* Message */
msg_print("There is a monster in the way!");
/* Attack */
py_attack(y, x);
}
}
/* Chest */
else if (o_idx)
{
/* Open the chest */
more = do_cmd_open_chest(y, x, o_idx);
}
/* Door */
else
{
/* Open the door */
more = do_cmd_open_aux(y, x);
}
/* Cancel repeat unless we may continue */
if (!more) disturb(0, 0);
}
示例15: do_cmd_bash
/*
* Bash open a door, success based on character strength
*
* For a closed door, pval is positive if locked; negative if stuck.
*
* For an open door, pval is positive for a broken door.
*
* A closed door can be opened - harder if locked. Any door might be
* bashed open (and thereby broken). Bashing a door is (potentially)
* faster! You move into the door way. To open a stuck door, it must
* be bashed. A closed door can be jammed (see do_cmd_spike()).
*
* Creatures can also open or bash doors, see elsewhere.
*/
void do_cmd_bash(void)
{
int py = p_ptr->py;
int px = p_ptr->px;
int y, x, dir;
bool more = FALSE;
/* Get a direction (or abort) */
if (!get_rep_dir(&dir)) return;
/* Get location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Verify legality */
if (!do_cmd_bash_test(y, x)) return;
/* Take a turn */
p_ptr->energy_use = 100;
/* Apply confusion */
if (confuse_dir(&dir))
{
/* Get location */
y = py + ddy[dir];
x = px + ddx[dir];
}
/* Allow repeated command */
if (p_ptr->command_arg)
{
/* Set repeat count */
p_ptr->command_rep = p_ptr->command_arg - 1;
/* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
p_ptr->command_arg = 0;
}
/* Monster */
if (cave_m_idx[y][x] > 0)
{
/* Message */
msg_print("There is a monster in the way!");
/* Attack */
py_attack(y, x);
/* Done */
return;
}
/* Door */
else
{
/* Bash the door */
more = do_cmd_bash_aux(y, x);
}
/* Cancel repeat unless told not to */
if (!more) disturb(0, 0);
}