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C++ monster::pos方法代码示例

本文整理汇总了C++中monster::pos方法的典型用法代码示例。如果您正苦于以下问题:C++ monster::pos方法的具体用法?C++ monster::pos怎么用?C++ monster::pos使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在monster的用法示例。


在下文中一共展示了monster::pos方法的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: focused_beam

void mdeath::focused_beam( monster &z )
{

    for( int k = g->m.i_at( z.pos() ).size() - 1; k >= 0; k-- ) {
        if( g->m.i_at( z.pos() )[k].typeId() == "processor" ) {
            g->m.i_rem( z.pos(), k );
        }
    }

    if( !z.inv.empty() ) {

        if( g->u.sees( z ) ) {
            add_msg( m_warning, _( "As the final light is destroyed, it erupts in a blinding flare!" ) );
        }

        item &settings = z.inv[0];

        int x = z.posx() + settings.get_var( "SL_SPOT_X", 0 );
        int y = z.posy() + settings.get_var( "SL_SPOT_Y", 0 );
        tripoint p( x, y, z.posz() );

        std::vector <tripoint> traj = line_to( z.pos(), p, 0, 0 );
        for( auto &elem : traj ) {
            if( !g->m.trans( elem ) ) {
                break;
            }
            g->m.add_field( elem, fd_dazzling, 2 );
        }
    }

    z.inv.clear();

    explosion_handler::explosion( z.pos(), 8 );
}
开发者ID:ymber,项目名称:Cataclysm-DDA,代码行数:34,代码来源:mondeath.cpp

示例2: stash_on_pet

void stash_on_pet( const std::list<item> &items, monster &pet )
{
    units::volume remaining_volume = pet.inv.empty() ? 0_ml : pet.inv.front().get_storage();
    units::mass remaining_weight = pet.weight_capacity();

    for( const auto &it : pet.inv ) {
        remaining_volume -= it.volume();
        remaining_weight -= it.weight();
    }

    for( auto &it : items ) {
        pet.add_effect( effect_controlled, 5_turns );
        if( it.volume() > remaining_volume ) {
            add_msg( m_bad, _( "%1$s did not fit and fell to the %2$s." ),
                     it.display_name(), g->m.name( pet.pos() ) );
            g->m.add_item_or_charges( pet.pos(), it );
        } else if( it.weight() > remaining_weight ) {
            add_msg( m_bad, _( "%1$s is too heavy and fell to the %2$s." ),
                     it.display_name(), g->m.name( pet.pos() ) );
            g->m.add_item_or_charges( pet.pos(), it );
        } else {
            pet.add_item( it );
            remaining_volume -= it.volume();
            remaining_weight -= it.weight();
        }
    }
}
开发者ID:CleverRaven,项目名称:Cataclysm-DDA,代码行数:27,代码来源:activity_item_handling.cpp

示例3: blobsplit

void mdeath::blobsplit( monster &z )
{
    int speed = z.get_speed() - rng( 30, 50 );
    g->m.spawn_item( z.pos(), "slime_scrap", 1, 0, calendar::turn );
    if( z.get_speed() <= 0 ) {
        if( g->u.sees( z ) ) {
            // TODO: Add vermin-tagged tiny versions of the splattered blob  :)
            add_msg( m_good, _( "The %s splatters apart." ), z.name() );
        }
        return;
    }
    if( g->u.sees( z ) ) {
        if( z.type->dies.size() == 1 ) {
            add_msg( m_good, _( "The %s splits in two!" ), z.name() );
        } else {
            add_msg( m_bad, _( "Two small blobs slither out of the corpse." ) );
        }
    }
    std::vector <tripoint> valid;

    for( auto &&dest : g->m.points_in_radius( z.pos(), 1 ) ) { // *NOPAD*
        if( g->is_empty( dest ) && z.can_move_to( dest ) ) {
            valid.push_back( dest );
        }
    }

    for( int s = 0; s < 2 && !valid.empty(); s++ ) {
        const tripoint target = random_entry_removed( valid );
        if( monster *const blob = g->summon_mon( speed < 50 ? mon_blob_small : mon_blob, target ) ) {
            blob->make_ally( z );
            blob->set_speed_base( speed );
            blob->set_hp( speed );
        }
    }
}
开发者ID:ymber,项目名称:Cataclysm-DDA,代码行数:35,代码来源:mondeath.cpp

示例4: add

bool Creature_tracker::add( monster &critter )
{
    if( critter.type->id.is_null() ) { // Don't want to spawn null monsters o.O
        return false;
    }

    if( critter.type->has_flag( MF_VERMIN ) ) {
        // Don't spawn vermin, they aren't implemented yet
        return false;
    }

    if( const std::shared_ptr<monster> existing_mon_ptr = find( critter.pos() ) ) {
        // We can spawn stuff on hallucinations, but we need to kill them first
        if( existing_mon_ptr->is_hallucination() ) {
            existing_mon_ptr->die( nullptr );
            // But don't remove - that would change the monster order and could segfault
        } else if( critter.is_hallucination() ) {
            return false;
        } else {
            debugmsg( "add_zombie: there's already a monster at %d,%d,%d",
                      critter.posx(), critter.posy(), critter.posz() );
            return false;
        }
    }

    if( MonsterGroupManager::monster_is_blacklisted( critter.type->id ) ) {
        return false;
    }

    monsters_list.emplace_back( std::make_shared<monster>( critter ) );
    monsters_by_location[critter.pos()] = monsters_list.back();
    return true;
}
开发者ID:KrazyTheFox,项目名称:Cataclysm-DDA,代码行数:33,代码来源:creature_tracker.cpp

示例5: add

bool Creature_tracker::add( monster &critter )
{
    if( critter.type->id.is_null() ) { // Don't wanna spawn null monsters o.O
        return false;
    }

    if( critter.type->has_flag( MF_VERMIN ) ) {
        // Don't spawn vermin, they aren't implemented yet
        return false;
    }

    const int critter_id = mon_at( critter.pos() );
    if( critter_id != -1 ) {
        // We can spawn stuff on hallucinations, but we need to kill them first
        if( monsters_list[critter_id]->is_hallucination() ) {
            monsters_list[critter_id]->die( nullptr );
            // But don't remove - that would change the monster order and could segfault
        } else if( critter.is_hallucination() ) {
            return false;
        } else {
            debugmsg( "add_zombie: there's already a monster at %d,%d,%d",
                      critter.posx(), critter.posy(), critter.posz() );
            return false;
        }
    }

    if( MonsterGroupManager::monster_is_blacklisted( critter.type->id ) ) {
        return false;
    }

    monsters_by_location[critter.pos()] = monsters_list.size();
    monsters_list.push_back( new monster( critter ) );
    return true;
}
开发者ID:AlecWhite,项目名称:Cataclysm-DDA,代码行数:34,代码来源:creature_tracker.cpp

示例6: boomer_glow

void mdeath::boomer_glow( monster &z )
{
    std::string explode = string_format( _( "a %s explode!" ), z.name() );
    sounds::sound( z.pos(), 24, sounds::sound_t::combat, explode, false, "explosion", "small" );

    for( auto &&dest : g->m.points_in_radius( z.pos(), 1 ) ) { // *NOPAD*
        g->m.bash( dest, 10 );
        if( monster *const z = g->critter_at<monster>( dest ) ) {
            z->stumble();
            z->moves -= 250;
        }
        if( Creature *const critter = g->critter_at( dest ) ) {
            critter->add_env_effect( effect_boomered, bp_eyes, 5, 25_turns );
            for( int i = 0; i < rng( 2, 4 ); i++ ) {
                body_part bp = random_body_part();
                critter->add_env_effect( effect_glowing, bp, 4, 4_minutes );
                if( critter != nullptr && critter->has_effect( effect_glowing ) ) {
                    break;
                }
            }
        }
    }

    g->m.propagate_field( z.pos(), fd_bile, 30, 2 );
}
开发者ID:ymber,项目名称:Cataclysm-DDA,代码行数:25,代码来源:mondeath.cpp

示例7: acidsplash

void mdefense::acidsplash( monster &m, Creature *const source,
                           dealt_projectile_attack const *const proj )
{
    // Would be useful to have the attack data here, for cutting vs. bashing etc.
    if( proj != nullptr && proj->dealt_dam.total_damage() <= 0 ) {
        // Projectile didn't penetrate the target, no acid will splash out of it.
        return;
    }
    if( proj != nullptr && !one_in( 3 ) ) {
        return; //Less likely for a projectile to deliver enough force
    }

    size_t num_drops = rng( 4, 6 );
    player const *const foe = dynamic_cast<player *>( source );
    if( proj == nullptr && foe != nullptr ) {
        if( foe->weapon.is_melee( DT_CUT ) || foe->weapon.is_melee( DT_STAB ) ) {
            num_drops += rng( 3, 4 );
        }

        if( foe->unarmed_attack() ) {
            damage_instance const burn {
                DT_ACID, static_cast<float>( rng( 1, 5 ) )
            };

            if( one_in( 2 ) ) {
                source->deal_damage( &m, bp_hand_l, burn );
            } else {
                source->deal_damage( &m, bp_hand_r, burn );
            }

            source->add_msg_if_player( m_bad, _( "Acid covering %s burns your hand!" ),
                                       m.disp_name().c_str() );
        }
    }

    tripoint initial_target = source == nullptr ? m.pos() : source->pos();

    // Don't splatter directly on the `m`, that doesn't work well
    auto pts = closest_tripoints_first( 1, initial_target );
    pts.erase( std::remove( pts.begin(), pts.end(), m.pos() ), pts.end() );

    projectile prj;
    prj.speed = 10;
    prj.range = 4;
    prj.proj_effects.insert( "DRAW_AS_LINE" );
    prj.proj_effects.insert( "NO_DAMAGE_SCALING" );
    prj.impact.add_damage( DT_ACID, rng( 1, 3 ) );
    for( size_t i = 0; i < num_drops; i++ ) {
        const tripoint &target = random_entry( pts );
        projectile_attack( prj, m.pos(), target, { 1200 } );
    }

    if( g->u.sees( m.pos() ) ) {
        add_msg( m_warning, _( "Acid sprays out of %s as it is hit!" ),
                 m.disp_name().c_str() );
    }
}
开发者ID:ProfoundDarkness,项目名称:Cataclysm-DDA,代码行数:57,代码来源:mondefense.cpp

示例8: conflagration

void mdeath::conflagration( monster &z )
{
    for( const auto &dest : g->m.points_in_radius( z.pos(), 1 ) ) {
        g->m.propagate_field( dest, fd_fire, 18, 3 );
    }
    const std::string explode = string_format( _( "a %s explode!" ), z.name() );
    sounds::sound( z.pos(), 24, sounds::sound_t::combat, explode, false, "explosion", "small" );

}
开发者ID:ymber,项目名称:Cataclysm-DDA,代码行数:9,代码来源:mondeath.cpp

示例9: fireball

void mdeath::fireball( monster &z )
{
    if( one_in( 10 ) ) {
        g->m.propagate_field( z.pos(), fd_fire, 15, 3 );
        std::string explode = string_format( _( "an explosion of tank of the %s's flamethrower!" ), z.name().c_str() );
        sounds::sound( z.pos(), 24, explode );
        add_msg( m_good, _( "I love the smell of burning zed in the morning." ) );
    } else {
        normal( z );
    }
}
开发者ID:AreasAside,项目名称:Cataclysm-DDA,代码行数:11,代码来源:mondeath.cpp

示例10: call

bool melee_actor::call( monster &z ) const
{
    Creature *target = find_target( z );
    if( target == nullptr ) {
        return false;
    }

    z.mod_moves( -move_cost );

    add_msg( m_debug, "%s attempting to melee_attack %s", z.name().c_str(),
             target->disp_name().c_str() );

    const int acc = accuracy >= 0 ? accuracy : z.type->melee_skill;
    int hitspread = target->deal_melee_attack( &z, dice( acc, 10 ) );

    if( hitspread < 0 ) {
        auto msg_type = target == &g->u ? m_warning : m_info;
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( msg_type, miss_msg_u.c_str(), miss_msg_npc.c_str(),
                                       z.name().c_str() );
        return true;
    }

    damage_instance damage = damage_max_instance;

    double multiplier = rng_float( min_mul, max_mul );
    damage.mult_damage( multiplier );

    body_part bp_hit = body_parts.empty() ?
                       target->select_body_part( &z, hitspread ) :
                       *body_parts.pick();

    target->on_hit( &z, bp_hit );
    dealt_damage_instance dealt_damage = target->deal_damage( &z, bp_hit, damage );
    dealt_damage.bp_hit = bp_hit;

    int damage_total = dealt_damage.total_damage();
    add_msg( m_debug, "%s's melee_attack did %d damage", z.name().c_str(), damage_total );
    if( damage_total > 0 ) {
        on_damage( z, *target, dealt_damage );
    } else {
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( no_dmg_msg_u.c_str(), no_dmg_msg_npc.c_str(), z.name().c_str(),
                                       body_part_name_accusative( bp_hit ).c_str() );
    }

    return true;
}
开发者ID:Caeous,项目名称:Cataclysm-DDA,代码行数:50,代码来源:mattack_actors.cpp

示例11: zapback

void mdefense::zapback( monster &m, Creature *const source,
                        dealt_projectile_attack const *const proj )
{
    // Not a melee attack, attacker lucked out or out of range
    if( source == nullptr || proj != nullptr ||
        rng( 0, 100 ) > m.def_chance || rl_dist( m.pos(), source->pos() ) > 1 ) {
        return;
    }

    if( source->is_elec_immune() ) {
        return;
    }

    // Players/NPCs can avoid the shock by using non-conductive weapons
    player const *const foe = dynamic_cast<player *>( source );
    if( foe != nullptr && !foe->weapon.conductive() && !foe->unarmed_attack() ) {
        return;
    }

    damage_instance const shock {
        DT_ELECTRIC, static_cast<float>( rng( 1, 5 ) )
    };
    source->deal_damage( &m, bp_arm_l, shock );
    source->deal_damage( &m, bp_arm_r, shock );

    if( g->u.sees( source->pos() ) ) {
        auto const msg_type = ( source == &g->u ) ? m_bad : m_info;
        add_msg( msg_type, _( "Striking the %1$s shocks %2$s!" ),
                 m.name().c_str(), source->disp_name().c_str() );
    }
    source->check_dead_state();
}
开发者ID:sfurlani,项目名称:Cataclysm-DDA,代码行数:32,代码来源:mondefense.cpp

示例12: broken

void mdeath::broken( monster &z ) {
    // Bail out if flagged (simulates eyebot flying away)
    if( z.no_corpse_quiet ) {
        return;
    }
    std::string item_id = z.type->id.str();
    if (item_id.compare(0, 4, "mon_") == 0) {
        item_id.erase(0, 4);
    }
    // make "broken_manhack", or "broken_eyebot", ...
    item_id.insert(0, "broken_");
    g->m.spawn_item( z.pos(), item_id, 1, 0, calendar::turn );
    if( g->u.sees( z.pos() ) ) {
        add_msg( m_good, _( "The %s collapses!" ), z.name().c_str() );
    }
}
开发者ID:AreasAside,项目名称:Cataclysm-DDA,代码行数:16,代码来源:mondeath.cpp

示例13: worm

void mdeath::worm( monster &z )
{
    if( g->u.sees( z ) ) {
        if( z.type->dies.size() == 1 ) {
            add_msg( m_good, _( "The %s splits in two!" ), z.name() );
        } else {
            add_msg( m_warning, _( "Two worms crawl out of the %s's corpse." ), z.name() );
        }
    }

    std::vector <tripoint> wormspots;
    for( auto &&wormp : g->m.points_in_radius( z.pos(), 1 ) ) { // *NOPAD*
        if( g->m.has_flag( "DIGGABLE", wormp ) && g->is_empty( wormp ) ) {
            wormspots.push_back( wormp );
        }
    }
    int worms = 0;
    while( worms < 2 && !wormspots.empty() ) {
        const tripoint target = random_entry_removed( wormspots );
        if( !g->critter_at( target ) ) {
            g->summon_mon( mon_halfworm, target );
            worms++;
        }
    }
}
开发者ID:ymber,项目名称:Cataclysm-DDA,代码行数:25,代码来源:mondeath.cpp

示例14: call

bool gun_actor::call( monster &z ) const
{
    Creature *target;
    if( z.friendly != 0 ) {
        // Attacking monsters, not the player!
        int boo_hoo;
        target = z.auto_find_hostile_target( range, boo_hoo );
        if( target == nullptr ) {
            // Couldn't find any targets!
            if( boo_hoo > 0 && g->u.sees( z ) ) {
                // because that stupid oaf was in the way!
                add_msg( m_warning, ngettext( "Pointed in your direction, the %s emits an IFF warning beep.",
                                              "Pointed in your direction, the %s emits %d annoyed sounding beeps.",
                                              boo_hoo ),
                         z.name().c_str(), boo_hoo );
            }
            return false;
        }

        shoot( z, *target );
        return true;
    }

    // Not friendly; hence, firing at the player too
    target = z.attack_target();
    if( target == nullptr || rl_dist( z.pos(), target->pos() ) > range ||
        !z.sees( *target ) ) {
        return false;
    }

    shoot( z, *target );
    return true;
}
开发者ID:Maeyanie,项目名称:Cataclysm-DDA,代码行数:33,代码来源:mattack_actors.cpp

示例15: is_adjacent

// Simplified version of the function in monattack.cpp
bool is_adjacent( const monster &z, const Creature &target )
{
    if( rl_dist( z.pos(), target.pos() ) != 1 ) {
        return false;
    }

    return z.posz() == target.posz();
}
开发者ID:Maeyanie,项目名称:Cataclysm-DDA,代码行数:9,代码来源:mattack_actors.cpp


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