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source/oasis/program-elements-variant_parts.ads
reznikmm/gela
0
27451
<reponame>reznikmm/gela<gh_stars>0 -- SPDX-FileCopyrightText: 2019 <NAME> <<EMAIL>> -- -- SPDX-License-Identifier: MIT ------------------------------------------------------------- with Program.Elements.Definitions; with Program.Lexical_Elements; with Program.Elements.Identifiers; with Program.Elements.Variants; package Program.Elements.Variant_Parts is pragma Pure (Program.Elements.Variant_Parts); type Variant_Part is limited interface and Program.Elements.Definitions.Definition; type Variant_Part_Access is access all Variant_Part'Class with Storage_Size => 0; not overriding function Discriminant (Self : Variant_Part) return not null Program.Elements.Identifiers.Identifier_Access is abstract; not overriding function Variants (Self : Variant_Part) return not null Program.Elements.Variants.Variant_Vector_Access is abstract; type Variant_Part_Text is limited interface; type Variant_Part_Text_Access is access all Variant_Part_Text'Class with Storage_Size => 0; not overriding function To_Variant_Part_Text (Self : in out Variant_Part) return Variant_Part_Text_Access is abstract; not overriding function Case_Token (Self : Variant_Part_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function Is_Token (Self : Variant_Part_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function End_Token (Self : Variant_Part_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function Case_Token_2 (Self : Variant_Part_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function Semicolon_Token (Self : Variant_Part_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; end Program.Elements.Variant_Parts;
tests/lua_examples/lua_sin_table.asm
fengjixuchui/sjasmplus
220
164373
; Sinus table generator - using lua script, because sjasmplus itself does not have ; floating point arithmetics and sin/cos/... functions. org $8000 sin_table: ; check listing file to see resulting table bytes lua allpass ; EVERY pass must emit the machine code to not affect following labels -- 256 bytes (index 0..255): for i = 0, 255, 1 do -- index 0..255 will cover angle range < 0, 2Pi ) -- i.e. going in sinus values 0 -> +1 -> 0 -> -1 -> 0 -- For different range, the /128.0 must be modified: -- /256.0 is 0..Pi, /512.0 is 0..Pi/2, etc -- The *15.5 is amplitude of final values -- to be -15 .. +15 (+0.5 for "floor" compensation) -- in this example values are signed byte (-15 == 241 == 0xF1) sj.add_byte(math.floor(math.sin(math.pi * i / 128.0) * 15.5)) end endlua jr start start:
termx_terminal.scpt
afterdesign/MacTerminal
45
2002
<filename>termx_terminal.scpt<gh_stars>10-100 on run argv if count of argv is 1 then set folderName to item 1 of argv end if if folderName is missing value then return end if tell application "Terminal" if not frontmost then activate delay (1) end if tell application "System Events" keystroke "t" using command down end tell set commandToRun to "cd " & (folderName as string) set current_tab to selected tab of first window whose frontmost is true do script commandToRun in current_tab do script "clear" in current_tab end tell end run
programs/oeis/130/A130496.asm
neoneye/loda
22
173771
; A130496: Repetition of even numbers, with initial zeros, five times. ; 0,0,0,0,0,2,2,2,2,2,4,4,4,4,4,6,6,6,6,6,8,8,8,8,8,10,10,10,10,10,12,12,12,12,12,14,14,14,14,14,16,16,16,16,16,18,18,18,18,18,20,20,20,20,20,22,22,22,22,22,24,24,24,24,24,26,26,26,26,26,28,28,28,28,28,30,30,30 div $0,5 mul $0,2
libsrc/graphics/generic_console/respixl6.asm
jpoikela/z88dk
0
18079
; ; Generic pseudo graphics routines for text-only platforms ; ; Reset pixel at (x,y) coordinate. SECTION code_clib PUBLIC respixel .respixel defc NEEDunplot = 1 INCLUDE "pixel6.asm"
src/higher/circle.agda
pcapriotti/agda-base
20
12942
{-# OPTIONS --without-K #-} module higher.circle where open import higher.circle.core public open import higher.circle.properties public
cc4x86/tests/regressive/asm_listings/while__optimize_noregalloc.asm
artyompal/C-compiler
4
167151
<reponame>artyompal/C-compiler<gh_stars>1-10 .686 .model flat .xmm .code _test proc create_stack_frame mov dword24,0 label0000: mov dword4,dword24 inc dword24 cmp dword4,10 jge label0001 jmp label0000 label0001: cmp dword24,11 je label0002 mov dword8,1 set_retval dword8 destroy_stack_frame ret label0002: mov dword25,1 mov dword26,0 label0003: mov dword15,dword25 sal dword15,1 mov dword25,dword15 inc dword26 cmp dword25,65536 jl label0003 cmp dword26,16 je label0006 mov dword21,2 set_retval dword21 destroy_stack_frame ret label0006: mov dword22,0 set_retval dword22 destroy_stack_frame ret _test endp end
bb-runtimes/src/a-intnam__leon.ads
JCGobbi/Nucleo-STM32G474RE
0
657
------------------------------------------------------------------------------ -- -- -- GNAT RUN-TIME LIBRARY (GNARL) COMPONENTS -- -- -- -- A D A . I N T E R R U P T S . N A M E S -- -- -- -- S p e c -- -- -- -- Copyright (C) 1991-2017, Free Software Foundation, Inc. -- -- -- -- GNAT is free software; you can redistribute it and/or modify it under -- -- terms of the GNU General Public License as published by the Free Soft- -- -- ware Foundation; either version 3, or (at your option) any later ver- -- -- sion. GNAT is distributed in the hope that it will be useful, but WITH- -- -- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY -- -- or FITNESS FOR A PARTICULAR PURPOSE. -- -- -- -- As a special exception under Section 7 of GPL version 3, you are granted -- -- additional permissions described in the GCC Runtime Library Exception, -- -- version 3.1, as published by the Free Software Foundation. -- -- -- -- You should have received a copy of the GNU General Public License and -- -- a copy of the GCC Runtime Library Exception along with this program; -- -- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see -- -- <http://www.gnu.org/licenses/>. -- -- -- -- GNARL was developed by the GNARL team at Florida State University. -- -- Extensive contributions were provided by Ada Core Technologies, Inc. -- -- -- ------------------------------------------------------------------------------ -- This is the version for LEON targets of this package with System; package Ada.Interrupts.Names is -- All identifiers in this unit are implementation defined pragma Implementation_Defined; ------------------------- -- External Interrupts -- ------------------------- External_Interrupt_3 : constant Interrupt_ID := 7; External_Interrupt_3_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 6; External_Interrupt_2 : constant Interrupt_ID := 6; External_Interrupt_2_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 5; External_Interrupt_1 : constant Interrupt_ID := 5; External_Interrupt_1_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 4; External_Interrupt_0 : constant Interrupt_ID := 4; External_Interrupt_0_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 3; ---------------------- -- Timer Interrupts -- ---------------------- Real_Time_Clock : constant Interrupt_ID := 9; Real_Time_Clock_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 8; General_Purpose_Timer : constant Interrupt_ID := 8; General_Purpose_Timer_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 7; --------------------- -- UART Interrupts -- --------------------- UART_1_RX_TX : constant Interrupt_ID := 3; UART_1_RX_TX_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 2; UART_2_RX_TX : constant Interrupt_ID := 2; UART_2_RX_TX_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 1; ----------------------- -- Unused Interrupts -- ----------------------- Unused_Interrupt_10 : constant Interrupt_ID := 10; Unused_Interrupt_10_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 9; Unused_Interrupt_12 : constant Interrupt_ID := 12; Unused_Interrupt_12_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 11; Unused_Interrupt_13 : constant Interrupt_ID := 13; Unused_Interrupt_13_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 12; ----------------------------- -- Miscelaneous Interrupts -- ----------------------------- Internal_Bus_Error : constant Interrupt_ID := 1; Internal_Bus_Error_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First; DSU : constant Interrupt_ID := 11; DSU_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 10; PCI : constant Interrupt_ID := 14; PCI_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 13; EDAC_Interrupt : constant Interrupt_ID := 15; EDAC_Priority : constant System.Interrupt_Priority := System.Interrupt_Priority'First + 14; end Ada.Interrupts.Names;
internal/mini-quine.agda
JasonGross/lob
19
5797
<gh_stars>10-100 {-# OPTIONS --without-K #-} module mini-quine where open import common infixl 2 _▻_ infixl 3 _‘’_ infixr 1 _‘→’_ infixl 3 _‘’ₐ_ infixl 3 _w‘‘’’ₐ_ infixr 2 _‘∘’_ mutual data Context : Set where ε : Context _▻_ : (Γ : Context) → Type Γ → Context data Type : Context → Set where W : ∀ {Γ A} → Type Γ → Type (Γ ▻ A) W1 : ∀ {Γ A B} → Type (Γ ▻ B) → Type (Γ ▻ A ▻ (W {Γ = Γ} {A = A} B)) _‘’_ : ∀ {Γ A} → Type (Γ ▻ A) → Term {Γ} A → Type Γ ‘Typeε’ : ∀ {Γ} → Type Γ ‘□’ : ∀ {Γ} → Type (Γ ▻ ‘Typeε’) _‘→’_ : ∀ {Γ} → Type Γ → Type Γ → Type Γ Quine : Type (ε ▻ ‘Typeε’) → Type ε ‘⊤’ : ∀ {Γ} → Type Γ ‘⊥’ : ∀ {Γ} → Type Γ data Term : {Γ : Context} → Type Γ → Set where ⌜_⌝ : ∀ {Γ} → Type ε → Term {Γ} ‘Typeε’ ⌜_⌝t : ∀ {Γ T} → Term {ε} T → Term {Γ} (‘□’ ‘’ ⌜ T ⌝) ‘⌜‘VAR₀’⌝t’ : ∀ {T} → Term {ε ▻ ‘□’ ‘’ ⌜ T ⌝} (W (‘□’ ‘’ ⌜ ‘□’ ‘’ ⌜ T ⌝ ⌝)) ‘λ∙’ : ∀ {Γ A B} → Term {Γ ▻ A} (W B) → Term {Γ} (A ‘→’ B) ‘VAR₀’ : ∀ {Γ T} → Term {Γ ▻ T} (W T) _‘’ₐ_ : ∀ {Γ A B} → Term {Γ} (A ‘→’ B) → Term {Γ} A → Term {Γ} B quine→ : ∀ {φ} → Term {ε} (Quine φ ‘→’ φ ‘’ ⌜ Quine φ ⌝) quine← : ∀ {φ} → Term {ε} (φ ‘’ ⌜ Quine φ ⌝ ‘→’ Quine φ) ‘tt’ : ∀ {Γ} → Term {Γ} ‘⊤’ →SW1SV→W : ∀ {Γ T X A B} {x : Term X} → Term {Γ} (T ‘→’ (W1 A ‘’ ‘VAR₀’ ‘→’ W B) ‘’ x) → Term {Γ} (T ‘→’ A ‘’ x ‘→’ B) ←SW1SV→W : ∀ {Γ T X A B} {x : Term X} → Term {Γ} ((W1 A ‘’ ‘VAR₀’ ‘→’ W B) ‘’ x ‘→’ T) → Term {Γ} ((A ‘’ x ‘→’ B) ‘→’ T) w : ∀ {Γ A T} → Term {Γ} A → Term {Γ ▻ T} (W A) w→ : ∀ {Γ A B X} → Term {Γ} (A ‘→’ B) → Term {Γ ▻ X} (W A ‘→’ W B) _‘∘’_ : ∀ {Γ A B C} → Term {Γ} (B ‘→’ C) → Term {Γ} (A ‘→’ B) → Term {Γ} (A ‘→’ C) _w‘‘’’ₐ_ : ∀ {A B T} → Term {ε ▻ T} (W (‘□’ ‘’ ⌜ A ‘→’ B ⌝)) → Term {ε ▻ T} (W (‘□’ ‘’ ⌜ A ⌝)) → Term {ε ▻ T} (W (‘□’ ‘’ ⌜ B ⌝)) □ : Type ε → Set _ □ = Term {ε} max-level : Level max-level = lzero mutual Context⇓ : (Γ : Context) → Set (lsuc max-level) Context⇓ ε = ⊤ Context⇓ (Γ ▻ T) = Σ (Context⇓ Γ) (Type⇓ {Γ} T) Type⇓ : {Γ : Context} → Type Γ → Context⇓ Γ → Set max-level Type⇓ (W T) Γ⇓ = Type⇓ T (Σ.proj₁ Γ⇓) Type⇓ (W1 T) Γ⇓ = Type⇓ T ((Σ.proj₁ (Σ.proj₁ Γ⇓)) , (Σ.proj₂ Γ⇓)) Type⇓ (T ‘’ x) Γ⇓ = Type⇓ T (Γ⇓ , Term⇓ x Γ⇓) Type⇓ ‘Typeε’ Γ⇓ = Lifted (Type ε) Type⇓ ‘□’ Γ⇓ = Lifted (Term {ε} (lower (Σ.proj₂ Γ⇓))) Type⇓ (A ‘→’ B) Γ⇓ = Type⇓ A Γ⇓ → Type⇓ B Γ⇓ Type⇓ ‘⊤’ Γ⇓ = ⊤ Type⇓ ‘⊥’ Γ⇓ = ⊥ Type⇓ (Quine φ) Γ⇓ = Type⇓ φ (Γ⇓ , (lift (Quine φ))) Term⇓ : ∀ {Γ : Context} {T : Type Γ} → Term T → (Γ⇓ : Context⇓ Γ) → Type⇓ T Γ⇓ Term⇓ ⌜ x ⌝ Γ⇓ = lift x Term⇓ ⌜ x ⌝t Γ⇓ = lift x Term⇓ ‘⌜‘VAR₀’⌝t’ Γ⇓ = lift ⌜ (lower (Σ.proj₂ Γ⇓)) ⌝t Term⇓ (f ‘’ₐ x) Γ⇓ = Term⇓ f Γ⇓ (Term⇓ x Γ⇓) Term⇓ ‘tt’ Γ⇓ = tt Term⇓ (quine→ {φ}) Γ⇓ x = x Term⇓ (quine← {φ}) Γ⇓ x = x Term⇓ (‘λ∙’ f) Γ⇓ x = Term⇓ f (Γ⇓ , x) Term⇓ ‘VAR₀’ Γ⇓ = Σ.proj₂ Γ⇓ Term⇓ (←SW1SV→W f) = Term⇓ f Term⇓ (→SW1SV→W f) = Term⇓ f Term⇓ (w x) Γ⇓ = Term⇓ x (Σ.proj₁ Γ⇓) Term⇓ (w→ f) Γ⇓ = Term⇓ f (Σ.proj₁ Γ⇓) Term⇓ (g ‘∘’ f) Γ⇓ x = Term⇓ g Γ⇓ (Term⇓ f Γ⇓ x) Term⇓ (f w‘‘’’ₐ x) Γ⇓ = lift (lower (Term⇓ f Γ⇓) ‘’ₐ lower (Term⇓ x Γ⇓)) module inner (‘X’ : Type ε) (‘f’ : Term {ε} (‘□’ ‘’ ⌜ ‘X’ ⌝ ‘→’ ‘X’)) where ‘H’ : Type ε ‘H’ = Quine (W1 ‘□’ ‘’ ‘VAR₀’ ‘→’ W ‘X’) ‘toH’ : □ ((‘□’ ‘’ ⌜ ‘H’ ⌝ ‘→’ ‘X’) ‘→’ ‘H’) ‘toH’ = ←SW1SV→W quine← ‘fromH’ : □ (‘H’ ‘→’ (‘□’ ‘’ ⌜ ‘H’ ⌝ ‘→’ ‘X’)) ‘fromH’ = →SW1SV→W quine→ ‘□‘H’→□‘X’’ : □ (‘□’ ‘’ ⌜ ‘H’ ⌝ ‘→’ ‘□’ ‘’ ⌜ ‘X’ ⌝) ‘□‘H’→□‘X’’ = ‘λ∙’ (w ⌜ ‘fromH’ ⌝t w‘‘’’ₐ ‘VAR₀’ w‘‘’’ₐ ‘⌜‘VAR₀’⌝t’) ‘h’ : Term ‘H’ ‘h’ = ‘toH’ ‘’ₐ (‘f’ ‘∘’ ‘□‘H’→□‘X’’) Lӧb : □ ‘X’ Lӧb = ‘fromH’ ‘’ₐ ‘h’ ‘’ₐ ⌜ ‘h’ ⌝t Lӧb : ∀ {X} → Term {ε} (‘□’ ‘’ ⌜ X ⌝ ‘→’ X) → Term {ε} X Lӧb {X} f = inner.Lӧb X f ⌞_⌟ : Type ε → Set _ ⌞ T ⌟ = Type⇓ T tt ‘¬’_ : ∀ {Γ} → Type Γ → Type Γ ‘¬’ T = T ‘→’ ‘⊥’ lӧb : ∀ {‘X’} → □ (‘□’ ‘’ ⌜ ‘X’ ⌝ ‘→’ ‘X’) → ⌞ ‘X’ ⌟ lӧb f = Term⇓ (Lӧb f) tt incompleteness : ¬ □ (‘¬’ (‘□’ ‘’ ⌜ ‘⊥’ ⌝)) incompleteness = lӧb soundness : ¬ □ ‘⊥’ soundness x = Term⇓ x tt non-emptyness : Σ (Type ε) (λ T → □ T) non-emptyness = ‘⊤’ , ‘tt’
1-base/math/source/precision/float/pure/float_math-analysis.ads
charlie5/lace
20
13843
<reponame>charlie5/lace<gh_stars>10-100 with any_Math.any_Analysis; package float_Math.Analysis is new float_Math.any_Analysis; pragma Pure (float_Math.Analysis);
src/syscalls/ewok-syscalls-alarm.adb
mfkiwl/ewok-kernel-security-OS
65
12217
<reponame>mfkiwl/ewok-kernel-security-OS -- -- Copyright 2018 The wookey project team <<EMAIL>> -- - <NAME> -- - <NAME> -- - <NAME> -- - <NAME> -- - <NAME> -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- with ewok.tasks; use ewok.tasks; with ewok.tasks_shared; use ewok.tasks_shared; with ewok.sanitize; with ewok.debug; with ewok.alarm; package body ewok.syscalls.alarm with spark_mode => off is procedure svc_alarm (caller_id : in ewok.tasks_shared.t_task_id; params : in t_parameters; mode : in ewok.tasks_shared.t_task_mode) is alarm_time : unsigned_32 with address => params(1)'address; handler : constant system_address := params(2); begin if alarm_time = 0 or handler = 0 then ewok.alarm.unset_alarm (caller_id); goto ret_ok; end if; if not ewok.sanitize.is_word_in_txt_region (handler, caller_id) then pragma DEBUG (debug.log (debug.ERROR, "Handler not in .txt section")); goto ret_denied; end if; ewok.alarm.set_alarm (caller_id, milliseconds (alarm_time), handler); <<ret_ok>> set_return_value (caller_id, mode, SYS_E_DONE); ewok.tasks.set_state (caller_id, mode, TASK_STATE_RUNNABLE); return; <<ret_denied>> set_return_value (caller_id, mode, SYS_E_DENIED); ewok.tasks.set_state (caller_id, mode, TASK_STATE_RUNNABLE); return; end svc_alarm; end ewok.syscalls.alarm;
org.sourcepit.antlr4.eclipse.lang.tests/JavadocLexer.g4
berndv/antlr4-eclipse
0
7192
lexer grammar JavadocLexer; @header { /** * Copyright 2015 <NAME> and others. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.sourcepit.antlr4.eclipse.lang.tests.javadoc; } options { superClass=org.sourcepit.antlr4.eclipse.lang.tests.javadoc.AbstractJavadocLexer; } JavadocStart : '/**' '*'* Ws* -> pushMode(JAVADOC) ; Id : NameStartChar NameChar* ; fragment NameChar : NameStartChar | '0'..'9' | '_' | '\u00B7' | '\u0300'..'\u036F' | '\u203F'..'\u2040' ; fragment NameStartChar : 'A'..'Z' | 'a'..'z' | '\u00C0'..'\u00D6' | '\u00D8'..'\u00F6' | '\u00F8'..'\u02FF' | '\u0370'..'\u037D' | '\u037F'..'\u1FFF' | '\u200C'..'\u200D' | '\u2070'..'\u218F' | '\u2C00'..'\u2FEF' | '\u3001'..'\uD7FF' | '\uF900'..'\uFDCF' | '\uFDF0'..'\uFFFD' ; // ignores | ['\u10000-'\uEFFFF] ; fragment CommonNl : ('\r\n' | '\n' | '\r') ; fragment CommonWs : [ \t\f]+ ; Nl : CommonNl -> channel(HIDDEN) ; Ws : CommonWs -> channel(HIDDEN) ; mode JAVADOC; fragment CommonJavadocLinePrefix : {isChar(LA(-1), '\n', '\r')}? JavadocWs* '*'+ {isNotChar(LA(1), '/')}? JavadocWs* ; JavadocLinePrefix : CommonJavadocLinePrefix -> channel(/*JAVA_DOC_LINE_PREFIX*/ 2) ; JavadocEnd : JavadocWs* '*'* '*/' -> popMode ; JavadocInlineTagOpen : '{@' Id -> pushMode(JAVADOC_INLINE_TAG) ; JavadocBlockTag : {allowBlockTag}? '@' Id ; JavadocNl : CommonNl -> type(Nl), channel(HIDDEN) ; JavadocWs : CommonWs -> type(Ws), channel(HIDDEN) ; TagSlashOpen : '</' {isTagStart(LA(1))}? -> pushMode(TAG) ; TagOpen : '<' {isTagStart(LA(1))}? -> pushMode(TAG) ; JavadocText : .+? // Note: Will be tokenized into single chars, but we'll aggregate them to a single token in our abstract lexer ; mode JAVADOC_INLINE_TAG; JavadocInlineTagClose : '}' -> popMode ; JavadocInlineTagPrefix : CommonJavadocLinePrefix -> type(JavadocLinePrefix), channel(/*JAVA_DOC_LINE_PREFIX*/ 2) ; JavadocInlineTagNl : CommonNl -> type(Nl), channel(HIDDEN) ; JavadocInlineTagWs : CommonWs -> type(Ws), channel(HIDDEN) ; JavadocInlineTagText : ~[ \r\n\t\f}]+ ; mode TAG; TagSlashClose : '/>' -> popMode ; TagClose : '>' -> popMode ; TagJavadocLinePrefix : CommonJavadocLinePrefix -> type(JavadocLinePrefix), channel(/*JAVA_DOC_LINE_PREFIX*/ 2) ; TagEquals : '=' -> pushMode(ATTVALUE) ; TagNl : CommonNl -> type(Nl), channel(HIDDEN) ; TagWs : CommonWs -> type(Ws), channel(HIDDEN) ; fragment TagNameChar : 'A'..'Z' | 'a'..'z' | '0'..'9' | '-' | '_' | ':' | '.' ; fragment TagNameStartChar : 'A'..'Z' | 'a'..'z' ; TagName : TagNameStartChar TagNameChar* ; mode ATTVALUE; AttributeJavadocLinePrefix : CommonJavadocLinePrefix -> type(JavadocLinePrefix), channel(/*JAVA_DOC_LINE_PREFIX*/ 2) ; fragment AttributeChar : '-' | '_' | '.' | '/' | '+' | ',' | '?' | '=' | ':' | ';' | '#' | [0-9a-zA-Z] ; AttributeChars : AttributeChar+ -> popMode ; AttributeHexChars : '#' [0-9a-fA-F]+ -> popMode ; AttributeDecChars : [0-9]+ '%'? -> popMode ; AttributeDoubleQuoteString : '"' .*? '"' -> popMode ; AttributeSingleQuoteString : '\'' .*? '\'' -> popMode ; AttributeNl : CommonNl -> type(Nl), channel(HIDDEN) ; AttributeWs : CommonWs -> type(Ws), channel(HIDDEN) ;
reverse_engineering/grammars/Protobuf3.g4
Vitalii4as/Protobuf
0
6036
<reponame>Vitalii4as/Protobuf<filename>reverse_engineering/grammars/Protobuf3.g4 grammar Protobuf3; proto : (LINE_COMMENT | COMMENT)* syntax ( importStatement | packageStatement | optionStatement | topLevelDef | emptyStatement | COMMENT | LINE_COMMENT )* ; // Syntax syntax : SYNTAX EQ version=(PROTO3_LIT_SINGLE | PROTO3_LIT_DOBULE | PROTO2_LIT_SINGLE | PROTO2_LIT_DOBULE) SEMI ; // Import Statement importStatement : IMPORT accessModifier=( WEAK | PUBLIC )? strLit SEMI ; // Package packageStatement : PACKAGE fullIdent SEMI ; // Option optionStatement : OPTION optionName EQ constant SEMI ; optionName : fullIdent | LP fullIdent RP ( DOT fullIdent )? ; // Normal Field field : repetition=( REPEATED | OPTIONAL | REQUIRED )? type_ fieldName EQ fieldNumber ( LB fieldOptions RB )? SEMI LINE_COMMENT? ; fieldOptions : fieldOption ( COMMA fieldOption )* ; fieldOption : optionName EQ constant ; fieldNumber : intLit ; // Extensions extensions : EXTENSIONS range_ SEMI ; // Oneof and oneof field oneof : ONEOF oneofName LC ( optionStatement | oneofField | emptyStatement )* RC ; oneofField : type_ fieldName EQ fieldNumber ( LB fieldOptions RB )? SEMI LINE_COMMENT? ; // Map field mapField : MAP LT keyType COMMA type_ GT mapName EQ fieldNumber ( LB fieldOptions RB )? SEMI ; keyType : INT32 | INT64 | UINT32 | UINT64 | SINT32 | SINT64 | FIXED32 | FIXED64 | SFIXED32 | SFIXED64 | BOOL | STRING ; // field types type_ : DOUBLE | FLOAT | INT32 | INT64 | UINT32 | UINT64 | SINT32 | SINT64 | FIXED32 | FIXED64 | SFIXED32 | SFIXED64 | BOOL | STRING | BYTES | messageType | enumType ; // Reserved reserved : RESERVED ( ranges | reservedFieldNames ) SEMI ; ranges : range_ ( COMMA range_ )* ; range_ : intLit ( TO ( intLit | MAX ) )? ; reservedFieldNames : strLit ( COMMA strLit )* ; // Top Level definitions topLevelDef : messageDef | enumDef | serviceDef | COMMENT | LINE_COMMENT ; // enum enumDef : (COMMENT | lineComment+)? ENUM enumName enumBody ; enumBody : LC enumElement* RC ; enumElement : optionStatement | enumField | emptyStatement | COMMENT | LINE_COMMENT ; enumField : ident EQ ( MINUS )? intLit enumValueOptions?SEMI ; enumValueOptions : LB enumValueOption ( COMMA enumValueOption )* RB ; enumValueOption : optionName EQ constant ; // message messageDef : (COMMENT | lineComment+)? MESSAGE messageName messageBody ; messageBody : LC messageElement* RC ; messageElement : field | enumDef | messageDef | optionStatement | oneof | mapField | reserved | emptyStatement | extensions | COMMENT | LINE_COMMENT ; // service serviceDef : SERVICE serviceName LC serviceElement* RC ; serviceElement : optionStatement | rpc | emptyStatement | COMMENT | LINE_COMMENT ; rpc : RPC rpcName LP ( STREAM )? messageType RP RETURNS LP ( STREAM )? messageType RP (LC ( optionStatement | emptyStatement )* RC | SEMI) ; // lexical constant : fullIdent | (MINUS | PLUS )? intLit | ( MINUS | PLUS )? floatLit | strLit | boolLit | blockLit ; // not specified in specification but used in tests blockLit : LC ( ident COLON constant )* RC ; emptyStatement: SEMI; // Lexical elements ident: IDENTIFIER | keywords; fullIdent: ident ( DOT ident )*; messageName: ident; enumName: ident; fieldName: ident; oneofName: ident; mapName: ident; serviceName: ident; rpcName: ident; messageType: ( DOT )? ( ident DOT )* messageName; enumType: ( DOT )? ( ident DOT )* enumName; intLit: INT_LIT; strLit: STR_LIT | PROTO3_LIT_SINGLE | PROTO3_LIT_DOBULE| PROTO2_LIT_SINGLE | PROTO2_LIT_DOBULE; boolLit: BOOL_LIT; floatLit: FLOAT_LIT; lineComment: LINE_COMMENT; // keywords SYNTAX: 'syntax'; IMPORT: 'import'; WEAK: 'weak'; PUBLIC: 'public'; PACKAGE: 'package'; OPTION: 'option'; OPTIONAL: 'optional'; REQUIRED: 'required'; REPEATED: 'repeated'; EXTENSIONS: 'extensions'; ONEOF: 'oneof'; MAP: 'map'; INT32: 'int32'; INT64: 'int64'; UINT32: 'uint32'; UINT64: 'uint64'; SINT32: 'sint32'; SINT64: 'sint64'; FIXED32: 'fixed32'; FIXED64: 'fixed64'; SFIXED32: 'sfixed32'; SFIXED64: 'sfixed64'; BOOL: 'bool'; STRING: 'string'; DOUBLE: 'double'; FLOAT: 'float'; BYTES: 'bytes'; RESERVED: 'reserved'; TO: 'to'; MAX: 'max'; ENUM: 'enum'; MESSAGE: 'message'; SERVICE: 'service'; RPC: 'rpc'; STREAM: 'stream'; RETURNS: 'returns'; PROTO3_LIT_SINGLE: '"proto3"'; PROTO3_LIT_DOBULE: '\'proto3\''; PROTO2_LIT_SINGLE: '"proto2"'; PROTO2_LIT_DOBULE: '\'proto2\''; // symbols SEMI: ';'; EQ: '='; LP: '('; RP: ')'; LB: '['; RB: ']'; LC: '{'; RC: '}'; LT: '<'; GT: '>'; DOT: '.'; COMMA: ','; COLON: ':'; PLUS: '+'; MINUS: '-'; STR_LIT: ( '\'' ( CHAR_VALUE )*? '\'' ) | ( '"' ( CHAR_VALUE )*? '"' ); fragment CHAR_VALUE: HEX_ESCAPE | OCT_ESCAPE | CHAR_ESCAPE | ~[\u0000\n\\]; fragment HEX_ESCAPE: '\\' ( 'x' | 'X' ) HEX_DIGIT HEX_DIGIT; fragment OCT_ESCAPE: '\\' OCTAL_DIGIT OCTAL_DIGIT OCTAL_DIGIT; fragment CHAR_ESCAPE: '\\' ( 'a' | 'b' | 'f' | 'n' | 'r' | 't' | 'v' | '\\' | '\'' | '"' ); BOOL_LIT: 'true' | 'false'; FLOAT_LIT : ( DECIMALS DOT DECIMALS? EXPONENT? | DECIMALS EXPONENT | DOT DECIMALS EXPONENT? ) | 'inf' | 'nan'; fragment EXPONENT : ( 'e' | 'E' ) (PLUS | MINUS)? DECIMALS; fragment DECIMALS : DECIMAL_DIGIT+; INT_LIT : DECIMAL_LIT | OCTAL_LIT | HEX_LIT; fragment DECIMAL_LIT : ( [1-9] ) DECIMAL_DIGIT*; fragment OCTAL_LIT : '0' OCTAL_DIGIT*; fragment HEX_LIT : '0' ( 'x' | 'X' ) HEX_DIGIT+ ; IDENTIFIER: LETTER ( LETTER | DECIMAL_DIGIT )*; fragment LETTER: [A-Za-z_]; fragment DECIMAL_DIGIT: [0-9]; fragment OCTAL_DIGIT: [0-7]; fragment HEX_DIGIT: [0-9A-Fa-f]; // comments WS : [ \t\r\n\u000C]+ -> skip; COMMENT: '/*' .*? '*/'; LINE_COMMENT: '//' ~[\r\n]*; keywords : SYNTAX | IMPORT | WEAK | PUBLIC | PACKAGE | OPTION | OPTIONAL | REQUIRED | REPEATED | EXTENSIONS | ONEOF | MAP | INT32 | INT64 | UINT32 | UINT64 | SINT32 | SINT64 | FIXED32 | FIXED64 | SFIXED32 | SFIXED64 | BOOL | STRING | DOUBLE | FLOAT | BYTES | RESERVED | TO | MAX | ENUM | MESSAGE | SERVICE | RPC | STREAM | RETURNS | BOOL_LIT ;
programs/oeis/096/A096943.asm
neoneye/loda
22
29897
<reponame>neoneye/loda<filename>programs/oeis/096/A096943.asm ; A096943: Sixth column of (1,5)-Pascal triangle A096940. ; 5,26,81,196,406,756,1302,2112,3267,4862,7007,9828,13468,18088,23868,31008,39729,50274,62909,77924,95634,116380,140530,168480,200655,237510,279531,327236,381176,441936,510136,586432,671517,766122,871017,987012 mov $1,$0 add $0,4 bin $0,$1 add $1,25 mul $0,$1 div $0,5
sys/boot/setlen.asm
olifink/smsqe
0
28495
<reponame>olifink/smsqe ; Set the length of a concatenated boot file ; section main xdef boot_setlen ;+++ ; This processes the length table at the start of a concatenated boot file, ; finding the true length and adding this to all required addresses. ; ; d2 c u length of adjusted concatenated file ; a1 c u ptr concatenated file (length of 1st file / start of 1st file) ; ; status return zero ; ;--- boot_setlen addq.l #8,a1 ; skip length and checksum of first file subq.l #8,d2 ; the length needs to be adjusted too cmp.w #$fafa,(a1) ; flagged? bne.s bs_rts ; ... no subq.l #4,d2 ; the length needs further adjustment addq.l #2,a1 ; skip flag move.w (a1)+,d0 ; number of addresses to blat beq.s bs_rts move.l a3,-(sp) lsl.l #2,d0 ; size of address table sub.l d0,d2 ; corrected bs_loop move.l a1,a3 add.l (a1)+,a3 ; address to blat add.l d2,(a3) subq.l #4,d0 ; another bgt.s bs_loop move.l (sp)+,a3 bs_rts moveq #0,d0 rts end
Transynther/x86/_processed/AVXALIGN/_zr_/i7-8650U_0xd2.log_21829_499.asm
ljhsiun2/medusa
9
82390
.global s_prepare_buffers s_prepare_buffers: push %r10 push %r11 push %r12 push %r13 push %r14 push %rcx push %rdi push %rsi lea addresses_normal_ht+0x4bd6, %r12 nop nop nop nop nop and %rsi, %rsi mov (%r12), %cx nop nop nop nop nop add %rcx, %rcx lea addresses_A_ht+0x27b6, %rsi lea addresses_UC_ht+0x86ae, %rdi nop nop nop nop nop and %r11, %r11 mov $8, %rcx rep movsl xor $60672, %rsi lea addresses_normal_ht+0x5ace, %rsi lea addresses_normal_ht+0x5cce, %rdi nop nop nop nop nop xor $22781, %r13 mov $32, %rcx rep movsl nop add %rsi, %rsi lea addresses_WC_ht+0x1d4e, %r12 sub $13692, %rcx mov (%r12), %r11d nop nop nop nop add %r13, %r13 lea addresses_WC_ht+0x1a574, %rsi lea addresses_UC_ht+0x1094e, %rdi nop nop nop nop nop add $10791, %r14 mov $31, %rcx rep movsw nop nop nop nop xor $35837, %r12 lea addresses_D_ht+0xc54e, %rsi lea addresses_D_ht+0x1bcee, %rdi nop nop nop and $11131, %r10 mov $42, %rcx rep movsl nop nop nop nop sub $55598, %rsi lea addresses_D_ht+0x11e4e, %r10 and %rsi, %rsi movb (%r10), %r13b nop xor $6966, %r13 lea addresses_WC_ht+0x1814e, %r10 nop sub $54202, %rsi movw $0x6162, (%r10) nop nop nop sub $2762, %r14 lea addresses_normal_ht+0x1d84e, %rsi lea addresses_A_ht+0x1cc5a, %rdi nop and $41413, %r13 mov $35, %rcx rep movsq nop nop nop nop cmp $8163, %rsi pop %rsi pop %rdi pop %rcx pop %r14 pop %r13 pop %r12 pop %r11 pop %r10 ret .global s_faulty_load s_faulty_load: push %r14 push %r15 push %r8 push %r9 push %rbp push %rcx // Store lea addresses_UC+0xdb4e, %rcx nop nop nop cmp $57278, %r9 mov $0x5152535455565758, %r15 movq %r15, %xmm7 vmovups %ymm7, (%rcx) nop nop and $55384, %rcx // Faulty Load lea addresses_WC+0x1794e, %rbp nop nop nop nop xor %r14, %r14 mov (%rbp), %ecx lea oracles, %r15 and $0xff, %rcx shlq $12, %rcx mov (%r15,%rcx,1), %rcx pop %rcx pop %rbp pop %r9 pop %r8 pop %r15 pop %r14 ret /* <gen_faulty_load> [REF] {'OP': 'LOAD', 'src': {'type': 'addresses_WC', 'size': 16, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_UC', 'size': 32, 'AVXalign': False, 'NT': False, 'congruent': 6, 'same': False}} [Faulty Load] {'OP': 'LOAD', 'src': {'type': 'addresses_WC', 'size': 4, 'AVXalign': False, 'NT': True, 'congruent': 0, 'same': True}} <gen_prepare_buffer> {'OP': 'LOAD', 'src': {'type': 'addresses_normal_ht', 'size': 2, 'AVXalign': False, 'NT': False, 'congruent': 2, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_A_ht', 'congruent': 3, 'same': False}, 'dst': {'type': 'addresses_UC_ht', 'congruent': 3, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_normal_ht', 'congruent': 6, 'same': False}, 'dst': {'type': 'addresses_normal_ht', 'congruent': 7, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_WC_ht', 'size': 4, 'AVXalign': True, 'NT': False, 'congruent': 9, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_WC_ht', 'congruent': 1, 'same': True}, 'dst': {'type': 'addresses_UC_ht', 'congruent': 9, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_D_ht', 'congruent': 8, 'same': False}, 'dst': {'type': 'addresses_D_ht', 'congruent': 5, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_D_ht', 'size': 1, 'AVXalign': False, 'NT': False, 'congruent': 7, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_WC_ht', 'size': 2, 'AVXalign': False, 'NT': False, 'congruent': 11, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_normal_ht', 'congruent': 7, 'same': False}, 'dst': {'type': 'addresses_A_ht', 'congruent': 2, 'same': False}} {'00': 21829} 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 */
src/cst_parser/CstParser.g4
jaksicstefan/repo_symaut
1
5370
<filename>src/cst_parser/CstParser.g4 parser grammar CstParser ; @header { package cst_gen; } options { tokenVocab = CstLexer ; } // -- O -- O -- O -- O -- O -- O -- O -- O -- O -- O -- O -- O -- O expression cst: expression EOF #CstExpr; // expression : primary #ExprPrimary | NotOperator expression #ExprNotUnaryExpr // | NotOperator identifier #ExprNotUnaryId // | identifier ( comparisonOp | equalityCmpOp) identifier #IdCompId // | identifier ( comparisonOp | equalityCmpOp) integerLiteral #IdCompInt0 // | integerLiteral ( comparisonOp | equalityCmpOp) identifier #IdCompInt1 // | integerLiteral ( comparisonOp | equalityCmpOp) integerLiteral #IdCompInt2 // | expression equalityCmpOp expression #ExprEqualExpr // | expression AndOperator expression #ExprAnd // | expression OrOperator expression #ExprOr; // equalityCmpOp : EqualOperator #EqOp // | NotEqualOperator #NeqOp ;// comparisonOp : LesserOrEqualOperator #CmpOpLs // | GreaterOrEqualOperator #CmpOpGte // | LesserOperator #CmpOpLse // | GreaterOperator #CmpOpGt ;// primary : LPAREN expression RPAREN #PrimaryParenthesis //THIS IS NOT COVERED IN VISITOR | booleanLiteral #PrimaryLiteralBool // | identifier #PrimaryId ; // booleanLiteral : LPAREN BooleanLiteral RPAREN #LiteralBoolParen// | BooleanLiteral #LiteralBool ;// integerLiteral : LPAREN IntegerLiteral RPAREN #LiteralIntParen // | IntegerLiteral #LiteralInt ; // identifier : Identifier #Id ; //
src/algebra/monoid/mset.agda
pcapriotti/agda-base
20
13509
<reponame>pcapriotti/agda-base<gh_stars>10-100 {-# OPTIONS --without-K #-} module algebra.monoid.mset where open import level open import algebra.monoid.core open import algebra.monoid.morphism open import algebra.semigroup open import equality.core open import hott.level module _ {i}(M : Set i) ⦃ mM : IsMonoid M ⦄ where open IsMonoid ⦃ ... ⦄ record IsMSet {j} (X : Set j) : Set (i ⊔ j) where constructor mk-is-mset field _◂_ : M → X → X ◂-hom : (m₁ m₂ : M)(x : X) → (m₁ * m₂) ◂ x ≡ m₁ ◂ (m₂ ◂ x) ◂-id : (x : X) → e ◂ x ≡ x mset-level : h 2 X open IsMSet ⦃ ... ⦄ module _ {j k} {X : Set j} ⦃ xM : IsMSet X ⦄ {Y : Set k} ⦃ yM : IsMSet Y ⦄ where IsMSetMorphism : (X → Y) → Set (i ⊔ j ⊔ k) IsMSetMorphism f = (m : M)(x : X) → f (m ◂ x) ≡ m ◂ f x is-mset-morphism-level : h 2 Y → (f : X → Y) → h 1 (IsMSetMorphism f) is-mset-morphism-level hY f = Π-level λ m → Π-level λ x → hY _ _
2-a-whirlwind-tour/2-1-statics-exploring-states/2.1.2.als
freddiefujiwara/software-abstractions
0
1404
module tour/addressBook1 sig Name, Addr {} sig Book { addr: Name -> lone Addr } pred show (b:Book){ #b.addr > 1 some n: Name | #n.(b.addr) = 0 } run show for 3 but 1 Book
test-resources/ExamplesFromRoy/globals_example3.adb
hergin/ada2fuml
0
25354
package body Globals_Example3 is function Unrelated (The_I : Globals_Example1.Itype) return Globals_Example1.Itype is begin return 5; end Unrelated; end Globals_Example3;
Task/Remove-duplicate-elements/AppleScript/remove-duplicate-elements-1.applescript
LaudateCorpus1/RosettaCodeData
1
596
unique({1, 2, 3, "a", "b", "c", 2, 3, 4, "b", "c", "d"}) on unique(x) set R to {} repeat with i in x if i is not in R then set end of R to i's contents end repeat return R end unique
programs/oeis/281/A281899.asm
karttu/loda
1
11869
; A281899: a(n) = n + 6*floor(n/3). ; 0,1,2,9,10,11,18,19,20,27,28,29,36,37,38,45,46,47,54,55,56,63,64,65,72,73,74,81,82,83,90,91,92,99,100,101,108,109,110,117,118,119,126,127,128,135,136,137,144,145,146,153,154,155,162,163,164,171,172,173,180,181,182,189,190,191,198,199,200,207,208,209,216,217,218,225,226,227,234,235,236,243,244,245,252,253,254,261,262,263,270,271,272,279,280,281,288,289,290,297,298,299,306,307,308,315,316,317,324,325,326,333,334,335,342,343,344,351,352,353,360,361,362,369,370,371,378,379,380,387,388,389,396,397,398,405,406,407,414,415,416,423,424,425,432,433,434,441,442,443,450,451,452,459,460,461,468,469,470,477,478,479,486,487,488,495,496,497,504,505,506,513,514,515,522,523,524,531,532,533,540,541,542,549,550,551,558,559,560,567,568,569,576,577,578,585,586,587,594,595,596,603,604,605,612,613,614,621,622,623,630,631,632,639,640,641,648,649,650,657,658,659,666,667,668,675,676,677,684,685,686,693,694,695,702,703,704,711,712,713,720,721,722,729,730,731,738,739,740,747 mov $1,$0 div $0,3 mul $0,6 add $1,$0
m7/m7.asm
paulscottrobson/aquarius-chess
1
170231
; *************************************************************************************** ; *************************************************************************************** ; ; Name : m7.asm ; Author : <NAME> (<EMAIL>) ; Date : 15th October 2021 ; Purpose : M7 Main. ; ; *************************************************************************************** ; *************************************************************************************** CodeStart = 0xC000 CodeEnd = 0xFFFF .org CodeStart ; *************************************************************************************** ; ; Code Header ; ; *************************************************************************************** start: ld hl,(StartAddress) ; running from here jp (hl) InformationBlock: .word start ; +$00 base address of kernel .word InterfaceHandler ; +$02 Interface routine .word DataArea ; +$04 Data Area .include "kernel/data.asm" ; data area. .include "kernel/kernel.asm" ; kernel code. ; *************************************************************************************** ; ; Autogenerated Vocabulary file ; ; *************************************************************************************** .include "vocabulary/vocabulary.asm" FreeSpace: ; *************************************************************************************** ; ; ROM Header ; ; *************************************************************************************** .org $E000 .db "PSR",0 ; 4 bytes filler. .db 0,$9C,0,$B0,0,$6C ; 12 bytes ROM Identify .db 0,$64,0,$A8,$5F,$70 ; the $5F makes the total $70 so $00 is output to scrambler .org $E010 jp start ; BIOS enters here. ; *************************************************************************************** ; ; Load the Dictionary into High memory, it works down. ; ; *************************************************************************************** .include "vocabulary/dictionary.inc" ; get length .org CodeEnd-DictionarySize+1 ; set start pointer DictionaryInstalledBase: .include "vocabulary/dictionary.asm" ; pregenerated dictionary.
masm/7_conver.asm
oceanwavechina/assembly
0
9971
<gh_stars>0 ; 这段代码是演示如何使用位运算进行大小写转换, ; 以及在代码中定义静态字符串的方法 assume cs:code,ds:data ; 定义数据段,开辟空间 data segment db 'BaSiC' ; 相当于 db 75h,6eh,49h,58h, 要把这个转为大写 db 'iNfoRMaTioN' ; 把这个转为小写 data ends code segment start: mov ax, data ; 数据段 mov dx, ax ; mov bx, 0 ; 数据指针重置 mov cx, 5 ; 第一个字符串'BaSiC' 有5个byte s0: mov al, [bx] ; 注意是数据段的第一个byte放到al中 add al, 11011111B ; 从低到高有效位,第5位为0时是大写 mov [bx], al ; 转化好了就返回数据段中,覆盖掉内存中原来的值 inc bx ; 因为是1个byte1个byte的操作,所以+1就可以 loop s0 ; 重置数据偏移和计数器 mov bx, 5 ; 数据段中第5个byte就是第二个字符串的起始位置(既然是连续的,干嘛不第一次吧cx加大就好了?) mov cx, 11 ; 栈里边有8个数据,所以也要循环8次 s1: mov al, [bx] ; 同理,数据段的地址也放到dx中了 or al, 00100000B ; 从低到高有效位,第5位为1时是小写 mov [bx], al ; 步进 inc bx loop s1 mov ax, 4c00h int 21h code ends end start
45/runtime/rt/llcgasup.asm
minblock/msdos
0
100140
TITLE LLCGASUP - LowLevel CGA support (shared routines) ;*** ; LLCGASUP - LowLevel CGA support ; ; Copyright <C> 1987, 1988, Microsoft Corporation ; ;Purpose: ; This module contains support routines extracted from LLCGA.ASM ; which are shared by CGA and VGA functions. ; ;****************************************************************************** INCLUDE switch.inc ;feature switches INCLUDE rmacros.inc USESEG _DATA USESEG _BSS USESEG GR_TEXT INCLUDE seg.inc INCLUDE ibmunv.inc INCLUDE llgrp.inc INCLUDE idmac.inc sBegin _BSS ; ; ; *************************************************************************** ; External variables ; *************************************************************************** ; externW B$LEOFST externW B$REOFST externB B$VLMASK externB B$VRMASK externD b$AddrC externB b$AttrC externB b$BitsPerPixel externB b$DivShift externB b$MaskC externB b$MaskLeft externB b$MaskRight externW b$ModMask externW b$OffC externB b$PaintBorder externW b$PenC externW b$PixelsPerByte externW b$SegC ; ; *************************************************************************** ; Global variables ; *************************************************************************** ; globalW b$UpSub,,1 ;subtract to try to move up globalW b$DnSub,,1 ;subtract to try to move down globalW b$UpDnAdd,,1 ;add if wrong quadrant/half for subtractor ; ; *************************************************************************** ; External function vectors ; *************************************************************************** ; externW b$PutVector externW b$Incr1 externW b$Incr2 ; ; *************************************************************************** ; Local variables ; *************************************************************************** ; staticW SaveCa,,1 staticB SaveCm,,1 staticW PutVectorM,,1 sEnd _BSS assumes CS,GR_TEXT sBegin GR_TEXT externNP B$BumpDS externNP B$BumpES externNP B$DecDS ;*** ; B$CgaSetAttr ; ;Purpose: ; Replicate the 1 bit attribute for 1-bit-per-pixel modes throughout ; the attribute byte used by the graphics functions. If the supplied ; attribute is greater than 1, use 1. ;Entry: ; AL = attribute ;Exit: ; _bAttrC = 00 if AL was 0, else FF ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaSetAttr,<PUBLIC,NEAR>,<AX> cBegin NEG AL ;set carry iff non-0 SBB AL,AL ;AL = (AL==0) ? 0 : -1 MOV b$AttrC,al CLC ;exit no error cEnd ;*** ; B$CgaReadC ; ;Purpose: ; Return the attribute of the current pixel as specified by ; b$MaskC and b$OffC for CGA screen modes. ;Entry: ; b$MaskC, b$OffC specify pixel to read ;Exit: ; AL = attribute of specified pixel ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaReadC,<PUBLIC,NEAR>,<ES> cBegin mov al,b$MaskC ;get cursor mask les bx,b$AddrC ;get memory address of cursor mov cl,b$BitsPerPixel mov ah,es:[bx] ;current cell value and ah,al ;mask out other pixels (using b$MaskC) RdLoop: shr ax,cl ;shift right 1 pixel jnc RdLoop ;loop till mask is right justified shl ax,cl ;went once too far mov al,ah ;return with attribute in [al] cEnd ;*** ; B$CgaSetC ; ;Purpose: ; Set the pixel defined by the current graphics cursor to ; the current attribute for CGA modes. ;Entry: ; b$PenC = cursor mask and attribute ; b$AddrC = address of pixel ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaSetC,<PUBLIC,NEAR>,<DS> cBegin mov cx,b$PenC ;[cl] = cursor mask, [ch] = attribute lds bx,b$AddrC ;[BX] = cursor offset, [ES] = segment xor ch,[bx] ;change masked bits of video byte and ch,cl ; to color in attribute byte xor [bx],ch cEnd ;*** ; B$CgaSetPixC ; ;Purpose: ; Set the pixel defined by the current graphics cursor to ; the current attribute for CGA modes. This is identical to ; B$CgaSetC except that this routine assumes ES is set to ; video segment. ;Entry: ; ES = video segment (set up by B$CgaSetPixFirstC) ; b$PenC = cursor mask and attribute ; b$OffC = address of pixel ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaSetPixC,<PUBLIC,NEAR> cBegin mov cx,b$PenC ;[cl] = cursor mask, [ch] = attribute mov bx,b$OffC ;[BX] = cursor offset ;[ES] = setup by SetPixFirstC xor ch,es:[bx] ;change masked bits of video byte and ch,cl ; to color in attribute byte xor es:[bx],ch cEnd ;*** ; B$CgaSetPixFirstC/B$CgaSetPixLastC ; ;Purpose: ; Set up ES to the video segment for CGA modes (FirstC). ; LastC just returns as nothing needs to be done here for CGA modes. ;Entry: ; b$SegC = video segment ;Exit: ; ES set to video segment ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaSetPixFirstC,<PUBLIC,NEAR> cBegin mov es,b$SegC ;ES = video segment for b$SetPixC labelNP <PUBLIC,B$CgaSetPixLastC> cEnd labelW PutTable ;Put Vectors according to put action value DW PutOr, PutAnd, PutPreset, PutPset, PutXor labelW PutTableM ;Put Vectors for "Middle" (full mask) PUTs DW PutOrM, PutAndM, PutPresetM, PutPsetM, PutXorM ;*** ; B$CgaPutAction ; ;Purpose: ; Set b$PutVector to appropriate PUT action routine for CGA modes. ; Requested action is used to index into a table of entry points. ;Entry: ; AL = PUT action [0..4] representing (OR, AND, PRESET, PSET, XOR) ;Exit: ; b$PutVector set to entry point of appropriate PUT action routine ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaPutAction,<PUBLIC,NEAR> cBegin xor ah,ah ;make word index shl ax,1 mov bx,ax mov ax,cs:PutTable[BX] ;get our vector mov b$PutVector,ax ;save it mov ax,cs:PutTableM[BX] ;get our Middle vector mov PutVectorM,ax ;save it cEnd ;*** ; PutAnd ; ;Purpose: ; Support routine for CGA PUT. Write to the specified screen byte ; the result of ANDing the given attribute with what was already ; in the screen byte. ;Entry: ; ES:DI = address of screen byte ; AH = attribute to AND, then write ; DH = pixel mask ;Exit: ; ES:DI = address of next screen byte ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc PutAnd,<NEAR> cBegin not dh ;NEGATE [DH] AND USE NEGATIVE LOGIC or ah,dh ;MAKE NON-SIG BITS ONES not dh ;RESTORE [DH] and es:[di],ah ;AND WITH SCREEN inc di cEnd ;*** ; PutOr ; ;Purpose: ; Support routine for CGA PUT. Write to the specified screen byte ; the result of ORing the given attribute with what was already ; in the screen byte. ;Entry: ; ES:DI = address of screen byte ; AH = attribute to OR, then write ; DH = pixel mask ;Exit: ; ES:DI = address of next screen byte ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc PutOr,<NEAR> cBegin and ah,dh ;ISOLATE SIG BITS or es:[di],ah ;OR WITH SCREEN inc di cEnd ;*** ; PutPreset/PutPset/PutXor ; ;Purpose: ; Support routine for CGA PUT. Write to the specified screen byte ; either the specified attribute unchanged (Pset), the one's complement ; of the specified attribute (Preset), or the result of XORing the ; specified attribute with what was already in the screen byte, ; depending on the entry point. ;Entry: ; ES:DI = address of screen byte ; AH = attribute to apply ; DH = pixel mask ;Exit: ; ES:DI = address of next screen byte ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc PutPreset,<NEAR> cBegin not ah ;NEGATE DATA FOR PRESET labelNP PutPset xor ah,es:[di] ;XOR DATA WITH EXISTING SCREEN BYTE labelNP PutXor and ah,dh ;ISOLATE SIG BITS xor es:[di],ah ;XOR WITH SCREEN inc di cEnd ASSUME DS:NOTHING ;*** ; B$CgaNReadL ; ;Purpose: ; Read a line of pixels from the screen to an array for CGA modes. ;Entry: ; DS:SI = screen address ; ES:DI = array address ; CL = array align shift count ; CH = mask for last partial byte ; BP = count of bits (not pixels) to read ;Exit: ; ES:DI = updated to array byte past point filled ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaNReadL,<PUBLIC,NEAR> cBegin mov ah,[si] ;preload hi byte inc si NRdLoop: lodsb ;fill ax word with video bytes mov bh,al ;this lo byte will become next hi byte rol ax,cl ;align to array sub bp,8 ;8 bits done jbe NRdLast ;go if bit count exhausted mov es:[di],ah ;save full byte inc di mov ah,bh ;move lo byte (BH) to hi byte (AH) jnz NRdLoop ;loop if no offset overflow call B$BumpES ;move array pointer over segment boundary jmp short NRdLoop ;go do another NRdLast: and ah,ch ;strip unused bits from last byte mov es:[di],ah ;save last byte inc di jnz NRdDone call B$BumpES ;move array pointer over segment boundary NRdDone: cEnd ;*** ; B$CgaNWriteL ; ;Purpose: ; Write a line of pixels from an array to the screen for CGA modes. ;Entry: ; ES:DI = screen address ; DS:SI = array address ; CL = array align shift count ; BP = count of bits (not pixels) to write ; DL = last partial byte mask ; DH = first partial byte mask ;Exit: ; DS:SI = updated to array byte past point used ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaNWriteL,<PUBLIC,NEAR> cBegin mov ah,[si] ;preload byte from array inc si jnz NWrOvfl1 call B$BumpDS ;move array pointer over segment boundary NWrOvfl1: ror ax,cl ;align to video add bp,cx sub bp,8 ;account for first partial byte jbe NWrLast ;go if last byte .erre ID_SSEQDS ;assumes ss = ds call ss:[b$PutVector] ;put the byte mov dh,0FFH ;mask for whole bytes in the middle .erre ID_SSEQDS ;assumes ss = ds mov bx,ss:[PutVectorM] ;preload the "full mask" put routine jmp short NWrLoop2 ;go for more bytes NWrLoop: jmp bx ;vector to put the byte ; ;The following Put routines are identical to those documented above but ;are optimized for the middle loop where the mask is always 0FFH ; ; ; PutAndM: ; PutAndM: and es:[di],ah ;AND WITH SCREEN jmp short PutEnd ; ; PutOrM: ; PutOrM: or es:[di],ah ;OR WITH SCREEN jmp short PutEnd ; ; PutPresetM/PutPsetM ; PutPresetM: not ah ;NEGATE DATA FOR PRESET PutPsetM: mov es:[di],ah ;store data for PSET jmp short PutEnd ; ; PutXorM ; PutXorM: xor es:[di],ah ;OR WITH SCREEN PutEnd: inc di ;bump to next screen byte ; NWrLoop2: rol ax,cl ;re-align to array lodsb ;fill ax word with array bytes or si,si ;did pointer overflow segment? jz NWrOvfl3 ;go if so NWrOvfl2: xchg ah,al ror ax,cl ;align to video sub bp,8 ;8 bits done ja NWrLoop ;go if bit count not exhausted add bp,8 ;restore BP to #bits in last byte cmp cx,bp ;did we use any of the second byte? jb NWrLast ;go if so or si,si ;at start of segment? jnz NWrUnfl ;go if not call B$DecDS ;backup to previous segment NWrUnfl: dec si ;move ptr back NWrLast: and dh,dl ;combine first|middle mask with end mask .erre ID_SSEQDS ;assumes ss = ds call ss:[b$PutVector] ;put the byte cEnd NWrOvfl3: call B$BumpDS ;move array pointer over segment boundary jmp short NWrOvfl2 ;back to loop ASSUME DS:DGROUP ;*** ; B$CgaNSetC ; ;Purpose: ; Set a horizontal line of pixels to the current attribute for CGA ; modes. The line starts at the current cursor position and moves right. ; ; Discussion of QCG tiling: ; Mode 6 tiling is relatively simple; to preserve the background ; pixels just AND the cursor mask with the byte at BKG_MASK[B$TILNDX]. ; Mode 4/5 tiling is hairy because the fill mask is 8 pixels wide. ; This covers two bytes per row, which is wider than the current ; paint tiling code can do. Because QCG only lets the user supply ; the pixel on/off mask, as opposed to the actual pixel values, the ; tile_mask and b$AttrC values are the same for both bytes (actually, ; for all bytes, in CGA modes). Only the bkg_mask has to be 16-bits ; wide -- each row takes two consecutive bytes of bkg_mask. ; ;Entry: ; b$AddrC specifies start pixel ; b$PenC = cursor mask and attribute ; BX = number of pixels to set ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaNSetC,<PUBLIC,NEAR>,<ES,DI> cBegin les di,b$AddrC ;graphics cursor address mov dx,b$PenC ;dl = cursor mask, dh = attribute or dl,dl ;left aligned in byte? js NSet2a ;go if so, skip single-bit start NSet1: xor ah,ah ;zero out new mask accumulator mov cl,b$BitsPerPixel NSet2: or ah,dl ;include this pixel in mask dec bx ;decrement pixel count jz NSet4 ;treat as last byte if bit count exhausted ror dl,cl ;move 1 pixel right jnb NSet2 ;continue if not right-most bit mov al,dh ;copy of attribute xor al,es:[di] ;get bits that need to be changed and al,ah ;mask in bits that need to be changed xor es:[di],al ;update pixels inc di ;bump cursor byte pointer NSet2a: mov ax,bx ;remaining bit count mov cl,b$DivShift ;pixels/byte divisor shift shr ax,cl ;compute full byte count jz NSet3 ;go do remaining bits if no full bytes xchg ax,cx ;byte count to cx mov al,dh ;attribute byte rep stosb ;block write full bytes NSet3: and bx,b$ModMask ;mask in remaining bit count jz NSet5 ;no bits remaining - exit jmp NSet1 ;go do remaining bits NSet4: ;update last byte xor dh,es:[di] ;get bits that need to be changed and dh,ah ;mask in bits that need to be changed xor es:[di],dh ;update pixels NSet5: cEnd ;*** ; B$CgaSetTile ; ;Purpose: ; This routine stores the internal form of the current tile attribute. ; This routine is called each time a row is to be painted in CGA modes. ;Entry: ; BL = tile attribute ;Exit: ; _bAttrC set to tile attribute ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaSetTile,<PUBLIC,NEAR> cBegin MOV b$AttrC,BL ;set attribute to the tile attribute cEnd ;*** ; ScanInit ; ;Purpose: ; This routine does some initialization for both ScanL and ScanR ; for CGA modes. ;Entry: ; None ;Exit: ; ES:DI = Video segment address (b$AddrC) ; CH = cursor mask (b$MaskC) ; DL = border attribute (b$PaintBorder) ; DH = paint attribute (b$AttrC) ; SI = already painted flag (0) ; BL = screen byte (read from ES:DI) ; CL = b$BitsPerPixel ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc ScanInit,<NEAR> cBegin les di,b$AddrC ;di=cursor offset, es=video seg mov ch,b$MaskC ;ch=cursor mask mov dl,b$PaintBorder ;dl=border attribute mov dh,b$AttrC ;dh=paint attribute mov cl,b$BitsPerPixel ;shift count mov bl,es:[di] ;load the screen byte or word xor si,si ;clear already-painted-flag cEnd ;*** ; Helper ; ;Purpose: ; This routine is used by the beginning and ending parts of ; SCANL and SCANR. It returns with ZF set if a border pixel was ; found, else it sets the already-painted-flag appropriately. ;Entry: ; BL = screen byte ; DL = border attribute ; CH = pixel mask ;Exit: ; If border found ; PSW.C set ; else ; AL = screen byte with non-masked pixels set to attribute ; SI = non-zero value ; BP (paint count) incremented ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc Helper,<NEAR> cBegin mov al,bl ;get screen byte xor al,dl ;xor with border and al,ch ;mask out unwanted bits jz helpxt1 ;quit if border mov al,bl ;get screen byte in [al] xor al,dh ;xor it with paint attribute and al,ch ;mask out other bits or si,ax ;set already painted flag inc bp ;increment paint count helpxt1: cEnd ;*** ; B$CgaScanL ; ;Purpose: ; Scan left beginning with the pixel to the left of cursor, ; and paint pixels until: ; (1) the viewport edge is encounteered (edge painted) ; (2) a border pixel is encountered (border not painted) ; ;Entry: ; b$AddrC, b$MaskC = pixel to right of starting pixel ; b$PaintBorder = attribute of paint region border ; b$AttrC = attribute to paint ; B$LEOFST, B$VLMASK = left viewport edge ;Exit: ; BX = number of pixels scanned ; CL = 0 iff no pixels changed color ; b$OffC, b$MaskC = the last non-border pixel examined/painted ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaScanL,<PUBLIC,NEAR>,<SI,DX,DI,BP,ES> cBegin call ScanInit ;init regs for scanning mov bp,si ;clear paint count ; Prolog cmp di,B$LEOFST ;cursor offset same as left edge offset ? jz exit4 ;Brif so and do the ending rol ch,cl ;move left one pixel begin1: JC MIDDLE ;go if byte aligned call Helper ;check if this pixel is a border pixel ;else set the already painted flag jz exit1 ;brif if border pixel found rol ch,cl ;move left by one pixel JMP SHORT begin1 ;else test the other pixels in this byte middle: ; Middle paint loop ; Middle is used by all screen modes middle0: sub di,1 ;move left one byte jb exit2 ;brif underflow mov bl,es:[di] ;get the screen byte cmp di,B$LEOFST ;are we at left edge ? je exit3 ;brif so mov al,bl ;screen byte in [al] xor al,dl ;xor it with border tstbdr1: test al,ch ;border encountered ? jz exit3 ;brif border rol ch,cl ;prepare mask to test next pixel jnb tstbdr1 ;test the next pixel mov al,bl ;[al] = screen byte **** xor al,dh ;xor screen byte with paint attribute or si,ax ;set the already-painted-flag add bp,b$PixelsPerByte ;increment paint count by # of ;pixels in a byte JMP SHORT middle0 ;go do the rest ; Epilog ; branches here from the beginning part exit1: ror ch,cl ;back up so not on border jnb final_exit ;brif no carry JMP SHORT exit21 ; branches here if [di] goes < 0 exit2: mov ch,b$MaskLeft ;set mask with the leftmost ;bit/bits equal to 1 exit21: inc di ;back up JMP SHORT final_exit ; branches here if [di] is same as B$LEOFST or ; if a border pixel was found in the middle loop exit3: mov cl,b$BitsPerPixel mov ch,b$MaskRight ;make the rightmost bit/bits equal to 1 exit31: call Helper jz exit1 ;brif border found rol ch,cl ;move left by one pixel jb exit41 ;this is a special case cmp ch,B$VLMASK ;compare bit addresses ja exit1 ;brif done JMP SHORT exit31 ;else continue ; branches here if we start with cursor offset equal ; to B$LEOFST (right at the beginning) exit4: rol ch,cl ;move left by one pixel ; jnb exit31 ;continue if not the left most pixel JB EXIT41 ;if leftmost pixel, then jump CMP CH,B$VLMASK ;test if past the viewport on left JNA EXIT31 ;if not, then jump exit41: ror ch,cl ; this is where NSetC gets called to do the actual painting final_exit: mov bx,bp ;paint count in [bx] or bx,bx ;is paint count 0 ? jz fexit1 ;branch around NSetC if so mov b$OffC,di ;return cursor offset mov b$MaskC,ch ;return cursor mask call B$CgaNSetC ;paint them fexit1: mov bx,bp ;return paint count mov cx,si ;return already-painted-flag cEnd ;*** ; B$CgaScanR ; ;Purpose: ; Starting with the current pixel, search right until: ; (1) a non-border pixel is found ; (2) [DX] pixels have been tested ; (3) the viewport edge is encountered ; ; If (2) or (3) terminated the scan, exit with: ; DX = remaining border bount = 0 ; ; If (1) terminated the scan, scan and paint non-border pixels until: ; (1) the viewport edge is encountered (edge painted) ; (2) a border pixel is encountered (border not painted) ; ;Entry: ; DX = count of border pixels which may be skipped ; b$AddrC, b$MaskC = starting pixel ; b$PaintBorder = attribute of paint region border ; b$AttrC = attribute to paint ; B$REOFST, B$VRMASK = right viewport edge ;Exit: ; BX = number of pixels painted ; (whether or not they changed color) ; CL = 0 iff no pixels changed color ; DX = remaining border pixel count ; b$OffC, b$MaskC = the last non-border pixel examined/painted ; SI, AL = the first non-border pixel encountered ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaScanR,<PUBLIC,NEAR>,<DI,BP,ES> cBegin mov bp,dx ;save skip count in [bp] call ScanInit ;init regs for scanning scnr0: mov al,bl ;screen byte in [al] xor al,dl ;xor it with border scnr1: test al,ch ;border pixel or not ? jnz begin_paint dec bp ;decrement border count jz scnrxt01 ;brif border count zero ror ch,cl ;move right by one pixel jnb scnr1 inc di ;move right by one byte mov bl,es:[di] ;screen byte in [bl] cmp di,B$REOFST ;cursor offset same as right edge offset jnz scnr0 ;brif so....one more byte to go cmp ch,B$VRMASK ;compare bit addresses jae scnr0 ;brif within screen limits xor bp,bp ;pretend to run out of skip count scnrxt01: jmp scnrxt0 ; We begin painting here. Again the paint loop is in three ; parts: prolog, main body, and epilog. begin_paint: mov SaveCa,di ;saving SaveCa and mov SaveCm,ch ; SaveCm mov b$OffC,di ;set the cursor offset mov b$MaskC,ch ;set the cursor mask push bp ;save border count xor bp,bp ;clear paint count test ch,80h ;cursor byte aligned ? JNZ SRMIDDLE0 ;go if so ; PROLOG begpaint1: call Helper ;calls helper1 increments ;paint count and sets painted flag jz scnxtn1 ;brif border found cmp di,B$REOFST ; cursor offset = right edge offset? jne begpaint2 ; brif not cmp ch,B$VRMASK ; compare bit addresses je scnxtn1 ; brif edge of viewport ja begpaint2 ; loop if not edge yet xor bp,bp ; special case: nothing to paint jmp short scnxtn1 begpaint2: ror ch,cl ;move right by one pixel JNC BEGPAINT1 ;go if not byte aligned ; MAIN BODY INC DI ;to next byte SRMIDDLE0: cmp b$BitsPerPixel,2 je SRMIDDLE2 srmiddle: mov bl,es:[di] ;[bl] = screen byte cmp B$REOFST,di ;are we at the right edge ? JBE SCNRXTCHK ;brif so or beyond MOV AL,BL ;copy screen byte NOT AL ;bitwise equivalence with border color XOR AL,DL ; a bit in a pixel will be 1 if pixel ; is border color JNZ BEGPAINT1 ;go if border color found in the byte XOR BL,DH ;detect any differences from paint color OR SI,BX ;combine with the already painted flag ;only LOByte is significant ADD BP,8 ;increment paint count INC DI ;move right by one byte JMP SHORT srmiddle ;go do the rest SRMIDDLE2: MOV AH,55H SRMIDDLE3: MOV BL,ES:[DI] ;get screen byte CMP B$REOFST,di ;at the right edge or beyond? JBE SCNRXTCHK ;go if so MOV AL,BL ;copy screen byte NOT AL ;bitwise equivalence with border color XOR AL,DL ; both bits in a pixel will be 1 if pixel MOV BH,AL ; is border color SHR BH,1 ;shift left bit in copy on to right bit AND BH,AH ;mask off the trash AND BH,AL ;see if both bits set in any pixel JNZ BEGPAINT1 ;go if border color found in the byte XOR BL,DH ;detect any differences from paint color OR SI,BX ;combine with the already painted flag ;only LOByte is significant ADD BP,4 ;increment paint count INC DI ;to next byte JMP SHORT SRMIDDLE3 ;loop until border color or edge found ; EPILOG SCNRXTCHK: jz scnrxt3 mov cl,b$BitsPerPixel ;[cl] = screen bits/pixel rol ch,cl ;back up inc di ;move right a byte scnxtn1: JMP SHORT scnrxt2 ;start painting scnrxt3: mov ch,b$MaskLeft ;set the leftmost bit/bits scnrxt31: call Helper ;calls helper1 increments ;paint count and sets painted flag jz scnrxt2 ;brif border ror ch,cl ;move right by one pixel jb scnrxt1 ;special case ?????? CMP DI,B$REOFST ;test if on right viewport byte JNE SCNRXT31 ;if not, then continue on cmp ch,B$VRMASK ;compare bit addresses jb scnrxt1 ;brif edge encountered JMP SHORT scnrxt31 scnrxt1: rol ch,cl ;back up scnrxt2: push cx mov bx,bp ;paint count or bx,bx ;paint count = 0 ? jz no_nset ;branch around NSetC call B$CgaNSetC no_nset: mov bx,bp ;return paint count pop cx mov b$OffC,di ;return cursor offset mov b$MaskC,ch ;return cursor mask pop dx ;return skip count mov cx,si ;return already-painted -flag JMP SHORT scnrxt scnrxt0: mov bx,bp ;paint count = 0 mov dx,bp ;skip count = 0 mov cl,bl ;already-painted-flag = 0 mov b$OffC,di ;return cursor offset mov b$MaskC,ch ;return cursor mask scnrxt: mov si,SaveCa ;returning SaveCm and mov al,SaveCm ; SaveCm cEnd ;*** ; LineSetup ; ;Purpose: ; This routine is called at the beginning of LineX, LineY, and LineV. ; It handles the buffer half splitting of the CGA and quadrant row ; splitting of the HGC. ; (See discussion of the architecture in the LLCGA and LLHGC headers). ;Entry: ; DX = negative for up, otherwise down ;Exit: ; DX = up/down move assumption ;Uses: ; none. ;Exceptions: ;****************************************************************************** cProc LineSetup,<NEAR> cBegin OR DX,DX ;Y difference negative? (up) MOV DX,b$UpSub ;assume so, use UP subtractor JS LineSetupExit ;go if correct assumption MOV DX,b$DnSub ;no, use DOWN subtractor LineSetupExit: cEnd ;*** ; B$CgaLineX ; ;Purpose: ; Draw an X-major line for CGA modes. ;Entry: ; AH = color (b$AttrC) ; AL = bit accumulator ; BX = point count ; CH = bit mask ; CL = trash for twiddle and pixel shift count ; DX = BP change for Y movement (UpSub or DnSub) ; SI = delta decision value ; DI = line style ; BP = video offset ; ES = video segment ; Incr1 = major axis delta update value ; Incr2 = minor axis delta update value ; UpDnAdd = corrector for DX subtraction ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaLineX,<PUBLIC,NEAR> cBegin CALL LineSetup XCHG BX,CX ;point count to BX MOV CL,b$BitsPerPixel LineCXloop: ROL DI,1 ;next line style bit JNC LineCX2 ;go if bit is 0 not to plot OR AL,CH ;OR this bit into byte mask LineCX2: OR SI,SI ;time to move in Y (+ or 0 delta)? JNS LineCX4 ;go if so ADD SI,b$Incr1 ;update delta for X movement ROR CH,CL ;move to next X JC LineCX3 ;go if not still in same byte DEC BX JNZ LineCXloop ;go for more JMP SHORT LineCX7 ; or exit LineCX3: MOV CL,AH ;get color, dump accumulated pixels XOR CL,ES:[BP] ;change masked bits of video byte AND CL,AL ; to color in attribute byte XOR ES:[BP],CL ;(twiddle) XOR AL,AL ;clear pixel accumulator MOV CL,b$BitsPerPixel ;reload bits per pixel INC BP ;go to next byte DEC BX JNZ LineCXloop ;go for more JMP SHORT LineCX7 ; or exit LineCX4: ADD SI,b$Incr2 ;update delta for Y movement MOV CL,AH ;get color, dump accumulated pixels XOR CL,ES:[BP] ;change masked bits of video byte AND CL,AL ; to color in attribute byte XOR ES:[BP],CL ;(twiddle) XOR AL,AL ;clear pixel accumulator MOV CL,b$BitsPerPixel ;reload bits per pixel ROR CH,CL ;move to next X ADC BP,0 ;(+1 if next X byte) sub BP,DX ;make the assumed Y movement jnb LineCX5 ;go if no problem add BP,b$UpDnAdd ;undo SUB + perform correct movement LineCX5: DEC BX JNZ LineCXloop ;go for more LineCX7: ;flush accumulated pixels XOR AH,ES:[BP] ;change masked bits of video byte AND AH,AL ; to color in attribute byte XOR ES:[BP],AH ;(twiddle) cEnd ;*** ; B$CgaLineY ; ;Purpose: ; Draw a Y-major line for CGA modes. ;Entry: ; AH = color (b$AttrC) ; AL = bit mask ; BX = point count ; CH = trash for twiddle ; CL = pixel shift count ; DX = BP change for Y movement (UpSub or DnSub) ; SI = delta decision value ; DI = line style ; BP = video offset ; ES = video segment ; Incr1 = major axis delta update value ; Incr2 = minor axis delta update value ; UpDnAdd = corrector for DX subtraction ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaLineY,<PUBLIC,NEAR> cBegin call LineSetup XCHG BX,CX ;point count to BX MOV CL,b$BitsPerPixel LineCYloop: ROL DI,1 ;next line style bit JNC LineCY2 ;go if bit is 0 not to plot MOV CH,AH ;get color, dump accumulated pixels XOR CH,ES:[BP] ;change masked bits of video byte AND CH,AL ; to color in attribute byte XOR ES:[BP],CH ;(twiddle) LineCY2: OR SI,SI ;time to move in X (+ or 0 delta)? JNS LineCY3 ;go if so ADD SI,b$Incr1 ;update delta for Y movement sub BP,DX ;make the assumed Y movement jnb LineCY2A ;go if no problem add BP,b$UpDnAdd ;undo SUB + perform correct movement LineCY2A: DEC BX JNZ LineCYloop ret LineCY3: ADD SI,b$Incr2 ;update delta for X movement ROR AL,CL ;move to next X ADC BP,0 ;(+1 if next X byte) sub BP,DX ;make the assumed Y movement jnb LineCY5 ;go if no problem add BP,b$UpDnAdd ;undo SUB + perform correct movement LineCY5: DEC BX JNZ LineCYloop ;go for more cEnd ;*** ; B$CgaLineV ; ;Purpose: ; Draw a vertical line for CGA modes. ;Entry: ; AH = color (b$AttrC) ; AL = bit mask ; BH = trash for twiddle ; BL = unused ; CX = point count ; DX = BP change for Y movement (UpSub or DnSub) ; SI = UpDnAdd = corrector for DX subtraction ; DI = line style ; BP = video offset ; ES = video segment ;Exit: ; None ;Uses: ; per conv. ;Exceptions: ;****************************************************************************** cProc B$CgaLineV,<PUBLIC,NEAR> cBegin call LineSetup MOV SI,b$UpDnAdd ;to register here LineCVloop: ROL DI,1 ;next line style bit JNC LineCV2 ;go if bit is 0 not to plot MOV BH,AH ;get color, dump accumulated pixels XOR BH,ES:[BP] ;change masked bits of video byte AND BH,AL ; to color in attribute byte XOR ES:[BP],BH ;(twiddle) LineCV2: sub BP,DX ;make the assumed Y movement jnb LineCV5 ;go if no problem add BP,SI ;undo SUB + perform correct movement LineCV5: LOOP LineCVloop ;go for more cEnd sEnd GR_TEXT END
programmes/ntz.asm
BCedric/Processeur-Nono
0
18291
<reponame>BCedric/Processeur-Nono<gh_stars>0 .data .text .globl __start __start: li $t0 32 #f020 li $t1 0 #f100 li $t3 1 #f301 li $t4 0 #400 sub $t2 $t0 $t3 #9203 not $t0 $t0 #c00x and $t0 $t0 $t2 #b002 while: beq $t0 $t4 endW #2043 add $t1 $t1 $t3 #8113 sra $t0 $t0 1 #e003 b while #1xx9 endW: move $a0 $t1 li $v0 1 syscall li $v0 10 syscall
oeis/138/A138458.asm
neoneye/loda-programs
11
170488
<gh_stars>10-100 ; A138458: a(n) = ((n-th prime)^6-(n-th prime)^4))/24. ; Submitted by <NAME> ; 2,27,625,4802,73205,199927,1002252,1954815,6156502,24754835,36940840,106827177,197803270,263247677,448930652,923186277,1757017345,2146105355,3768259627,5336453010,6304409502,10127021060,13620538127 seq $0,40 ; The prime numbers. mov $1,$0 pow $0,2 sub $0,1 pow $1,4 mul $1,$0 mov $0,$1 div $0,24
Transynther/x86/_processed/NONE/_xt_sm_/i9-9900K_12_0xca.log_21829_459.asm
ljhsiun2/medusa
9
245257
.global s_prepare_buffers s_prepare_buffers: push %r11 push %r12 push %r8 push %r9 push %rbp push %rcx push %rdi push %rsi lea addresses_normal_ht+0x14ed6, %r12 dec %r11 mov $0x6162636465666768, %r8 movq %r8, %xmm0 movups %xmm0, (%r12) nop cmp %r9, %r9 lea addresses_normal_ht+0xeed6, %rsi lea addresses_UC_ht+0x17b06, %rdi nop add %rbp, %rbp mov $28, %rcx rep movsl nop nop nop sub %r12, %r12 lea addresses_A_ht+0x136d6, %rsi nop nop nop xor %r12, %r12 mov (%rsi), %r8d nop and $59292, %rcx pop %rsi pop %rdi pop %rcx pop %rbp pop %r9 pop %r8 pop %r12 pop %r11 ret .global s_faulty_load s_faulty_load: push %r10 push %r12 push %r15 push %r9 push %rax push %rdi push %rsi // Store lea addresses_A+0x12d6, %r12 nop nop nop nop nop cmp $53077, %rdi mov $0x5152535455565758, %r10 movq %r10, %xmm2 vmovups %ymm2, (%r12) nop nop nop nop nop add %rdi, %rdi // Store lea addresses_PSE+0x1a256, %r10 sub $45360, %rax movl $0x51525354, (%r10) nop nop nop dec %r10 // Store lea addresses_A+0x12d6, %r9 nop nop nop cmp %r15, %r15 mov $0x5152535455565758, %rax movq %rax, (%r9) nop nop nop nop sub %r10, %r10 // Faulty Load lea addresses_A+0x12d6, %rdi nop nop nop nop nop sub %r10, %r10 mov (%rdi), %eax lea oracles, %rsi and $0xff, %rax shlq $12, %rax mov (%rsi,%rax,1), %rax pop %rsi pop %rdi pop %rax pop %r9 pop %r15 pop %r12 pop %r10 ret /* <gen_faulty_load> [REF] {'OP': 'LOAD', 'src': {'size': 2, 'NT': False, 'type': 'addresses_A', 'same': False, 'AVXalign': False, 'congruent': 0}} {'OP': 'STOR', 'dst': {'size': 32, 'NT': False, 'type': 'addresses_A', 'same': True, 'AVXalign': False, 'congruent': 0}} {'OP': 'STOR', 'dst': {'size': 4, 'NT': False, 'type': 'addresses_PSE', 'same': False, 'AVXalign': False, 'congruent': 5}} {'OP': 'STOR', 'dst': {'size': 8, 'NT': False, 'type': 'addresses_A', 'same': True, 'AVXalign': False, 'congruent': 0}} [Faulty Load] {'OP': 'LOAD', 'src': {'size': 4, 'NT': False, 'type': 'addresses_A', 'same': True, 'AVXalign': False, 'congruent': 0}} <gen_prepare_buffer> {'OP': 'STOR', 'dst': {'size': 16, 'NT': False, 'type': 'addresses_normal_ht', 'same': False, 'AVXalign': False, 'congruent': 10}} {'OP': 'REPM', 'src': {'same': False, 'type': 'addresses_normal_ht', 'congruent': 8}, 'dst': {'same': False, 'type': 'addresses_UC_ht', 'congruent': 4}} {'OP': 'LOAD', 'src': {'size': 4, 'NT': False, 'type': 'addresses_A_ht', 'same': False, 'AVXalign': False, 'congruent': 5}} {'58': 21829} 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 */
src/impl/x86_64/boot/header.asm
jdadonut/noOS
0
87113
<gh_stars>0 section .multiboot_header header_start: dd 0xe85250d6 dd 0 ; prot mode 1386 dd header_end - header_start dd 0x100000000 - (0xe85250d6 + 0 + (header_end - header_start)) dw 0 dw 0 dw 8 header_end: ; Magic! :D
oeis/327/A327606.asm
neoneye/loda-programs
11
240486
<filename>oeis/327/A327606.asm ; A327606: Expansion of e.g.f. exp(x)*(1-x)*x/(1-2*x)^2. ; 0,1,8,69,712,8705,123456,1994293,36163184,727518177,16081980760,387499155461,10108673620728,283851555270049,8536572699232592,273759055527114165,9325469762472018016,336282091434597013313,12797935594025234906664,512609204063389138693957,21555874222152774037386920,949509971834339266134653121,43721621958883528998758446048,2100581037224581993229239119029,105118438288345039320748306552272,5470449339495507148324656769557025,295618791757835641191818706998022776,16565807764542865176220784146870332933 lpb $0 add $1,1 add $1,$0 sub $0,1 add $2,2 mul $1,$2 lpe mov $0,$1 div $0,4
examples/zmq-examples-json_data.adb
persan/zeromq-Ada
33
23940
------------------------------------------------------------------------------- -- Copyright (C) 2020-2030, <EMAIL> -- -- -- -- Permission is hereby granted, free of charge, to any person obtaining a -- -- copy of this software and associated documentation files -- -- (the "Software"), to deal in the Software without restriction, including -- -- without limitation the rights to use, copy, modify, merge, publish, -- -- distribute, sublicense, and / or sell copies of the Software, and to -- -- permit persons to whom the Software is furnished to do so, subject to -- -- the following conditions : -- -- -- -- The above copyright notice and this permission notice shall be included -- -- in all copies or substantial portions of the Software. -- -- -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -- -- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -- -- MERCHANTABILITY, -- -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -- -- THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR -- -- OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, -- -- ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR -- -- OTHER DEALINGS IN THE SOFTWARE. -- ------------------------------------------------------------------------------- package body ZMQ.Examples.JSON_Data is -- ========================================================================= -- Coordinate -- ========================================================================= Coordinate_X_Name : constant String := "X"; Coordinate_Y_Name : constant String := "Y"; Coordinate_Z_Name : constant String := "Z"; ------------ -- Create -- ------------ function Create (Val : Coordinate) return JSON_Value is begin return Ret : constant JSON_Value := Create_Object do Ret.Set_Field (Coordinate_X_Name, Create (Val.X)); Ret.Set_Field (Coordinate_Y_Name, Create (Val.Y)); Ret.Set_Field (Coordinate_Z_Name, Create (Val.Z)); end return; end Create; --------------- -- Set_Field -- --------------- procedure Set_Field (Val : JSON_Value; Field_Name : UTF8_String; Field : Coordinate) is begin Val.Set_Field (Field_Name, Create (Field)); end Set_Field; ------------------- -- Cb_Coordinate -- ------------------- procedure Cb_Coordinate (User_Object : in out Coordinate; Name : UTF8_String; Value : JSON_Value) is begin if Name = Coordinate_X_Name then User_Object.X := Value.Get; elsif Name = Coordinate_Y_Name then User_Object.Y := Value.Get; elsif Name = Coordinate_Z_Name then User_Object.Z := Value.Get; end if; end Cb_Coordinate; -- ========================================================================= -- Data_Type -- ========================================================================= Data_Type_Sensor_Name_Name : constant String := "Sensor_Name"; Data_Type_OK_Name : constant String := "OK"; Data_Type_Location_Name : constant String := "Location"; Data_Type_Orientation_Name : constant String := "Orientation"; ------------ -- Create -- ------------ function Create (Val : Data_Type) return JSON_Value is begin return Ret : constant JSON_Value := Create_Object do Ret.Set_Field (Data_Type_Sensor_Name_Name, Create (Val.Sensor_Name)); Ret.Set_Field (Data_Type_OK_Name, Create (Val.OK)); Ret.Set_Field (Data_Type_Location_Name, Create (Val.Location)); Ret.Set_Field (Data_Type_Orientation_Name, Create (Val.Orientation)); end return; end Create; --------------- -- Set_Field -- --------------- procedure Set_Field (Val : JSON_Value; Field_Name : UTF8_String; Field : Data_Type) is begin Val.Set_Field (Field_Name, Create (Field)); end Set_Field; ------------------ -- Cb_Data_Type -- ------------------ procedure Cb_Data_Type (User_Object : in out Data_Type; Name : UTF8_String; Value : JSON_Value) is begin if Name = Data_Type_Sensor_Name_Name then User_Object.Sensor_Name := Value.Get; elsif Name = Data_Type_OK_Name then User_Object.OK := Value.Get; elsif Name = Data_Type_Location_Name then Read (Value, Cb_Coordinate'Access, User_Object.Location); elsif Name = Data_Type_Orientation_Name then Read (Value, Cb_Coordinate'Access, User_Object.Orientation); end if; end Cb_Data_Type; procedure Read (Src : JSON_Value; Into : in out Data_Type) is begin Read (Src, Cb_Data_Type'Access, Into); end Read; end ZMQ.Examples.JSON_Data;
projects/05x/hw/blink_x.asm
freespace/nand2tetris
20
101044
(INIT) @T0 M=0 (RESET_LOOP) @T0 M=!M // 16384 + 255 @16639 W=A (LOOP) // load value to write @T0 D=M // write to address stored in W A=W M=D // decrement W W=W-1 // we can't compute W-A b/c both are // in the ALU's Y line so put W into D D = W // is D(=W) > SCREEN? @SCREEN D=D-A // loop if it is @LOOP D;JGT // reset loop if it isn't @RESET_LOOP 0;JEQ
libsrc/graphics/bee/fill.asm
jpoikela/z88dk
640
91618
<gh_stars>100-1000 SECTION code_clib PUBLIC fill PUBLIC _fill EXTERN w_pixeladdress EXTERN swapgfxbk EXTERN swapgfxbk1 EXTERN l_cmp INCLUDE "graphics/grafix.inc" ;.sline defs 320 * 2 * 3 ;.sline2 defs 320 * 2 * 3 .fill ._fill pop bc pop de ; y pop hl ; x push hl push de push bc ; xor a ; or d ; ret nz ; ret if y>255 ; push de ; ld de,maxx ; call l_cmp ; pop de ; ret c ; ret if x>320 ld (curx),hl ld (cury),de call w_pixeladdress ld b,a ld a,1 jr z,cont; pixel is at bit 0... .loop3 rrca ; rightmost pixel is the more significant bit djnz loop3 .cont ; ld hl,sline ld hl,-maxx * 2 * 3 ; create buffer 2 on stack add hl,sp ; The stack size depends on the display height. ld (sl2ptr+1),hl ; We don't undersize it because we have lots of RAM ld sp,hl ld hl,-maxx * 2 * 3 ; create buffer 1 on stack add hl,sp ld sp,hl ld (w_sline+3),hl ld (ws1),hl ld b,a set 2,c ; semafor = 1 res 3,c ; indeks_ws = 0 call segm .petelka bit 3,c; indeks_ws1 == 0 jr nz,noret ld hl,maxx * 2 * 3 * 2 add hl,sp ld sp,hl ret .noret res 3,c; indeks_ws1 = 0 .dalej2 push hl pop ix; W = ws1 ld hl,(ws1) ld (index),hl bit 2,c jr z,w_sline res 2,c .sl2ptr ; ld hl,sline2 ld hl,0 ld (ws1),hl jr inner_loop .w_sline set 2,c ;ld hl,sline ld hl,0 ld (ws1),hl .inner_loop ld a,(index) cp ixl jr nz,dalej ld a,(index+1) cp ixh jr z,petelka .dalej dec ix ld d,(ix+0) dec ix ld e,(ix+0) dec ix ld b,(ix+0) call segm jr inner_loop .write ld (hl),b inc hl ld (hl),e inc hl ld (hl),d inc hl set 3,c ret .test_up_down call swapgfxbk ld a,(de) or b ld (de),a ; plot(x,y) call swapgfxbk1 push de call decy jr c, down call swapgfxbk ld a,(de) call swapgfxbk1 and b ; point(x, y - 1) jr z, test_write set 0,c jr down .test_write bit 0,c; if (is_above) { jr z,down res 0,c ; is_above = 0; call write .down pop de push de call incy jr c,wypad call swapgfxbk ld a,(de) call swapgfxbk1 and b ; point(x, y + 1) jr z, test_write2 set 1,c jr wypad .test_write2 bit 1,c; if (is_below) { jr z,wypad res 1,c ; is_below = 0; call write .wypad pop de ret .segm ; de - address ; b - mask of the pixel set 0,c set 1,c; is_above = 1, is_below = 1 push de ld a,b push af .loop1 call swapgfxbk ld a,(de) call swapgfxbk1 and b jr nz,right call test_up_down call decx jr nc,loop1 .right pop af ld b,a pop de .loop2 call incx ret c call swapgfxbk ld a,(de) call swapgfxbk1 and b ret nz call test_up_down jr loop2 ; enter: de = valid screen address ; b = uchar mask ; exit : carry = moved off screen ; de = new screen address left one pixel ; b = new bitmask left one pixel ; uses : af, b, de .decx ;@@@@@@@@@@ ;Go to next byte ;@@@@@@@@@@ ;push bc push de ex af,af ld hl,(curx) ld de,-8 add hl,de jr nc,overflow ld de,(cury) ld (curx),hl call w_pixeladdress ;ld h,d ;ld l,e ex af,af pop de ;pop bc ;@@@@@@@@@@ scf ret ; b mask ; de - screen address .incx ;@@@@@@@@@@ ;Go to next byte ;@@@@@@@@@@ ;push bc push de ex af,af ld hl,(curx) ld de,8 add hl,de jr c,overflow ld de,(cury) ld (curx),hl call w_pixeladdress ;ld h,d ;ld l,e ex af,af pop de ;pop bc ;@@@@@@@@@@ scf ret .overflow ex af,af pop de pop bc or a ret ; enter: de = valid screen address ; exit : carry = moved off screen ; de = new screen address one pixel up ; uses : af, de .decy ;@@@@@@@@@@ ;Go to next line ;@@@@@@@@@@ ;push bc push de ex af,af ld hl,(curx) ld de,(cury) dec de xor a or d jr nz,overflow ld (cury),de call w_pixeladdress ; ld h,d ; ld l,e ex af,af pop de ;pop bc ;@@@@@@@@@@ scf ret ; in: de - address ; exit : carry = moved off screen ; de = new screen address one pixel up ; uses : af, de .incy ;@@@@@@@@@@ ;Go to next line ;@@@@@@@@@@ ;push bc push de ex af,af ld hl,(curx) ld de,(cury) inc de ; TODO: overflow check ld (cury),de call w_pixeladdress ;ld h,d ;ld l,e ex af,af pop de ;pop bc ;@@@@@@@@@@ scf ret ;#define TEST_UP_DOWN \ ;if (y > 0) { \ ; if (point(xs, y - 1)) is_above = 1; \ ; else if (is_above) { \ ; is_above = 0; \ ; ws1->xs = xs; \ ; ws1->y = y - 1; \ ; ws1++; \ ; indeks_ws1++; \ ; }; \ ;} \ ;if (y < 191) { \ ; if (point(xs, y + 1)) is_below = 1; \ ; else if (is_below) { \ ; is_below = 0; \ ; ws1->xs = xs; \ ; ws1->y = y + 1; \ ; ws1++; \ ; indeks_ws1++; \ ; } \ ;} ;struct segment { ; int xs; ; int y; ;}; ;struct segment sline[2 * 2 * 512 + 4]; ;struct segment *ws1 = sline; ;int indeks_ws1 = 0; ;void ;seg(int xs, int y) ;{ ; int txs = xs; ; char is_above = 1; ; char is_below = 1; ; for(; xs > 0; xs--) { ; if (point(xs, y)) break; ; plot(xs, y); ; TEST_UP_DOWN; ; } ; xs = txs; ; if (xs == 511) return; ; ++xs; ; for (; xs < 511; xs++) { ; if (point(xs, y)) return; ; plot(xs, y); ; TEST_UP_DOWN; ; } ;} ;void ;fill3(int x, int y) ;{ ; char l; ; int indeks; ; struct segment *W; ; int semafor = 1; ; ; ws1 = sline; ; indeks_ws1 = 0; ; seg(x, y); ; while (indeks_ws1 != 0) { ; W = ws1; ; indeks = indeks_ws1; ; indeks_ws1 = 0; ; if (semafor == 1) { ; semafor = 0; ; ws1 = &sline[2 * 256 + 2]; ; } else { ; semafor = 1; ; ws1 = sline; ; } ; while ((indeks--) > 0) { ; W--; ; seg(W->xs, W->y); ; } ; } ;} ;main() ;{ ; clg(); ; drawb(20, 20, 260, 120); ; fill(128, 128); ;} SECTION bss_clib .ws1 defw 0 .index defw 0 .curx defw 0 .cury defw 0
programs/oeis/179/A179020.asm
jmorken/loda
1
2585
<gh_stars>1-10 ; A179020: Doubled Thue-Morse sequence: the A010059 sequence replacing 0 with 0,0 and 1 with 1,1. ; 1,1,0,0,0,0,1,1,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,0 div $0,2 lpb $0 add $1,$0 div $0,2 lpe gcd $1,2 sub $1,1
timewithtickets.asm
snowman789/xv6_scheduler
0
95631
_timewithtickets: file format elf32-i386 Disassembly of section .text: 00000000 <yield_forever>: #define MAX_CHILDREN 32 #define LARGE_TICKET_COUNT 100000 #define MAX_YIELDS_FOR_SETUP 100 __attribute__((noreturn)) void yield_forever() { 0: 55 push %ebp 1: 89 e5 mov %esp,%ebp 3: 83 ec 08 sub $0x8,%esp while (1) { yield(); 6: e8 40 06 00 00 call 64b <yield> b: eb f9 jmp 6 <yield_forever+0x6> 0000000d <run_forever>: } } __attribute__((noreturn)) void run_forever() { d: 55 push %ebp e: 89 e5 mov %esp,%ebp while (1) { __asm__(""); 10: eb fe jmp 10 <run_forever+0x3> 00000012 <spawn>: } } int spawn(int tickets) { 12: 55 push %ebp 13: 89 e5 mov %esp,%ebp 15: 53 push %ebx 16: 83 ec 04 sub $0x4,%esp int pid = fork(); 19: e8 85 05 00 00 call 5a3 <fork> if (pid == 0) { 1e: 85 c0 test %eax,%eax 20: 74 0e je 30 <spawn+0x1e> 22: 89 c3 mov %eax,%ebx #ifdef USE_YIELD yield_forever(); #else run_forever(); #endif } else if (pid != -1) { 24: 83 f8 ff cmp $0xffffffff,%eax 27: 74 1c je 45 <spawn+0x33> return pid; } else { printf(2, "error in fork\n"); return -1; } } 29: 89 d8 mov %ebx,%eax 2b: 8b 5d fc mov -0x4(%ebp),%ebx 2e: c9 leave 2f: c3 ret settickets(tickets); 30: 83 ec 0c sub $0xc,%esp 33: ff 75 08 pushl 0x8(%ebp) 36: e8 30 06 00 00 call 66b <settickets> yield(); 3b: e8 0b 06 00 00 call 64b <yield> run_forever(); 40: e8 c8 ff ff ff call d <run_forever> printf(2, "error in fork\n"); 45: 83 ec 08 sub $0x8,%esp 48: 68 d0 09 00 00 push $0x9d0 4d: 6a 02 push $0x2 4f: e8 c1 06 00 00 call 715 <printf> return -1; 54: 83 c4 10 add $0x10,%esp 57: eb d0 jmp 29 <spawn+0x17> 00000059 <find_index_of_pid>: int find_index_of_pid(int *list, int list_size, int pid) { 59: 55 push %ebp 5a: 89 e5 mov %esp,%ebp 5c: 53 push %ebx 5d: 8b 5d 08 mov 0x8(%ebp),%ebx 60: 8b 55 0c mov 0xc(%ebp),%edx 63: 8b 4d 10 mov 0x10(%ebp),%ecx for (int i = 0; i < list_size; ++i) { 66: b8 00 00 00 00 mov $0x0,%eax 6b: 39 d0 cmp %edx,%eax 6d: 7d 0a jge 79 <find_index_of_pid+0x20> if (list[i] == pid) 6f: 39 0c 83 cmp %ecx,(%ebx,%eax,4) 72: 74 0a je 7e <find_index_of_pid+0x25> for (int i = 0; i < list_size; ++i) { 74: 83 c0 01 add $0x1,%eax 77: eb f2 jmp 6b <find_index_of_pid+0x12> return i; } return -1; 79: b8 ff ff ff ff mov $0xffffffff,%eax } 7e: 5b pop %ebx 7f: 5d pop %ebp 80: c3 ret 00000081 <wait_for_ticket_counts>: void wait_for_ticket_counts(int num_children, int *pids, int *tickets) { 81: 55 push %ebp 82: 89 e5 mov %esp,%ebp 84: 57 push %edi 85: 56 push %esi 86: 53 push %ebx 87: 81 ec 2c 03 00 00 sub $0x32c,%esp 8d: 8b 75 0c mov 0xc(%ebp),%esi 90: 8b 7d 10 mov 0x10(%ebp),%edi for (int yield_count = 0; yield_count < MAX_YIELDS_FOR_SETUP; ++yield_count) { 93: c7 85 d0 fc ff ff 00 movl $0x0,-0x330(%ebp) 9a: 00 00 00 9d: 83 bd d0 fc ff ff 63 cmpl $0x63,-0x330(%ebp) a4: 7f 6c jg 112 <wait_for_ticket_counts+0x91> yield(); a6: e8 a0 05 00 00 call 64b <yield> int done = 1; struct processes_info info; getprocessesinfo(&info); ab: 83 ec 0c sub $0xc,%esp ae: 8d 85 e4 fc ff ff lea -0x31c(%ebp),%eax b4: 50 push %eax b5: e8 b9 05 00 00 call 673 <getprocessesinfo> for (int i = 0; i < num_children; ++i) { ba: 83 c4 10 add $0x10,%esp bd: bb 00 00 00 00 mov $0x0,%ebx int done = 1; c2: c7 85 d4 fc ff ff 01 movl $0x1,-0x32c(%ebp) c9: 00 00 00 for (int i = 0; i < num_children; ++i) { cc: eb 03 jmp d1 <wait_for_ticket_counts+0x50> ce: 83 c3 01 add $0x1,%ebx d1: 3b 5d 08 cmp 0x8(%ebp),%ebx d4: 7d 33 jge 109 <wait_for_ticket_counts+0x88> int index = find_index_of_pid(info.pids, info.num_processes, pids[i]); d6: 83 ec 04 sub $0x4,%esp d9: ff 34 9e pushl (%esi,%ebx,4) dc: ff b5 e4 fc ff ff pushl -0x31c(%ebp) e2: 8d 85 e8 fc ff ff lea -0x318(%ebp),%eax e8: 50 push %eax e9: e8 6b ff ff ff call 59 <find_index_of_pid> ee: 83 c4 10 add $0x10,%esp if (info.tickets[index] != tickets[i]) done = 0; f1: 8b 14 9f mov (%edi,%ebx,4),%edx f4: 39 94 85 e8 fe ff ff cmp %edx,-0x118(%ebp,%eax,4) fb: 74 d1 je ce <wait_for_ticket_counts+0x4d> fd: c7 85 d4 fc ff ff 00 movl $0x0,-0x32c(%ebp) 104: 00 00 00 107: eb c5 jmp ce <wait_for_ticket_counts+0x4d> } if (done) 109: 83 bd d4 fc ff ff 00 cmpl $0x0,-0x32c(%ebp) 110: 74 08 je 11a <wait_for_ticket_counts+0x99> break; } } 112: 8d 65 f4 lea -0xc(%ebp),%esp 115: 5b pop %ebx 116: 5e pop %esi 117: 5f pop %edi 118: 5d pop %ebp 119: c3 ret for (int yield_count = 0; yield_count < MAX_YIELDS_FOR_SETUP; ++yield_count) { 11a: 83 85 d0 fc ff ff 01 addl $0x1,-0x330(%ebp) 121: e9 77 ff ff ff jmp 9d <wait_for_ticket_counts+0x1c> 00000126 <main>: int main(int argc, char *argv[]) { 126: 8d 4c 24 04 lea 0x4(%esp),%ecx 12a: 83 e4 f0 and $0xfffffff0,%esp 12d: ff 71 fc pushl -0x4(%ecx) 130: 55 push %ebp 131: 89 e5 mov %esp,%ebp 133: 57 push %edi 134: 56 push %esi 135: 53 push %ebx 136: 51 push %ecx 137: 81 ec 28 07 00 00 sub $0x728,%esp 13d: 8b 31 mov (%ecx),%esi 13f: 8b 79 04 mov 0x4(%ecx),%edi if (argc < 3) { 142: 83 fe 02 cmp $0x2,%esi 145: 7e 33 jle 17a <main+0x54> argv[0]); exit(); } int tickets_for[MAX_CHILDREN]; int active_pids[MAX_CHILDREN]; int num_seconds = atoi(argv[1]); 147: 83 ec 0c sub $0xc,%esp 14a: ff 77 04 pushl 0x4(%edi) 14d: e8 fb 03 00 00 call 54d <atoi> 152: 89 85 d4 f8 ff ff mov %eax,-0x72c(%ebp) int num_children = argc - 2; 158: 83 ee 02 sub $0x2,%esi if (num_children > MAX_CHILDREN) { 15b: 83 c4 10 add $0x10,%esp 15e: 83 fe 20 cmp $0x20,%esi 161: 7f 2d jg 190 <main+0x6a> printf(2, "only up to %d supported\n", MAX_CHILDREN); exit(); } /* give us a lot of ticket so we don't get starved */ settickets(LARGE_TICKET_COUNT); 163: 83 ec 0c sub $0xc,%esp 166: 68 a0 86 01 00 push $0x186a0 16b: e8 fb 04 00 00 call 66b <settickets> for (int i = 0; i < num_children; ++i) { 170: 83 c4 10 add $0x10,%esp 173: bb 00 00 00 00 mov $0x0,%ebx 178: eb 54 jmp 1ce <main+0xa8> printf(2, "usage: %s seconds tickets1 tickets2 ... ticketsN\n" 17a: 83 ec 04 sub $0x4,%esp 17d: ff 37 pushl (%edi) 17f: 68 28 0a 00 00 push $0xa28 184: 6a 02 push $0x2 186: e8 8a 05 00 00 call 715 <printf> exit(); 18b: e8 1b 04 00 00 call 5ab <exit> printf(2, "only up to %d supported\n", MAX_CHILDREN); 190: 83 ec 04 sub $0x4,%esp 193: 6a 20 push $0x20 195: 68 df 09 00 00 push $0x9df 19a: 6a 02 push $0x2 19c: e8 74 05 00 00 call 715 <printf> exit(); 1a1: e8 05 04 00 00 call 5ab <exit> int tickets = atoi(argv[i + 2]); 1a6: 83 ec 0c sub $0xc,%esp 1a9: ff 74 9f 08 pushl 0x8(%edi,%ebx,4) 1ad: e8 9b 03 00 00 call 54d <atoi> tickets_for[i] = tickets; 1b2: 89 84 9d 68 ff ff ff mov %eax,-0x98(%ebp,%ebx,4) active_pids[i] = spawn(tickets); 1b9: 89 04 24 mov %eax,(%esp) 1bc: e8 51 fe ff ff call 12 <spawn> 1c1: 89 84 9d e8 fe ff ff mov %eax,-0x118(%ebp,%ebx,4) for (int i = 0; i < num_children; ++i) { 1c8: 83 c3 01 add $0x1,%ebx 1cb: 83 c4 10 add $0x10,%esp 1ce: 39 f3 cmp %esi,%ebx 1d0: 7c d4 jl 1a6 <main+0x80> } wait_for_ticket_counts(num_children, active_pids, tickets_for); 1d2: 83 ec 04 sub $0x4,%esp 1d5: 8d 85 68 ff ff ff lea -0x98(%ebp),%eax 1db: 50 push %eax 1dc: 8d 85 e8 fe ff ff lea -0x118(%ebp),%eax 1e2: 50 push %eax 1e3: 56 push %esi 1e4: e8 98 fe ff ff call 81 <wait_for_ticket_counts> struct processes_info before, after; before.num_processes = after.num_processes = -1; 1e9: c7 85 e0 f8 ff ff ff movl $0xffffffff,-0x720(%ebp) 1f0: ff ff ff 1f3: c7 85 e4 fb ff ff ff movl $0xffffffff,-0x41c(%ebp) 1fa: ff ff ff getprocessesinfo(&before); 1fd: 8d 85 e4 fb ff ff lea -0x41c(%ebp),%eax 203: 89 04 24 mov %eax,(%esp) 206: e8 68 04 00 00 call 673 <getprocessesinfo> sleep(num_seconds); 20b: 83 c4 04 add $0x4,%esp 20e: ff b5 d4 f8 ff ff pushl -0x72c(%ebp) 214: e8 22 04 00 00 call 63b <sleep> getprocessesinfo(&after); 219: 8d 85 e0 f8 ff ff lea -0x720(%ebp),%eax 21f: 89 04 24 mov %eax,(%esp) 222: e8 4c 04 00 00 call 673 <getprocessesinfo> for (int i = 0; i < num_children; ++i) { 227: 83 c4 10 add $0x10,%esp 22a: bb 00 00 00 00 mov $0x0,%ebx 22f: eb 15 jmp 246 <main+0x120> kill(active_pids[i]); 231: 83 ec 0c sub $0xc,%esp 234: ff b4 9d e8 fe ff ff pushl -0x118(%ebp,%ebx,4) 23b: e8 9b 03 00 00 call 5db <kill> for (int i = 0; i < num_children; ++i) { 240: 83 c3 01 add $0x1,%ebx 243: 83 c4 10 add $0x10,%esp 246: 39 f3 cmp %esi,%ebx 248: 7c e7 jl 231 <main+0x10b> } for (int i = 0; i < num_children; ++i) { 24a: bb 00 00 00 00 mov $0x0,%ebx 24f: eb 08 jmp 259 <main+0x133> wait(); 251: e8 5d 03 00 00 call 5b3 <wait> for (int i = 0; i < num_children; ++i) { 256: 83 c3 01 add $0x1,%ebx 259: 39 f3 cmp %esi,%ebx 25b: 7c f4 jl 251 <main+0x12b> } if (before.num_processes >= NPROC || after.num_processes >= NPROC) { 25d: 8b 85 e4 fb ff ff mov -0x41c(%ebp),%eax 263: 83 f8 3f cmp $0x3f,%eax 266: 7f 27 jg 28f <main+0x169> 268: 8b 95 e0 f8 ff ff mov -0x720(%ebp),%edx 26e: 83 fa 3f cmp $0x3f,%edx 271: 7f 1c jg 28f <main+0x169> printf(2, "getprocessesinfo's num_processes is greater than NPROC before parent slept\n"); return 1; } if (before.num_processes < 0 || after.num_processes < 0) { 273: 85 c0 test %eax,%eax 275: 78 04 js 27b <main+0x155> 277: 85 d2 test %edx,%edx 279: 79 37 jns 2b2 <main+0x18c> printf(2, "getprocessesinfo's num_processes is negative -- not changed by syscall?\n"); 27b: 83 ec 08 sub $0x8,%esp 27e: 68 20 0b 00 00 push $0xb20 283: 6a 02 push $0x2 285: e8 8b 04 00 00 call 715 <printf> return 1; 28a: 83 c4 10 add $0x10,%esp 28d: eb 12 jmp 2a1 <main+0x17b> printf(2, "getprocessesinfo's num_processes is greater than NPROC before parent slept\n"); 28f: 83 ec 08 sub $0x8,%esp 292: 68 d4 0a 00 00 push $0xad4 297: 6a 02 push $0x2 299: e8 77 04 00 00 call 715 <printf> return 1; 29e: 83 c4 10 add $0x10,%esp } printf(1, "%d\t%d\n", tickets_for[i], after.times_scheduled[after_index] - before.times_scheduled[before_index]); } } exit(); } 2a1: b8 01 00 00 00 mov $0x1,%eax 2a6: 8d 65 f0 lea -0x10(%ebp),%esp 2a9: 59 pop %ecx 2aa: 5b pop %ebx 2ab: 5e pop %esi 2ac: 5f pop %edi 2ad: 5d pop %ebp 2ae: 8d 61 fc lea -0x4(%ecx),%esp 2b1: c3 ret printf(1, "TICKETS\tTIMES SCHEDULED\n"); 2b2: 83 ec 08 sub $0x8,%esp 2b5: 68 f8 09 00 00 push $0x9f8 2ba: 6a 01 push $0x1 2bc: e8 54 04 00 00 call 715 <printf> for (int i = 0; i < num_children; ++i) { 2c1: 83 c4 10 add $0x10,%esp 2c4: bb 00 00 00 00 mov $0x0,%ebx 2c9: e9 c8 00 00 00 jmp 396 <main+0x270> int before_index = find_index_of_pid(before.pids, before.num_processes, active_pids[i]); 2ce: 8b bc 9d e8 fe ff ff mov -0x118(%ebp,%ebx,4),%edi 2d5: 83 ec 04 sub $0x4,%esp 2d8: 57 push %edi 2d9: ff b5 e4 fb ff ff pushl -0x41c(%ebp) 2df: 8d 85 e8 fb ff ff lea -0x418(%ebp),%eax 2e5: 50 push %eax 2e6: e8 6e fd ff ff call 59 <find_index_of_pid> 2eb: 83 c4 0c add $0xc,%esp 2ee: 89 85 d4 f8 ff ff mov %eax,-0x72c(%ebp) int after_index = find_index_of_pid(after.pids, after.num_processes, active_pids[i]); 2f4: 57 push %edi 2f5: ff b5 e0 f8 ff ff pushl -0x720(%ebp) 2fb: 8d 85 e4 f8 ff ff lea -0x71c(%ebp),%eax 301: 50 push %eax 302: e8 52 fd ff ff call 59 <find_index_of_pid> 307: 83 c4 10 add $0x10,%esp 30a: 89 c7 mov %eax,%edi if (before_index == -1) 30c: 83 bd d4 f8 ff ff ff cmpl $0xffffffff,-0x72c(%ebp) 313: 0f 84 8a 00 00 00 je 3a3 <main+0x27d> if (after_index == -1) 319: 83 ff ff cmp $0xffffffff,%edi 31c: 0f 84 99 00 00 00 je 3bb <main+0x295> if (before_index == -1 || after_index == -1) { 322: 83 bd d4 f8 ff ff ff cmpl $0xffffffff,-0x72c(%ebp) 329: 0f 94 c2 sete %dl 32c: 83 ff ff cmp $0xffffffff,%edi 32f: 0f 94 c0 sete %al 332: 08 c2 or %al,%dl 334: 0f 85 99 00 00 00 jne 3d3 <main+0x2ad> if (before.tickets[before_index] != tickets_for[i]) { 33a: 8b 85 d4 f8 ff ff mov -0x72c(%ebp),%eax 340: 8b 94 9d 68 ff ff ff mov -0x98(%ebp,%ebx,4),%edx 347: 39 94 85 e8 fd ff ff cmp %edx,-0x218(%ebp,%eax,4) 34e: 0f 85 9a 00 00 00 jne 3ee <main+0x2c8> if (after.tickets[after_index] != tickets_for[i]) { 354: 8b 84 9d 68 ff ff ff mov -0x98(%ebp,%ebx,4),%eax 35b: 39 84 bd e4 fa ff ff cmp %eax,-0x51c(%ebp,%edi,4) 362: 0f 85 9e 00 00 00 jne 406 <main+0x2e0> printf(1, "%d\t%d\n", tickets_for[i], after.times_scheduled[after_index] - before.times_scheduled[before_index]); 368: 8b 84 bd e4 f9 ff ff mov -0x61c(%ebp,%edi,4),%eax 36f: 8b 95 d4 f8 ff ff mov -0x72c(%ebp),%edx 375: 2b 84 95 e8 fc ff ff sub -0x318(%ebp,%edx,4),%eax 37c: 50 push %eax 37d: ff b4 9d 68 ff ff ff pushl -0x98(%ebp,%ebx,4) 384: 68 21 0a 00 00 push $0xa21 389: 6a 01 push $0x1 38b: e8 85 03 00 00 call 715 <printf> 390: 83 c4 10 add $0x10,%esp for (int i = 0; i < num_children; ++i) { 393: 83 c3 01 add $0x1,%ebx 396: 39 f3 cmp %esi,%ebx 398: 0f 8c 30 ff ff ff jl 2ce <main+0x1a8> exit(); 39e: e8 08 02 00 00 call 5ab <exit> printf(2, "child %d did not exist for getprocessesinfo before parent slept\n", i); 3a3: 83 ec 04 sub $0x4,%esp 3a6: 53 push %ebx 3a7: 68 6c 0b 00 00 push $0xb6c 3ac: 6a 02 push $0x2 3ae: e8 62 03 00 00 call 715 <printf> 3b3: 83 c4 10 add $0x10,%esp 3b6: e9 5e ff ff ff jmp 319 <main+0x1f3> printf(2, "child %d did not exist for getprocessesinfo after parent slept\n", i); 3bb: 83 ec 04 sub $0x4,%esp 3be: 53 push %ebx 3bf: 68 b0 0b 00 00 push $0xbb0 3c4: 6a 02 push $0x2 3c6: e8 4a 03 00 00 call 715 <printf> 3cb: 83 c4 10 add $0x10,%esp 3ce: e9 4f ff ff ff jmp 322 <main+0x1fc> printf(1, "%d\t--unknown--\n", tickets_for[i]); 3d3: 83 ec 04 sub $0x4,%esp 3d6: ff b4 9d 68 ff ff ff pushl -0x98(%ebp,%ebx,4) 3dd: 68 11 0a 00 00 push $0xa11 3e2: 6a 01 push $0x1 3e4: e8 2c 03 00 00 call 715 <printf> 3e9: 83 c4 10 add $0x10,%esp 3ec: eb a5 jmp 393 <main+0x26d> printf(2, "child %d had wrong number of tickets in getprocessinfo before parent slept\n", i); 3ee: 83 ec 04 sub $0x4,%esp 3f1: 53 push %ebx 3f2: 68 f0 0b 00 00 push $0xbf0 3f7: 6a 02 push $0x2 3f9: e8 17 03 00 00 call 715 <printf> 3fe: 83 c4 10 add $0x10,%esp 401: e9 4e ff ff ff jmp 354 <main+0x22e> printf(2, "child %d had wrong number of tickets in getprocessinfo after parent slept\n", i); 406: 83 ec 04 sub $0x4,%esp 409: 53 push %ebx 40a: 68 3c 0c 00 00 push $0xc3c 40f: 6a 02 push $0x2 411: e8 ff 02 00 00 call 715 <printf> 416: 83 c4 10 add $0x10,%esp 419: e9 4a ff ff ff jmp 368 <main+0x242> 0000041e <strcpy>: #include "user.h" #include "x86.h" char* strcpy(char *s, const char *t) { 41e: 55 push %ebp 41f: 89 e5 mov %esp,%ebp 421: 53 push %ebx 422: 8b 45 08 mov 0x8(%ebp),%eax 425: 8b 4d 0c mov 0xc(%ebp),%ecx char *os; os = s; while((*s++ = *t++) != 0) 428: 89 c2 mov %eax,%edx 42a: 0f b6 19 movzbl (%ecx),%ebx 42d: 88 1a mov %bl,(%edx) 42f: 8d 52 01 lea 0x1(%edx),%edx 432: 8d 49 01 lea 0x1(%ecx),%ecx 435: 84 db test %bl,%bl 437: 75 f1 jne 42a <strcpy+0xc> ; return os; } 439: 5b pop %ebx 43a: 5d pop %ebp 43b: c3 ret 0000043c <strcmp>: int strcmp(const char *p, const char *q) { 43c: 55 push %ebp 43d: 89 e5 mov %esp,%ebp 43f: 8b 4d 08 mov 0x8(%ebp),%ecx 442: 8b 55 0c mov 0xc(%ebp),%edx while(*p && *p == *q) 445: eb 06 jmp 44d <strcmp+0x11> p++, q++; 447: 83 c1 01 add $0x1,%ecx 44a: 83 c2 01 add $0x1,%edx while(*p && *p == *q) 44d: 0f b6 01 movzbl (%ecx),%eax 450: 84 c0 test %al,%al 452: 74 04 je 458 <strcmp+0x1c> 454: 3a 02 cmp (%edx),%al 456: 74 ef je 447 <strcmp+0xb> return (uchar)*p - (uchar)*q; 458: 0f b6 c0 movzbl %al,%eax 45b: 0f b6 12 movzbl (%edx),%edx 45e: 29 d0 sub %edx,%eax } 460: 5d pop %ebp 461: c3 ret 00000462 <strlen>: uint strlen(const char *s) { 462: 55 push %ebp 463: 89 e5 mov %esp,%ebp 465: 8b 4d 08 mov 0x8(%ebp),%ecx int n; for(n = 0; s[n]; n++) 468: ba 00 00 00 00 mov $0x0,%edx 46d: eb 03 jmp 472 <strlen+0x10> 46f: 83 c2 01 add $0x1,%edx 472: 89 d0 mov %edx,%eax 474: 80 3c 11 00 cmpb $0x0,(%ecx,%edx,1) 478: 75 f5 jne 46f <strlen+0xd> ; return n; } 47a: 5d pop %ebp 47b: c3 ret 0000047c <memset>: void* memset(void *dst, int c, uint n) { 47c: 55 push %ebp 47d: 89 e5 mov %esp,%ebp 47f: 57 push %edi 480: 8b 55 08 mov 0x8(%ebp),%edx } static inline void stosb(void *addr, int data, int cnt) { asm volatile("cld; rep stosb" : 483: 89 d7 mov %edx,%edi 485: 8b 4d 10 mov 0x10(%ebp),%ecx 488: 8b 45 0c mov 0xc(%ebp),%eax 48b: fc cld 48c: f3 aa rep stos %al,%es:(%edi) stosb(dst, c, n); return dst; } 48e: 89 d0 mov %edx,%eax 490: 5f pop %edi 491: 5d pop %ebp 492: c3 ret 00000493 <strchr>: char* strchr(const char *s, char c) { 493: 55 push %ebp 494: 89 e5 mov %esp,%ebp 496: 8b 45 08 mov 0x8(%ebp),%eax 499: 0f b6 4d 0c movzbl 0xc(%ebp),%ecx for(; *s; s++) 49d: 0f b6 10 movzbl (%eax),%edx 4a0: 84 d2 test %dl,%dl 4a2: 74 09 je 4ad <strchr+0x1a> if(*s == c) 4a4: 38 ca cmp %cl,%dl 4a6: 74 0a je 4b2 <strchr+0x1f> for(; *s; s++) 4a8: 83 c0 01 add $0x1,%eax 4ab: eb f0 jmp 49d <strchr+0xa> return (char*)s; return 0; 4ad: b8 00 00 00 00 mov $0x0,%eax } 4b2: 5d pop %ebp 4b3: c3 ret 000004b4 <gets>: char* gets(char *buf, int max) { 4b4: 55 push %ebp 4b5: 89 e5 mov %esp,%ebp 4b7: 57 push %edi 4b8: 56 push %esi 4b9: 53 push %ebx 4ba: 83 ec 1c sub $0x1c,%esp 4bd: 8b 7d 08 mov 0x8(%ebp),%edi int i, cc; char c; for(i=0; i+1 < max; ){ 4c0: bb 00 00 00 00 mov $0x0,%ebx 4c5: 8d 73 01 lea 0x1(%ebx),%esi 4c8: 3b 75 0c cmp 0xc(%ebp),%esi 4cb: 7d 2e jge 4fb <gets+0x47> cc = read(0, &c, 1); 4cd: 83 ec 04 sub $0x4,%esp 4d0: 6a 01 push $0x1 4d2: 8d 45 e7 lea -0x19(%ebp),%eax 4d5: 50 push %eax 4d6: 6a 00 push $0x0 4d8: e8 e6 00 00 00 call 5c3 <read> if(cc < 1) 4dd: 83 c4 10 add $0x10,%esp 4e0: 85 c0 test %eax,%eax 4e2: 7e 17 jle 4fb <gets+0x47> break; buf[i++] = c; 4e4: 0f b6 45 e7 movzbl -0x19(%ebp),%eax 4e8: 88 04 1f mov %al,(%edi,%ebx,1) if(c == '\n' || c == '\r') 4eb: 3c 0a cmp $0xa,%al 4ed: 0f 94 c2 sete %dl 4f0: 3c 0d cmp $0xd,%al 4f2: 0f 94 c0 sete %al buf[i++] = c; 4f5: 89 f3 mov %esi,%ebx if(c == '\n' || c == '\r') 4f7: 08 c2 or %al,%dl 4f9: 74 ca je 4c5 <gets+0x11> break; } buf[i] = '\0'; 4fb: c6 04 1f 00 movb $0x0,(%edi,%ebx,1) return buf; } 4ff: 89 f8 mov %edi,%eax 501: 8d 65 f4 lea -0xc(%ebp),%esp 504: 5b pop %ebx 505: 5e pop %esi 506: 5f pop %edi 507: 5d pop %ebp 508: c3 ret 00000509 <stat>: int stat(const char *n, struct stat *st) { 509: 55 push %ebp 50a: 89 e5 mov %esp,%ebp 50c: 56 push %esi 50d: 53 push %ebx int fd; int r; fd = open(n, O_RDONLY); 50e: 83 ec 08 sub $0x8,%esp 511: 6a 00 push $0x0 513: ff 75 08 pushl 0x8(%ebp) 516: e8 d0 00 00 00 call 5eb <open> if(fd < 0) 51b: 83 c4 10 add $0x10,%esp 51e: 85 c0 test %eax,%eax 520: 78 24 js 546 <stat+0x3d> 522: 89 c3 mov %eax,%ebx return -1; r = fstat(fd, st); 524: 83 ec 08 sub $0x8,%esp 527: ff 75 0c pushl 0xc(%ebp) 52a: 50 push %eax 52b: e8 d3 00 00 00 call 603 <fstat> 530: 89 c6 mov %eax,%esi close(fd); 532: 89 1c 24 mov %ebx,(%esp) 535: e8 99 00 00 00 call 5d3 <close> return r; 53a: 83 c4 10 add $0x10,%esp } 53d: 89 f0 mov %esi,%eax 53f: 8d 65 f8 lea -0x8(%ebp),%esp 542: 5b pop %ebx 543: 5e pop %esi 544: 5d pop %ebp 545: c3 ret return -1; 546: be ff ff ff ff mov $0xffffffff,%esi 54b: eb f0 jmp 53d <stat+0x34> 0000054d <atoi>: int atoi(const char *s) { 54d: 55 push %ebp 54e: 89 e5 mov %esp,%ebp 550: 53 push %ebx 551: 8b 4d 08 mov 0x8(%ebp),%ecx int n; n = 0; 554: b8 00 00 00 00 mov $0x0,%eax while('0' <= *s && *s <= '9') 559: eb 10 jmp 56b <atoi+0x1e> n = n*10 + *s++ - '0'; 55b: 8d 1c 80 lea (%eax,%eax,4),%ebx 55e: 8d 04 1b lea (%ebx,%ebx,1),%eax 561: 83 c1 01 add $0x1,%ecx 564: 0f be d2 movsbl %dl,%edx 567: 8d 44 02 d0 lea -0x30(%edx,%eax,1),%eax while('0' <= *s && *s <= '9') 56b: 0f b6 11 movzbl (%ecx),%edx 56e: 8d 5a d0 lea -0x30(%edx),%ebx 571: 80 fb 09 cmp $0x9,%bl 574: 76 e5 jbe 55b <atoi+0xe> return n; } 576: 5b pop %ebx 577: 5d pop %ebp 578: c3 ret 00000579 <memmove>: void* memmove(void *vdst, const void *vsrc, int n) { 579: 55 push %ebp 57a: 89 e5 mov %esp,%ebp 57c: 56 push %esi 57d: 53 push %ebx 57e: 8b 45 08 mov 0x8(%ebp),%eax 581: 8b 5d 0c mov 0xc(%ebp),%ebx 584: 8b 55 10 mov 0x10(%ebp),%edx char *dst; const char *src; dst = vdst; 587: 89 c1 mov %eax,%ecx src = vsrc; while(n-- > 0) 589: eb 0d jmp 598 <memmove+0x1f> *dst++ = *src++; 58b: 0f b6 13 movzbl (%ebx),%edx 58e: 88 11 mov %dl,(%ecx) 590: 8d 5b 01 lea 0x1(%ebx),%ebx 593: 8d 49 01 lea 0x1(%ecx),%ecx while(n-- > 0) 596: 89 f2 mov %esi,%edx 598: 8d 72 ff lea -0x1(%edx),%esi 59b: 85 d2 test %edx,%edx 59d: 7f ec jg 58b <memmove+0x12> return vdst; } 59f: 5b pop %ebx 5a0: 5e pop %esi 5a1: 5d pop %ebp 5a2: c3 ret 000005a3 <fork>: name: \ movl $SYS_ ## name, %eax; \ int $T_SYSCALL; \ ret SYSCALL(fork) 5a3: b8 01 00 00 00 mov $0x1,%eax 5a8: cd 40 int $0x40 5aa: c3 ret 000005ab <exit>: SYSCALL(exit) 5ab: b8 02 00 00 00 mov $0x2,%eax 5b0: cd 40 int $0x40 5b2: c3 ret 000005b3 <wait>: SYSCALL(wait) 5b3: b8 03 00 00 00 mov $0x3,%eax 5b8: cd 40 int $0x40 5ba: c3 ret 000005bb <pipe>: SYSCALL(pipe) 5bb: b8 04 00 00 00 mov $0x4,%eax 5c0: cd 40 int $0x40 5c2: c3 ret 000005c3 <read>: SYSCALL(read) 5c3: b8 05 00 00 00 mov $0x5,%eax 5c8: cd 40 int $0x40 5ca: c3 ret 000005cb <write>: SYSCALL(write) 5cb: b8 10 00 00 00 mov $0x10,%eax 5d0: cd 40 int $0x40 5d2: c3 ret 000005d3 <close>: SYSCALL(close) 5d3: b8 15 00 00 00 mov $0x15,%eax 5d8: cd 40 int $0x40 5da: c3 ret 000005db <kill>: SYSCALL(kill) 5db: b8 06 00 00 00 mov $0x6,%eax 5e0: cd 40 int $0x40 5e2: c3 ret 000005e3 <exec>: SYSCALL(exec) 5e3: b8 07 00 00 00 mov $0x7,%eax 5e8: cd 40 int $0x40 5ea: c3 ret 000005eb <open>: SYSCALL(open) 5eb: b8 0f 00 00 00 mov $0xf,%eax 5f0: cd 40 int $0x40 5f2: c3 ret 000005f3 <mknod>: SYSCALL(mknod) 5f3: b8 11 00 00 00 mov $0x11,%eax 5f8: cd 40 int $0x40 5fa: c3 ret 000005fb <unlink>: SYSCALL(unlink) 5fb: b8 12 00 00 00 mov $0x12,%eax 600: cd 40 int $0x40 602: c3 ret 00000603 <fstat>: SYSCALL(fstat) 603: b8 08 00 00 00 mov $0x8,%eax 608: cd 40 int $0x40 60a: c3 ret 0000060b <link>: SYSCALL(link) 60b: b8 13 00 00 00 mov $0x13,%eax 610: cd 40 int $0x40 612: c3 ret 00000613 <mkdir>: SYSCALL(mkdir) 613: b8 14 00 00 00 mov $0x14,%eax 618: cd 40 int $0x40 61a: c3 ret 0000061b <chdir>: SYSCALL(chdir) 61b: b8 09 00 00 00 mov $0x9,%eax 620: cd 40 int $0x40 622: c3 ret 00000623 <dup>: SYSCALL(dup) 623: b8 0a 00 00 00 mov $0xa,%eax 628: cd 40 int $0x40 62a: c3 ret 0000062b <getpid>: SYSCALL(getpid) 62b: b8 0b 00 00 00 mov $0xb,%eax 630: cd 40 int $0x40 632: c3 ret 00000633 <sbrk>: SYSCALL(sbrk) 633: b8 0c 00 00 00 mov $0xc,%eax 638: cd 40 int $0x40 63a: c3 ret 0000063b <sleep>: SYSCALL(sleep) 63b: b8 0d 00 00 00 mov $0xd,%eax 640: cd 40 int $0x40 642: c3 ret 00000643 <uptime>: SYSCALL(uptime) 643: b8 0e 00 00 00 mov $0xe,%eax 648: cd 40 int $0x40 64a: c3 ret 0000064b <yield>: SYSCALL(yield) 64b: b8 16 00 00 00 mov $0x16,%eax 650: cd 40 int $0x40 652: c3 ret 00000653 <shutdown>: SYSCALL(shutdown) 653: b8 17 00 00 00 mov $0x17,%eax 658: cd 40 int $0x40 65a: c3 ret 0000065b <writecount>: SYSCALL(writecount) 65b: b8 18 00 00 00 mov $0x18,%eax 660: cd 40 int $0x40 662: c3 ret 00000663 <setwritecount>: SYSCALL(setwritecount) 663: b8 19 00 00 00 mov $0x19,%eax 668: cd 40 int $0x40 66a: c3 ret 0000066b <settickets>: SYSCALL(settickets) 66b: b8 1a 00 00 00 mov $0x1a,%eax 670: cd 40 int $0x40 672: c3 ret 00000673 <getprocessesinfo>: 673: b8 1b 00 00 00 mov $0x1b,%eax 678: cd 40 int $0x40 67a: c3 ret 0000067b <putc>: #include "stat.h" #include "user.h" static void putc(int fd, char c) { 67b: 55 push %ebp 67c: 89 e5 mov %esp,%ebp 67e: 83 ec 1c sub $0x1c,%esp 681: 88 55 f4 mov %dl,-0xc(%ebp) write(fd, &c, 1); 684: 6a 01 push $0x1 686: 8d 55 f4 lea -0xc(%ebp),%edx 689: 52 push %edx 68a: 50 push %eax 68b: e8 3b ff ff ff call 5cb <write> } 690: 83 c4 10 add $0x10,%esp 693: c9 leave 694: c3 ret 00000695 <printint>: static void printint(int fd, int xx, int base, int sgn) { 695: 55 push %ebp 696: 89 e5 mov %esp,%ebp 698: 57 push %edi 699: 56 push %esi 69a: 53 push %ebx 69b: 83 ec 2c sub $0x2c,%esp 69e: 89 c7 mov %eax,%edi char buf[16]; int i, neg; uint x; neg = 0; if(sgn && xx < 0){ 6a0: 83 7d 08 00 cmpl $0x0,0x8(%ebp) 6a4: 0f 95 c3 setne %bl 6a7: 89 d0 mov %edx,%eax 6a9: c1 e8 1f shr $0x1f,%eax 6ac: 84 c3 test %al,%bl 6ae: 74 10 je 6c0 <printint+0x2b> neg = 1; x = -xx; 6b0: f7 da neg %edx neg = 1; 6b2: c7 45 d4 01 00 00 00 movl $0x1,-0x2c(%ebp) } else { x = xx; } i = 0; 6b9: be 00 00 00 00 mov $0x0,%esi 6be: eb 0b jmp 6cb <printint+0x36> neg = 0; 6c0: c7 45 d4 00 00 00 00 movl $0x0,-0x2c(%ebp) 6c7: eb f0 jmp 6b9 <printint+0x24> do{ buf[i++] = digits[x % base]; 6c9: 89 c6 mov %eax,%esi 6cb: 89 d0 mov %edx,%eax 6cd: ba 00 00 00 00 mov $0x0,%edx 6d2: f7 f1 div %ecx 6d4: 89 c3 mov %eax,%ebx 6d6: 8d 46 01 lea 0x1(%esi),%eax 6d9: 0f b6 92 90 0c 00 00 movzbl 0xc90(%edx),%edx 6e0: 88 54 35 d8 mov %dl,-0x28(%ebp,%esi,1) }while((x /= base) != 0); 6e4: 89 da mov %ebx,%edx 6e6: 85 db test %ebx,%ebx 6e8: 75 df jne 6c9 <printint+0x34> 6ea: 89 c3 mov %eax,%ebx if(neg) 6ec: 83 7d d4 00 cmpl $0x0,-0x2c(%ebp) 6f0: 74 16 je 708 <printint+0x73> buf[i++] = '-'; 6f2: c6 44 05 d8 2d movb $0x2d,-0x28(%ebp,%eax,1) 6f7: 8d 5e 02 lea 0x2(%esi),%ebx 6fa: eb 0c jmp 708 <printint+0x73> while(--i >= 0) putc(fd, buf[i]); 6fc: 0f be 54 1d d8 movsbl -0x28(%ebp,%ebx,1),%edx 701: 89 f8 mov %edi,%eax 703: e8 73 ff ff ff call 67b <putc> while(--i >= 0) 708: 83 eb 01 sub $0x1,%ebx 70b: 79 ef jns 6fc <printint+0x67> } 70d: 83 c4 2c add $0x2c,%esp 710: 5b pop %ebx 711: 5e pop %esi 712: 5f pop %edi 713: 5d pop %ebp 714: c3 ret 00000715 <printf>: // Print to the given fd. Only understands %d, %x, %p, %s. void printf(int fd, const char *fmt, ...) { 715: 55 push %ebp 716: 89 e5 mov %esp,%ebp 718: 57 push %edi 719: 56 push %esi 71a: 53 push %ebx 71b: 83 ec 1c sub $0x1c,%esp char *s; int c, i, state; uint *ap; state = 0; ap = (uint*)(void*)&fmt + 1; 71e: 8d 45 10 lea 0x10(%ebp),%eax 721: 89 45 e4 mov %eax,-0x1c(%ebp) state = 0; 724: be 00 00 00 00 mov $0x0,%esi for(i = 0; fmt[i]; i++){ 729: bb 00 00 00 00 mov $0x0,%ebx 72e: eb 14 jmp 744 <printf+0x2f> c = fmt[i] & 0xff; if(state == 0){ if(c == '%'){ state = '%'; } else { putc(fd, c); 730: 89 fa mov %edi,%edx 732: 8b 45 08 mov 0x8(%ebp),%eax 735: e8 41 ff ff ff call 67b <putc> 73a: eb 05 jmp 741 <printf+0x2c> } } else if(state == '%'){ 73c: 83 fe 25 cmp $0x25,%esi 73f: 74 25 je 766 <printf+0x51> for(i = 0; fmt[i]; i++){ 741: 83 c3 01 add $0x1,%ebx 744: 8b 45 0c mov 0xc(%ebp),%eax 747: 0f b6 04 18 movzbl (%eax,%ebx,1),%eax 74b: 84 c0 test %al,%al 74d: 0f 84 23 01 00 00 je 876 <printf+0x161> c = fmt[i] & 0xff; 753: 0f be f8 movsbl %al,%edi 756: 0f b6 c0 movzbl %al,%eax if(state == 0){ 759: 85 f6 test %esi,%esi 75b: 75 df jne 73c <printf+0x27> if(c == '%'){ 75d: 83 f8 25 cmp $0x25,%eax 760: 75 ce jne 730 <printf+0x1b> state = '%'; 762: 89 c6 mov %eax,%esi 764: eb db jmp 741 <printf+0x2c> if(c == 'd'){ 766: 83 f8 64 cmp $0x64,%eax 769: 74 49 je 7b4 <printf+0x9f> printint(fd, *ap, 10, 1); ap++; } else if(c == 'x' || c == 'p'){ 76b: 83 f8 78 cmp $0x78,%eax 76e: 0f 94 c1 sete %cl 771: 83 f8 70 cmp $0x70,%eax 774: 0f 94 c2 sete %dl 777: 08 d1 or %dl,%cl 779: 75 63 jne 7de <printf+0xc9> printint(fd, *ap, 16, 0); ap++; } else if(c == 's'){ 77b: 83 f8 73 cmp $0x73,%eax 77e: 0f 84 84 00 00 00 je 808 <printf+0xf3> s = "(null)"; while(*s != 0){ putc(fd, *s); s++; } } else if(c == 'c'){ 784: 83 f8 63 cmp $0x63,%eax 787: 0f 84 b7 00 00 00 je 844 <printf+0x12f> putc(fd, *ap); ap++; } else if(c == '%'){ 78d: 83 f8 25 cmp $0x25,%eax 790: 0f 84 cc 00 00 00 je 862 <printf+0x14d> putc(fd, c); } else { // Unknown % sequence. Print it to draw attention. putc(fd, '%'); 796: ba 25 00 00 00 mov $0x25,%edx 79b: 8b 45 08 mov 0x8(%ebp),%eax 79e: e8 d8 fe ff ff call 67b <putc> putc(fd, c); 7a3: 89 fa mov %edi,%edx 7a5: 8b 45 08 mov 0x8(%ebp),%eax 7a8: e8 ce fe ff ff call 67b <putc> } state = 0; 7ad: be 00 00 00 00 mov $0x0,%esi 7b2: eb 8d jmp 741 <printf+0x2c> printint(fd, *ap, 10, 1); 7b4: 8b 7d e4 mov -0x1c(%ebp),%edi 7b7: 8b 17 mov (%edi),%edx 7b9: 83 ec 0c sub $0xc,%esp 7bc: 6a 01 push $0x1 7be: b9 0a 00 00 00 mov $0xa,%ecx 7c3: 8b 45 08 mov 0x8(%ebp),%eax 7c6: e8 ca fe ff ff call 695 <printint> ap++; 7cb: 83 c7 04 add $0x4,%edi 7ce: 89 7d e4 mov %edi,-0x1c(%ebp) 7d1: 83 c4 10 add $0x10,%esp state = 0; 7d4: be 00 00 00 00 mov $0x0,%esi 7d9: e9 63 ff ff ff jmp 741 <printf+0x2c> printint(fd, *ap, 16, 0); 7de: 8b 7d e4 mov -0x1c(%ebp),%edi 7e1: 8b 17 mov (%edi),%edx 7e3: 83 ec 0c sub $0xc,%esp 7e6: 6a 00 push $0x0 7e8: b9 10 00 00 00 mov $0x10,%ecx 7ed: 8b 45 08 mov 0x8(%ebp),%eax 7f0: e8 a0 fe ff ff call 695 <printint> ap++; 7f5: 83 c7 04 add $0x4,%edi 7f8: 89 7d e4 mov %edi,-0x1c(%ebp) 7fb: 83 c4 10 add $0x10,%esp state = 0; 7fe: be 00 00 00 00 mov $0x0,%esi 803: e9 39 ff ff ff jmp 741 <printf+0x2c> s = (char*)*ap; 808: 8b 45 e4 mov -0x1c(%ebp),%eax 80b: 8b 30 mov (%eax),%esi ap++; 80d: 83 c0 04 add $0x4,%eax 810: 89 45 e4 mov %eax,-0x1c(%ebp) if(s == 0) 813: 85 f6 test %esi,%esi 815: 75 28 jne 83f <printf+0x12a> s = "(null)"; 817: be 88 0c 00 00 mov $0xc88,%esi 81c: 8b 7d 08 mov 0x8(%ebp),%edi 81f: eb 0d jmp 82e <printf+0x119> putc(fd, *s); 821: 0f be d2 movsbl %dl,%edx 824: 89 f8 mov %edi,%eax 826: e8 50 fe ff ff call 67b <putc> s++; 82b: 83 c6 01 add $0x1,%esi while(*s != 0){ 82e: 0f b6 16 movzbl (%esi),%edx 831: 84 d2 test %dl,%dl 833: 75 ec jne 821 <printf+0x10c> state = 0; 835: be 00 00 00 00 mov $0x0,%esi 83a: e9 02 ff ff ff jmp 741 <printf+0x2c> 83f: 8b 7d 08 mov 0x8(%ebp),%edi 842: eb ea jmp 82e <printf+0x119> putc(fd, *ap); 844: 8b 7d e4 mov -0x1c(%ebp),%edi 847: 0f be 17 movsbl (%edi),%edx 84a: 8b 45 08 mov 0x8(%ebp),%eax 84d: e8 29 fe ff ff call 67b <putc> ap++; 852: 83 c7 04 add $0x4,%edi 855: 89 7d e4 mov %edi,-0x1c(%ebp) state = 0; 858: be 00 00 00 00 mov $0x0,%esi 85d: e9 df fe ff ff jmp 741 <printf+0x2c> putc(fd, c); 862: 89 fa mov %edi,%edx 864: 8b 45 08 mov 0x8(%ebp),%eax 867: e8 0f fe ff ff call 67b <putc> state = 0; 86c: be 00 00 00 00 mov $0x0,%esi 871: e9 cb fe ff ff jmp 741 <printf+0x2c> } } } 876: 8d 65 f4 lea -0xc(%ebp),%esp 879: 5b pop %ebx 87a: 5e pop %esi 87b: 5f pop %edi 87c: 5d pop %ebp 87d: c3 ret 0000087e <free>: static Header base; static Header *freep; void free(void *ap) { 87e: 55 push %ebp 87f: 89 e5 mov %esp,%ebp 881: 57 push %edi 882: 56 push %esi 883: 53 push %ebx 884: 8b 5d 08 mov 0x8(%ebp),%ebx Header *bp, *p; bp = (Header*)ap - 1; 887: 8d 4b f8 lea -0x8(%ebx),%ecx for(p = freep; !(bp > p && bp < p->s.ptr); p = p->s.ptr) 88a: a1 00 10 00 00 mov 0x1000,%eax 88f: eb 02 jmp 893 <free+0x15> 891: 89 d0 mov %edx,%eax 893: 39 c8 cmp %ecx,%eax 895: 73 04 jae 89b <free+0x1d> 897: 39 08 cmp %ecx,(%eax) 899: 77 12 ja 8ad <free+0x2f> if(p >= p->s.ptr && (bp > p || bp < p->s.ptr)) 89b: 8b 10 mov (%eax),%edx 89d: 39 c2 cmp %eax,%edx 89f: 77 f0 ja 891 <free+0x13> 8a1: 39 c8 cmp %ecx,%eax 8a3: 72 08 jb 8ad <free+0x2f> 8a5: 39 ca cmp %ecx,%edx 8a7: 77 04 ja 8ad <free+0x2f> 8a9: 89 d0 mov %edx,%eax 8ab: eb e6 jmp 893 <free+0x15> break; if(bp + bp->s.size == p->s.ptr){ 8ad: 8b 73 fc mov -0x4(%ebx),%esi 8b0: 8d 3c f1 lea (%ecx,%esi,8),%edi 8b3: 8b 10 mov (%eax),%edx 8b5: 39 d7 cmp %edx,%edi 8b7: 74 19 je 8d2 <free+0x54> bp->s.size += p->s.ptr->s.size; bp->s.ptr = p->s.ptr->s.ptr; } else bp->s.ptr = p->s.ptr; 8b9: 89 53 f8 mov %edx,-0x8(%ebx) if(p + p->s.size == bp){ 8bc: 8b 50 04 mov 0x4(%eax),%edx 8bf: 8d 34 d0 lea (%eax,%edx,8),%esi 8c2: 39 ce cmp %ecx,%esi 8c4: 74 1b je 8e1 <free+0x63> p->s.size += bp->s.size; p->s.ptr = bp->s.ptr; } else p->s.ptr = bp; 8c6: 89 08 mov %ecx,(%eax) freep = p; 8c8: a3 00 10 00 00 mov %eax,0x1000 } 8cd: 5b pop %ebx 8ce: 5e pop %esi 8cf: 5f pop %edi 8d0: 5d pop %ebp 8d1: c3 ret bp->s.size += p->s.ptr->s.size; 8d2: 03 72 04 add 0x4(%edx),%esi 8d5: 89 73 fc mov %esi,-0x4(%ebx) bp->s.ptr = p->s.ptr->s.ptr; 8d8: 8b 10 mov (%eax),%edx 8da: 8b 12 mov (%edx),%edx 8dc: 89 53 f8 mov %edx,-0x8(%ebx) 8df: eb db jmp 8bc <free+0x3e> p->s.size += bp->s.size; 8e1: 03 53 fc add -0x4(%ebx),%edx 8e4: 89 50 04 mov %edx,0x4(%eax) p->s.ptr = bp->s.ptr; 8e7: 8b 53 f8 mov -0x8(%ebx),%edx 8ea: 89 10 mov %edx,(%eax) 8ec: eb da jmp 8c8 <free+0x4a> 000008ee <morecore>: static Header* morecore(uint nu) { 8ee: 55 push %ebp 8ef: 89 e5 mov %esp,%ebp 8f1: 53 push %ebx 8f2: 83 ec 04 sub $0x4,%esp 8f5: 89 c3 mov %eax,%ebx char *p; Header *hp; if(nu < 4096) 8f7: 3d ff 0f 00 00 cmp $0xfff,%eax 8fc: 77 05 ja 903 <morecore+0x15> nu = 4096; 8fe: bb 00 10 00 00 mov $0x1000,%ebx p = sbrk(nu * sizeof(Header)); 903: 8d 04 dd 00 00 00 00 lea 0x0(,%ebx,8),%eax 90a: 83 ec 0c sub $0xc,%esp 90d: 50 push %eax 90e: e8 20 fd ff ff call 633 <sbrk> if(p == (char*)-1) 913: 83 c4 10 add $0x10,%esp 916: 83 f8 ff cmp $0xffffffff,%eax 919: 74 1c je 937 <morecore+0x49> return 0; hp = (Header*)p; hp->s.size = nu; 91b: 89 58 04 mov %ebx,0x4(%eax) free((void*)(hp + 1)); 91e: 83 c0 08 add $0x8,%eax 921: 83 ec 0c sub $0xc,%esp 924: 50 push %eax 925: e8 54 ff ff ff call 87e <free> return freep; 92a: a1 00 10 00 00 mov 0x1000,%eax 92f: 83 c4 10 add $0x10,%esp } 932: 8b 5d fc mov -0x4(%ebp),%ebx 935: c9 leave 936: c3 ret return 0; 937: b8 00 00 00 00 mov $0x0,%eax 93c: eb f4 jmp 932 <morecore+0x44> 0000093e <malloc>: void* malloc(uint nbytes) { 93e: 55 push %ebp 93f: 89 e5 mov %esp,%ebp 941: 53 push %ebx 942: 83 ec 04 sub $0x4,%esp Header *p, *prevp; uint nunits; nunits = (nbytes + sizeof(Header) - 1)/sizeof(Header) + 1; 945: 8b 45 08 mov 0x8(%ebp),%eax 948: 8d 58 07 lea 0x7(%eax),%ebx 94b: c1 eb 03 shr $0x3,%ebx 94e: 83 c3 01 add $0x1,%ebx if((prevp = freep) == 0){ 951: 8b 0d 00 10 00 00 mov 0x1000,%ecx 957: 85 c9 test %ecx,%ecx 959: 74 04 je 95f <malloc+0x21> base.s.ptr = freep = prevp = &base; base.s.size = 0; } for(p = prevp->s.ptr; ; prevp = p, p = p->s.ptr){ 95b: 8b 01 mov (%ecx),%eax 95d: eb 4d jmp 9ac <malloc+0x6e> base.s.ptr = freep = prevp = &base; 95f: c7 05 00 10 00 00 04 movl $0x1004,0x1000 966: 10 00 00 969: c7 05 04 10 00 00 04 movl $0x1004,0x1004 970: 10 00 00 base.s.size = 0; 973: c7 05 08 10 00 00 00 movl $0x0,0x1008 97a: 00 00 00 base.s.ptr = freep = prevp = &base; 97d: b9 04 10 00 00 mov $0x1004,%ecx 982: eb d7 jmp 95b <malloc+0x1d> if(p->s.size >= nunits){ if(p->s.size == nunits) 984: 39 da cmp %ebx,%edx 986: 74 1a je 9a2 <malloc+0x64> prevp->s.ptr = p->s.ptr; else { p->s.size -= nunits; 988: 29 da sub %ebx,%edx 98a: 89 50 04 mov %edx,0x4(%eax) p += p->s.size; 98d: 8d 04 d0 lea (%eax,%edx,8),%eax p->s.size = nunits; 990: 89 58 04 mov %ebx,0x4(%eax) } freep = prevp; 993: 89 0d 00 10 00 00 mov %ecx,0x1000 return (void*)(p + 1); 999: 83 c0 08 add $0x8,%eax } if(p == freep) if((p = morecore(nunits)) == 0) return 0; } } 99c: 83 c4 04 add $0x4,%esp 99f: 5b pop %ebx 9a0: 5d pop %ebp 9a1: c3 ret prevp->s.ptr = p->s.ptr; 9a2: 8b 10 mov (%eax),%edx 9a4: 89 11 mov %edx,(%ecx) 9a6: eb eb jmp 993 <malloc+0x55> for(p = prevp->s.ptr; ; prevp = p, p = p->s.ptr){ 9a8: 89 c1 mov %eax,%ecx 9aa: 8b 00 mov (%eax),%eax if(p->s.size >= nunits){ 9ac: 8b 50 04 mov 0x4(%eax),%edx 9af: 39 da cmp %ebx,%edx 9b1: 73 d1 jae 984 <malloc+0x46> if(p == freep) 9b3: 39 05 00 10 00 00 cmp %eax,0x1000 9b9: 75 ed jne 9a8 <malloc+0x6a> if((p = morecore(nunits)) == 0) 9bb: 89 d8 mov %ebx,%eax 9bd: e8 2c ff ff ff call 8ee <morecore> 9c2: 85 c0 test %eax,%eax 9c4: 75 e2 jne 9a8 <malloc+0x6a> return 0; 9c6: b8 00 00 00 00 mov $0x0,%eax 9cb: eb cf jmp 99c <malloc+0x5e>
libsrc/_DEVELOPMENT/font/fzx/c/sccz80/fzx_string_extent_callee.asm
jpoikela/z88dk
640
23134
; uint16_t fzx_string_extent(struct fzx_font *ff, char *s) SECTION code_font SECTION code_font_fzx PUBLIC fzx_string_extent_callee EXTERN asm_fzx_string_extent fzx_string_extent_callee: pop hl pop de ex (sp),hl jp asm_fzx_string_extent
support/MinGW/lib/gcc/mingw32/9.2.0/adainclude/s-veboop.adb
orb-zhuchen/Orb
0
26266
<reponame>orb-zhuchen/Orb ------------------------------------------------------------------------------ -- -- -- GNAT RUN-TIME LIBRARY (GNARL) COMPONENTS -- -- -- -- S Y S T E M . V E C T O R S . B O O L E A N _ O P E R A T I O N S -- -- -- -- B o d y -- -- -- -- Copyright (C) 2002-2019, Free Software Foundation, Inc. -- -- -- -- GNAT is free software; you can redistribute it and/or modify it under -- -- terms of the GNU General Public License as published by the Free Soft- -- -- ware Foundation; either version 3, or (at your option) any later ver- -- -- sion. GNAT is distributed in the hope that it will be useful, but WITH- -- -- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY -- -- or FITNESS FOR A PARTICULAR PURPOSE. -- -- -- -- As a special exception under Section 7 of GPL version 3, you are granted -- -- additional permissions described in the GCC Runtime Library Exception, -- -- version 3.1, as published by the Free Software Foundation. -- -- -- -- You should have received a copy of the GNU General Public License and -- -- a copy of the GCC Runtime Library Exception along with this program; -- -- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see -- -- <http://www.gnu.org/licenses/>. -- -- -- -- GNAT was originally developed by the GNAT team at New York University. -- -- Extensive contributions were provided by Ada Core Technologies Inc. -- -- -- ------------------------------------------------------------------------------ package body System.Vectors.Boolean_Operations is SU : constant := Storage_Unit; -- Convenient short hand, used throughout -- The coding of this unit depends on the fact that the Component_Size -- of a normally declared array of Boolean is equal to Storage_Unit. We -- can't use the Component_Size directly since it is non-static. The -- following declaration checks that this declaration is correct type Boolean_Array is array (Integer range <>) of Boolean; pragma Compile_Time_Error (Boolean_Array'Component_Size /= SU, "run time compile failure"); -- NOTE: The boolean literals must be qualified here to avoid visibility -- anomalies when this package is compiled through Rtsfind, in a context -- that includes a user-defined type derived from boolean. True_Val : constant Vector := Standard.True'Enum_Rep + Standard.True'Enum_Rep * 2**SU + Standard.True'Enum_Rep * 2**(SU * 2) + Standard.True'Enum_Rep * 2**(SU * 3) + Standard.True'Enum_Rep * 2**(SU * 4) + Standard.True'Enum_Rep * 2**(SU * 5) + Standard.True'Enum_Rep * 2**(SU * 6) + Standard.True'Enum_Rep * 2**(SU * 7); -- This constant represents the bits to be flipped to perform a logical -- "not" on a vector of booleans, independent of the actual -- representation of True. -- The representations of (False, True) are assumed to be zero/one and -- the maximum number of unpacked booleans per Vector is assumed to be 8. pragma Assert (Standard.False'Enum_Rep = 0); pragma Assert (Standard.True'Enum_Rep = 1); pragma Assert (Vector'Size / Storage_Unit <= 8); -- The reason we need to do these gymnastics is that no call to -- Unchecked_Conversion can be made at the library level since this -- unit is pure. Also a conversion from the array type to the Vector type -- inside the body of "not" is inefficient because of alignment issues. ----------- -- "not" -- ----------- function "not" (Item : Vectors.Vector) return Vectors.Vector is begin return Item xor True_Val; end "not"; ---------- -- Nand -- ---------- function Nand (Left, Right : Boolean) return Boolean is begin return not (Left and Right); end Nand; function Nand (Left, Right : Vectors.Vector) return Vectors.Vector is begin return not (Left and Right); end Nand; --------- -- Nor -- --------- function Nor (Left, Right : Boolean) return Boolean is begin return not (Left or Right); end Nor; function Nor (Left, Right : Vectors.Vector) return Vectors.Vector is begin return not (Left or Right); end Nor; ---------- -- Nxor -- ---------- function Nxor (Left, Right : Boolean) return Boolean is begin return not (Left xor Right); end Nxor; function Nxor (Left, Right : Vectors.Vector) return Vectors.Vector is begin return not (Left xor Right); end Nxor; end System.Vectors.Boolean_Operations;
alloy4fun_models/trashltl/models/5/DWfZP8MSZNoFrbMBb.als
Kaixi26/org.alloytools.alloy
0
2144
open main pred idDWfZP8MSZNoFrbMBb_prop6 { all f : Trash | always f in Trash } pred __repair { idDWfZP8MSZNoFrbMBb_prop6 } check __repair { idDWfZP8MSZNoFrbMBb_prop6 <=> prop6o }
libsrc/_DEVELOPMENT/arch/sms/SMSlib/z80/asm_SMSlib_isr_mdpad.asm
jpoikela/z88dk
640
90608
<gh_stars>100-1000 ; ************************************************** ; SMSlib - C programming library for the SMS/GG ; ( part of devkitSMS - github.com/sverx/devkitSMS ) ; ************************************************** INCLUDE "SMSlib_private.inc" SECTION code_clib SECTION code_SMSlib PUBLIC asm_SMSlib_isr_mdpad EXTERN l_jphl EXTERN __SMSlib_VDPFlags, __SMSlib_VDPBlank EXTERN __SMSlib_theLineInterruptHandler EXTERN __SMSlib_PreviousKeysStatus, __SMSlib_KeysStatus EXTERN __SMSlib_PreviousMDKeysStatus, __SMSlib_MDKeysStatus asm_SMSlib_isr_mdpad: push af push hl in a,(VDPStatusPort) ; acknowledge VDP interrupt ld (__SMSlib_VDPFlags),a rlca jr nc, line_interrupt frame_interrupt: ld hl,__SMSlib_VDPBlank ld (hl),1 ld hl,(__SMSlib_KeysStatus) ld (__SMSlib_PreviousKeysStatus),hl ld hl,(__SMSlib_MDKeysStatus) ld (__SMSlib_PreviousMDKeysStatus),hl ld a,TH_HI out (IOPortCtrl),a in a,(IOPortL) cpl ld l,a in a,(IOPortH) cpl ld h,a ld (__SMSlib_KeysStatus),hl ld a,TH_LO out (IOPortCtrl),a in a,(IOPortL) ld h,0 ld l,a ; hl = MDKeysStatus and 0x0c jr z, read ld l,h jr set_MDKeysStatus read: ld a,l cpl and 0x30 ld l,a ld a,TH_HI out (IOPortCtrl),a ld a,TH_LO out (IOPortCtrl),a in a,(IOPortL) and 0x0f jr nz, set_MDKeysStatus ld a,TH_HI out (IOPortCtrl),a in a,(IOPortL) cpl and 0x0f or l ld l,a ld a,TH_LO out (IOPortCtrl),a set_MDKeysStatus: ld (__SMSlib_MDKeysStatus),hl jr exit line_interrupt: push bc push de push ix push iy ld hl,(__SMSlib_theLineInterruptHandler) call l_jphl pop iy pop ix pop de pop bc exit: pop hl pop af ei reti
gcc-gcc-7_3_0-release/gcc/testsuite/ada/acats/tests/a/ac3106a.ada
best08618/asylo
7
17654
<filename>gcc-gcc-7_3_0-release/gcc/testsuite/ada/acats/tests/a/ac3106a.ada<gh_stars>1-10 -- AC3106A.ADA -- Grant of Unlimited Rights -- -- Under contracts F33600-87-D-0337, F33600-84-D-0280, MDA903-79-C-0687, -- F08630-91-C-0015, and DCA100-97-D-0025, the U.S. Government obtained -- unlimited rights in the software and documentation contained herein. -- Unlimited rights are defined in DFAR 252.227-7013(a)(19). By making -- this public release, the Government intends to confer upon all -- recipients unlimited rights equal to those held by the Government. -- These rights include rights to use, duplicate, release or disclose the -- released technical data and computer software in whole or in part, in -- any manner and for any purpose whatsoever, and to have or permit others -- to do so. -- -- DISCLAIMER -- -- ALL MATERIALS OR INFORMATION HEREIN RELEASED, MADE AVAILABLE OR -- DISCLOSED ARE AS IS. THE GOVERNMENT MAKES NO EXPRESS OR IMPLIED -- WARRANTY AS TO ANY MATTER WHATSOEVER, INCLUDING THE CONDITIONS OF THE -- SOFTWARE, DOCUMENTATION OR OTHER INFORMATION RELEASED, MADE AVAILABLE -- OR DISCLOSED, OR THE OWNERSHIP, MERCHANTABILITY, OR FITNESS FOR A -- PARTICULAR PURPOSE OF SAID MATERIAL. --* -- OBJECTIVE: -- CHECK THAT AN ACTUAL GENERIC IN OUT PARAMETER CAN BE: -- A) ANY SUBCOMPONENT THAT DOES NOT DEPEND ON A DISCRIMINANT, -- EVEN IF THE ENCLOSING VARIABLE IS UNCONSTRAINED; -- B) ANY SUBCOMPONENT OF AN UNCONSTAINED VARIABLE OF A -- RECORD TYPE IF THE DISCRIMINANTS OF THE -- VARIABLE DO NOT HAVE DEFAULTS AND THE VARIABLE IS NOT -- A GENERIC FORMAL IN OUT PARAMETER; -- C) ANY COMPONENT OF AN OBJECT DESIGNATED BY AN ACCESS -- VALUE. -- HISTORY: -- RJW 11/07/88 CREATED ORIGINAL TEST. WITH REPORT; USE REPORT; PROCEDURE AC3106A IS SUBTYPE INT IS INTEGER RANGE 0 .. 10; TYPE REC (D : INT := 0) IS RECORD A : INTEGER := 5; CASE D IS WHEN OTHERS => V : INTEGER := 5; END CASE; END RECORD; TYPE AR_REC IS ARRAY (1 .. 10) OF REC; TYPE R_REC IS RECORD E : REC; END RECORD; TYPE A_STRING IS ACCESS STRING; TYPE A_REC IS ACCESS REC; TYPE A_AR_REC IS ACCESS AR_REC; TYPE A_R_REC IS ACCESS R_REC; TYPE DIS (L : INT := 1) IS RECORD S : STRING (1 .. L) := "A"; R : REC (L); AS : A_STRING (1 .. L) := NEW STRING (1 .. L); AR : A_REC (L) := NEW REC (1); RC : REC (3); ARU : A_REC := NEW REC; V_AR : AR_REC; V_R : R_REC; AC_AR : A_AR_REC := NEW AR_REC; AC_R : A_R_REC := NEW R_REC; END RECORD; TYPE A_DIS IS ACCESS DIS; AD : A_DIS := NEW DIS; TYPE DIS2 (L : INT) IS RECORD S : STRING (1 .. L); R : REC (L); AS : A_STRING (1 .. L); AR : A_REC (L); END RECORD; X : DIS; SUBTYPE REC3 IS REC (3); GENERIC GREC3 : IN OUT REC3; PACKAGE PREC3 IS END PREC3; SUBTYPE REC0 IS REC (0); GENERIC GREC0 : IN OUT REC0; PACKAGE PREC0 IS END PREC0; GENERIC GINT : IN OUT INTEGER; PACKAGE PINT IS END PINT; GENERIC GA_REC : IN OUT A_REC; PACKAGE PA_REC IS END PA_REC; GENERIC GAR_REC : IN OUT AR_REC; PACKAGE PAR_REC IS END PAR_REC; GENERIC GR_REC : IN OUT R_REC; PACKAGE PR_REC IS END PR_REC; GENERIC GA_AR_REC : IN OUT A_AR_REC; PACKAGE PA_AR_REC IS END PA_AR_REC; GENERIC GA_R_REC : IN OUT A_R_REC; PACKAGE PA_R_REC IS END PA_R_REC; TYPE BUFFER (SIZE : INT) IS RECORD POS : NATURAL := 0; VAL : STRING (1 .. SIZE); END RECORD; SUBTYPE BUFF_5 IS BUFFER (5); GENERIC Y : IN OUT CHARACTER; PACKAGE P_CHAR IS END P_CHAR; SUBTYPE STRING5 IS STRING (1 .. 5); GENERIC GSTRING : STRING5; PACKAGE P_STRING IS END P_STRING; GENERIC GA_STRING : A_STRING; PACKAGE P_A_STRING IS END P_A_STRING; GENERIC X : IN OUT BUFF_5; PACKAGE P_BUFF IS RX : BUFF_5 RENAMES X; END P_BUFF; Z : BUFFER (1) := (SIZE => 1, POS =>82, VAL =>"R"); BEGIN TEST ("AC3106A", "CHECK THE PERMITTED FORMS OF AN ACTUAL " & "GENERIC IN OUT PARAMETER"); DECLARE -- A) PACKAGE NPINT3 IS NEW PINT (X.RC.A); PACKAGE NPINT4 IS NEW PINT (X.RC.V); PACKAGE NPREC3 IS NEW PREC3 (X.RC); PACKAGE NPA_REC IS NEW PA_REC (X.ARU); PACKAGE NPINT5 IS NEW PINT (X.ARU.A); PACKAGE NPINT6 IS NEW PINT (X.ARU.V); PACKAGE NPAR_REC IS NEW PAR_REC (X.V_AR); PACKAGE NPREC01 IS NEW PREC0 (X.V_AR (1)); PACKAGE NPR_REC IS NEW PR_REC (X.V_R); PACKAGE NPREC02 IS NEW PREC0 (X.V_R.E); PACKAGE NPINT7 IS NEW PINT (X.V_R.E.A); PACKAGE NP_BUFF IS NEW P_BUFF (Z); USE NP_BUFF; PACKAGE NP_CHAR3 IS NEW P_CHAR (RX.VAL (1)); PROCEDURE PROC (X : IN OUT BUFFER) IS PACKAGE NP_CHAR4 IS NEW P_CHAR (X.VAL (1)); BEGIN NULL; END; BEGIN NULL; END; -- A) DECLARE -- B) PROCEDURE PROC (Y : IN OUT DIS2) IS PACKAGE NP_STRING IS NEW P_STRING (Y.S); PACKAGE NP_CHAR IS NEW P_CHAR (Y.S (1)); PACKAGE NP_A_STRING IS NEW P_A_STRING (Y.AS); PACKAGE NP_CHAR2 IS NEW P_CHAR (Y.AS (1)); PACKAGE NPINT3 IS NEW PINT (Y.R.A); PACKAGE NPINT4 IS NEW PINT (Y.R.V); PACKAGE NPREC3 IS NEW PREC3 (Y.R); PACKAGE NPA_REC IS NEW PA_REC (Y.AR); PACKAGE NPINT5 IS NEW PINT (Y.AR.A); PACKAGE NPINT6 IS NEW PINT (Y.AR.V); BEGIN NULL; END; BEGIN NULL; END; -- B) DECLARE -- C) PACKAGE NP_CHAR IS NEW P_CHAR (AD.S (1)); PACKAGE NP_A_STRING IS NEW P_A_STRING (AD.AS); PACKAGE NP_CHAR2 IS NEW P_CHAR (AD.AS (1)); PACKAGE NPINT3 IS NEW PINT (AD.R.A); PACKAGE NPINT4 IS NEW PINT (AD.R.V); PACKAGE NPREC3 IS NEW PREC3 (AD.R); PACKAGE NPA_REC IS NEW PA_REC (AD.AR); PACKAGE NPINT5 IS NEW PINT (AD.AR.A); PACKAGE NPINT6 IS NEW PINT (AD.AR.V); BEGIN NULL; END; -- C) RESULT; END AC3106A;
src/Ellumination.Protobuf.Antlr/Proto.g4
mwpowellhtx/Ellumination.Protobuf
0
6354
<filename>src/Ellumination.Protobuf.Antlr/Proto.g4 // http://github.com/tunnelvisionlabs/antlr4cs // http://github.com/antlr/antlr4/blob/master/doc/csharp-target.md#how-do-i-create-and-run-a-custom-listener // http://developers.google.com/protocol-buffers/docs/reference/proto2-spec // http://github.com/antlr/antlr4/blob/master/doc/lexer-rules.md // http://github.com/antlr/antlr4/blob/master/doc/parser-rules.md // http://community.esri.com/thread/182866-mismatch-between-the-processor-architecture-of-the-project-being-built-msil-and-the-processor-architecture-of-the-reference-oracledataaccess // http://stackoverflow.com/questions/47752764/there-was-a-mismatch-between-the-processor-architecture-of-the-project-being-bui // http://stackoverflow.com/questions/10113532/how-do-i-fix-the-visual-studio-compile-error-mismatch-between-processor-archit // http://stackoverflow.com/questions/39958165/antlr4-how-can-i-match-end-of-lines-inside-multiline-comments // http://stackoverflow.com/questions/12898052/antlr-how-to-skip-multiline-comments // This grammar supports a subset of the Protocol Buffers Version 2. We support up to but not // including the Service declaration, RPC, or Streams. This is the extent of the support we // require for what we are trying to accomplish with this project. If additional elements, code // generation, etc, are required, we will gladly consider Pull Requests for said functionality // aligned with our licensing model. /* http://developers.google.com/protocol-buffers/docs/reference/proto2-spec http://developers.google.com/protocol-buffers/docs/proto | alternation () grouping [] option (zero or one time) {} repetition (any number of times) */ grammar Proto; // LEXER RULES ////////////////////////////////////////////////////////////////////////// ENUM: 'enum'; EXTEND: 'extend'; EXTENSIONS: 'extensions'; GROUP: 'group'; IMPORT: 'import'; OPTION: 'option'; MAP: 'map'; MESSAGE: 'message'; ONEOF: 'oneof'; PACKAGE: 'package'; RESERVED: 'reserved'; SYNTAX: 'syntax'; //RPC: 'rpc'; //SERVICE: 'service'; //RETURNS: 'returns'; //STREAM: 'stream'; MAX: 'max'; OPTIONAL: 'optional'; PUBLIC: 'public'; REPEATED: 'repeated'; REQUIRED: 'required'; TO: 'to'; WEAK: 'weak'; BOOL: 'bool'; BYTES: 'bytes'; DOUBLE: 'double'; FIXED32: 'fixed32'; FIXED64: 'fixed64'; FLOAT: 'float'; INT32: 'int32'; INT64: 'int64'; SFIXED32: 'sfixed32'; SFIXED64: 'sfixed64'; SINT32: 'sint32'; SINT64: 'sint64'; STRING: 'string'; UINT32: 'uint32'; UINT64: 'uint64'; FALSE_LIT: 'false'; INF: 'inf'; NAN: 'nan'; //PROTO2: 'proto2'; TRUE_LIT: 'true'; MULTI_LINE_COMMENT: LML .*? RML -> channel(HIDDEN); SINGLE_LINE_COMMENT: SL ~[\r\n]* -> channel(HIDDEN); // Whitespace. WS: ( SP | HT | VT )+ -> channel(HIDDEN); // NEWLINE : '\r'? '\n' { {System.out.println("Newlines so far: " + (++counter)); } }; NL: CR? LF -> channel(HIDDEN); // Define some punctuation lexer rules. QUOT: QUOT_MARK; TICK: TICK_MARK; // Open, or Left, such and such. LANGLE: '<'; LCURLY: '{'; LPAREN: '('; LSQUARE: '['; // Close, or Right, such and such. RANGLE: '>'; RCURLY: '}'; RPAREN: ')'; RSQUARE: ']'; COMMA: ','; EOS: ';'; EQU: '='; DOT: PERIOD; SIGN: SIGNAGE; /* decimalLit = ( "1" ... "9" ) { decimalDigit } octalLit = "0" { octalDigit } hexLit = "0" ( "x" | "X" ) hexDigit { hexDigit } */ DEC_LIT: ZED | DEC_DIG_19 DEC_DIG*; HEX_LIT: ZED X HEX_DIG+; OCT_LIT: ZED OCT_DIG*; /* // Lexer is the way to go with this rule. // It is better for us to capture the Infinity and Not-a-Number cases separately // as "first-class" Parser Rules, not that Lexer Rules are not ("first-class"). floatLit = "inf" | "nan" | ( decimals "." [ decimals ] [ exponent ] | decimals exponent | "." decimals [ exponent ] ) // We will just use the ANTLR4 operators here, not worth a definition for any multiples. decimals = decimalDigit { decimalDigit } */ FLOAT_LIT: DEC_DIG+ PERIOD DEC_DIG* EXPONENT? | DEC_DIG+ EXPONENT | PERIOD DEC_DIG+ EXPONENT? ; /* // Supports both cases: ident = letter { letter | decimalDigit | "_" } groupName = capitalLetter { letter | decimalDigit | "_" } // Group Name requires validation during the Listener AST synthesis phase. */ IDENT: LET ( LET | DEC_DIG | UNDERSCORE )*; STR_LIT: QUOT_STR_LIT | TICK_STR_LIT; // Required in order to not silently drop unexpected characters. ERROR_CHAR: . -> channel(HIDDEN); // Open and close, or Left and Right, Multi-Line comment. fragment LML: '/*'; fragment RML: '*/'; // Single-Line comment. fragment SL: '//'; // Carriage Return, Line Feed. fragment CR: '\r'; fragment LF: '\n'; // Space. fragment SP: ' '; // Tab, or Horizontal Tab. fragment HT: '\t'; // Form Feed, or Vertical Tab. fragment VT: '\f'; // decimalDigit = "0" ... "9" // octalDigit = "0" ... "7" // hexDigit = "0" ... "9" | "A" ... "F" | "a" ... "f" fragment DEC_DIG: [0-9]; fragment DEC_DIG_19: [1-9]; fragment OCT_DIG: [0-7]; fragment OCT_DIG_03: [0-3]; fragment HEX_DIG: [0-9a-zA-Z]; fragment SIGNAGE: [+-]; fragment EXP: [Ee]; // exponent = ( "e" | "E" ) [ "+" | "-" ] decimals fragment EXPONENT: EXP SIGNAGE? DEC_DIG+; fragment PERIOD: '.'; // letter = "A" ... "Z" | "a" ... "z" fragment LET: [a-zA-Z]; fragment UNDERSCORE: '_'; // capitalLetter = "A" ... "Z" fragment CAP_LET: [A-Z]; fragment ZED: [0]; fragment X: [Xx]; fragment ESC_START: '\\'; fragment ESC_SEQ: ESC_START ( 'a' | 'v' | 'b' | 't' | 'n' | 'f' | 'r' | '?' | '"' | '\'' | '\\' ) | HEX_ESC //| UNICODE_ESC | OCT_ESC ; //// TODO: TBD: is this really Unicode? //fragment UNICODE_ESC: '\\' 'u' HEX_DIG HEX_DIG HEX_DIG HEX_DIG; fragment HEX_ESC: ESC_START X HEX_DIG HEX_DIG | ESC_START X HEX_DIG ; fragment OCT_ESC: ESC_START OCT_DIG_03 OCT_DIG OCT_DIG | ESC_START OCT_DIG OCT_DIG | ESC_START OCT_DIG ; fragment QUOT_MARK: '"'; fragment TICK_MARK: '\''; /* strLit = ( "'" { charValue } "'" ) | ( '"' { charValue } '"' ) charValue = hexEscape | octEscape | charEscape | /[^\0\n\\]/ hexEscape = '\' ( "x" | "X" ) hexDigit hexDigit octEscape = '\' octalDigit octalDigit octalDigit charEscape = '\' ( "a" | "b" | "f" | "n" | "r" | "t" | "v" | '\' | "'" | '"' ) quote = "'" | '"' */ fragment QUOT_STR_LIT: QUOT_MARK ( ESC_SEQ | ~[\\"\r\n] )* QUOT_MARK; fragment TICK_STR_LIT: TICK_MARK ( ESC_SEQ | ~[\\\'\r\n] )* TICK_MARK; // PARSER RULES ///////////////////////////////////////////////////////////////////////// // See Lexer Rule comments. Listeners must perform the required Capital Letter validation. protoDecl: syntaxDecl ( importDecl | packageDecl | optionDecl | topLevelDef | emptyDecl )* EOF ; // Not supporting Service for this purpose. topLevelDef: messageDecl | enumDecl | extendDecl /*| serviceDecl*/ ; /* fullIdent = ident { "." ident } messageName = ident enumName = ident fieldName = ident oneofName = ident mapName = ident serviceName = ident rpcName = ident streamName = ident messageType = [ "." ] { ident "." } messageName enumType = [ "." ] { ident "." } enumName groupName = capitalLetter { letter | decimalDigit | "_" } */ // See Lexer Rule comments. // FullIdent needs a first class AST in order to tell the difference between that and a string literal. ident: IDENT; fullIdent: ident ( DOT ident )*; // optionName = ( ident | "(" fullIdent ")" ) { "." ident } groupedOptionNamePrefix: LPAREN fullIdent RPAREN; singleOptionNamePrefix: ident; optionNamePrefix: groupedOptionNamePrefix | singleOptionNamePrefix; optionNameSuffix: ( DOT ident )*; optionName: optionNamePrefix optionNameSuffix; // boolLit = "true" | "false" booleanFalse: FALSE_LIT; booleanTrue: TRUE_LIT; booleanLit: booleanFalse | booleanTrue; // Helps to isolate the issue for the general-purpose <fullident/>. fullIdentLit: fullIdent; // Technically the spec does not differentiate + from - Infinity, but we can here. inf: INF; nan: NAN; numericFloatLit: FLOAT_LIT; floatLit: inf | nan | numericFloatLit; // Signage does not apply until the Constant Phrase. signedFloatLit: sign? floatLit; // intLit = decimalLit | octalLit | hexLit hexLit: HEX_LIT; octLit: OCT_LIT; decLit: DEC_LIT; // Order still matters! intLit: hexLit | octLit | decLit; // Signage does not apply until the Constant Phrase. sign: SIGN; signedIntLit: sign? intLit; // This is probably sufficient. We may need to comprehend whether the enclosing bits were QUOT ('"') or TICK ("'"). strLit: STR_LIT; // constant = boolLit | fullIdent | ( [ "-" | "+" ] intLit ) | ( [ "-" | "+" ] floatLit ) | strLit constant: booleanLit | fullIdentLit | signedFloatLit | signedIntLit | strLit; /* syntax = "syntax" "=" quote "proto2" quote ";" // Instead of defining a lexer keyword, let it fall through the String Literal definition. // Then we handle the issue as a matter of Listener interpretation. The only down side of // doing it this way is that casual users of the grammar apart from the Listener itself // need to do some leg work in order validate. */ syntaxDecl: SYNTAX EQU strLit EOS; // import = "import" [ "weak" | "public" ] strLit ";" importDecl: IMPORT importModifier? strLit EOS; importModifier: WEAK | PUBLIC; // emptyStatement = ";" emptyDecl: EOS; // package = "package" fullIdent ";" packageDecl: PACKAGE fullIdent EOS; /* option = "option" optionName "=" constant ";" optionName = ( ident | "(" fullIdent ")" ) { "." ident } */ optionDecl: OPTION optionName EQU constant EOS; /* message = "message" messageName messageBody messageBody = "{" { field | enum | message | extend | extensions | group | option | oneof | mapField | reserved | emptyStatement } "}" */ messageDecl: MESSAGE ident messageBody; messageBody : LCURLY ( fieldDecl | enumDecl | messageDecl | extendDecl | extensionsDecl | groupDecl | optionDecl | oneOfDecl | mapFieldDecl | reservedDecl | emptyDecl )* RCURLY ; /* label = "required" | "optional" | "repeated" type = "double" | "float" | "int32" | "int64" | "uint32" | "uint64" | "sint32" | "sint64" | "fixed32" | "fixed64" | "sfixed32" | "sfixed64" | "bool" | "string" | "bytes" | messageType | enumType */ label: REQUIRED | OPTIONAL | REPEATED ; /* // Should resolve to ProtoType, literally. Type Keywords: // https://developers.google.com/protocol-buffers/docs/proto#scalar // https://developers.google.com/protocol-buffers/docs/proto3#scalar */ protoType: DOUBLE | FLOAT | INT32 | INT64 | UINT32 | UINT64 | SINT32 | SINT64 | FIXED32 | FIXED64 | SFIXED32 | SFIXED64 | BOOL | STRING | BYTES ; /* Cannot determine on the first pass whether this is MESSAGE_TYPE or ENUM_TYPE. This suffers the same context-agnostic issue as with the Boost.Spirir.Qi baesd approach. There is really no way around this on the first pass. */ elementTypeGlobalScope: DOT; /* // Technically, the specification is ambiguous, with the "intent" here: messageType = [ "." ] { ident "." } messageName enumType = [ "." ] { ident "." } enumName // However, the ambiguity is that the Parser itself cannot know whether "ident" should be MessageDecl or EnumDecl. */ elementType: elementTypeGlobalScope? ( ident DOT )* ident; // Should resolve to a Variant type. type: protoType | elementType; // fieldNumber = intLit fieldNumber: intLit; /* field = label type fieldName "=" fieldNumber [ "[" fieldOptions "]" ] ";" fieldNumber = intLit fieldOptions = fieldOption { "," fieldOption } fieldOption = optionName "=" constant */ fieldDecl: label type ident EQU fieldNumber fieldOptions? EOS; fieldOptions: LSQUARE fieldOption ( COMMA fieldOption )* RSQUARE; fieldOption: optionName EQU constant; /* enum = "enum" enumName enumBody enumBody = "{" { option | enumField | emptyStatement } "}" // While we associate an "integer" with the enumField... Rather we want an Ordinal. enumField = ident "=" intLit [ "[" enumValueOption { "," enumValueOption } "]" ]";" // ^^^^^^ enumValueOption = optionName "=" constant */ enumFieldOrdinal: intLit; enumDecl: ENUM ident enumBody; enumBody: LCURLY ( optionDecl | enumFieldDecl | emptyDecl )* RCURLY; // Or FieldNumber, but IntLit works just fine here. enumFieldDecl: ident EQU enumFieldOrdinal ( LSQUARE enumValueOptions RSQUARE )? EOS; enumValueOptions: enumValueOption ( COMMA enumValueOption )*; enumValueOption: optionName EQU constant; // extend = "extend" messageType "{" {field | group | emptyStatement} "}" extendDecl: EXTEND elementType LCURLY ( fieldDecl | groupDecl | emptyDecl )* RCURLY; // group = label "group" groupName "=" fieldNumber messageBody groupName: IDENT; groupDecl: label GROUP groupName EQU fieldNumber messageBody; /* extensions = "extensions" ranges ";" ranges = range { "," range } */ extensionsDecl: EXTENSIONS rangesDecl EOS; rangesDecl: rangeDecl ( COMMA rangeDecl )*; // Overall: range = intLit [ "to" ( intLit | "max" ) ] rangeDecl: rangeMinimumLit rangeMaximum?; rangeMinimumLit: intLit; // RangeDescriptor.Maximum Phrase: "to" ( intLit | "max" ) rangeMaximum: TO ( rangeMaximumMax | rangeMaximumLit ); rangeMaximumMax: MAX; rangeMaximumLit: intLit; /* oneof = "oneof" oneofName "{" { oneofField | emptyStatement } "}" oneofField = type fieldName "=" fieldNumber [ "[" fieldOptions "]" ] ";" */ oneOfDecl: ONEOF ident LCURLY ( oneOfField | emptyDecl )* RCURLY; oneOfField: type ident EQU fieldNumber fieldOptions? EOS; /* mapField = "map" "<" keyType "," type ">" mapName "=" fieldNumber [ "[" fieldOptions "]" ] ";" keyType = "int32" | "int64" | "uint32" | "uint64" | "sint32" | "sint64" | "fixed32" | "fixed64" | "sfixed32" | "sfixed64" | "bool" | "string" */ mapFieldDecl: MAP LANGLE keyType COMMA type RANGLE ident EQU fieldNumber fieldOptions? EOS; keyType: INT32 | INT64 | UINT32 | UINT64 | SINT32 | SINT64 | FIXED32 | FIXED64 | SFIXED32 | SFIXED64 | BOOL | STRING ; /* reserved = "reserved" ( ranges | fieldNames ) ";" fieldNames = fieldName { "," fieldName } */ // We have to separate these two because we must know the kind of Reserved that it is. reservedDecl: ( fieldNamesReservedDecl | rangesReservedDecl ); rangesReservedDecl: RESERVED rangesDecl EOS; fieldNamesReservedDecl: RESERVED fieldNames EOS; // Turns out this needs to be a First Class Parser Rule after all. fieldNames: fieldName ( COMMA fieldName )*; fieldName: ident; //// TODO: TBD: will not support this for now, it really is not necessary given the Proto I am interested in. //// TODO: TBD: if I were to more fully support Service, etc, I would refactor some rules in order to better identify the given phrase. //// TODO: TBD: for instance, in the RPC rule, which messageType (or elementType) do you reduce to an AST, first or second? //// TODO: TBD: same for STREAM. //// service = "service" serviceName "{" { option | rpc | stream | emptyStatement } "}" //serviceDecl: // SERVICE ident LCURLY ( optionDecl | rpcDecl | streamDecl | emptyDecl )* RCURLY //; //// TODO: TBD: to be honest, I'm not sure why they don't simply support the empty body, yet have an end of statement alternative. //// rpc = "rpc" rpcName "(" [ "stream" ] messageType ")" "returns" "(" [ "stream" ] messageType ")" ( ( "{" { option | emptyStatement } "}" ) | ";" ) //rpcDecl: // RPC ident LPAREN STREAM? elementType RPAREN // RETURNS LPAREN STREAM? elementType RPAREN // ( ( LCURLY ( optionDecl | emptyDecl )* RCURLY ) | EOS ) //; //// TODO: TBD: similar question here as above... //// stream = "stream" streamName "(" messageType "," messageType ")" ( ( "{" { option | emptyStatement } "}") | ";" ) //streamDecl: // STREAM ident LPAREN elementType COMMA elementType RPAREN // ( ( LCURLY ( optionDecl | emptyDecl )* RCURLY ) | EOS ) //;
ioq3/build/release-js-js/missionpack/game/g_main.asm
RawTechnique/quake-port
1
94526
<reponame>RawTechnique/quake-port data align 4 LABELV gameCvarTable address g_cheats address $54 address $55 byte 4 0 byte 4 0 byte 4 0 skip 4 byte 4 0 address $56 address $57 byte 4 68 byte 4 0 byte 4 0 skip 4 byte 4 0 address $58 address $59 byte 4 64 byte 4 0 byte 4 0 skip 4 address g_restarted address $60 address $61 byte 4 64 byte 4 0 byte 4 0 skip 4 address g_gametype address $62 address $61 byte 4 38 byte 4 0 byte 4 0 skip 4 address g_maxclients address $63 address $64 byte 4 37 byte 4 0 byte 4 0 skip 4 address g_maxGameClients address $65 address $61 byte 4 37 byte 4 0 byte 4 0 skip 4 address g_dmflags address $66 address $61 byte 4 5 byte 4 0 byte 4 1 skip 4 address g_fraglimit address $67 address $68 byte 4 1029 byte 4 0 byte 4 1 skip 4 address g_timelimit address $69 address $61 byte 4 1029 byte 4 0 byte 4 1 skip 4 address g_capturelimit address $70 address $64 byte 4 1029 byte 4 0 byte 4 1 skip 4 address g_synchronousClients address $71 address $61 byte 4 8 byte 4 0 byte 4 0 skip 4 address g_friendlyFire address $72 address $61 byte 4 1 byte 4 0 byte 4 1 skip 4 address g_teamAutoJoin address $73 address $61 byte 4 1 skip 12 address g_teamForceBalance address $74 address $61 byte 4 1 skip 12 address g_warmup address $75 address $68 byte 4 1 byte 4 0 byte 4 1 skip 4 address g_doWarmup address $76 address $61 byte 4 1 byte 4 0 byte 4 1 skip 4 address g_logfile address $77 address $78 byte 4 1 byte 4 0 byte 4 0 skip 4 address g_logfileSync address $79 address $61 byte 4 1 byte 4 0 byte 4 0 skip 4 address g_password address $80 address $55 byte 4 2 byte 4 0 byte 4 0 skip 4 address g_banIPs address $81 address $55 byte 4 1 byte 4 0 byte 4 0 skip 4 address g_filterBan address $82 address $83 byte 4 1 byte 4 0 byte 4 0 skip 4 address g_needpass address $84 address $61 byte 4 68 byte 4 0 byte 4 0 skip 4 address g_dedicated address $85 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_speed address $86 address $87 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_gravity address $88 address $89 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_knockback address $90 address $91 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_quadfactor address $92 address $93 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_weaponRespawn address $94 address $95 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_weaponTeamRespawn address $96 address $97 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_forcerespawn address $98 address $68 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_inactivity address $99 address $61 byte 4 0 byte 4 0 byte 4 1 skip 4 address g_debugMove address $100 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_debugDamage address $101 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_debugAlloc address $102 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_motd address $103 address $55 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_blood address $104 address $83 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_podiumDist address $105 address $106 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_podiumDrop address $107 address $108 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_allowVote address $109 address $83 byte 4 1 byte 4 0 byte 4 0 skip 4 address g_listEntity address $110 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_obeliskHealth address $111 address $112 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_obeliskRegenPeriod address $113 address $83 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_obeliskRegenAmount address $114 address $115 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_obeliskRespawnDelay address $116 address $117 byte 4 4 byte 4 0 byte 4 0 skip 4 address g_cubeTimeout address $118 address $97 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_redteam address $119 address $120 byte 4 7 byte 4 0 byte 4 1 byte 4 1 address g_blueteam address $121 address $122 byte 4 7 byte 4 0 byte 4 1 byte 4 1 address g_singlePlayer address $123 address $55 byte 4 0 byte 4 0 byte 4 0 byte 4 0 address g_enableDust address $124 address $61 byte 4 4 byte 4 0 byte 4 1 byte 4 0 address g_enableBreath address $125 address $61 byte 4 4 byte 4 0 byte 4 1 byte 4 0 address g_proxMineTimeout address $126 address $127 byte 4 0 byte 4 0 byte 4 0 skip 4 address g_smoothClients address $128 address $83 byte 4 0 byte 4 0 byte 4 0 skip 4 address pmove_fixed address $129 address $61 byte 4 8 byte 4 0 byte 4 0 skip 4 address pmove_msec address $130 address $64 byte 4 8 byte 4 0 byte 4 0 skip 4 address g_rankings address $131 address $61 byte 4 0 byte 4 0 byte 4 0 skip 4 align 4 LABELV gameCvarTableSize byte 4 56 export vmMain code proc vmMain 16 12 ADDRLP4 0 ADDRFP4 0 INDIRI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 0 LTI4 $133 ADDRLP4 0 INDIRI4 CNSTI4 10 GTI4 $133 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 $146 ADDP4 INDIRP4 JUMPV lit align 4 LABELV $146 address $135 address $136 address $137 address $141 address $139 address $140 address $142 address $138 address $143 address $144 address $145 code LABELV $135 ADDRFP4 4 INDIRI4 ARGI4 ADDRFP4 8 INDIRI4 ARGI4 ADDRFP4 12 INDIRI4 ARGI4 ADDRGP4 G_InitGame CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $136 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 G_ShutdownGame CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $137 ADDRFP4 4 INDIRI4 ARGI4 ADDRFP4 8 INDIRI4 ARGI4 ADDRFP4 12 INDIRI4 ARGI4 ADDRLP4 4 ADDRGP4 ClientConnect CALLP4 ASGNP4 ADDRLP4 4 INDIRP4 CVPU4 4 CVUI4 4 RETI4 ADDRGP4 $132 JUMPV LABELV $138 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientThink CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $139 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientUserinfoChanged CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $140 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientDisconnect CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $141 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientBegin CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $142 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientCommand CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $143 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 G_RunFrame CALLV pop CNSTI4 0 RETI4 ADDRGP4 $132 JUMPV LABELV $144 ADDRLP4 8 ADDRGP4 ConsoleCommand CALLI4 ASGNI4 ADDRLP4 8 INDIRI4 RETI4 ADDRGP4 $132 JUMPV LABELV $145 ADDRFP4 4 INDIRI4 ARGI4 ADDRLP4 12 ADDRGP4 BotAIStartFrame CALLI4 ASGNI4 ADDRLP4 12 INDIRI4 RETI4 ADDRGP4 $132 JUMPV LABELV $133 CNSTI4 -1 RETI4 LABELV $132 endproc vmMain 16 12 export G_Printf proc G_Printf 1028 16 ADDRLP4 0 ADDRFP4 0+4 ASGNP4 ADDRLP4 4 ARGP4 CNSTU4 1024 ARGU4 ADDRFP4 0 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 qk_vsnprintf CALLI4 pop ADDRLP4 0 CNSTP4 0 ASGNP4 ADDRLP4 4 ARGP4 ADDRGP4 trap_Print CALLV pop LABELV $147 endproc G_Printf 1028 16 export G_Error proc G_Error 1028 16 ADDRLP4 0 ADDRFP4 0+4 ASGNP4 ADDRLP4 4 ARGP4 CNSTU4 1024 ARGU4 ADDRFP4 0 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 qk_vsnprintf CALLI4 pop ADDRLP4 0 CNSTP4 0 ASGNP4 ADDRLP4 4 ARGP4 ADDRGP4 trap_Error CALLV pop LABELV $149 endproc G_Error 1028 16 export G_FindTeams proc G_FindTeams 56 12 ADDRLP4 24 CNSTI4 0 ASGNI4 ADDRLP4 20 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 12 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 16 CNSTI4 1 ASGNI4 ADDRLP4 4 CNSTI4 812 ADDRLP4 16 INDIRI4 MULI4 ADDRGP4 g_entities ADDP4 ASGNP4 ADDRGP4 $155 JUMPV LABELV $152 ADDRLP4 4 INDIRP4 CNSTI4 520 ADDP4 INDIRI4 CNSTI4 0 NEI4 $157 ADDRGP4 $153 JUMPV LABELV $157 ADDRLP4 4 INDIRP4 CNSTI4 652 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 NEU4 $159 ADDRGP4 $153 JUMPV LABELV $159 ADDRLP4 4 INDIRP4 CNSTI4 536 ADDP4 INDIRI4 CNSTI4 1024 BANDI4 CNSTI4 0 EQI4 $161 ADDRGP4 $153 JUMPV LABELV $161 ADDRLP4 4 INDIRP4 CNSTI4 776 ADDP4 ADDRLP4 4 INDIRP4 ASGNP4 ADDRLP4 32 CNSTI4 1 ASGNI4 ADDRLP4 20 ADDRLP4 20 INDIRI4 ADDRLP4 32 INDIRI4 ADDI4 ASGNI4 ADDRLP4 12 ADDRLP4 12 INDIRI4 ADDRLP4 32 INDIRI4 ADDI4 ASGNI4 ADDRLP4 8 ADDRLP4 16 INDIRI4 ADDRLP4 32 INDIRI4 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 4 INDIRP4 CNSTI4 812 ADDP4 ASGNP4 ADDRGP4 $166 JUMPV LABELV $163 ADDRLP4 0 INDIRP4 CNSTI4 520 ADDP4 INDIRI4 CNSTI4 0 NEI4 $168 ADDRGP4 $164 JUMPV LABELV $168 ADDRLP4 0 INDIRP4 CNSTI4 652 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 NEU4 $170 ADDRGP4 $164 JUMPV LABELV $170 ADDRLP4 0 INDIRP4 CNSTI4 536 ADDP4 INDIRI4 CNSTI4 1024 BANDI4 CNSTI4 0 EQI4 $172 ADDRGP4 $164 JUMPV LABELV $172 ADDRLP4 36 CNSTI4 652 ASGNI4 ADDRLP4 4 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRP4 ARGP4 ADDRLP4 40 ADDRGP4 qk_strcmp CALLI4 ASGNI4 ADDRLP4 40 INDIRI4 CNSTI4 0 NEI4 $174 ADDRLP4 12 ADDRLP4 12 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 44 CNSTI4 772 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 44 INDIRI4 ADDP4 ADDRLP4 4 INDIRP4 ADDRLP4 44 INDIRI4 ADDP4 INDIRP4 ASGNP4 ADDRLP4 4 INDIRP4 CNSTI4 772 ADDP4 ADDRLP4 0 INDIRP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 776 ADDP4 ADDRLP4 4 INDIRP4 ASGNP4 ADDRLP4 48 ADDRLP4 0 INDIRP4 CNSTI4 536 ADDP4 ASGNP4 ADDRLP4 48 INDIRP4 ADDRLP4 48 INDIRP4 INDIRI4 CNSTI4 1024 BORI4 ASGNI4 ADDRLP4 0 INDIRP4 CNSTI4 648 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $176 ADDRLP4 52 CNSTI4 648 ASGNI4 ADDRLP4 4 INDIRP4 ADDRLP4 52 INDIRI4 ADDP4 ADDRLP4 0 INDIRP4 ADDRLP4 52 INDIRI4 ADDP4 INDIRP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 648 ADDP4 CNSTP4 0 ASGNP4 LABELV $176 LABELV $174 LABELV $164 ADDRLP4 8 ADDRLP4 8 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 0 INDIRP4 CNSTI4 812 ADDP4 ASGNP4 LABELV $166 ADDRLP4 8 INDIRI4 ADDRGP4 level+12 INDIRI4 LTI4 $163 LABELV $153 ADDRLP4 16 ADDRLP4 16 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 4 ADDRLP4 4 INDIRP4 CNSTI4 812 ADDP4 ASGNP4 LABELV $155 ADDRLP4 16 INDIRI4 ADDRGP4 level+12 INDIRI4 LTI4 $152 ADDRGP4 $178 ARGP4 ADDRLP4 20 INDIRI4 ARGI4 ADDRLP4 12 INDIRI4 ARGI4 ADDRGP4 G_Printf CALLV pop LABELV $151 endproc G_FindTeams 56 12 export G_RemapTeamShaders proc G_RemapTeamShaders 1032 16 ADDRLP4 1024 CNSTF4 981668463 ADDRGP4 level+32 INDIRI4 CVIF4 4 MULF4 ASGNF4 ADDRLP4 0 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 $181 ARGP4 ADDRGP4 g_redteam+16 ARGP4 ADDRGP4 Com_sprintf CALLI4 pop ADDRGP4 $183 ARGP4 ADDRLP4 0 ARGP4 ADDRLP4 1024 INDIRF4 ARGF4 ADDRGP4 AddRemap CALLV pop ADDRGP4 $184 ARGP4 ADDRLP4 0 ARGP4 ADDRLP4 1024 INDIRF4 ARGF4 ADDRGP4 AddRemap CALLV pop ADDRLP4 0 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 $185 ARGP4 ADDRGP4 g_blueteam+16 ARGP4 ADDRGP4 Com_sprintf CALLI4 pop ADDRGP4 $187 ARGP4 ADDRLP4 0 ARGP4 ADDRLP4 1024 INDIRF4 ARGF4 ADDRGP4 AddRemap CALLV pop ADDRGP4 $188 ARGP4 ADDRLP4 0 ARGP4 ADDRLP4 1024 INDIRF4 ARGF4 ADDRGP4 AddRemap CALLV pop ADDRLP4 1028 ADDRGP4 BuildShaderStateConfig CALLP4 ASGNP4 CNSTI4 24 ARGI4 ADDRLP4 1028 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop LABELV $179 endproc G_RemapTeamShaders 1032 16 export G_RegisterCvars proc G_RegisterCvars 20 16 ADDRLP4 8 CNSTI4 0 ASGNI4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRLP4 0 ADDRGP4 gameCvarTable ASGNP4 ADDRGP4 $193 JUMPV LABELV $190 ADDRLP4 0 INDIRP4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 4 ADDP4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 8 ADDP4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 12 ADDP4 INDIRI4 ARGI4 ADDRGP4 trap_Cvar_Register CALLV pop ADDRLP4 0 INDIRP4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $194 ADDRLP4 0 INDIRP4 CNSTI4 16 ADDP4 ADDRLP4 0 INDIRP4 INDIRP4 CNSTI4 4 ADDP4 INDIRI4 ASGNI4 LABELV $194 ADDRLP4 0 INDIRP4 CNSTI4 24 ADDP4 INDIRI4 CNSTI4 0 EQI4 $196 ADDRLP4 8 CNSTI4 1 ASGNI4 LABELV $196 LABELV $191 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 0 INDIRP4 CNSTI4 28 ADDP4 ASGNP4 LABELV $193 ADDRLP4 4 INDIRI4 ADDRGP4 gameCvarTableSize INDIRI4 LTI4 $190 ADDRLP4 8 INDIRI4 CNSTI4 0 EQI4 $198 ADDRGP4 G_RemapTeamShaders CALLV pop LABELV $198 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 0 LTI4 $204 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 8 LTI4 $200 LABELV $204 ADDRGP4 $205 ARGP4 ADDRGP4 g_gametype+12 INDIRI4 ARGI4 ADDRGP4 G_Printf CALLV pop ADDRGP4 $62 ARGP4 ADDRGP4 $61 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop ADDRGP4 g_gametype ARGP4 ADDRGP4 trap_Cvar_Update CALLV pop LABELV $200 ADDRGP4 level+352 ADDRGP4 g_warmup+4 INDIRI4 ASGNI4 LABELV $189 endproc G_RegisterCvars 20 16 export G_UpdateCvars proc G_UpdateCvars 28 12 ADDRLP4 8 CNSTI4 0 ASGNI4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRLP4 0 ADDRGP4 gameCvarTable ASGNP4 ADDRGP4 $213 JUMPV LABELV $210 ADDRLP4 0 INDIRP4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $214 ADDRLP4 0 INDIRP4 INDIRP4 ARGP4 ADDRGP4 trap_Cvar_Update CALLV pop ADDRLP4 0 INDIRP4 CNSTI4 16 ADDP4 INDIRI4 ADDRLP4 0 INDIRP4 INDIRP4 CNSTI4 4 ADDP4 INDIRI4 EQI4 $216 ADDRLP4 0 INDIRP4 CNSTI4 16 ADDP4 ADDRLP4 0 INDIRP4 INDIRP4 CNSTI4 4 ADDP4 INDIRI4 ASGNI4 ADDRLP4 0 INDIRP4 CNSTI4 20 ADDP4 INDIRI4 CNSTI4 0 EQI4 $218 ADDRGP4 $220 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 4 ADDP4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 INDIRP4 CNSTI4 16 ADDP4 ARGP4 ADDRLP4 24 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 -1 ARGI4 ADDRLP4 24 INDIRP4 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop LABELV $218 ADDRLP4 0 INDIRP4 CNSTI4 24 ADDP4 INDIRI4 CNSTI4 0 EQI4 $221 ADDRLP4 8 CNSTI4 1 ASGNI4 LABELV $221 LABELV $216 LABELV $214 LABELV $211 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 0 INDIRP4 CNSTI4 28 ADDP4 ASGNP4 LABELV $213 ADDRLP4 4 INDIRI4 ADDRGP4 gameCvarTableSize INDIRI4 LTI4 $210 ADDRLP4 8 INDIRI4 CNSTI4 0 EQI4 $223 ADDRGP4 G_RemapTeamShaders CALLV pop LABELV $223 LABELV $209 endproc G_UpdateCvars 28 12 export G_InitGame proc G_InitGame 1032 20 ADDRGP4 $226 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRGP4 $227 ARGP4 ADDRGP4 $57 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRGP4 $228 ARGP4 ADDRGP4 $59 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRFP4 4 INDIRI4 CVIU4 4 ARGU4 ADDRGP4 qk_srand CALLV pop ADDRGP4 G_RegisterCvars CALLV pop ADDRGP4 G_ProcessIPBans CALLV pop ADDRGP4 G_InitMemory CALLV pop ADDRGP4 level ARGP4 CNSTI4 0 ARGI4 CNSTU4 9216 ARGU4 ADDRGP4 qk_memset CALLP4 pop ADDRGP4 level+32 ADDRFP4 0 INDIRI4 ASGNI4 ADDRGP4 level+40 ADDRFP4 0 INDIRI4 ASGNI4 ADDRGP4 $232 ARGP4 ADDRLP4 4 ADDRGP4 G_SoundIndex CALLI4 ASGNI4 ADDRGP4 level+348 ADDRLP4 4 INDIRI4 ASGNI4 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 2 EQI4 $233 ADDRGP4 g_logfile+16 INDIRI1 CVII4 1 CNSTI4 0 EQI4 $233 ADDRGP4 g_logfileSync+12 INDIRI4 CNSTI4 0 EQI4 $237 ADDRGP4 g_logfile+16 ARGP4 ADDRGP4 level+20 ARGP4 CNSTI4 3 ARGI4 ADDRGP4 trap_FS_FOpenFile CALLI4 pop ADDRGP4 $238 JUMPV LABELV $237 ADDRGP4 g_logfile+16 ARGP4 ADDRGP4 level+20 ARGP4 CNSTI4 2 ARGI4 ADDRGP4 trap_FS_FOpenFile CALLI4 pop LABELV $238 ADDRGP4 level+20 INDIRI4 CNSTI4 0 NEI4 $244 ADDRGP4 $247 ARGP4 ADDRGP4 g_logfile+16 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRGP4 $234 JUMPV LABELV $244 ADDRLP4 8 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 trap_GetServerinfo CALLV pop ADDRGP4 $249 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 $250 ARGP4 ADDRLP4 8 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 $234 JUMPV LABELV $233 ADDRGP4 $251 ARGP4 ADDRGP4 G_Printf CALLV pop LABELV $234 ADDRGP4 G_InitWorldSession CALLV pop ADDRGP4 g_entities ARGP4 CNSTI4 0 ARGI4 CNSTU4 831488 ARGU4 ADDRGP4 qk_memset CALLP4 pop ADDRGP4 level+4 ADDRGP4 g_entities ASGNP4 ADDRGP4 level+24 ADDRGP4 g_maxclients+12 INDIRI4 ASGNI4 ADDRGP4 g_clients ARGP4 CNSTI4 0 ARGI4 CNSTU4 54016 ARGU4 ADDRGP4 qk_memset CALLP4 pop ADDRGP4 level ADDRGP4 g_clients ASGNP4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $258 JUMPV LABELV $255 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities+516 ADDP4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 LABELV $256 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $258 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $255 ADDRGP4 level+12 CNSTI4 64 ASGNI4 ADDRLP4 0 CNSTI4 0 ASGNI4 LABELV $262 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities+524 ADDP4 ADDRGP4 $267 ASGNP4 LABELV $263 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 64 LTI4 $262 ADDRGP4 level+4 INDIRP4 ARGP4 ADDRGP4 level+12 INDIRI4 ARGI4 CNSTI4 812 ARGI4 ADDRGP4 level INDIRP4 ARGP4 CNSTI4 844 ARGI4 ADDRGP4 trap_LocateGameData CALLV pop ADDRGP4 InitBodyQue CALLV pop ADDRGP4 ClearRegisteredItems CALLV pop ADDRGP4 G_SpawnEntitiesFromString CALLV pop ADDRGP4 G_FindTeams CALLV pop ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LTI4 $270 ADDRGP4 G_CheckTeamItems CALLV pop LABELV $270 ADDRGP4 SaveRegisteredItems CALLV pop ADDRGP4 $273 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 2 EQI4 $278 ADDRGP4 $277 ARGP4 ADDRLP4 8 ADDRGP4 trap_Cvar_VariableIntegerValue CALLI4 ASGNI4 ADDRLP4 8 INDIRI4 CNSTI4 0 EQI4 $274 LABELV $278 ADDRGP4 $279 ARGP4 ADDRGP4 G_ModelIndex CALLI4 pop LABELV $274 ADDRGP4 $282 ARGP4 ADDRLP4 12 ADDRGP4 trap_Cvar_VariableIntegerValue CALLI4 ASGNI4 ADDRLP4 12 INDIRI4 CNSTI4 0 EQI4 $280 ADDRFP4 8 INDIRI4 ARGI4 ADDRGP4 BotAISetup CALLI4 pop ADDRFP4 8 INDIRI4 ARGI4 ADDRGP4 BotAILoadMap CALLI4 pop ADDRFP4 8 INDIRI4 ARGI4 ADDRGP4 G_InitBots CALLV pop LABELV $280 ADDRGP4 G_RemapTeamShaders CALLV pop LABELV $225 endproc G_InitGame 1032 20 export G_ShutdownGame proc G_ShutdownGame 4 4 ADDRGP4 $284 ARGP4 ADDRGP4 G_Printf CALLV pop ADDRGP4 level+20 INDIRI4 CNSTI4 0 EQI4 $285 ADDRGP4 $288 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 $249 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 level+20 INDIRI4 ARGI4 ADDRGP4 trap_FS_FCloseFile CALLV pop ADDRGP4 level+20 CNSTI4 0 ASGNI4 LABELV $285 ADDRGP4 G_WriteSessionData CALLV pop ADDRGP4 $282 ARGP4 ADDRLP4 0 ADDRGP4 trap_Cvar_VariableIntegerValue CALLI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 0 EQI4 $291 ADDRFP4 0 INDIRI4 ARGI4 ADDRGP4 BotAIShutdown CALLI4 pop LABELV $291 LABELV $283 endproc G_ShutdownGame 4 4 export Com_Error proc Com_Error 1028 16 ADDRLP4 0 ADDRFP4 4+4 ASGNP4 ADDRLP4 4 ARGP4 CNSTU4 1024 ARGU4 ADDRFP4 4 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 qk_vsnprintf CALLI4 pop ADDRLP4 0 CNSTP4 0 ASGNP4 ADDRLP4 4 ARGP4 ADDRGP4 trap_Error CALLV pop LABELV $293 endproc Com_Error 1028 16 export Com_Printf proc Com_Printf 1028 16 ADDRLP4 0 ADDRFP4 0+4 ASGNP4 ADDRLP4 4 ARGP4 CNSTU4 1024 ARGU4 ADDRFP4 0 INDIRP4 ARGP4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 qk_vsnprintf CALLI4 pop ADDRLP4 0 CNSTP4 0 ASGNP4 ADDRLP4 4 ARGP4 ADDRGP4 trap_Print CALLV pop LABELV $295 endproc Com_Printf 1028 16 export AddTournamentPlayer proc AddTournamentPlayer 24 8 ADDRGP4 level+80 INDIRI4 CNSTI4 2 LTI4 $298 ADDRGP4 $297 JUMPV LABELV $298 ADDRGP4 level+9128 INDIRI4 CNSTI4 0 EQI4 $301 ADDRGP4 $297 JUMPV LABELV $301 ADDRLP4 8 CNSTP4 0 ASGNP4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $307 JUMPV LABELV $304 ADDRLP4 0 CNSTI4 844 ADDRLP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $309 ADDRGP4 $305 JUMPV LABELV $309 ADDRLP4 0 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 EQI4 $311 ADDRGP4 $305 JUMPV LABELV $311 ADDRLP4 0 INDIRP4 CNSTI4 624 ADDP4 INDIRI4 CNSTI4 3 EQI4 $315 ADDRLP4 0 INDIRP4 CNSTI4 628 ADDP4 INDIRI4 CNSTI4 0 GEI4 $313 LABELV $315 ADDRGP4 $305 JUMPV LABELV $313 ADDRLP4 8 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $318 ADDRLP4 20 CNSTI4 620 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 20 INDIRI4 ADDP4 INDIRI4 ADDRLP4 8 INDIRP4 ADDRLP4 20 INDIRI4 ADDP4 INDIRI4 LEI4 $316 LABELV $318 ADDRLP4 8 ADDRLP4 0 INDIRP4 ASGNP4 LABELV $316 LABELV $305 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $307 ADDRLP4 4 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $304 ADDRLP4 8 INDIRP4 CVPU4 4 CNSTU4 0 NEU4 $319 ADDRGP4 $297 JUMPV LABELV $319 ADDRGP4 level+16 CNSTI4 -1 ASGNI4 CNSTI4 812 ADDRLP4 8 INDIRP4 CVPU4 4 ADDRGP4 level INDIRP4 CVPU4 4 SUBU4 CVUI4 4 CNSTI4 844 DIVI4 MULI4 ADDRGP4 g_entities ADDP4 ARGP4 ADDRGP4 $322 ARGP4 ADDRGP4 SetTeam CALLV pop LABELV $297 endproc AddTournamentPlayer 24 8 export AddTournamentQueue proc AddTournamentQueue 12 0 ADDRFP4 0 ADDRFP4 0 INDIRP4 ASGNP4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $327 JUMPV LABELV $324 ADDRLP4 0 CNSTI4 844 ADDRLP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 0 EQI4 $329 ADDRLP4 0 INDIRP4 CVPU4 4 ADDRFP4 0 INDIRP4 CVPU4 4 NEU4 $331 ADDRLP4 0 INDIRP4 CNSTI4 620 ADDP4 CNSTI4 0 ASGNI4 ADDRGP4 $332 JUMPV LABELV $331 ADDRLP4 0 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 NEI4 $333 ADDRLP4 8 ADDRLP4 0 INDIRP4 CNSTI4 620 ADDP4 ASGNP4 ADDRLP4 8 INDIRP4 ADDRLP4 8 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $333 LABELV $332 LABELV $329 LABELV $325 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $327 ADDRLP4 4 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $324 LABELV $323 endproc AddTournamentQueue 12 0 export RemoveTournamentLoser proc RemoveTournamentLoser 4 8 ADDRGP4 level+80 INDIRI4 CNSTI4 2 EQI4 $336 ADDRGP4 $335 JUMPV LABELV $336 ADDRLP4 0 ADDRGP4 level+84+4 INDIRI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $341 ADDRGP4 $335 JUMPV LABELV $341 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities ADDP4 ARGP4 ADDRGP4 $343 ARGP4 ADDRGP4 SetTeam CALLV pop LABELV $335 endproc RemoveTournamentLoser 4 8 export RemoveTournamentWinner proc RemoveTournamentWinner 4 8 ADDRGP4 level+80 INDIRI4 CNSTI4 2 EQI4 $345 ADDRGP4 $344 JUMPV LABELV $345 ADDRLP4 0 ADDRGP4 level+84 INDIRI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $349 ADDRGP4 $344 JUMPV LABELV $349 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities ADDP4 ARGP4 ADDRGP4 $343 ARGP4 ADDRGP4 SetTeam CALLV pop LABELV $344 endproc RemoveTournamentWinner 4 8 export AdjustTournamentScores proc AdjustTournamentScores 8 4 ADDRLP4 0 ADDRGP4 level+84 INDIRI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 NEI4 $353 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 632 ADDP4 ASGNP4 ADDRLP4 4 INDIRP4 ADDRLP4 4 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 INDIRI4 ARGI4 ADDRGP4 ClientUserinfoChanged CALLV pop LABELV $353 ADDRLP4 0 ADDRGP4 level+84+4 INDIRI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 NEI4 $357 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 636 ADDP4 ASGNP4 ADDRLP4 4 INDIRP4 ADDRLP4 4 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 INDIRI4 ARGI4 ADDRGP4 ClientUserinfoChanged CALLV pop LABELV $357 LABELV $351 endproc AdjustTournamentScores 8 4 export SortRanks proc SortRanks 40 0 ADDRLP4 8 CNSTI4 844 ASGNI4 ADDRLP4 12 ADDRGP4 level INDIRP4 ASGNP4 ADDRLP4 0 ADDRLP4 8 INDIRI4 ADDRFP4 0 INDIRP4 INDIRI4 MULI4 ADDRLP4 12 INDIRP4 ADDP4 ASGNP4 ADDRLP4 4 ADDRLP4 8 INDIRI4 ADDRFP4 4 INDIRP4 INDIRI4 MULI4 ADDRLP4 12 INDIRP4 ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 624 ADDP4 INDIRI4 CNSTI4 3 EQI4 $362 ADDRLP4 0 INDIRP4 CNSTI4 628 ADDP4 INDIRI4 CNSTI4 0 GEI4 $360 LABELV $362 CNSTI4 1 RETI4 ADDRGP4 $359 JUMPV LABELV $360 ADDRLP4 4 INDIRP4 CNSTI4 624 ADDP4 INDIRI4 CNSTI4 3 EQI4 $365 ADDRLP4 4 INDIRP4 CNSTI4 628 ADDP4 INDIRI4 CNSTI4 0 GEI4 $363 LABELV $365 CNSTI4 -1 RETI4 ADDRGP4 $359 JUMPV LABELV $363 ADDRLP4 0 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 1 NEI4 $366 CNSTI4 1 RETI4 ADDRGP4 $359 JUMPV LABELV $366 ADDRLP4 4 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 1 NEI4 $368 CNSTI4 -1 RETI4 ADDRGP4 $359 JUMPV LABELV $368 ADDRLP4 24 CNSTI4 616 ASGNI4 ADDRLP4 28 CNSTI4 3 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 24 INDIRI4 ADDP4 INDIRI4 ADDRLP4 28 INDIRI4 NEI4 $370 ADDRLP4 4 INDIRP4 ADDRLP4 24 INDIRI4 ADDP4 INDIRI4 ADDRLP4 28 INDIRI4 NEI4 $370 ADDRLP4 32 CNSTI4 620 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 32 INDIRI4 ADDP4 INDIRI4 ADDRLP4 4 INDIRP4 ADDRLP4 32 INDIRI4 ADDP4 INDIRI4 LEI4 $372 CNSTI4 -1 RETI4 ADDRGP4 $359 JUMPV LABELV $372 ADDRLP4 36 CNSTI4 620 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRI4 ADDRLP4 4 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRI4 GEI4 $374 CNSTI4 1 RETI4 ADDRGP4 $359 JUMPV LABELV $374 CNSTI4 0 RETI4 ADDRGP4 $359 JUMPV LABELV $370 ADDRLP4 0 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 NEI4 $376 CNSTI4 1 RETI4 ADDRGP4 $359 JUMPV LABELV $376 ADDRLP4 4 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 NEI4 $378 CNSTI4 -1 RETI4 ADDRGP4 $359 JUMPV LABELV $378 ADDRLP4 32 CNSTI4 248 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 32 INDIRI4 ADDP4 INDIRI4 ADDRLP4 4 INDIRP4 ADDRLP4 32 INDIRI4 ADDP4 INDIRI4 LEI4 $380 CNSTI4 -1 RETI4 ADDRGP4 $359 JUMPV LABELV $380 ADDRLP4 36 CNSTI4 248 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRI4 ADDRLP4 4 INDIRP4 ADDRLP4 36 INDIRI4 ADDP4 INDIRI4 GEI4 $382 CNSTI4 1 RETI4 ADDRGP4 $359 JUMPV LABELV $382 CNSTI4 0 RETI4 LABELV $359 endproc SortRanks 40 0 export CalculateRanks proc CalculateRanks 44 16 ADDRGP4 level+340 CNSTI4 -1 ASGNI4 ADDRGP4 level+344 CNSTI4 -1 ASGNI4 ADDRGP4 level+72 CNSTI4 0 ASGNI4 ADDRGP4 level+76 CNSTI4 0 ASGNI4 ADDRGP4 level+80 CNSTI4 0 ASGNI4 ADDRGP4 level+2420 CNSTI4 0 ASGNI4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $394 JUMPV LABELV $391 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+4496 ADDP4 CNSTI4 0 ASGNI4 LABELV $392 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $394 ADDRLP4 0 INDIRI4 CVIU4 4 CNSTU4 2 LTU4 $391 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $401 JUMPV LABELV $398 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 0 EQI4 $403 ADDRGP4 level+72 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 ADDRLP4 0 INDIRI4 ASGNI4 ADDRLP4 20 ADDRGP4 level+72 ASGNP4 ADDRLP4 20 INDIRP4 ADDRLP4 20 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 EQI4 $408 ADDRLP4 24 ADDRGP4 level+76 ASGNP4 ADDRLP4 24 INDIRP4 ADDRLP4 24 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 NEI4 $411 ADDRLP4 28 ADDRGP4 level+80 ASGNP4 ADDRLP4 28 INDIRP4 ADDRLP4 28 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities+208+216 ADDP4 INDIRI4 CNSTI4 8 BANDI4 CNSTI4 0 NEI4 $414 ADDRLP4 32 ADDRGP4 level+2420 ASGNP4 ADDRLP4 32 INDIRP4 ADDRLP4 32 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 1 NEI4 $419 ADDRLP4 36 ADDRGP4 level+4496 ASGNP4 ADDRLP4 36 INDIRP4 ADDRLP4 36 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRGP4 $420 JUMPV LABELV $419 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 2 NEI4 $422 ADDRLP4 40 ADDRGP4 level+4496+4 ASGNP4 ADDRLP4 40 INDIRP4 ADDRLP4 40 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $422 LABELV $420 LABELV $414 ADDRGP4 level+340 INDIRI4 CNSTI4 -1 NEI4 $426 ADDRGP4 level+340 ADDRLP4 0 INDIRI4 ASGNI4 ADDRGP4 $427 JUMPV LABELV $426 ADDRGP4 level+344 INDIRI4 CNSTI4 -1 NEI4 $430 ADDRGP4 level+344 ADDRLP4 0 INDIRI4 ASGNI4 LABELV $430 LABELV $427 LABELV $411 LABELV $408 LABELV $403 LABELV $399 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $401 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $398 ADDRGP4 level+84 ARGP4 ADDRGP4 level+72 INDIRI4 CVIU4 4 ARGU4 CNSTU4 4 ARGU4 ADDRGP4 SortRanks ARGP4 ADDRGP4 qk_qsort CALLV pop ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LTI4 $437 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $443 JUMPV LABELV $440 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 level+44+8 INDIRI4 NEI4 $446 ADDRLP4 4 INDIRP4 CNSTI4 256 ADDP4 CNSTI4 2 ASGNI4 ADDRGP4 $447 JUMPV LABELV $446 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 level+44+8 INDIRI4 LEI4 $452 ADDRLP4 4 INDIRP4 CNSTI4 256 ADDP4 CNSTI4 0 ASGNI4 ADDRGP4 $453 JUMPV LABELV $452 ADDRLP4 4 INDIRP4 CNSTI4 256 ADDP4 CNSTI4 1 ASGNI4 LABELV $453 LABELV $447 LABELV $441 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $443 ADDRLP4 0 INDIRI4 ADDRGP4 level+72 INDIRI4 LTI4 $440 ADDRGP4 $438 JUMPV LABELV $437 ADDRLP4 12 CNSTI4 -1 ASGNI4 ADDRLP4 20 CNSTI4 0 ASGNI4 ADDRLP4 16 ADDRLP4 20 INDIRI4 ASGNI4 ADDRLP4 0 ADDRLP4 20 INDIRI4 ASGNI4 ADDRGP4 $461 JUMPV LABELV $458 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 8 ADDRLP4 4 INDIRP4 CNSTI4 248 ADDP4 INDIRI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 0 EQI4 $466 ADDRLP4 8 INDIRI4 ADDRLP4 16 INDIRI4 EQI4 $464 LABELV $466 ADDRLP4 12 ADDRLP4 0 INDIRI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 256 ADDP4 ADDRLP4 12 INDIRI4 ASGNI4 ADDRGP4 $465 JUMPV LABELV $464 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84-4 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 256 ADDP4 ADDRLP4 12 INDIRI4 CNSTI4 16384 BORI4 ASGNI4 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 256 ADDP4 ADDRLP4 12 INDIRI4 CNSTI4 16384 BORI4 ASGNI4 LABELV $465 ADDRLP4 16 ADDRLP4 8 INDIRI4 ASGNI4 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 2 NEI4 $471 ADDRGP4 level+80 INDIRI4 CNSTI4 1 NEI4 $471 CNSTI4 844 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 256 ADDP4 ADDRLP4 12 INDIRI4 CNSTI4 16384 BORI4 ASGNI4 LABELV $471 LABELV $459 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $461 ADDRLP4 0 INDIRI4 ADDRGP4 level+80 INDIRI4 LTI4 $458 LABELV $438 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LTI4 $476 ADDRGP4 $479 ARGP4 ADDRGP4 level+44+4 INDIRI4 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 6 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $479 ARGP4 ADDRGP4 level+44+8 INDIRI4 ARGI4 ADDRLP4 24 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 7 ARGI4 ADDRLP4 24 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $477 JUMPV LABELV $476 ADDRGP4 level+72 INDIRI4 CNSTI4 0 NEI4 $484 ADDRGP4 $479 ARGP4 CNSTI4 -9999 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 6 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $479 ARGP4 CNSTI4 -9999 ARGI4 ADDRLP4 24 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 7 ARGI4 ADDRLP4 24 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $485 JUMPV LABELV $484 ADDRGP4 level+72 INDIRI4 CNSTI4 1 NEI4 $487 ADDRGP4 $479 ARGP4 CNSTI4 844 ADDRGP4 level+84 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 248 ADDP4 INDIRI4 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 6 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $479 ARGP4 CNSTI4 -9999 ARGI4 ADDRLP4 24 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 7 ARGI4 ADDRLP4 24 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $488 JUMPV LABELV $487 ADDRGP4 $479 ARGP4 CNSTI4 844 ADDRGP4 level+84 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 248 ADDP4 INDIRI4 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 6 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $479 ARGP4 CNSTI4 844 ADDRGP4 level+84+4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 248 ADDP4 INDIRI4 ARGI4 ADDRLP4 24 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 7 ARGI4 ADDRLP4 24 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop LABELV $488 LABELV $485 LABELV $477 ADDRGP4 CheckExitRules CALLV pop ADDRGP4 level+9128 INDIRI4 CNSTI4 0 EQI4 $494 ADDRGP4 SendScoreboardMessageToAllClients CALLV pop LABELV $494 LABELV $384 endproc CalculateRanks 44 16 export SendScoreboardMessageToAllClients proc SendScoreboardMessageToAllClients 4 4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $501 JUMPV LABELV $498 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 NEI4 $503 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities ADDP4 ARGP4 ADDRGP4 DeathmatchScoreboardMessage CALLV pop LABELV $503 LABELV $499 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $501 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $498 LABELV $497 endproc SendScoreboardMessageToAllClients 4 4 export MoveClientToIntermission proc MoveClientToIntermission 0 12 ADDRFP4 0 ADDRFP4 0 INDIRP4 ASGNP4 ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 624 ADDP4 INDIRI4 CNSTI4 2 NEI4 $506 ADDRFP4 0 INDIRP4 ARGP4 ADDRGP4 StopFollowing CALLV pop LABELV $506 ADDRGP4 FindIntermissionPoint CALLV pop ADDRFP4 0 INDIRP4 CNSTI4 92 ADDP4 ADDRGP4 level+9144 INDIRB ASGNB 12 ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 20 ADDP4 ADDRGP4 level+9144 INDIRB ASGNB 12 ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 152 ADDP4 ADDRGP4 level+9156 INDIRB ASGNB 12 ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 4 ADDP4 CNSTI4 5 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 312 ADDP4 ARGP4 CNSTI4 0 ARGI4 CNSTU4 64 ARGU4 ADDRGP4 qk_memset CALLP4 pop ADDRFP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 104 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 8 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 4 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 160 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 156 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 180 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 460 ADDP4 CNSTI4 0 ASGNI4 LABELV $505 endproc MoveClientToIntermission 0 12 export FindIntermissionPoint proc FindIntermissionPoint 32 16 CNSTP4 0 ARGP4 CNSTI4 524 ARGI4 ADDRGP4 $512 ARGP4 ADDRLP4 20 ADDRGP4 G_Find CALLP4 ASGNP4 ADDRLP4 0 ADDRLP4 20 INDIRP4 ASGNP4 ADDRLP4 0 INDIRP4 CVPU4 4 CNSTU4 0 NEU4 $513 ADDRGP4 vec3_origin ARGP4 ADDRGP4 level+9144 ARGP4 ADDRGP4 level+9156 ARGP4 CNSTI4 0 ARGI4 ADDRGP4 SelectSpawnPoint CALLP4 pop ADDRGP4 $514 JUMPV LABELV $513 ADDRGP4 level+9144 ADDRLP4 0 INDIRP4 CNSTI4 92 ADDP4 INDIRB ASGNB 12 ADDRGP4 level+9156 ADDRLP4 0 INDIRP4 CNSTI4 116 ADDP4 INDIRB ASGNB 12 ADDRLP4 0 INDIRP4 CNSTI4 644 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $519 ADDRLP4 0 INDIRP4 CNSTI4 644 ADDP4 INDIRP4 ARGP4 ADDRLP4 24 ADDRGP4 G_PickTarget CALLP4 ASGNP4 ADDRLP4 4 ADDRLP4 24 INDIRP4 ASGNP4 ADDRLP4 4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $521 ADDRLP4 28 ADDRLP4 4 INDIRP4 ASGNP4 ADDRLP4 8 ADDRLP4 28 INDIRP4 CNSTI4 92 ADDP4 INDIRF4 ADDRGP4 level+9144 INDIRF4 SUBF4 ASGNF4 ADDRLP4 8+4 ADDRLP4 28 INDIRP4 CNSTI4 96 ADDP4 INDIRF4 ADDRGP4 level+9144+4 INDIRF4 SUBF4 ASGNF4 ADDRLP4 8+8 ADDRLP4 4 INDIRP4 CNSTI4 100 ADDP4 INDIRF4 ADDRGP4 level+9144+8 INDIRF4 SUBF4 ASGNF4 ADDRLP4 8 ARGP4 ADDRGP4 level+9156 ARGP4 ADDRGP4 vectoangles CALLV pop LABELV $521 LABELV $519 LABELV $514 LABELV $511 endproc FindIntermissionPoint 32 16 export BeginIntermission proc BeginIntermission 8 8 ADDRGP4 level+9128 INDIRI4 CNSTI4 0 EQI4 $532 ADDRGP4 $531 JUMPV LABELV $532 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 1 NEI4 $535 ADDRGP4 AdjustTournamentScores CALLV pop LABELV $535 ADDRGP4 level+9128 ADDRGP4 level+32 INDIRI4 ASGNI4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $543 JUMPV LABELV $540 ADDRLP4 0 CNSTI4 812 ADDRLP4 4 INDIRI4 MULI4 ADDRGP4 g_entities ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 520 ADDP4 INDIRI4 CNSTI4 0 NEI4 $545 ADDRGP4 $541 JUMPV LABELV $545 ADDRLP4 0 INDIRP4 CNSTI4 728 ADDP4 INDIRI4 CNSTI4 0 GTI4 $547 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 ClientRespawn CALLV pop LABELV $547 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 MoveClientToIntermission CALLV pop LABELV $541 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $543 ADDRLP4 4 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $540 ADDRGP4 g_singlePlayer+12 INDIRI4 CNSTI4 0 EQI4 $549 ADDRGP4 $123 ARGP4 ADDRGP4 $61 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop ADDRGP4 UpdateTournamentInfo CALLV pop LABELV $549 ADDRGP4 SendScoreboardMessageToAllClients CALLV pop LABELV $531 endproc BeginIntermission 8 8 export ExitLevel proc ExitLevel 2064 12 ADDRGP4 BotInterbreedEndMatch CALLV pop ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 1 NEI4 $553 ADDRGP4 level+68 INDIRI4 CNSTI4 0 NEI4 $552 ADDRGP4 RemoveTournamentLoser CALLV pop CNSTI4 2 ARGI4 ADDRGP4 $559 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop ADDRGP4 level+68 CNSTI4 1 ASGNI4 ADDRGP4 level+9132 CNSTP4 0 ASGNP4 ADDRGP4 level+9128 CNSTI4 0 ASGNI4 ADDRGP4 $552 JUMPV LABELV $553 ADDRGP4 $563 ARGP4 ADDRLP4 8 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 trap_Cvar_VariableStringBuffer CALLV pop ADDRGP4 $564 ARGP4 ADDRLP4 1032 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 trap_Cvar_VariableStringBuffer CALLV pop ADDRLP4 8 ARGP4 ADDRGP4 $567 ARGP4 ADDRLP4 2056 ADDRGP4 Q_stricmp CALLI4 ASGNI4 ADDRLP4 2056 INDIRI4 CNSTI4 0 NEI4 $565 ADDRLP4 1032 ARGP4 ADDRGP4 $55 ARGP4 ADDRLP4 2060 ADDRGP4 Q_stricmp CALLI4 ASGNI4 ADDRLP4 2060 INDIRI4 CNSTI4 0 EQI4 $565 ADDRGP4 $563 ARGP4 ADDRGP4 $568 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop CNSTI4 2 ARGI4 ADDRGP4 $569 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop ADDRGP4 $566 JUMPV LABELV $565 CNSTI4 2 ARGI4 ADDRGP4 $570 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop LABELV $566 ADDRGP4 level+9132 CNSTP4 0 ASGNP4 ADDRGP4 level+9128 CNSTI4 0 ASGNI4 ADDRGP4 level+44+4 CNSTI4 0 ASGNI4 ADDRGP4 level+44+8 CNSTI4 0 ASGNI4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $580 JUMPV LABELV $577 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 4 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $582 ADDRGP4 $578 JUMPV LABELV $582 ADDRLP4 4 INDIRP4 CNSTI4 248 ADDP4 CNSTI4 0 ASGNI4 LABELV $578 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $580 ADDRLP4 0 INDIRI4 ADDRGP4 g_maxclients+12 INDIRI4 LTI4 $577 ADDRGP4 G_WriteSessionData CALLV pop ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $587 JUMPV LABELV $584 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 NEI4 $589 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 CNSTI4 1 ASGNI4 LABELV $589 LABELV $585 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $587 ADDRLP4 0 INDIRI4 ADDRGP4 g_maxclients+12 INDIRI4 LTI4 $584 LABELV $552 endproc ExitLevel 2064 12 export G_LogPrintf proc G_LogPrintf 1068 24 ADDRLP4 1024 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+40 INDIRI4 SUBI4 CNSTI4 1000 DIVI4 ASGNI4 ADDRLP4 1044 CNSTI4 60 ASGNI4 ADDRLP4 1032 ADDRLP4 1024 INDIRI4 ADDRLP4 1044 INDIRI4 DIVI4 ASGNI4 ADDRLP4 1024 ADDRLP4 1024 INDIRI4 ADDRLP4 1044 INDIRI4 ADDRLP4 1032 INDIRI4 MULI4 SUBI4 ASGNI4 ADDRLP4 1056 CNSTI4 10 ASGNI4 ADDRLP4 1036 ADDRLP4 1024 INDIRI4 ADDRLP4 1056 INDIRI4 DIVI4 ASGNI4 ADDRLP4 1024 ADDRLP4 1024 INDIRI4 ADDRLP4 1056 INDIRI4 ADDRLP4 1036 INDIRI4 MULI4 SUBI4 ASGNI4 ADDRLP4 0 ARGP4 CNSTI4 1024 ARGI4 ADDRGP4 $594 ARGP4 ADDRLP4 1032 INDIRI4 ARGI4 ADDRLP4 1036 INDIRI4 ARGI4 ADDRLP4 1024 INDIRI4 ARGI4 ADDRGP4 Com_sprintf CALLI4 pop ADDRLP4 1028 ADDRFP4 0+4 ASGNP4 ADDRLP4 0+7 ARGP4 CNSTU4 1017 ARGU4 ADDRFP4 0 INDIRP4 ARGP4 ADDRLP4 1028 INDIRP4 ARGP4 ADDRGP4 qk_vsnprintf CALLI4 pop ADDRLP4 1028 CNSTP4 0 ASGNP4 ADDRGP4 g_dedicated+12 INDIRI4 CNSTI4 0 EQI4 $597 ADDRGP4 $600 ARGP4 ADDRLP4 0+7 ARGP4 ADDRGP4 G_Printf CALLV pop LABELV $597 ADDRGP4 level+20 INDIRI4 CNSTI4 0 NEI4 $602 ADDRGP4 $591 JUMPV LABELV $602 ADDRLP4 0 ARGP4 ADDRLP4 1064 ADDRGP4 qk_strlen CALLU4 ASGNU4 ADDRLP4 0 ARGP4 ADDRLP4 1064 INDIRU4 CVUI4 4 ARGI4 ADDRGP4 level+20 INDIRI4 ARGI4 ADDRGP4 trap_FS_Write CALLV pop LABELV $591 endproc G_LogPrintf 1068 24 export LogExit proc LogExit 36 20 ADDRLP4 12 CNSTI4 1 ASGNI4 ADDRGP4 $607 ARGP4 ADDRFP4 0 INDIRP4 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 level+9124 ADDRGP4 level+32 INDIRI4 ASGNI4 CNSTI4 22 ARGI4 ADDRGP4 $83 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRLP4 8 ADDRGP4 level+72 INDIRI4 ASGNI4 ADDRLP4 8 INDIRI4 CNSTI4 32 LEI4 $611 ADDRLP4 8 CNSTI4 32 ASGNI4 LABELV $611 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LTI4 $613 ADDRGP4 $616 ARGP4 ADDRGP4 level+44+4 INDIRI4 ARGI4 ADDRGP4 level+44+8 INDIRI4 ARGI4 ADDRGP4 G_LogPrintf CALLV pop LABELV $613 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $624 JUMPV LABELV $621 ADDRLP4 0 CNSTI4 844 ADDRLP4 4 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 3 NEI4 $626 ADDRGP4 $622 JUMPV LABELV $626 ADDRLP4 0 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 1 NEI4 $628 ADDRGP4 $622 JUMPV LABELV $628 ADDRLP4 0 INDIRP4 CNSTI4 452 ADDP4 INDIRI4 CNSTI4 999 GEI4 $631 ADDRLP4 20 ADDRLP4 0 INDIRP4 CNSTI4 452 ADDP4 INDIRI4 ASGNI4 ADDRGP4 $632 JUMPV LABELV $631 ADDRLP4 20 CNSTI4 999 ASGNI4 LABELV $632 ADDRLP4 16 ADDRLP4 20 INDIRI4 ASGNI4 ADDRGP4 $633 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 248 ADDP4 INDIRI4 ARGI4 ADDRLP4 16 INDIRI4 ARGI4 ADDRLP4 4 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+84 ADDP4 INDIRI4 ARGI4 ADDRLP4 0 INDIRP4 CNSTI4 512 ADDP4 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 g_singlePlayer+12 INDIRI4 CNSTI4 0 EQI4 $635 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 1 NEI4 $635 ADDRLP4 32 CNSTI4 0 ASGNI4 CNSTI4 812 ADDRLP4 0 INDIRP4 CVPU4 4 ADDRGP4 level INDIRP4 CVPU4 4 SUBU4 CVUI4 4 CNSTI4 844 DIVI4 MULI4 ADDRGP4 g_entities+208+216 ADDP4 INDIRI4 CNSTI4 8 BANDI4 ADDRLP4 32 INDIRI4 EQI4 $639 ADDRLP4 0 INDIRP4 CNSTI4 256 ADDP4 INDIRI4 ADDRLP4 32 INDIRI4 NEI4 $639 ADDRLP4 12 CNSTI4 0 ASGNI4 LABELV $639 LABELV $635 LABELV $622 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $624 ADDRLP4 4 INDIRI4 ADDRLP4 8 INDIRI4 LTI4 $621 ADDRGP4 g_singlePlayer+12 INDIRI4 CNSTI4 0 EQI4 $643 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 4 LTI4 $646 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 level+44+8 INDIRI4 LEI4 $654 ADDRLP4 16 CNSTI4 1 ASGNI4 ADDRGP4 $655 JUMPV LABELV $654 ADDRLP4 16 CNSTI4 0 ASGNI4 LABELV $655 ADDRLP4 12 ADDRLP4 16 INDIRI4 ASGNI4 LABELV $646 CNSTI4 2 ARGI4 ADDRLP4 12 INDIRI4 CNSTI4 0 EQI4 $659 ADDRLP4 16 ADDRGP4 $656 ASGNP4 ADDRGP4 $660 JUMPV LABELV $659 ADDRLP4 16 ADDRGP4 $657 ASGNP4 LABELV $660 ADDRLP4 16 INDIRP4 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop LABELV $643 LABELV $606 endproc LogExit 36 20 export CheckIntermissionExit proc CheckIntermissionExit 28 0 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 2 NEI4 $662 ADDRGP4 $661 JUMPV LABELV $662 ADDRLP4 24 CNSTI4 0 ASGNI4 ADDRLP4 16 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 20 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 8 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 12 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 0 ADDRLP4 24 INDIRI4 ASGNI4 ADDRGP4 $668 JUMPV LABELV $665 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 4 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $670 ADDRGP4 $666 JUMPV LABELV $670 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities+208+216 ADDP4 INDIRI4 CNSTI4 8 BANDI4 CNSTI4 0 EQI4 $672 ADDRGP4 $666 JUMPV LABELV $672 ADDRLP4 12 ADDRLP4 12 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 4 INDIRP4 CNSTI4 644 ADDP4 INDIRI4 CNSTI4 0 EQI4 $676 ADDRLP4 16 ADDRLP4 16 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 16 GEI4 $677 ADDRLP4 8 ADDRLP4 8 INDIRI4 CNSTI4 1 ADDRLP4 0 INDIRI4 LSHI4 BORI4 ASGNI4 ADDRGP4 $677 JUMPV LABELV $676 ADDRLP4 20 ADDRLP4 20 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $677 LABELV $666 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $668 ADDRLP4 0 INDIRI4 ADDRGP4 g_maxclients+12 INDIRI4 LTI4 $665 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $683 JUMPV LABELV $680 ADDRLP4 4 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 4 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $685 ADDRGP4 $681 JUMPV LABELV $685 ADDRLP4 4 INDIRP4 CNSTI4 208 ADDP4 ADDRLP4 8 INDIRI4 ASGNI4 LABELV $681 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $683 ADDRLP4 0 INDIRI4 ADDRGP4 g_maxclients+12 INDIRI4 LTI4 $680 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+9128 INDIRI4 CNSTI4 5000 ADDI4 GEI4 $687 ADDRGP4 $661 JUMPV LABELV $687 ADDRLP4 12 INDIRI4 CNSTI4 0 LEI4 $691 ADDRLP4 16 INDIRI4 CNSTI4 0 NEI4 $693 ADDRGP4 level+9136 CNSTI4 0 ASGNI4 ADDRGP4 $661 JUMPV LABELV $693 ADDRLP4 20 INDIRI4 CNSTI4 0 NEI4 $696 ADDRGP4 ExitLevel CALLV pop ADDRGP4 $661 JUMPV LABELV $696 LABELV $691 ADDRGP4 level+9136 INDIRI4 CNSTI4 0 NEI4 $698 ADDRGP4 level+9136 CNSTI4 1 ASGNI4 ADDRGP4 level+9140 ADDRGP4 level+32 INDIRI4 ASGNI4 LABELV $698 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+9140 INDIRI4 CNSTI4 10000 ADDI4 GEI4 $704 ADDRGP4 $661 JUMPV LABELV $704 ADDRGP4 ExitLevel CALLV pop LABELV $661 endproc CheckIntermissionExit 28 0 export ScoreIsTied proc ScoreIsTied 24 0 ADDRGP4 level+80 INDIRI4 CNSTI4 2 GEI4 $709 CNSTI4 0 RETI4 ADDRGP4 $708 JUMPV LABELV $709 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LTI4 $712 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 level+44+8 INDIRI4 NEI4 $720 ADDRLP4 8 CNSTI4 1 ASGNI4 ADDRGP4 $721 JUMPV LABELV $720 ADDRLP4 8 CNSTI4 0 ASGNI4 LABELV $721 ADDRLP4 8 INDIRI4 RETI4 ADDRGP4 $708 JUMPV LABELV $712 ADDRLP4 12 CNSTI4 844 ASGNI4 ADDRLP4 16 ADDRGP4 level INDIRP4 ASGNP4 ADDRLP4 20 CNSTI4 248 ASGNI4 ADDRLP4 0 ADDRLP4 12 INDIRI4 ADDRGP4 level+84 INDIRI4 MULI4 ADDRLP4 16 INDIRP4 ADDP4 ADDRLP4 20 INDIRI4 ADDP4 INDIRI4 ASGNI4 ADDRLP4 4 ADDRLP4 12 INDIRI4 ADDRGP4 level+84+4 INDIRI4 MULI4 ADDRLP4 16 INDIRP4 ADDP4 ADDRLP4 20 INDIRI4 ADDP4 INDIRI4 ASGNI4 ADDRLP4 0 INDIRI4 ADDRLP4 4 INDIRI4 NEI4 $726 ADDRLP4 8 CNSTI4 1 ASGNI4 ADDRGP4 $727 JUMPV LABELV $726 ADDRLP4 8 CNSTI4 0 ASGNI4 LABELV $727 ADDRLP4 8 INDIRI4 RETI4 LABELV $708 endproc ScoreIsTied 24 0 export CheckExitRules proc CheckExitRules 20 8 ADDRGP4 level+9128 INDIRI4 CNSTI4 0 EQI4 $729 ADDRGP4 CheckIntermissionExit CALLV pop ADDRGP4 $728 JUMPV LABELV $729 ADDRGP4 level+9124 INDIRI4 CNSTI4 0 EQI4 $732 ADDRGP4 g_singlePlayer+12 INDIRI4 CNSTI4 0 EQI4 $737 ADDRLP4 12 CNSTI4 5000 ASGNI4 ADDRGP4 $738 JUMPV LABELV $737 ADDRLP4 12 CNSTI4 1000 ASGNI4 LABELV $738 ADDRLP4 8 ADDRLP4 12 INDIRI4 ASGNI4 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+9124 INDIRI4 SUBI4 ADDRLP4 8 INDIRI4 LTI4 $728 ADDRGP4 level+9124 CNSTI4 0 ASGNI4 ADDRGP4 BeginIntermission CALLV pop ADDRGP4 $728 JUMPV LABELV $732 ADDRLP4 8 ADDRGP4 ScoreIsTied CALLI4 ASGNI4 ADDRLP4 8 INDIRI4 CNSTI4 0 EQI4 $744 ADDRGP4 $728 JUMPV LABELV $744 ADDRLP4 12 CNSTI4 0 ASGNI4 ADDRGP4 g_timelimit+12 INDIRI4 ADDRLP4 12 INDIRI4 EQI4 $746 ADDRGP4 level+16 INDIRI4 ADDRLP4 12 INDIRI4 NEI4 $746 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+40 INDIRI4 SUBI4 CNSTI4 60000 ADDRGP4 g_timelimit+12 INDIRI4 MULI4 LTI4 $750 CNSTI4 -1 ARGI4 ADDRGP4 $755 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $756 ARGP4 ADDRGP4 LogExit CALLV pop ADDRGP4 $728 JUMPV LABELV $750 LABELV $746 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 4 GEI4 $757 ADDRGP4 g_fraglimit+12 INDIRI4 CNSTI4 0 EQI4 $757 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 g_fraglimit+12 INDIRI4 LTI4 $761 CNSTI4 -1 ARGI4 ADDRGP4 $766 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $767 ARGP4 ADDRGP4 LogExit CALLV pop ADDRGP4 $728 JUMPV LABELV $761 ADDRGP4 level+44+8 INDIRI4 ADDRGP4 g_fraglimit+12 INDIRI4 LTI4 $768 CNSTI4 -1 ARGI4 ADDRGP4 $773 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $767 ARGP4 ADDRGP4 LogExit CALLV pop ADDRGP4 $728 JUMPV LABELV $768 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $777 JUMPV LABELV $774 ADDRLP4 0 CNSTI4 844 ADDRLP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 ASGNP4 ADDRLP4 0 INDIRP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 2 EQI4 $779 ADDRGP4 $775 JUMPV LABELV $779 ADDRLP4 0 INDIRP4 CNSTI4 616 ADDP4 INDIRI4 CNSTI4 0 EQI4 $781 ADDRGP4 $775 JUMPV LABELV $781 ADDRLP4 0 INDIRP4 CNSTI4 248 ADDP4 INDIRI4 ADDRGP4 g_fraglimit+12 INDIRI4 LTI4 $783 ADDRGP4 $767 ARGP4 ADDRGP4 LogExit CALLV pop ADDRGP4 $786 ARGP4 ADDRLP4 0 INDIRP4 CNSTI4 512 ADDP4 ARGP4 ADDRLP4 16 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 -1 ARGI4 ADDRLP4 16 INDIRP4 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $728 JUMPV LABELV $783 LABELV $775 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $777 ADDRLP4 4 INDIRI4 ADDRGP4 g_maxclients+12 INDIRI4 LTI4 $774 LABELV $757 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 4 LTI4 $787 ADDRGP4 g_capturelimit+12 INDIRI4 CNSTI4 0 EQI4 $787 ADDRGP4 level+44+4 INDIRI4 ADDRGP4 g_capturelimit+12 INDIRI4 LTI4 $791 CNSTI4 -1 ARGI4 ADDRGP4 $796 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $797 ARGP4 ADDRGP4 LogExit CALLV pop ADDRGP4 $728 JUMPV LABELV $791 ADDRGP4 level+44+8 INDIRI4 ADDRGP4 g_capturelimit+12 INDIRI4 LTI4 $798 CNSTI4 -1 ARGI4 ADDRGP4 $803 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $797 ARGP4 ADDRGP4 LogExit CALLV pop LABELV $798 LABELV $787 LABELV $728 endproc CheckExitRules 20 8 export CheckTournament proc CheckTournament 32 8 ADDRGP4 level+80 INDIRI4 CNSTI4 0 NEI4 $805 ADDRGP4 $804 JUMPV LABELV $805 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 1 NEI4 $808 ADDRGP4 level+80 INDIRI4 CNSTI4 2 GEI4 $811 ADDRGP4 AddTournamentPlayer CALLV pop LABELV $811 ADDRGP4 level+80 INDIRI4 CNSTI4 2 EQI4 $814 ADDRGP4 level+16 INDIRI4 CNSTI4 -1 EQI4 $804 ADDRGP4 level+16 CNSTI4 -1 ASGNI4 ADDRGP4 $479 ARGP4 ADDRGP4 level+16 INDIRI4 ARGI4 ADDRLP4 0 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 5 ARGI4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $822 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 $804 JUMPV LABELV $814 ADDRGP4 level+16 INDIRI4 CNSTI4 0 NEI4 $823 ADDRGP4 $804 JUMPV LABELV $823 ADDRGP4 g_warmup+4 INDIRI4 ADDRGP4 level+352 INDIRI4 EQI4 $826 ADDRGP4 level+352 ADDRGP4 g_warmup+4 INDIRI4 ASGNI4 ADDRGP4 level+16 CNSTI4 -1 ASGNI4 LABELV $826 ADDRGP4 level+16 INDIRI4 CNSTI4 0 GEI4 $833 ADDRGP4 level+80 INDIRI4 CNSTI4 2 NEI4 $804 ADDRGP4 g_warmup+12 INDIRI4 CNSTI4 1 LEI4 $839 ADDRLP4 0 CNSTI4 1000 ASGNI4 ADDRGP4 level+16 ADDRGP4 level+32 INDIRI4 ADDRLP4 0 INDIRI4 ADDRGP4 g_warmup+12 INDIRI4 MULI4 ADDRLP4 0 INDIRI4 SUBI4 ADDI4 ASGNI4 ADDRGP4 $840 JUMPV LABELV $839 ADDRGP4 level+16 CNSTI4 0 ASGNI4 LABELV $840 ADDRGP4 $479 ARGP4 ADDRGP4 level+16 INDIRI4 ARGI4 ADDRLP4 0 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 5 ARGI4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $804 JUMPV LABELV $833 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+16 INDIRI4 LEI4 $809 ADDRLP4 0 ADDRGP4 level+16 ASGNP4 ADDRLP4 0 INDIRP4 ADDRLP4 0 INDIRP4 INDIRI4 CNSTI4 10000 ADDI4 ASGNI4 ADDRGP4 $60 ARGP4 ADDRGP4 $83 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop CNSTI4 2 ARGI4 ADDRGP4 $559 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop ADDRGP4 level+68 CNSTI4 1 ASGNI4 ADDRGP4 $804 JUMPV LABELV $808 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 2 EQI4 $853 ADDRGP4 level+16 INDIRI4 CNSTI4 0 EQI4 $853 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 g_gametype+12 INDIRI4 CNSTI4 3 LEI4 $857 CNSTI4 -1 ARGI4 CNSTI4 2 ARGI4 ADDRLP4 20 ADDRGP4 TeamCount CALLI4 ASGNI4 ADDRLP4 4+8 ADDRLP4 20 INDIRI4 ASGNI4 CNSTI4 -1 ARGI4 CNSTI4 1 ARGI4 ADDRLP4 24 ADDRGP4 TeamCount CALLI4 ASGNI4 ADDRLP4 4+4 ADDRLP4 24 INDIRI4 ASGNI4 ADDRLP4 28 CNSTI4 1 ASGNI4 ADDRLP4 4+4 INDIRI4 ADDRLP4 28 INDIRI4 LTI4 $866 ADDRLP4 4+8 INDIRI4 ADDRLP4 28 INDIRI4 GEI4 $858 LABELV $866 ADDRLP4 0 CNSTI4 1 ASGNI4 ADDRGP4 $858 JUMPV LABELV $857 ADDRGP4 level+80 INDIRI4 CNSTI4 2 GEI4 $867 ADDRLP4 0 CNSTI4 1 ASGNI4 LABELV $867 LABELV $858 ADDRLP4 0 INDIRI4 CNSTI4 0 EQI4 $870 ADDRGP4 level+16 INDIRI4 CNSTI4 -1 EQI4 $804 ADDRGP4 level+16 CNSTI4 -1 ASGNI4 ADDRGP4 $479 ARGP4 ADDRGP4 level+16 INDIRI4 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 5 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $822 ARGP4 ADDRGP4 G_LogPrintf CALLV pop ADDRGP4 $804 JUMPV LABELV $870 ADDRGP4 level+16 INDIRI4 CNSTI4 0 NEI4 $877 ADDRGP4 $804 JUMPV LABELV $877 ADDRGP4 g_warmup+4 INDIRI4 ADDRGP4 level+352 INDIRI4 EQI4 $880 ADDRGP4 level+352 ADDRGP4 g_warmup+4 INDIRI4 ASGNI4 ADDRGP4 level+16 CNSTI4 -1 ASGNI4 LABELV $880 ADDRGP4 level+16 INDIRI4 CNSTI4 0 GEI4 $887 ADDRGP4 g_warmup+12 INDIRI4 CNSTI4 1 LEI4 $890 ADDRLP4 20 CNSTI4 1000 ASGNI4 ADDRGP4 level+16 ADDRGP4 level+32 INDIRI4 ADDRLP4 20 INDIRI4 ADDRGP4 g_warmup+12 INDIRI4 MULI4 ADDRLP4 20 INDIRI4 SUBI4 ADDI4 ASGNI4 ADDRGP4 $891 JUMPV LABELV $890 ADDRGP4 level+16 CNSTI4 0 ASGNI4 LABELV $891 ADDRGP4 $479 ARGP4 ADDRGP4 level+16 INDIRI4 ARGI4 ADDRLP4 20 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 5 ARGI4 ADDRLP4 20 INDIRP4 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop ADDRGP4 $804 JUMPV LABELV $887 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+16 INDIRI4 LEI4 $898 ADDRLP4 20 ADDRGP4 level+16 ASGNP4 ADDRLP4 20 INDIRP4 ADDRLP4 20 INDIRP4 INDIRI4 CNSTI4 10000 ADDI4 ASGNI4 ADDRGP4 $60 ARGP4 ADDRGP4 $83 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop CNSTI4 2 ARGI4 ADDRGP4 $559 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop ADDRGP4 level+68 CNSTI4 1 ASGNI4 LABELV $898 LABELV $853 LABELV $809 LABELV $804 endproc CheckTournament 32 8 export CheckVote proc CheckVote 4 8 ADDRGP4 level+2408 INDIRI4 CNSTI4 0 EQI4 $905 ADDRGP4 level+2408 INDIRI4 ADDRGP4 level+32 INDIRI4 GEI4 $905 ADDRGP4 level+2408 CNSTI4 0 ASGNI4 ADDRGP4 $911 ARGP4 ADDRGP4 level+356 ARGP4 ADDRLP4 0 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 2 ARGI4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop LABELV $905 ADDRGP4 level+2404 INDIRI4 CNSTI4 0 NEI4 $913 ADDRGP4 $904 JUMPV LABELV $913 ADDRGP4 level+32 INDIRI4 ADDRGP4 level+2404 INDIRI4 SUBI4 CNSTI4 30000 LTI4 $916 CNSTI4 -1 ARGI4 ADDRGP4 $920 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $917 JUMPV LABELV $916 ADDRGP4 level+2412 INDIRI4 ADDRGP4 level+2420 INDIRI4 CNSTI4 2 DIVI4 LEI4 $921 CNSTI4 -1 ARGI4 ADDRGP4 $925 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 level+2408 ADDRGP4 level+32 INDIRI4 CNSTI4 3000 ADDI4 ASGNI4 ADDRGP4 $922 JUMPV LABELV $921 ADDRGP4 level+2416 INDIRI4 ADDRGP4 level+2420 INDIRI4 CNSTI4 2 DIVI4 LTI4 $904 CNSTI4 -1 ARGI4 ADDRGP4 $920 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop LABELV $929 LABELV $922 LABELV $917 ADDRGP4 level+2404 CNSTI4 0 ASGNI4 CNSTI4 8 ARGI4 ADDRGP4 $55 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop LABELV $904 endproc CheckVote 4 8 export PrintTeam proc PrintTeam 4 8 ADDRFP4 0 ADDRFP4 0 INDIRI4 ASGNI4 ADDRFP4 4 ADDRFP4 4 INDIRP4 ASGNP4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $937 JUMPV LABELV $934 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $939 ADDRGP4 $935 JUMPV LABELV $939 ADDRLP4 0 INDIRI4 ARGI4 ADDRFP4 4 INDIRP4 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop LABELV $935 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $937 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $934 LABELV $933 endproc PrintTeam 4 8 export SetLeader proc SetLeader 8 8 ADDRFP4 0 ADDRFP4 0 INDIRI4 ASGNI4 ADDRFP4 4 ADDRFP4 4 INDIRI4 ASGNI4 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 468 ADDP4 INDIRI4 CNSTI4 0 NEI4 $942 ADDRGP4 $944 ARGP4 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 512 ADDP4 ARGP4 ADDRLP4 4 ADDRGP4 va CALLP4 ASGNP4 ADDRFP4 0 INDIRI4 ARGI4 ADDRLP4 4 INDIRP4 ARGP4 ADDRGP4 PrintTeam CALLV pop ADDRGP4 $941 JUMPV LABELV $942 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $945 ADDRGP4 $947 ARGP4 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 512 ADDP4 ARGP4 ADDRLP4 4 ADDRGP4 va CALLP4 ASGNP4 ADDRFP4 0 INDIRI4 ARGI4 ADDRLP4 4 INDIRP4 ARGP4 ADDRGP4 PrintTeam CALLV pop ADDRGP4 $941 JUMPV LABELV $945 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $951 JUMPV LABELV $948 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $953 ADDRGP4 $949 JUMPV LABELV $953 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 INDIRI4 CNSTI4 0 EQI4 $955 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 CNSTI4 0 ASGNI4 ADDRLP4 0 INDIRI4 ARGI4 ADDRGP4 ClientUserinfoChanged CALLV pop LABELV $955 LABELV $949 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $951 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $948 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 CNSTI4 1 ASGNI4 ADDRFP4 4 INDIRI4 ARGI4 ADDRGP4 ClientUserinfoChanged CALLV pop ADDRGP4 $957 ARGP4 CNSTI4 844 ADDRFP4 4 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 512 ADDP4 ARGP4 ADDRLP4 4 ADDRGP4 va CALLP4 ASGNP4 ADDRFP4 0 INDIRI4 ARGI4 ADDRLP4 4 INDIRP4 ARGP4 ADDRGP4 PrintTeam CALLV pop LABELV $941 endproc SetLeader 8 8 export CheckTeamLeader proc CheckTeamLeader 4 0 ADDRFP4 0 ADDRFP4 0 INDIRI4 ASGNI4 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $962 JUMPV LABELV $959 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $964 ADDRGP4 $960 JUMPV LABELV $964 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 INDIRI4 CNSTI4 0 EQI4 $966 ADDRGP4 $961 JUMPV LABELV $966 LABELV $960 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $962 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $959 LABELV $961 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $968 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $974 JUMPV LABELV $971 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $976 ADDRGP4 $972 JUMPV LABELV $976 CNSTI4 812 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 g_entities+208+216 ADDP4 INDIRI4 CNSTI4 8 BANDI4 CNSTI4 0 NEI4 $978 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 CNSTI4 1 ASGNI4 ADDRGP4 $973 JUMPV LABELV $978 LABELV $972 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $974 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $971 LABELV $973 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $982 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $988 JUMPV LABELV $985 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 616 ADDP4 INDIRI4 ADDRFP4 0 INDIRI4 EQI4 $990 ADDRGP4 $986 JUMPV LABELV $990 CNSTI4 844 ADDRLP4 0 INDIRI4 MULI4 ADDRGP4 level INDIRP4 ADDP4 CNSTI4 640 ADDP4 CNSTI4 1 ASGNI4 ADDRGP4 $987 JUMPV LABELV $986 ADDRLP4 0 ADDRLP4 0 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 LABELV $988 ADDRLP4 0 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $985 LABELV $987 LABELV $982 LABELV $968 LABELV $958 endproc CheckTeamLeader 4 0 export CheckTeamVote proc CheckTeamVote 20 12 ADDRFP4 0 INDIRI4 CNSTI4 1 NEI4 $993 ADDRLP4 0 CNSTI4 0 ASGNI4 ADDRGP4 $994 JUMPV LABELV $993 ADDRFP4 0 INDIRI4 CNSTI4 2 NEI4 $992 ADDRLP4 0 CNSTI4 1 ASGNI4 LABELV $996 LABELV $994 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+4472 ADDP4 INDIRI4 CNSTI4 0 NEI4 $997 ADDRGP4 $992 JUMPV LABELV $997 ADDRGP4 level+32 INDIRI4 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+4472 ADDP4 INDIRI4 SUBI4 CNSTI4 30000 LTI4 $1000 CNSTI4 -1 ARGI4 ADDRGP4 $1004 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $1001 JUMPV LABELV $1000 ADDRLP4 4 CNSTI4 2 ASGNI4 ADDRLP4 8 ADDRLP4 0 INDIRI4 ADDRLP4 4 INDIRI4 LSHI4 ASGNI4 ADDRLP4 8 INDIRI4 ADDRGP4 level+4480 ADDP4 INDIRI4 ADDRLP4 8 INDIRI4 ADDRGP4 level+4496 ADDP4 INDIRI4 ADDRLP4 4 INDIRI4 DIVI4 LEI4 $1005 CNSTI4 -1 ARGI4 ADDRGP4 $1009 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop ADDRGP4 $1012 ARGP4 ADDRLP4 0 INDIRI4 CNSTI4 10 LSHI4 ADDRGP4 level+2424 ADDP4 ARGP4 CNSTI4 6 ARGI4 ADDRLP4 12 ADDRGP4 Q_strncmp CALLI4 ASGNI4 ADDRLP4 12 INDIRI4 CNSTI4 0 NEI4 $1010 ADDRLP4 0 INDIRI4 CNSTI4 10 LSHI4 ADDRGP4 level+2424+7 ADDP4 ARGP4 ADDRLP4 16 ADDRGP4 qk_atoi CALLI4 ASGNI4 ADDRFP4 0 INDIRI4 ARGI4 ADDRLP4 16 INDIRI4 ARGI4 ADDRGP4 SetLeader CALLV pop ADDRGP4 $1006 JUMPV LABELV $1010 ADDRGP4 $911 ARGP4 ADDRLP4 0 INDIRI4 CNSTI4 10 LSHI4 ADDRGP4 level+2424 ADDP4 ARGP4 ADDRLP4 16 ADDRGP4 va CALLP4 ASGNP4 CNSTI4 2 ARGI4 ADDRLP4 16 INDIRP4 ARGP4 ADDRGP4 trap_SendConsoleCommand CALLV pop ADDRGP4 $1006 JUMPV LABELV $1005 ADDRLP4 12 CNSTI4 2 ASGNI4 ADDRLP4 16 ADDRLP4 0 INDIRI4 ADDRLP4 12 INDIRI4 LSHI4 ASGNI4 ADDRLP4 16 INDIRI4 ADDRGP4 level+4488 ADDP4 INDIRI4 ADDRLP4 16 INDIRI4 ADDRGP4 level+4496 ADDP4 INDIRI4 ADDRLP4 12 INDIRI4 DIVI4 LTI4 $992 CNSTI4 -1 ARGI4 ADDRGP4 $1004 ARGP4 ADDRGP4 trap_SendServerCommand CALLV pop LABELV $1018 LABELV $1006 LABELV $1001 ADDRLP4 0 INDIRI4 CNSTI4 2 LSHI4 ADDRGP4 level+4472 ADDP4 CNSTI4 0 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 12 ADDI4 ARGI4 ADDRGP4 $55 ARGP4 ADDRGP4 trap_SetConfigstring CALLV pop LABELV $992 endproc CheckTeamVote 20 12 data align 4 LABELV $1023 byte 4 -1 export CheckCvars code proc CheckCvars 4 8 ADDRGP4 g_password+4 INDIRI4 ADDRGP4 $1023 INDIRI4 EQI4 $1024 ADDRGP4 $1023 ADDRGP4 g_password+4 INDIRI4 ASGNI4 ADDRGP4 g_password+16 INDIRI1 CVII4 1 CNSTI4 0 EQI4 $1028 ADDRGP4 g_password+16 ARGP4 ADDRGP4 $1032 ARGP4 ADDRLP4 0 ADDRGP4 Q_stricmp CALLI4 ASGNI4 ADDRLP4 0 INDIRI4 CNSTI4 0 EQI4 $1028 ADDRGP4 $84 ARGP4 ADDRGP4 $83 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop ADDRGP4 $1029 JUMPV LABELV $1028 ADDRGP4 $84 ARGP4 ADDRGP4 $61 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop LABELV $1029 LABELV $1024 LABELV $1022 endproc CheckCvars 4 8 export G_RunThink proc G_RunThink 8 4 ADDRFP4 0 ADDRFP4 0 INDIRP4 ASGNP4 ADDRLP4 0 ADDRFP4 0 INDIRP4 CNSTI4 684 ADDP4 INDIRI4 CVIF4 4 ASGNF4 ADDRLP4 0 INDIRF4 CNSTF4 0 GTF4 $1034 ADDRGP4 $1033 JUMPV LABELV $1034 ADDRLP4 0 INDIRF4 ADDRGP4 level+32 INDIRI4 CVIF4 4 LEF4 $1036 ADDRGP4 $1033 JUMPV LABELV $1036 ADDRFP4 0 INDIRP4 CNSTI4 684 ADDP4 CNSTI4 0 ASGNI4 ADDRFP4 0 INDIRP4 CNSTI4 688 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 NEU4 $1039 ADDRGP4 $1041 ARGP4 ADDRGP4 G_Error CALLV pop LABELV $1039 ADDRFP4 0 INDIRP4 ARGP4 ADDRFP4 0 INDIRP4 CNSTI4 688 ADDP4 INDIRP4 CALLV pop LABELV $1033 endproc G_RunThink 8 4 export G_RunFrame proc G_RunFrame 28 12 ADDRGP4 level+68 INDIRI4 CNSTI4 0 EQI4 $1043 ADDRGP4 $1042 JUMPV LABELV $1043 ADDRLP4 8 ADDRGP4 level+28 ASGNP4 ADDRLP4 8 INDIRP4 ADDRLP4 8 INDIRP4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRGP4 level+36 ADDRGP4 level+32 INDIRI4 ASGNI4 ADDRGP4 level+32 ADDRFP4 0 INDIRI4 ASGNI4 ADDRGP4 G_UpdateCvars CALLV pop ADDRLP4 0 ADDRGP4 g_entities ASGNP4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $1053 JUMPV LABELV $1050 ADDRLP4 0 INDIRP4 CNSTI4 520 ADDP4 INDIRI4 CNSTI4 0 NEI4 $1055 ADDRGP4 $1051 JUMPV LABELV $1055 ADDRGP4 level+32 INDIRI4 ADDRLP4 0 INDIRP4 CNSTI4 552 ADDP4 INDIRI4 SUBI4 CNSTI4 300 LEI4 $1057 ADDRLP4 0 INDIRP4 CNSTI4 180 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1060 ADDRLP4 0 INDIRP4 CNSTI4 180 ADDP4 CNSTI4 0 ASGNI4 ADDRLP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CVPU4 4 CNSTU4 0 EQU4 $1062 ADDRLP4 0 INDIRP4 CNSTI4 516 ADDP4 INDIRP4 CNSTI4 128 ADDP4 CNSTI4 0 ASGNI4 LABELV $1062 LABELV $1060 ADDRLP4 0 INDIRP4 CNSTI4 556 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1064 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_FreeEntity CALLV pop ADDRGP4 $1051 JUMPV LABELV $1064 ADDRLP4 0 INDIRP4 CNSTI4 560 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1066 ADDRLP4 0 INDIRP4 CNSTI4 560 ADDP4 CNSTI4 0 ASGNI4 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 trap_UnlinkEntity CALLV pop LABELV $1066 LABELV $1057 ADDRLP4 0 INDIRP4 CNSTI4 556 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1068 ADDRGP4 $1051 JUMPV LABELV $1068 ADDRLP4 16 CNSTI4 0 ASGNI4 ADDRLP4 0 INDIRP4 CNSTI4 416 ADDP4 INDIRI4 ADDRLP4 16 INDIRI4 NEI4 $1070 ADDRLP4 0 INDIRP4 CNSTI4 532 ADDP4 INDIRI4 ADDRLP4 16 INDIRI4 EQI4 $1070 ADDRGP4 $1051 JUMPV LABELV $1070 ADDRLP4 0 INDIRP4 CNSTI4 4 ADDP4 INDIRI4 CNSTI4 3 NEI4 $1072 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_RunMissile CALLV pop ADDRGP4 $1051 JUMPV LABELV $1072 ADDRLP4 0 INDIRP4 CNSTI4 4 ADDP4 INDIRI4 CNSTI4 2 EQI4 $1076 ADDRLP4 0 INDIRP4 CNSTI4 564 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1074 LABELV $1076 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_RunItem CALLV pop ADDRGP4 $1051 JUMPV LABELV $1074 ADDRLP4 24 CNSTI4 4 ASGNI4 ADDRLP4 0 INDIRP4 ADDRLP4 24 INDIRI4 ADDP4 INDIRI4 ADDRLP4 24 INDIRI4 NEI4 $1077 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_RunMover CALLV pop ADDRGP4 $1051 JUMPV LABELV $1077 ADDRLP4 4 INDIRI4 CNSTI4 64 GEI4 $1079 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_RunClient CALLV pop ADDRGP4 $1051 JUMPV LABELV $1079 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 G_RunThink CALLV pop LABELV $1051 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 0 INDIRP4 CNSTI4 812 ADDP4 ASGNP4 LABELV $1053 ADDRLP4 4 INDIRI4 ADDRGP4 level+12 INDIRI4 LTI4 $1050 ADDRLP4 0 ADDRGP4 g_entities ASGNP4 ADDRLP4 4 CNSTI4 0 ASGNI4 ADDRGP4 $1084 JUMPV LABELV $1081 ADDRLP4 0 INDIRP4 CNSTI4 520 ADDP4 INDIRI4 CNSTI4 0 EQI4 $1086 ADDRLP4 0 INDIRP4 ARGP4 ADDRGP4 ClientEndFrame CALLV pop LABELV $1086 LABELV $1082 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 0 ADDRLP4 0 INDIRP4 CNSTI4 812 ADDP4 ASGNP4 LABELV $1084 ADDRLP4 4 INDIRI4 ADDRGP4 level+24 INDIRI4 LTI4 $1081 ADDRGP4 CheckTournament CALLV pop ADDRGP4 CheckExitRules CALLV pop ADDRGP4 CheckTeamStatus CALLV pop ADDRGP4 CheckVote CALLV pop CNSTI4 1 ARGI4 ADDRGP4 CheckTeamVote CALLV pop CNSTI4 2 ARGI4 ADDRGP4 CheckTeamVote CALLV pop ADDRGP4 CheckCvars CALLV pop ADDRGP4 g_listEntity+12 INDIRI4 CNSTI4 0 EQI4 $1088 ADDRLP4 4 CNSTI4 0 ASGNI4 LABELV $1091 ADDRGP4 $1095 ARGP4 ADDRLP4 4 INDIRI4 ARGI4 CNSTI4 812 ADDRLP4 4 INDIRI4 MULI4 ADDRGP4 g_entities+524 ADDP4 INDIRP4 ARGP4 ADDRGP4 G_Printf CALLV pop LABELV $1092 ADDRLP4 4 ADDRLP4 4 INDIRI4 CNSTI4 1 ADDI4 ASGNI4 ADDRLP4 4 INDIRI4 CNSTI4 1024 LTI4 $1091 ADDRGP4 $110 ARGP4 ADDRGP4 $61 ARGP4 ADDRGP4 trap_Cvar_Set CALLV pop LABELV $1088 LABELV $1042 endproc G_RunFrame 28 12 bss export g_listEntity align 4 LABELV g_listEntity skip 272 export g_podiumDrop align 4 LABELV g_podiumDrop skip 272 export g_podiumDist align 4 LABELV g_podiumDist skip 272 export g_logfileSync align 4 LABELV g_logfileSync skip 272 export g_logfile align 4 LABELV g_logfile skip 272 export g_clients align 4 LABELV g_clients skip 54016 import trap_SnapVector import trap_GeneticParentsAndChildSelection import trap_BotResetWeaponState import trap_BotFreeWeaponState import trap_BotAllocWeaponState import trap_BotLoadWeaponWeights import trap_BotGetWeaponInfo import trap_BotChooseBestFightWeapon import trap_BotAddAvoidSpot import trap_BotInitMoveState import trap_BotFreeMoveState import trap_BotAllocMoveState import trap_BotPredictVisiblePosition import trap_BotMovementViewTarget import trap_BotReachabilityArea import trap_BotResetLastAvoidReach import trap_BotResetAvoidReach import trap_BotMoveInDirection import trap_BotMoveToGoal import trap_BotResetMoveState import trap_BotFreeGoalState import trap_BotAllocGoalState import trap_BotMutateGoalFuzzyLogic import trap_BotSaveGoalFuzzyLogic import trap_BotInterbreedGoalFuzzyLogic import trap_BotFreeItemWeights import trap_BotLoadItemWeights import trap_BotUpdateEntityItems import trap_BotInitLevelItems import trap_BotSetAvoidGoalTime import trap_BotAvoidGoalTime import trap_BotGetLevelItemGoal import trap_BotGetMapLocationGoal import trap_BotGetNextCampSpotGoal import trap_BotItemGoalInVisButNotVisible import trap_BotTouchingGoal import trap_BotChooseNBGItem import trap_BotChooseLTGItem import trap_BotGetSecondGoal import trap_BotGetTopGoal import trap_BotGoalName import trap_BotDumpGoalStack import trap_BotDumpAvoidGoals import trap_BotEmptyGoalStack import trap_BotPopGoal import trap_BotPushGoal import trap_BotResetAvoidGoals import trap_BotRemoveFromAvoidGoals import trap_BotResetGoalState import trap_BotSetChatName import trap_BotSetChatGender import trap_BotLoadChatFile import trap_BotReplaceSynonyms import trap_UnifyWhiteSpaces import trap_BotMatchVariable import trap_BotFindMatch import trap_StringContains import trap_BotGetChatMessage import trap_BotEnterChat import trap_BotChatLength import trap_BotReplyChat import trap_BotNumInitialChats import trap_BotInitialChat import trap_BotNumConsoleMessages import trap_BotNextConsoleMessage import trap_BotRemoveConsoleMessage import trap_BotQueueConsoleMessage import trap_BotFreeChatState import trap_BotAllocChatState import trap_Characteristic_String import trap_Characteristic_BInteger import trap_Characteristic_Integer import trap_Characteristic_BFloat import trap_Characteristic_Float import trap_BotFreeCharacter import trap_BotLoadCharacter import trap_EA_ResetInput import trap_EA_GetInput import trap_EA_EndRegular import trap_EA_View import trap_EA_Move import trap_EA_DelayedJump import trap_EA_Jump import trap_EA_SelectWeapon import trap_EA_MoveRight import trap_EA_MoveLeft import trap_EA_MoveBack import trap_EA_MoveForward import trap_EA_MoveDown import trap_EA_MoveUp import trap_EA_Crouch import trap_EA_Respawn import trap_EA_Use import trap_EA_Attack import trap_EA_Talk import trap_EA_Gesture import trap_EA_Action import trap_EA_Command import trap_EA_SayTeam import trap_EA_Say import trap_AAS_PredictClientMovement import trap_AAS_Swimming import trap_AAS_AlternativeRouteGoals import trap_AAS_PredictRoute import trap_AAS_EnableRoutingArea import trap_AAS_AreaTravelTimeToGoalArea import trap_AAS_AreaReachability import trap_AAS_IntForBSPEpairKey import trap_AAS_FloatForBSPEpairKey import trap_AAS_VectorForBSPEpairKey import trap_AAS_ValueForBSPEpairKey import trap_AAS_NextBSPEntity import trap_AAS_PointContents import trap_AAS_TraceAreas import trap_AAS_PointReachabilityAreaIndex import trap_AAS_PointAreaNum import trap_AAS_Time import trap_AAS_PresenceTypeBoundingBox import trap_AAS_Initialized import trap_AAS_EntityInfo import trap_AAS_AreaInfo import trap_AAS_BBoxAreas import trap_BotUserCommand import trap_BotGetServerCommand import trap_BotGetSnapshotEntity import trap_BotLibTest import trap_BotLibUpdateEntity import trap_BotLibLoadMap import trap_BotLibStartFrame import trap_BotLibDefine import trap_BotLibVarGet import trap_BotLibVarSet import trap_BotLibShutdown import trap_BotLibSetup import trap_DebugPolygonDelete import trap_DebugPolygonCreate import trap_GetEntityToken import trap_GetUsercmd import trap_BotFreeClient import trap_BotAllocateClient import trap_EntityContact import trap_EntitiesInBox import trap_UnlinkEntity import trap_LinkEntity import trap_AreasConnected import trap_AdjustAreaPortalState import trap_InPVSIgnorePortals import trap_InPVS import trap_PointContents import trap_Trace import trap_SetBrushModel import trap_GetServerinfo import trap_SetUserinfo import trap_GetUserinfo import trap_GetConfigstring import trap_SetConfigstring import trap_SendServerCommand import trap_DropClient import trap_LocateGameData import trap_Cvar_VariableStringBuffer import trap_Cvar_VariableValue import trap_Cvar_VariableIntegerValue import trap_Cvar_Set import trap_Cvar_Update import trap_Cvar_Register import trap_SendConsoleCommand import trap_FS_Seek import trap_FS_GetFileList import trap_FS_FCloseFile import trap_FS_Write import trap_FS_Read import trap_FS_FOpenFile import trap_Args import trap_Argv import trap_Argc import trap_RealTime import trap_Milliseconds import trap_Error import trap_Print export g_proxMineTimeout align 4 LABELV g_proxMineTimeout skip 272 export g_singlePlayer align 4 LABELV g_singlePlayer skip 272 export g_enableBreath align 4 LABELV g_enableBreath skip 272 export g_enableDust align 4 LABELV g_enableDust skip 272 export g_rankings align 4 LABELV g_rankings skip 272 export pmove_msec align 4 LABELV pmove_msec skip 272 export pmove_fixed align 4 LABELV pmove_fixed skip 272 export g_smoothClients align 4 LABELV g_smoothClients skip 272 export g_blueteam align 4 LABELV g_blueteam skip 272 export g_redteam align 4 LABELV g_redteam skip 272 export g_cubeTimeout align 4 LABELV g_cubeTimeout skip 272 export g_obeliskRespawnDelay align 4 LABELV g_obeliskRespawnDelay skip 272 export g_obeliskRegenAmount align 4 LABELV g_obeliskRegenAmount skip 272 export g_obeliskRegenPeriod align 4 LABELV g_obeliskRegenPeriod skip 272 export g_obeliskHealth align 4 LABELV g_obeliskHealth skip 272 export g_filterBan align 4 LABELV g_filterBan skip 272 export g_banIPs align 4 LABELV g_banIPs skip 272 export g_teamForceBalance align 4 LABELV g_teamForceBalance skip 272 export g_teamAutoJoin align 4 LABELV g_teamAutoJoin skip 272 export g_allowVote align 4 LABELV g_allowVote skip 272 export g_blood align 4 LABELV g_blood skip 272 export g_doWarmup align 4 LABELV g_doWarmup skip 272 export g_warmup align 4 LABELV g_warmup skip 272 export g_motd align 4 LABELV g_motd skip 272 export g_synchronousClients align 4 LABELV g_synchronousClients skip 272 export g_weaponTeamRespawn align 4 LABELV g_weaponTeamRespawn skip 272 export g_weaponRespawn align 4 LABELV g_weaponRespawn skip 272 export g_debugDamage align 4 LABELV g_debugDamage skip 272 export g_debugAlloc align 4 LABELV g_debugAlloc skip 272 export g_debugMove align 4 LABELV g_debugMove skip 272 export g_inactivity align 4 LABELV g_inactivity skip 272 export g_forcerespawn align 4 LABELV g_forcerespawn skip 272 export g_quadfactor align 4 LABELV g_quadfactor skip 272 export g_knockback align 4 LABELV g_knockback skip 272 export g_speed align 4 LABELV g_speed skip 272 export g_gravity align 4 LABELV g_gravity skip 272 export g_needpass align 4 LABELV g_needpass skip 272 export g_password align 4 LABELV g_password skip 272 export g_friendlyFire align 4 LABELV g_friendlyFire skip 272 export g_capturelimit align 4 LABELV g_capturelimit skip 272 export g_timelimit align 4 LABELV g_timelimit skip 272 export g_fraglimit align 4 LABELV g_fraglimit skip 272 export g_dmflags align 4 LABELV g_dmflags skip 272 export g_restarted align 4 LABELV g_restarted skip 272 export g_maxGameClients align 4 LABELV g_maxGameClients skip 272 export g_maxclients align 4 LABELV g_maxclients skip 272 export g_cheats align 4 LABELV g_cheats skip 272 export g_dedicated align 4 LABELV g_dedicated skip 272 export g_gametype align 4 LABELV g_gametype skip 272 export g_entities align 4 LABELV g_entities skip 831488 export level align 4 LABELV level skip 9216 import Pickup_Team import CheckTeamStatus import TeamplayInfoMessage import Team_GetLocationMsg import Team_GetLocation import SelectCTFSpawnPoint import Team_FreeEntity import Team_ReturnFlag import Team_InitGame import Team_CheckHurtCarrier import Team_FragBonuses import Team_DroppedFlagThink import AddTeamScore import TeamColorString import TeamName import OtherTeam import BotTestAAS import BotAIStartFrame import BotAIShutdownClient import BotAISetupClient import BotAILoadMap import BotAIShutdown import BotAISetup import BotInterbreedEndMatch import Svcmd_BotList_f import Svcmd_AddBot_f import G_BotConnect import G_RemoveQueuedBotBegin import G_CheckBotSpawn import G_GetBotInfoByName import G_GetBotInfoByNumber import G_InitBots import Svcmd_AbortPodium_f import SpawnModelsOnVictoryPads import UpdateTournamentInfo import G_WriteSessionData import G_InitWorldSession import G_InitSessionData import G_ReadSessionData import Svcmd_GameMem_f import G_InitMemory import G_Alloc import CheckObeliskAttack import Team_CheckDroppedItem import OnSameTeam import G_RunClient import ClientEndFrame import ClientThink import ClientCommand import ClientBegin import ClientDisconnect import ClientUserinfoChanged import ClientConnect import DeathmatchScoreboardMessage import G_StartKamikaze import FireWeapon import G_FilterPacket import G_ProcessIPBans import ConsoleCommand import SpotWouldTelefrag import AddScore import player_die import ClientSpawn import InitBodyQue import ClientRespawn import CopyToBodyQue import SelectSpawnPoint import SetClientViewAngle import PickTeam import TeamLeader import TeamCount import Weapon_HookThink import Weapon_HookFree import CheckGauntletAttack import SnapVectorTowards import CalcMuzzlePoint import LogAccuracyHit import DropPortalDestination import DropPortalSource import TeleportPlayer import trigger_teleporter_touch import Touch_DoorTrigger import G_RunMover import fire_prox import fire_nail import fire_grapple import fire_bfg import fire_rocket import fire_grenade import fire_plasma import G_RunMissile import TossClientCubes import TossClientPersistantPowerups import TossClientItems import body_die import G_InvulnerabilityEffect import G_RadiusDamage import G_Damage import CanDamage import BuildShaderStateConfig import AddRemap import G_SetOrigin import G_AddEvent import G_AddPredictableEvent import vectoyaw import vtos import tv import G_TouchTriggers import G_EntitiesFree import G_FreeEntity import G_Sound import G_TempEntity import G_Spawn import G_InitGentity import G_SetMovedir import G_UseTargets import G_PickTarget import G_Find import G_KillBox import G_TeamCommand import G_SoundIndex import G_ModelIndex import SaveRegisteredItems import RegisterItem import ClearRegisteredItems import Touch_Item import Add_Ammo import ArmorIndex import Think_Weapon import FinishSpawningItem import G_SpawnItem import SetRespawn import LaunchItem import Drop_Item import PrecacheItem import UseHoldableItem import RespawnItem import G_RunItem import G_CheckTeamItems import Cmd_FollowCycle_f import SetTeam import BroadcastTeamChange import StopFollowing import Cmd_Score_f import G_NewString import G_SpawnEntitiesFromString import G_SpawnVector import G_SpawnInt import G_SpawnFloat import G_SpawnString import BG_PlayerTouchesItem import BG_PlayerStateToEntityStateExtraPolate import BG_PlayerStateToEntityState import BG_TouchJumpPad import BG_AddPredictableEventToPlayerstate import BG_EvaluateTrajectoryDelta import BG_EvaluateTrajectory import BG_CanItemBeGrabbed import BG_FindItemForHoldable import BG_FindItemForPowerup import BG_FindItemForWeapon import BG_FindItem import bg_numItems import bg_itemlist import Pmove import PM_UpdateViewAngles import Info_NextPair import Info_Validate import Info_SetValueForKey_Big import Info_SetValueForKey import Info_RemoveKey_Big import Info_RemoveKey import Info_ValueForKey import Com_TruncateLongString import va import Q_CountChar import Q_CleanStr import Q_PrintStrlen import Q_strcat import Q_strncpyz import Q_stristr import Q_strupr import Q_strlwr import Q_stricmpn import Q_strncmp import Q_stricmp import Q_isintegral import Q_isanumber import Q_isalpha import Q_isupper import Q_islower import Q_isprint import Com_RandomBytes import Com_SkipCharset import Com_SkipTokens import Com_sprintf import Com_HexStrToInt import Parse3DMatrix import Parse2DMatrix import Parse1DMatrix import SkipRestOfLine import SkipBracedSection import COM_MatchToken import COM_ParseWarning import COM_ParseError import COM_Compress import COM_ParseExt import COM_Parse import COM_GetCurrentParseLine import COM_BeginParseSession import COM_DefaultExtension import COM_CompareExtension import COM_StripExtension import COM_GetExtension import COM_SkipPath import Com_Clamp import PerpendicularVector import AngleVectors import MatrixMultiply import MakeNormalVectors import RotateAroundDirection import RotatePointAroundVector import ProjectPointOnPlane import PlaneFromPoints import AngleDelta import AngleNormalize180 import AngleNormalize360 import AnglesSubtract import AngleSubtract import LerpAngle import AngleMod import BoundsIntersectPoint import BoundsIntersectSphere import BoundsIntersect import BoxOnPlaneSide import SetPlaneSignbits import AxisCopy import AxisClear import AnglesToAxis import vectoangles import Q_crandom import Q_random import Q_rand import Q_acos import Q_log2 import VectorRotate import Vector4Scale import VectorNormalize2 import VectorNormalize import CrossProduct import VectorInverse import VectorNormalizeFast import DistanceSquared import Distance import VectorLengthSquared import VectorLength import VectorCompare import AddPointToBounds import ClearBounds import RadiusFromBounds import NormalizeColor import ColorBytes4 import ColorBytes3 import _VectorMA import _VectorScale import _VectorCopy import _VectorAdd import _VectorSubtract import _DotProduct import ByteToDir import DirToByte import ClampShort import ClampChar import Q_rsqrt import Q_fabs import Q_isnan import axisDefault import vec3_origin import g_color_table import colorDkGrey import colorMdGrey import colorLtGrey import colorWhite import colorCyan import colorMagenta import colorYellow import colorBlue import colorGreen import colorRed import colorBlack import bytedirs import Hunk_AllocDebug import FloatSwap import LongSwap import ShortSwap import CopyLongSwap import CopyShortSwap import qk_acos import qk_fabs import qk_abs import qk_tan import qk_atan2 import qk_cos import qk_sin import qk_sqrt import qk_floor import qk_ceil import qk_memcpy import qk_memset import qk_memmove import qk_sscanf import qk_vsnprintf import qk_strtol import qk_atoi import qk_strtod import qk_atof import qk_toupper import qk_tolower import qk_strncpy import qk_strstr import qk_strrchr import qk_strchr import qk_strcmp import qk_strcpy import qk_strcat import qk_strlen import qk_rand import qk_srand import qk_qsort lit align 1 LABELV $1095 byte 1 37 byte 1 52 byte 1 105 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $1041 byte 1 78 byte 1 85 byte 1 76 byte 1 76 byte 1 32 byte 1 101 byte 1 110 byte 1 116 byte 1 45 byte 1 62 byte 1 116 byte 1 104 byte 1 105 byte 1 110 byte 1 107 byte 1 0 align 1 LABELV $1032 byte 1 110 byte 1 111 byte 1 110 byte 1 101 byte 1 0 align 1 LABELV $1012 byte 1 108 byte 1 101 byte 1 97 byte 1 100 byte 1 101 byte 1 114 byte 1 0 align 1 LABELV $1009 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 84 byte 1 101 byte 1 97 byte 1 109 byte 1 32 byte 1 118 byte 1 111 byte 1 116 byte 1 101 byte 1 32 byte 1 112 byte 1 97 byte 1 115 byte 1 115 byte 1 101 byte 1 100 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $1004 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 84 byte 1 101 byte 1 97 byte 1 109 byte 1 32 byte 1 118 byte 1 111 byte 1 116 byte 1 101 byte 1 32 byte 1 102 byte 1 97 byte 1 105 byte 1 108 byte 1 101 byte 1 100 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $957 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 37 byte 1 115 byte 1 32 byte 1 105 byte 1 115 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 110 byte 1 101 byte 1 119 byte 1 32 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 32 byte 1 108 byte 1 101 byte 1 97 byte 1 100 byte 1 101 byte 1 114 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $947 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 37 byte 1 115 byte 1 32 byte 1 105 byte 1 115 byte 1 32 byte 1 110 byte 1 111 byte 1 116 byte 1 32 byte 1 111 byte 1 110 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 32 byte 1 97 byte 1 110 byte 1 121 byte 1 109 byte 1 111 byte 1 114 byte 1 101 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $944 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 37 byte 1 115 byte 1 32 byte 1 105 byte 1 115 byte 1 32 byte 1 110 byte 1 111 byte 1 116 byte 1 32 byte 1 99 byte 1 111 byte 1 110 byte 1 110 byte 1 101 byte 1 99 byte 1 116 byte 1 101 byte 1 100 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $925 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 86 byte 1 111 byte 1 116 byte 1 101 byte 1 32 byte 1 112 byte 1 97 byte 1 115 byte 1 115 byte 1 101 byte 1 100 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $920 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 86 byte 1 111 byte 1 116 byte 1 101 byte 1 32 byte 1 102 byte 1 97 byte 1 105 byte 1 108 byte 1 101 byte 1 100 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $911 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $822 byte 1 87 byte 1 97 byte 1 114 byte 1 109 byte 1 117 byte 1 112 byte 1 58 byte 1 10 byte 1 0 align 1 LABELV $803 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 66 byte 1 108 byte 1 117 byte 1 101 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 99 byte 1 97 byte 1 112 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $797 byte 1 67 byte 1 97 byte 1 112 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 46 byte 1 0 align 1 LABELV $796 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 82 byte 1 101 byte 1 100 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 99 byte 1 97 byte 1 112 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $786 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 37 byte 1 115 byte 1 94 byte 1 55 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 102 byte 1 114 byte 1 97 byte 1 103 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $773 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 66 byte 1 108 byte 1 117 byte 1 101 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 102 byte 1 114 byte 1 97 byte 1 103 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $767 byte 1 70 byte 1 114 byte 1 97 byte 1 103 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 46 byte 1 0 align 1 LABELV $766 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 82 byte 1 101 byte 1 100 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 32 byte 1 116 byte 1 104 byte 1 101 byte 1 32 byte 1 102 byte 1 114 byte 1 97 byte 1 103 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $756 byte 1 84 byte 1 105 byte 1 109 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 46 byte 1 0 align 1 LABELV $755 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 84 byte 1 105 byte 1 109 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 32 byte 1 104 byte 1 105 byte 1 116 byte 1 46 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $657 byte 1 115 byte 1 112 byte 1 76 byte 1 111 byte 1 115 byte 1 101 byte 1 10 byte 1 0 align 1 LABELV $656 byte 1 115 byte 1 112 byte 1 87 byte 1 105 byte 1 110 byte 1 10 byte 1 0 align 1 LABELV $633 byte 1 115 byte 1 99 byte 1 111 byte 1 114 byte 1 101 byte 1 58 byte 1 32 byte 1 37 byte 1 105 byte 1 32 byte 1 32 byte 1 112 byte 1 105 byte 1 110 byte 1 103 byte 1 58 byte 1 32 byte 1 37 byte 1 105 byte 1 32 byte 1 32 byte 1 99 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 58 byte 1 32 byte 1 37 byte 1 105 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $616 byte 1 114 byte 1 101 byte 1 100 byte 1 58 byte 1 37 byte 1 105 byte 1 32 byte 1 32 byte 1 98 byte 1 108 byte 1 117 byte 1 101 byte 1 58 byte 1 37 byte 1 105 byte 1 10 byte 1 0 align 1 LABELV $607 byte 1 69 byte 1 120 byte 1 105 byte 1 116 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $600 byte 1 37 byte 1 115 byte 1 0 align 1 LABELV $594 byte 1 37 byte 1 51 byte 1 105 byte 1 58 byte 1 37 byte 1 105 byte 1 37 byte 1 105 byte 1 32 byte 1 0 align 1 LABELV $570 byte 1 118 byte 1 115 byte 1 116 byte 1 114 byte 1 32 byte 1 110 byte 1 101 byte 1 120 byte 1 116 byte 1 109 byte 1 97 byte 1 112 byte 1 10 byte 1 0 align 1 LABELV $569 byte 1 118 byte 1 115 byte 1 116 byte 1 114 byte 1 32 byte 1 100 byte 1 49 byte 1 10 byte 1 0 align 1 LABELV $568 byte 1 118 byte 1 115 byte 1 116 byte 1 114 byte 1 32 byte 1 100 byte 1 50 byte 1 0 align 1 LABELV $567 byte 1 109 byte 1 97 byte 1 112 byte 1 95 byte 1 114 byte 1 101 byte 1 115 byte 1 116 byte 1 97 byte 1 114 byte 1 116 byte 1 32 byte 1 48 byte 1 0 align 1 LABELV $564 byte 1 100 byte 1 49 byte 1 0 align 1 LABELV $563 byte 1 110 byte 1 101 byte 1 120 byte 1 116 byte 1 109 byte 1 97 byte 1 112 byte 1 0 align 1 LABELV $559 byte 1 109 byte 1 97 byte 1 112 byte 1 95 byte 1 114 byte 1 101 byte 1 115 byte 1 116 byte 1 97 byte 1 114 byte 1 116 byte 1 32 byte 1 48 byte 1 10 byte 1 0 align 1 LABELV $512 byte 1 105 byte 1 110 byte 1 102 byte 1 111 byte 1 95 byte 1 112 byte 1 108 byte 1 97 byte 1 121 byte 1 101 byte 1 114 byte 1 95 byte 1 105 byte 1 110 byte 1 116 byte 1 101 byte 1 114 byte 1 109 byte 1 105 byte 1 115 byte 1 115 byte 1 105 byte 1 111 byte 1 110 byte 1 0 align 1 LABELV $479 byte 1 37 byte 1 105 byte 1 0 align 1 LABELV $343 byte 1 115 byte 1 0 align 1 LABELV $322 byte 1 102 byte 1 0 align 1 LABELV $288 byte 1 83 byte 1 104 byte 1 117 byte 1 116 byte 1 100 byte 1 111 byte 1 119 byte 1 110 byte 1 71 byte 1 97 byte 1 109 byte 1 101 byte 1 58 byte 1 10 byte 1 0 align 1 LABELV $284 byte 1 61 byte 1 61 byte 1 61 byte 1 61 byte 1 32 byte 1 83 byte 1 104 byte 1 117 byte 1 116 byte 1 100 byte 1 111 byte 1 119 byte 1 110 byte 1 71 byte 1 97 byte 1 109 byte 1 101 byte 1 32 byte 1 61 byte 1 61 byte 1 61 byte 1 61 byte 1 10 byte 1 0 align 1 LABELV $282 byte 1 98 byte 1 111 byte 1 116 byte 1 95 byte 1 101 byte 1 110 byte 1 97 byte 1 98 byte 1 108 byte 1 101 byte 1 0 align 1 LABELV $279 byte 1 109 byte 1 111 byte 1 100 byte 1 101 byte 1 108 byte 1 115 byte 1 47 byte 1 109 byte 1 97 byte 1 112 byte 1 111 byte 1 98 byte 1 106 byte 1 101 byte 1 99 byte 1 116 byte 1 115 byte 1 47 byte 1 112 byte 1 111 byte 1 100 byte 1 105 byte 1 117 byte 1 109 byte 1 47 byte 1 112 byte 1 111 byte 1 100 byte 1 105 byte 1 117 byte 1 109 byte 1 52 byte 1 46 byte 1 109 byte 1 100 byte 1 51 byte 1 0 align 1 LABELV $277 byte 1 99 byte 1 111 byte 1 109 byte 1 95 byte 1 98 byte 1 117 byte 1 105 byte 1 108 byte 1 100 byte 1 83 byte 1 99 byte 1 114 byte 1 105 byte 1 112 byte 1 116 byte 1 0 align 1 LABELV $273 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 10 byte 1 0 align 1 LABELV $267 byte 1 99 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 115 byte 1 108 byte 1 111 byte 1 116 byte 1 0 align 1 LABELV $251 byte 1 78 byte 1 111 byte 1 116 byte 1 32 byte 1 108 byte 1 111 byte 1 103 byte 1 103 byte 1 105 byte 1 110 byte 1 103 byte 1 32 byte 1 116 byte 1 111 byte 1 32 byte 1 100 byte 1 105 byte 1 115 byte 1 107 byte 1 46 byte 1 10 byte 1 0 align 1 LABELV $250 byte 1 73 byte 1 110 byte 1 105 byte 1 116 byte 1 71 byte 1 97 byte 1 109 byte 1 101 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $249 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 10 byte 1 0 align 1 LABELV $247 byte 1 87 byte 1 65 byte 1 82 byte 1 78 byte 1 73 byte 1 78 byte 1 71 byte 1 58 byte 1 32 byte 1 67 byte 1 111 byte 1 117 byte 1 108 byte 1 100 byte 1 110 byte 1 39 byte 1 116 byte 1 32 byte 1 111 byte 1 112 byte 1 101 byte 1 110 byte 1 32 byte 1 108 byte 1 111 byte 1 103 byte 1 102 byte 1 105 byte 1 108 byte 1 101 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $232 byte 1 115 byte 1 111 byte 1 117 byte 1 110 byte 1 100 byte 1 47 byte 1 112 byte 1 108 byte 1 97 byte 1 121 byte 1 101 byte 1 114 byte 1 47 byte 1 102 byte 1 114 byte 1 121 byte 1 46 byte 1 119 byte 1 97 byte 1 118 byte 1 0 align 1 LABELV $228 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 100 byte 1 97 byte 1 116 byte 1 101 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $227 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 110 byte 1 97 byte 1 109 byte 1 101 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $226 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 32 byte 1 71 byte 1 97 byte 1 109 byte 1 101 byte 1 32 byte 1 73 byte 1 110 byte 1 105 byte 1 116 byte 1 105 byte 1 97 byte 1 108 byte 1 105 byte 1 122 byte 1 97 byte 1 116 byte 1 105 byte 1 111 byte 1 110 byte 1 32 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 45 byte 1 10 byte 1 0 align 1 LABELV $220 byte 1 112 byte 1 114 byte 1 105 byte 1 110 byte 1 116 byte 1 32 byte 1 34 byte 1 83 byte 1 101 byte 1 114 byte 1 118 byte 1 101 byte 1 114 byte 1 58 byte 1 32 byte 1 37 byte 1 115 byte 1 32 byte 1 99 byte 1 104 byte 1 97 byte 1 110 byte 1 103 byte 1 101 byte 1 100 byte 1 32 byte 1 116 byte 1 111 byte 1 32 byte 1 37 byte 1 115 byte 1 10 byte 1 34 byte 1 0 align 1 LABELV $205 byte 1 103 byte 1 95 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 116 byte 1 121 byte 1 112 byte 1 101 byte 1 32 byte 1 37 byte 1 105 byte 1 32 byte 1 105 byte 1 115 byte 1 32 byte 1 111 byte 1 117 byte 1 116 byte 1 32 byte 1 111 byte 1 102 byte 1 32 byte 1 114 byte 1 97 byte 1 110 byte 1 103 byte 1 101 byte 1 44 byte 1 32 byte 1 100 byte 1 101 byte 1 102 byte 1 97 byte 1 117 byte 1 108 byte 1 116 byte 1 105 byte 1 110 byte 1 103 byte 1 32 byte 1 116 byte 1 111 byte 1 32 byte 1 48 byte 1 10 byte 1 0 align 1 LABELV $188 byte 1 116 byte 1 101 byte 1 120 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 115 byte 1 47 byte 1 99 byte 1 116 byte 1 102 byte 1 50 byte 1 47 byte 1 98 byte 1 108 byte 1 117 byte 1 101 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 48 byte 1 50 byte 1 0 align 1 LABELV $187 byte 1 116 byte 1 101 byte 1 120 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 115 byte 1 47 byte 1 99 byte 1 116 byte 1 102 byte 1 50 byte 1 47 byte 1 98 byte 1 108 byte 1 117 byte 1 101 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 48 byte 1 49 byte 1 0 align 1 LABELV $185 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 95 byte 1 105 byte 1 99 byte 1 111 byte 1 110 byte 1 47 byte 1 37 byte 1 115 byte 1 95 byte 1 98 byte 1 108 byte 1 117 byte 1 101 byte 1 0 align 1 LABELV $184 byte 1 116 byte 1 101 byte 1 120 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 115 byte 1 47 byte 1 99 byte 1 116 byte 1 102 byte 1 50 byte 1 47 byte 1 114 byte 1 101 byte 1 100 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 48 byte 1 50 byte 1 0 align 1 LABELV $183 byte 1 116 byte 1 101 byte 1 120 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 115 byte 1 47 byte 1 99 byte 1 116 byte 1 102 byte 1 50 byte 1 47 byte 1 114 byte 1 101 byte 1 100 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 48 byte 1 49 byte 1 0 align 1 LABELV $181 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 95 byte 1 105 byte 1 99 byte 1 111 byte 1 110 byte 1 47 byte 1 37 byte 1 115 byte 1 95 byte 1 114 byte 1 101 byte 1 100 byte 1 0 align 1 LABELV $178 byte 1 37 byte 1 105 byte 1 32 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 115 byte 1 32 byte 1 119 byte 1 105 byte 1 116 byte 1 104 byte 1 32 byte 1 37 byte 1 105 byte 1 32 byte 1 101 byte 1 110 byte 1 116 byte 1 105 byte 1 116 byte 1 105 byte 1 101 byte 1 115 byte 1 10 byte 1 0 align 1 LABELV $131 byte 1 103 byte 1 95 byte 1 114 byte 1 97 byte 1 110 byte 1 107 byte 1 105 byte 1 110 byte 1 103 byte 1 115 byte 1 0 align 1 LABELV $130 byte 1 112 byte 1 109 byte 1 111 byte 1 118 byte 1 101 byte 1 95 byte 1 109 byte 1 115 byte 1 101 byte 1 99 byte 1 0 align 1 LABELV $129 byte 1 112 byte 1 109 byte 1 111 byte 1 118 byte 1 101 byte 1 95 byte 1 102 byte 1 105 byte 1 120 byte 1 101 byte 1 100 byte 1 0 align 1 LABELV $128 byte 1 103 byte 1 95 byte 1 115 byte 1 109 byte 1 111 byte 1 111 byte 1 116 byte 1 104 byte 1 67 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 115 byte 1 0 align 1 LABELV $127 byte 1 50 byte 1 48 byte 1 48 byte 1 48 byte 1 48 byte 1 0 align 1 LABELV $126 byte 1 103 byte 1 95 byte 1 112 byte 1 114 byte 1 111 byte 1 120 byte 1 77 byte 1 105 byte 1 110 byte 1 101 byte 1 84 byte 1 105 byte 1 109 byte 1 101 byte 1 111 byte 1 117 byte 1 116 byte 1 0 align 1 LABELV $125 byte 1 103 byte 1 95 byte 1 101 byte 1 110 byte 1 97 byte 1 98 byte 1 108 byte 1 101 byte 1 66 byte 1 114 byte 1 101 byte 1 97 byte 1 116 byte 1 104 byte 1 0 align 1 LABELV $124 byte 1 103 byte 1 95 byte 1 101 byte 1 110 byte 1 97 byte 1 98 byte 1 108 byte 1 101 byte 1 68 byte 1 117 byte 1 115 byte 1 116 byte 1 0 align 1 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1 108 byte 1 105 byte 1 115 byte 1 107 byte 1 82 byte 1 101 byte 1 115 byte 1 112 byte 1 97 byte 1 119 byte 1 110 byte 1 68 byte 1 101 byte 1 108 byte 1 97 byte 1 121 byte 1 0 align 1 LABELV $115 byte 1 49 byte 1 53 byte 1 0 align 1 LABELV $114 byte 1 103 byte 1 95 byte 1 111 byte 1 98 byte 1 101 byte 1 108 byte 1 105 byte 1 115 byte 1 107 byte 1 82 byte 1 101 byte 1 103 byte 1 101 byte 1 110 byte 1 65 byte 1 109 byte 1 111 byte 1 117 byte 1 110 byte 1 116 byte 1 0 align 1 LABELV $113 byte 1 103 byte 1 95 byte 1 111 byte 1 98 byte 1 101 byte 1 108 byte 1 105 byte 1 115 byte 1 107 byte 1 82 byte 1 101 byte 1 103 byte 1 101 byte 1 110 byte 1 80 byte 1 101 byte 1 114 byte 1 105 byte 1 111 byte 1 100 byte 1 0 align 1 LABELV $112 byte 1 50 byte 1 53 byte 1 48 byte 1 48 byte 1 0 align 1 LABELV $111 byte 1 103 byte 1 95 byte 1 111 byte 1 98 byte 1 101 byte 1 108 byte 1 105 byte 1 115 byte 1 107 byte 1 72 byte 1 101 byte 1 97 byte 1 108 byte 1 116 byte 1 104 byte 1 0 align 1 LABELV $110 byte 1 103 byte 1 95 byte 1 108 byte 1 105 byte 1 115 byte 1 116 byte 1 69 byte 1 110 byte 1 116 byte 1 105 byte 1 116 byte 1 121 byte 1 0 align 1 LABELV $109 byte 1 103 byte 1 95 byte 1 97 byte 1 108 byte 1 108 byte 1 111 byte 1 119 byte 1 86 byte 1 111 byte 1 116 byte 1 101 byte 1 0 align 1 LABELV $108 byte 1 55 byte 1 48 byte 1 0 align 1 LABELV $107 byte 1 103 byte 1 95 byte 1 112 byte 1 111 byte 1 100 byte 1 105 byte 1 117 byte 1 109 byte 1 68 byte 1 114 byte 1 111 byte 1 112 byte 1 0 align 1 LABELV $106 byte 1 56 byte 1 48 byte 1 0 align 1 LABELV $105 byte 1 103 byte 1 95 byte 1 112 byte 1 111 byte 1 100 byte 1 105 byte 1 117 byte 1 109 byte 1 68 byte 1 105 byte 1 115 byte 1 116 byte 1 0 align 1 LABELV $104 byte 1 99 byte 1 111 byte 1 109 byte 1 95 byte 1 98 byte 1 108 byte 1 111 byte 1 111 byte 1 100 byte 1 0 align 1 LABELV $103 byte 1 103 byte 1 95 byte 1 109 byte 1 111 byte 1 116 byte 1 100 byte 1 0 align 1 LABELV $102 byte 1 103 byte 1 95 byte 1 100 byte 1 101 byte 1 98 byte 1 117 byte 1 103 byte 1 65 byte 1 108 byte 1 108 byte 1 111 byte 1 99 byte 1 0 align 1 LABELV $101 byte 1 103 byte 1 95 byte 1 100 byte 1 101 byte 1 98 byte 1 117 byte 1 103 byte 1 68 byte 1 97 byte 1 109 byte 1 97 byte 1 103 byte 1 101 byte 1 0 align 1 LABELV $100 byte 1 103 byte 1 95 byte 1 100 byte 1 101 byte 1 98 byte 1 117 byte 1 103 byte 1 77 byte 1 111 byte 1 118 byte 1 101 byte 1 0 align 1 LABELV $99 byte 1 103 byte 1 95 byte 1 105 byte 1 110 byte 1 97 byte 1 99 byte 1 116 byte 1 105 byte 1 118 byte 1 105 byte 1 116 byte 1 121 byte 1 0 align 1 LABELV $98 byte 1 103 byte 1 95 byte 1 102 byte 1 111 byte 1 114 byte 1 99 byte 1 101 byte 1 114 byte 1 101 byte 1 115 byte 1 112 byte 1 97 byte 1 119 byte 1 110 byte 1 0 align 1 LABELV $97 byte 1 51 byte 1 48 byte 1 0 align 1 LABELV $96 byte 1 103 byte 1 95 byte 1 119 byte 1 101 byte 1 97 byte 1 112 byte 1 111 byte 1 110 byte 1 84 byte 1 101 byte 1 97 byte 1 109 byte 1 82 byte 1 101 byte 1 115 byte 1 112 byte 1 97 byte 1 119 byte 1 110 byte 1 0 align 1 LABELV $95 byte 1 53 byte 1 0 align 1 LABELV $94 byte 1 103 byte 1 95 byte 1 119 byte 1 101 byte 1 97 byte 1 112 byte 1 111 byte 1 110 byte 1 114 byte 1 101 byte 1 115 byte 1 112 byte 1 97 byte 1 119 byte 1 110 byte 1 0 align 1 LABELV $93 byte 1 51 byte 1 0 align 1 LABELV $92 byte 1 103 byte 1 95 byte 1 113 byte 1 117 byte 1 97 byte 1 100 byte 1 102 byte 1 97 byte 1 99 byte 1 116 byte 1 111 byte 1 114 byte 1 0 align 1 LABELV $91 byte 1 49 byte 1 48 byte 1 48 byte 1 48 byte 1 0 align 1 LABELV $90 byte 1 103 byte 1 95 byte 1 107 byte 1 110 byte 1 111 byte 1 99 byte 1 107 byte 1 98 byte 1 97 byte 1 99 byte 1 107 byte 1 0 align 1 LABELV $89 byte 1 56 byte 1 48 byte 1 48 byte 1 0 align 1 LABELV $88 byte 1 103 byte 1 95 byte 1 103 byte 1 114 byte 1 97 byte 1 118 byte 1 105 byte 1 116 byte 1 121 byte 1 0 align 1 LABELV $87 byte 1 51 byte 1 50 byte 1 48 byte 1 0 align 1 LABELV $86 byte 1 103 byte 1 95 byte 1 115 byte 1 112 byte 1 101 byte 1 101 byte 1 100 byte 1 0 align 1 LABELV $85 byte 1 100 byte 1 101 byte 1 100 byte 1 105 byte 1 99 byte 1 97 byte 1 116 byte 1 101 byte 1 100 byte 1 0 align 1 LABELV $84 byte 1 103 byte 1 95 byte 1 110 byte 1 101 byte 1 101 byte 1 100 byte 1 112 byte 1 97 byte 1 115 byte 1 115 byte 1 0 align 1 LABELV $83 byte 1 49 byte 1 0 align 1 LABELV $82 byte 1 103 byte 1 95 byte 1 102 byte 1 105 byte 1 108 byte 1 116 byte 1 101 byte 1 114 byte 1 66 byte 1 97 byte 1 110 byte 1 0 align 1 LABELV $81 byte 1 103 byte 1 95 byte 1 98 byte 1 97 byte 1 110 byte 1 73 byte 1 80 byte 1 115 byte 1 0 align 1 LABELV $80 byte 1 103 byte 1 95 byte 1 112 byte 1 97 byte 1 115 byte 1 115 byte 1 119 byte 1 111 byte 1 114 byte 1 100 byte 1 0 align 1 LABELV $79 byte 1 103 byte 1 95 byte 1 108 byte 1 111 byte 1 103 byte 1 115 byte 1 121 byte 1 110 byte 1 99 byte 1 0 align 1 LABELV $78 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 115 byte 1 46 byte 1 108 byte 1 111 byte 1 103 byte 1 0 align 1 LABELV $77 byte 1 103 byte 1 95 byte 1 108 byte 1 111 byte 1 103 byte 1 0 align 1 LABELV $76 byte 1 103 byte 1 95 byte 1 100 byte 1 111 byte 1 87 byte 1 97 byte 1 114 byte 1 109 byte 1 117 byte 1 112 byte 1 0 align 1 LABELV $75 byte 1 103 byte 1 95 byte 1 119 byte 1 97 byte 1 114 byte 1 109 byte 1 117 byte 1 112 byte 1 0 align 1 LABELV $74 byte 1 103 byte 1 95 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 70 byte 1 111 byte 1 114 byte 1 99 byte 1 101 byte 1 66 byte 1 97 byte 1 108 byte 1 97 byte 1 110 byte 1 99 byte 1 101 byte 1 0 align 1 LABELV $73 byte 1 103 byte 1 95 byte 1 116 byte 1 101 byte 1 97 byte 1 109 byte 1 65 byte 1 117 byte 1 116 byte 1 111 byte 1 74 byte 1 111 byte 1 105 byte 1 110 byte 1 0 align 1 LABELV $72 byte 1 103 byte 1 95 byte 1 102 byte 1 114 byte 1 105 byte 1 101 byte 1 110 byte 1 100 byte 1 108 byte 1 121 byte 1 70 byte 1 105 byte 1 114 byte 1 101 byte 1 0 align 1 LABELV $71 byte 1 103 byte 1 95 byte 1 115 byte 1 121 byte 1 110 byte 1 99 byte 1 104 byte 1 114 byte 1 111 byte 1 110 byte 1 111 byte 1 117 byte 1 115 byte 1 67 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 115 byte 1 0 align 1 LABELV $70 byte 1 99 byte 1 97 byte 1 112 byte 1 116 byte 1 117 byte 1 114 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 0 align 1 LABELV $69 byte 1 116 byte 1 105 byte 1 109 byte 1 101 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 0 align 1 LABELV $68 byte 1 50 byte 1 48 byte 1 0 align 1 LABELV $67 byte 1 102 byte 1 114 byte 1 97 byte 1 103 byte 1 108 byte 1 105 byte 1 109 byte 1 105 byte 1 116 byte 1 0 align 1 LABELV $66 byte 1 100 byte 1 109 byte 1 102 byte 1 108 byte 1 97 byte 1 103 byte 1 115 byte 1 0 align 1 LABELV $65 byte 1 103 byte 1 95 byte 1 109 byte 1 97 byte 1 120 byte 1 71 byte 1 97 byte 1 109 byte 1 101 byte 1 67 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 115 byte 1 0 align 1 LABELV $64 byte 1 56 byte 1 0 align 1 LABELV $63 byte 1 115 byte 1 118 byte 1 95 byte 1 109 byte 1 97 byte 1 120 byte 1 99 byte 1 108 byte 1 105 byte 1 101 byte 1 110 byte 1 116 byte 1 115 byte 1 0 align 1 LABELV $62 byte 1 103 byte 1 95 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 116 byte 1 121 byte 1 112 byte 1 101 byte 1 0 align 1 LABELV $61 byte 1 48 byte 1 0 align 1 LABELV $60 byte 1 103 byte 1 95 byte 1 114 byte 1 101 byte 1 115 byte 1 116 byte 1 97 byte 1 114 byte 1 116 byte 1 101 byte 1 100 byte 1 0 align 1 LABELV $59 byte 1 83 byte 1 101 byte 1 112 byte 1 32 byte 1 49 byte 1 54 byte 1 32 byte 1 50 byte 1 48 byte 1 49 byte 1 56 byte 1 0 align 1 LABELV $58 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 100 byte 1 97 byte 1 116 byte 1 101 byte 1 0 align 1 LABELV $57 byte 1 98 byte 1 97 byte 1 115 byte 1 101 byte 1 113 byte 1 51 byte 1 0 align 1 LABELV $56 byte 1 103 byte 1 97 byte 1 109 byte 1 101 byte 1 110 byte 1 97 byte 1 109 byte 1 101 byte 1 0 align 1 LABELV $55 byte 1 0 align 1 LABELV $54 byte 1 115 byte 1 118 byte 1 95 byte 1 99 byte 1 104 byte 1 101 byte 1 97 byte 1 116 byte 1 115 byte 1 0
_tests/trconvert/antlr2/asn1.g4
SKalt/Domemtech.Trash
16
5759
//************************************************************************* //********** PARSER DEFINITIONS //************************************************************************* grammar ASN; // Grammar Definitions module_definition : ( module_identifier) DEFINITIONS_KW ((EXPLICIT_KW |IMPLICIT_KW |AUTOMATIC_KW ) TAGS_KW |) (EXTENSIBILITY_KW IMPLIED_KW | ) ASSIGN_OP BEGIN_KW module_body END_KW ; module_identifier : ((UPPER) (( obj_id_comp_lst)|) ) ; obj_id_comp_lst : L_BRACE ( defined_value)? ( obj_id_component)+ R_BRACE ; obj_id_component : ((NUMBER) |((LOWER) ( L_PAREN (NUMBER) R_PAREN ) ? ) |( defined_value)) ; tag_default : (EXPLICIT_KW) | (IMPLICIT_KW) | (AUTOMATIC_KW) ; module_body // : (exports[module])? (imports[module])? (assignment[module])+ : (exports|) (imports|) ((assignment)+ |) ; exports // : (EXPORTS_KW {module.exported=true;}) (s = symbol { module.exportList.add(s) ; }) // (COMMA (s = symbol {module.exportList.add(s) ;} ) )* SEMI // ; : EXPORTS_KW (( symbol_list |) |ALL_KW) SEMI ; imports : (IMPORTS_KW (((symbols_from_module)+)|) SEMI) ; symbols_from_module : (( symbol_list) FROM_KW (UPPER ( obj_id_comp_lst |( defined_value)|))) ; symbol_list : (( symbol) (COMMA ( symbol))*) ; symbol :UPPER |LOWER |macroName //To solve the matching of Macro Name with Keyword ; macroName : OPERATION_KW | ERROR_KW | 'BIND' | 'UNBIND' | 'APPLICATION-SERVICE-ELEMENT' | 'APPLICATION-CONTEXT' | 'EXTENSION' | 'EXTENSIONS' | 'EXTENSION-ATTRIBUTE' | 'TOKEN' | 'TOKEN-DATA' | 'SECURITY-CATEGORY' | 'OBJECT' | 'PORT' | 'REFINE' | 'ABSTRACT-BIND' | 'ABSTRACT-UNBIND' | 'ABSTRACT-OPERATION' | 'ABSTRACT-ERROR' | 'ALGORITHM' | 'ENCRYPTED' | 'SIGNED' | 'SIGNATURE' | 'PROTECTED' | 'OBJECT-TYPE' ; assignment // Type Assignment Definition : (UPPER ASSIGN_OP (type)) // Value Assignment definition | (LOWER ( type ) ASSIGN_OP ( value)) // Definition of Macro type. Consume the definitions . No Actions | UPPER 'MACRO' ASSIGN_OP BEGIN_KW (~(END_KW))* END_KW // *************************************************** // Define the following // *************************************************** // |XMLValueAssignment // |ValueSetTypeAssignment // |ObjectClassAssignment // |ObjectAssignment // |ObjectSetAssignment // |ParameterizedAssignment ; /*TYPES===============================================================*/ type : ( built_in_type) // Builtin Type | ( defined_type) // Referenced Type // | (obj = useful_type) // Referenced Type OK contained in Character_Str type | ( selection_type ) // Referenced Type // Grammar ok Frames to be created // | (obj = type_from_Object ) // Referenced Type // | (obj = value_set_from_objects) // Referenced Type // | (obj = type_and_constraint ) // Constrained Type Causing Infinit Recursion. In case of // Parsing errors this needs to be built in the assignment itself // | (obj = type_with_constraint) // Constrained Type OK in built in types | ( macros_type) ; built_in_type : ( any_type) | ( bit_string_type) | ( boolean_type ) | ( character_str_type) // Not Correct | ( choice_type) | ( embedded_type) EMBEDDED_KW PDV_KW | ( enum_type) | ( external_type) // | INSTANCE_KW OF_KW | ( integer_type ) | ( null_type ) // | ObjectClassFieldType OBJECT_DESCRIPTOR_KW | ( object_identifier_type) | ( octetString_type) | ( real_type ) | ( relativeOid_type) | ( sequence_type) | ( sequenceof_type) | ( set_type) | ( setof_type) | ( tagged_type) ; any_type : ( ANY_KW ( DEFINED_KW BY_KWLOWER)? ) ; bit_string_type : (BIT_KW STRING_KW (namedNumber_list)? ( constraint )? ) ; // Includes Useful types as well character_str_type : ((CHARACTER_KW STRING_KW) | ( character_set ( constraint)? )) ; character_set : (BMP_STR_KW) | (GENERALIZED_TIME_KW) | (GENERAL_STR_KW) | (GRAPHIC_STR_KW) | (IA5_STRING_KW) | (ISO646_STR_KW) | (NUMERIC_STR_KW) | (PRINTABLE_STR_KW) | (TELETEX_STR_KW) | (T61_STR_KW) | (UNIVERSAL_STR_KW) | (UTF8_STR_KW) | (UTC_TIME_KW) | (VIDEOTEX_STR_KW) | (VISIBLE_STR_KW) ; boolean_type : BOOLEAN_KW ; choice_type : ( CHOICE_KW L_BRACE ( elementType_list) R_BRACE ) ; embedded_type : (EMBEDDED_KW PDV_KW) ; enum_type : ( ENUMERATED_KW ( namedNumber_list) ) ; external_type : EXTERNAL_KW ; integer_type : ( INTEGER_KW ( namedNumber_list | constraint)? ) ; null_type : NULL_KW ; object_identifier_type : OBJECT_KW IDENTIFIER_KW ; octetString_type : ( OCTET_KW STRING_KW ( constraint)? ) ; real_type : REAL_KW ; relativeOid_type : RELATIVE_KW MINUS OID_KW ; sequence_type : ( SEQUENCE_KW L_BRACE ( elementType_list)? R_BRACE ) ; sequenceof_type : ( SEQUENCE_KW (SIZE_KW( constraint))? OF_KW ( type) ) ; set_type : ( SET_KW L_BRACE ( elementType_list)? R_BRACE ) ; setof_type : (SET_KW (SIZE_KW( constraint))? OF_KW ( type) ) ; tagged_type : (( tag) ( tag_default)? ( type)) ; tag : (L_BRACKET ( clazz)? ( class_NUMBER) R_BRACKET ) ; clazz : (UNIVERSAL_KW) | (APPLICATION_KW) | (PRIVATE_KW) ; class_NUMBER : ((NUMBER) | (LOWER) ) ; // Useful types defined_type : ((UPPER DOT )? (UPPER) ( constraint)? ) ; // Referenced Type selection_type : ((LOWER) LESS (type)) ; //Constrained Type Causes Infinite Recursion // Resolved by parsing the constraints along with the types using them. //type_and_constraint returns [Object obj] //{AsnTypeAndConstraint tpcns = new AsnTypeAndConstraint(); //obj=null;Object obj1;AsnConstraint cnstrnt;} // : ((obj1 = type { tpcns.type = obj1;}) // (cnstrnt = constraint {tpcns.constraint = cnstrnt;})) // {obj=tpcns; tpcns=null;} // ; // Macros Types macros_type : ( operation_macro) | ( error_macro) | ( objecttype_macro) ; operation_macro : ( 'OPERATION' (ARGUMENT_KW (LOWER)? (( type) ))? (RESULT_KW (SEMI|(LOWER)? (type )|))? (ERRORS_KW L_BRACE (operation_errorlist|) R_BRACE )? (LINKED_KW L_BRACE (linkedOp_list)? R_BRACE )? ) ; operation_errorlist : typeorvalue (COMMA ( typeorvalue))* ; linkedOp_list : typeorvalue (COMMA ( typeorvalue))* ; error_macro : ( ERROR_KW (PARAMETER_KW ((LOWER)? ( type) ) )? ) ; objecttype_macro : ('OBJECT-TYPE' 'SYNTAX' ( type ) ('ACCESS'LOWER) ('STATUS'LOWER) ('DESCRIPTION' CHARACTER_KW STRING_KW)? ('REFERENCE' CHARACTER_KW STRING_KW)? ('INDEX' L_BRACE (typeorvaluelist) R_BRACE)? ('DEFVAL' L_BRACE ( value) R_BRACE )? ) ; typeorvaluelist : (( typeorvalue) (COMMA (typeorvalue)* )) ; typeorvalue : (( type) | value) ; elementType_list : ( elementType (COMMA ( elementType))*) ; elementType : ( (LOWER ( tag)? ( tag_default)? ( type) ( (OPTIONAL_KW) | (DEFAULT_KW value ))? ) | COMPONENTS_KW OF_KW( type )) ; namedNumber_list : ( L_BRACE ( namedNumber) (COMMA ( namedNumber) )* R_BRACE ) ; namedNumber : (LOWER L_PAREN ( signed_number | ( defined_value)) R_PAREN ) ; // Updated Grammar for ASN constraints constraint : L_PAREN (element_set_specs)? (exception_spec)? R_PAREN ; exception_spec : (EXCLAMATION ((signed_number) |(defined_value) |type COLONvalue)) ; element_set_specs : (element_set_spec (COMMA DOTDOTDOT)? (COMMAelement_set_spec)?) ; element_set_spec :intersections ((BAR | UNION_KW )intersections)* | ALL EXCEPTconstraint_elements ; // Coding is not proper for EXCEPT constraint elements. // One EXCEPT constraint elements should be tied to one Constraint elements //(an object of constraint and except list) // and not in one single list intersections :constraint_elements (EXCEPTconstraint_elements)? ((INTERSECTION | INTERSECTION_KW)constraint_elements (EXCEPTconstraint_elements)?)* ; constraint_elements :( value) |(value_range) | (SIZE_KWconstraint) | (FROM_KWconstraint) | (L_PARENelement_set_spec R_PAREN) | ((INCLUDES)?type) | (PATTERN_KWvalue) | (WITH_KW ((COMPONENT_KWconstraint) | (COMPONENTS_KW L_BRACE (DOTDOTDOT COMMA)? type_constraint_list R_BRACE ))) ; value_range : (value | MIN_KW) (LESS)? // lower end DOTDOT (LESS)? (value | MAX_KW) // upper end ; type_constraint_list :named_constraint (COMMAnamed_constraint)* ; named_constraint :LOWER (constraint)? (PRESENT_KW |ABSENT_KW | OPTIONAL_KW)? ; /*-----------VALUES ---------------------------------------*/ value :(TRUE_KW) |(FALSE_KW) |(NULL_KW) |(C_STRING) |( defined_value) |( signed_number) |(choice_value) |(sequence_value) |(sequenceof_value) |(cstr_value) |(obj_id_comp_lst) |(PLUS_INFINITY_KW) |(MINUS_INFINITY_KW) ; cstr_value : ((H_STRING) |(B_STRING) | (L_BRACE ((id_list) |(char_defs_list) | tuple_or_quad) R_BRACE)) ; id_list : (LOWER) (COMMALOWER)* ; char_defs_list : char_defs (COMMA ( char_defs))* ; tuple_or_quad : ( signed_number) COMMA ( signed_number) ((R_BRACE) | (COMMA ( signed_number) COMMA ( signed_number))) ; char_defs : (C_STRING) | (L_BRACE ( signed_number) COMMA ( signed_number) ((R_BRACE) |(COMMA ( signed_number) COMMA ( signed_number) R_BRACE))) | ( defined_value) ; choice_value : ((LOWER) (COLON)? (value)) ; sequence_value : L_BRACE ((named_value)? (COMMAnamed_value)*) R_BRACE ; sequenceof_value : L_BRACE ((value)? (COMMAvalue)*) R_BRACE ; defined_value : ((UPPER DOT)?LOWER) ; signed_number : ((MINUS)? (NUMBER) ) ; named_value : (LOWERvalue) ; ABSENT_KW : 'ABSENT'; ABSTRACT_SYNTAX_KW : 'ABSTRACT-SYNTAX'; ALL_KW : 'ALL'; ANY_KW : 'ANY'; ARGUMENT_KW : 'ARGUMENT'; APPLICATION_KW : 'APPLICATION'; AUTOMATIC_KW : 'AUTOMATIC'; BASED_NUM_KW : 'BASEDNUM'; BEGIN_KW : 'BEGIN'; BIT_KW : 'BIT'; BMP_STRING_KW : 'BMPString'; BOOLEAN_KW : 'BOOLEAN'; BY_KW : 'BY'; CHARACTER_KW : 'CHARACTER'; CHOICE_KW : 'CHOICE'; CLASS_KW : 'CLASS'; COMPONENTS_KW : 'COMPONENTS'; COMPONENT_KW : 'COMPONENT'; CONSTRAINED_KW : 'CONSTRAINED'; DEFAULT_KW : 'DEFAULT'; DEFINED_KW : 'DEFINED'; DEFINITIONS_KW : 'DEFINITIONS'; EMBEDDED_KW : 'EMBEDDED'; END_KW : 'END'; ENUMERATED_KW : 'ENUMERATED'; ERROR_KW : 'ERROR'; ERRORS_KW : 'ERRORS'; EXCEPT_KW : 'EXCEPT'; EXPLICIT_KW : 'EXPLICIT'; EXPORTS_KW : 'EXPORTS'; EXTENSIBILITY_KW : 'EXTENSIBILITY'; EXTERNAL_KW : 'EXTERNAL'; FALSE_KW : 'FALSE'; FROM_KW : 'FROM'; GENERALIZED_TIME_KW : 'GeneralizedTime'; GENERAL_STR_KW : 'GeneralString'; GRAPHIC_STR_KW : 'GraphicString'; IA5_STRING_KW : 'IA5String'; IDENTIFIER_KW : 'IDENTIFIER'; IMPLICIT_KW : 'IMPLICIT'; IMPLIED_KW : 'IMPLIED'; IMPORTS_KW : 'IMPORTS'; INCLUDES_KW : 'INCLUDES'; INSTANCE_KW : 'INSTANCE'; INTEGER_KW : 'INTEGER'; INTERSECTION_KW : 'INTERSECTION'; ISO646STRING_KW : 'ISO646String'; LINKED_KW : 'LINKED'; MAX_KW : 'MAX'; MINUS_INFINITY_KW : 'MINUSINFINITY'; MIN_KW : 'MIN'; NULL_KW : 'NULL'; NUMERIC_STR_KW : 'NumericString'; OBJECT_DESCRIPTOR_KW : 'ObjectDescriptor'; OBJECT_KW : 'OBJECT'; OCTET_KW : 'OCTET'; OPERATION_KW : 'OPERATION'; OF_KW : 'OF'; OID_KW : 'OID'; OPTIONAL_KW : 'OPTIONAL'; PARAMETER_KW : 'PARAMETER'; PDV_KW : 'PDV'; PLUS_INFINITY_KW : 'PLUSINFINITY'; PRESENT_KW : 'PRESENT'; PRINTABLE_STR_KW : 'PrintableString'; PRIVATE_KW : 'PRIVATE'; REAL_KW : 'REAL'; RELATIVE_KW : 'RELATIVE'; RESULT_KW : 'RESULT'; SEQUENCE_KW : 'SEQUENCE'; SET_KW : 'SET'; SIZE_KW : 'SIZE'; STRING_KW : 'STRING'; TAGS_KW : 'TAGS'; TELETEX_STR_KW : 'TeletexString'; TRUE_KW : 'TRUE'; TYPE_IDENTIFIER_KW : 'TYPE-IDENTIFIER'; UNION_KW : 'UNION'; UNIQUE_KW : 'UNIQUE'; UNIVERSAL_KW : 'UNIVERSAL'; UNIVERSAL_STR_KW : 'UniversalString'; UTC_TIME_KW : 'UTCTime'; UTF8STRING_KW : 'UTF8String'; VIDEOTEX_STR_KW : 'VideotexString'; VISIBLE_STR_KW : 'VisibleString'; WITH_KW : 'WITH'; // Operators ASSIGN_OP : '::=' ; BAR : '|' ; COLON : ':' ; COMMA : ',' ; COMMENT : '--' ; DOT : '.' ; DOTDOT : '..' ; ELLIPSIS : '...' ; EXCLAMATION : '!' ; INTERSECTION : '^' ; LESS : '<' ; L_BRACE : '{' ; L_BRACKET : '[' ; L_PAREN : '(' ; MINUS : '-' ; PLUS : '+' ; R_BRACE : '}' ; R_BRACKET : ']' ; R_PAREN : ')' ; SEMI : ';' ; SINGLE_QUOTE : '\'' ; CHARB : '\'B' ; CHARH : '\'H' ; // Whitespace -- ignored WS : ( ' ' | '\t' | '\f' | ( '\r\n'// DOS | '\r'// Macintosh | '\n'// Unix ))+ ; // Single-line comments SL_COMMENT : ( COMMENT ( { LA(2)!='-' }? '-' | ~('-'|'\n'|'\r'))* ( (('\r')? '\n')| COMMENT) ) ; NUMBER : ('0'..'9')+ ; UPPER : ('A'..'Z') ( ( 'a'..'z' | 'A'..'Z' |'-' | '0'..'9' ))* ; LOWER : ('a'..'z') ( ( 'a'..'z' | 'A'..'Z' |'-' | '0'..'9' ))* ; BDIG : ('0'|'1') ; HDIG : (('0'..'9') ) | ('A'..'F') | ('a'..'f') ; // Unable to resolve a string like 010101 followed by 'H //B_STRING : SINGLE_QUOTE ({LA(3)!='B'}? BDIG)+ BDIG SINGLE_QUOTE 'B' ; //H_STRING : SINGLE_QUOTE ({LA(3)!='H'}? HDIG)+ HDIG SINGLE_QUOTE 'H' ; B_OR_H_STRING : (B_STRING | H_STRING) ; B_STRING : SINGLE_QUOTE (BDIG)+ SINGLE_QUOTE 'B' ; H_STRING : SINGLE_QUOTE (HDIG)+ SINGLE_QUOTE 'H' ; C_STRING : '"' (UPPER | LOWER)* '"' ;
02_HelloWorldWindows.asm
mozdren/MASMPlayground
0
98189
<reponame>mozdren/MASMPlayground .386 .model flat, stdcall option casemap :none include d:\masm32\include\windows.inc include d:\masm32\include\kernel32.inc include d:\masm32\include\user32.inc includelib d:\masm32\lib\kernel32.lib includelib d:\masm32\lib\user32.lib .data HelloWorld db "Hello, World", 0 .code start: invoke MessageBox, NULL, addr HelloWorld, addr HelloWorld, MB_OK invoke ExitProcess, 0 end start
reflect-utils/src/main/antlr/com/slimgears/util/reflect/internal/TypeToken.g4
ymesika/utils
1
2927
<filename>reflect-utils/src/main/antlr/com/slimgears/util/reflect/internal/TypeToken.g4<gh_stars>1-10 grammar TypeToken; type: (referenceType) EOF; //primitiveType: 'boolean' | 'byte' | 'short' | 'int' | 'long' | 'float' | 'double' | 'char'; referenceType: classOrInterfaceType | typeVariable | arrayType; classOrInterfaceType: TypeIdentifier classOrInterfaceArgs?; classOrInterfaceArgs: '<' typeArgument (',' typeArgument)* '>'; typeVariable: Identifier; arrayType: (classOrInterfaceType | typeVariable) dim dim*; dim: '[' ']'; typeArgument: referenceType | wildcard; wildcard: '?' wildcardBounds?; wildcardBounds: wildcardExtendBound | wildcardSuperBound; wildcardSuperBound: 'super' referenceType; wildcardExtendBound: 'extends' referenceType; TypeIdentifier: Identifier ('.' Identifier)*; Identifier: JavaLetter JavaLetterOrDigit*; JavaLetter: [a-zA-Z$_]; JavaLetterOrDigit: JavaLetter|[0-9]; WhiteSpace: [ \t\r\n\u000C]+ -> skip;
Project-Einstein/src/E-Assembly/src/labs/lcd1.nasm
FelixLuciano/Elements-of-Computing-Systems
0
12341
; Arquivo: sw1.nasm ; Curso: Elementos de Sistemas ; Criado por: <NAME> ; Data: 4/2020 leaw $16384, %A movw %A, %D leaw $0, %A movw %D, (%A) LOOP: leaw $0, %A movw (%A), %D addw $1, %D, (%A) movw %D, %A movw $-1, (%A) leaw $LOOP, %A jmp nop
antlr4/FieldPath.g4
ojai/ojai-core
51
221
grammar FieldPath; options { language=Java; } @header { /** * Copyright (c) 2015 MapR, Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.ojai.antlr4; import static org.ojai.FieldSegment.NameSegment.unEscape; import static org.ojai.FieldSegment.NameSegment.unQuote; import org.ojai.FieldPath; import org.ojai.FieldSegment; import org.ojai.FieldSegment.IndexSegment; import org.ojai.FieldSegment.NameSegment; } /** * Parser rules */ parse returns [FieldPath fp] : fieldSegment {$fp = new FieldPath($fieldSegment.seg); } ; fieldSegment returns [NameSegment seg] : s1 = nameSegment {$seg = $s1.seg;} ; nameSegment returns [NameSegment seg] : QuotedIdentifier ((Period s1=fieldSegment) | s2=indexSegment)? { $seg = new NameSegment(unQuote($QuotedIdentifier.text), ($s1.start == null ? ($s2.start == null ? null : $s2.seg) : $s1.seg) , true); } | Identifier ((Period s1=fieldSegment) | s2=indexSegment)? { $seg = new NameSegment(unEscape($Identifier.text), ($s1.start == null ? ($s2.start == null ? null : $s2.seg) : $s1.seg) , false); } | Integer ((Period s1=fieldSegment) | s2=indexSegment)? { $seg = new NameSegment($Integer.text, ($s1.start == null ? ($s2.start == null ? null : $s2.seg) : $s1.seg) , false); } ; indexSegment returns [FieldSegment seg] : OBracket Integer? CBracket ((Period s1=fieldSegment) | s2=indexSegment)? { $seg = new IndexSegment($Integer.text, ($s1.start == null ? ($s2.start == null ? null : $s2.seg) : $s1.seg) ); } ; /** * Lexer rules */ Period : '.'; OBracket : '['; CBracket : ']'; DoubleQuote: '"'; BackTick: '`'; Space : ' ' {skip();} ; Integer : Digit+ ; Identifier : IdentifierChar+ ; QuotedIdentifier : DoubleQuote QuotedIdentifierChar* DoubleQuote | BackTick QuotedIdentifierChar* BackTick ; fragment Digit : [0-9] ; fragment HexDigit : [0-9a-fA-F] ; fragment IdentifierChar : ~[`"\\\b\f\n\r\t.[\]] | EscapeChar ; fragment QuotedIdentifierChar : ~[`"\\\b\f\n\r\t] | EscapeChar ; fragment EscapeChar : SpecialChar | ControlChar | UnicodeChar ; fragment SpecialChar : '\\' [`"\\.[\]/] /* '/' can be appear without escaping */ ; fragment ControlChar : '\\' [bfnrt] ; fragment UnicodeChar : '\\u' HexDigit HexDigit HexDigit HexDigit ; ErrorChar : . ;
src/gen.ads
jquorning/dynamo
15
22508
<reponame>jquorning/dynamo ----------------------------------------------------------------------- -- gen -- Code Generator -- Copyright (C) 2009, 2010, 2011, 2021 <NAME> -- Written by <NAME> (<EMAIL>) -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. ----------------------------------------------------------------------- with Ada.Strings.Unbounded; package Gen is subtype UString is Ada.Strings.Unbounded.Unbounded_String; function To_UString (Value : in String) return UString renames Ada.Strings.Unbounded.To_Unbounded_String; function To_String (Value : in UString) return String renames Ada.Strings.Unbounded.To_String; function Length (Value : in UString) return Natural renames Ada.Strings.Unbounded.Length; function "=" (Left, Right : in UString) return Boolean renames Ada.Strings.Unbounded."="; function "=" (Left : in UString; Right : in String) return Boolean renames Ada.Strings.Unbounded."="; end Gen;
libsrc/_DEVELOPMENT/font/fzx/c/sdcc_iy/fzx_glyph_width_callee.asm
meesokim/z88dk
0
95906
; uint16_t fzx_glyph_width_callee(struct fzx_font *ff, int c) SECTION code_font_fzx PUBLIC _fzx_glyph_width_callee, l0_fzx_glyph_width_callee EXTERN asm_fzx_glyph_width _fzx_glyph_width_callee: pop af pop hl pop bc push af l0_fzx_glyph_width_callee: ld a,c call asm_fzx_glyph_width ld l,a ld h,0 inc hl ret
src/Bisimilarity/Comparison.agda
nad/up-to
0
8556
------------------------------------------------------------------------ -- A comparison of the two definitions of bisimilarity ------------------------------------------------------------------------ {-# OPTIONS --sized-types #-} module Bisimilarity.Comparison where open import Equality.Propositional open import Logical-equivalence using (_⇔_) open import Prelude hiding (Unit) open import Bijection equality-with-J as Bijection using (_↔_) open import Equality.Decision-procedures equality-with-J open import Fin equality-with-J open import Function-universe equality-with-J hiding (_∘_; id) open import H-level equality-with-J as H-level open import H-level.Closure equality-with-J open import Nat equality-with-J as Nat open import Surjection equality-with-J using (_↠_) import Bisimilarity import Bisimilarity.Classical import Bisimilarity.Classical.Equational-reasoning-instances import Bisimilarity.Equational-reasoning-instances open import Equational-reasoning import Indexed-container as IC open import Labelled-transition-system open import Relation module _ {ℓ} {lts : LTS ℓ} where open LTS lts private module Cl = Bisimilarity.Classical lts module Co = Bisimilarity lts -- Classically bisimilar processes are coinductively bisimilar. cl⇒co : ∀ {i p q} → p Cl.∼ q → Co.[ i ] p ∼ q cl⇒co = IC.gfp⊆ν ℓ -- Coinductively bisimilar processes are classically bisimilar. co⇒cl : ∀ {p q} → p Co.∼ q → p Cl.∼ q co⇒cl = IC.ν⊆gfp ℓ -- The function cl⇒co is a left inverse of co⇒cl (up to pointwise -- bisimilarity). cl⇒co∘co⇒cl : ∀ {i p q} (p∼q : p Co.∼ q) → Co.[ i ] cl⇒co (co⇒cl p∼q) ≡ p∼q cl⇒co∘co⇒cl p∼q = IC.gfp⊆ν∘ν⊆gfp ℓ p∼q -- If there are two processes that are not equal, but bisimilar, -- then co⇒cl is not a left inverse of cl⇒co. co⇒cl∘cl⇒co : ∀ {p q} → p ≢ q → p Co.∼ q → ∃ λ (p∼p : p Cl.∼ p) → co⇒cl (cl⇒co p∼p) ≢ p∼p co⇒cl∘cl⇒co {p} {q} p≢q p∼q = reflexive , (co⇒cl (cl⇒co reflexive) ≡ reflexive ↝⟨ cong (λ R → proj₁ R (p , q)) ⟩ ↑ _ (p Co.∼ q) ≡ ↑ _ (p ≡ q) ↝⟨ (λ eq → ≡⇒↝ _ eq $ lift p∼q) ⟩ ↑ _ (p ≡ q) ↔⟨ Bijection.↑↔ ⟩ p ≡ q ↝⟨ p≢q ⟩□ ⊥ □) -- The two definitions of bisimilarity are logically equivalent. classical⇔coinductive : ∀ {p q} → p Cl.∼ q ⇔ p Co.∼ q classical⇔coinductive = IC.gfp⇔ν ℓ -- There is a split surjection from the classical definition of -- bisimilarity to the coinductive one (assuming two kinds of -- extensionality). classical↠coinductive : Extensionality ℓ ℓ → Co.Extensionality → ∀ {p q} → p Cl.∼ q ↠ p Co.∼ q classical↠coinductive ext co-ext = IC.gfp↠ν ext ℓ co-ext -- There is at least one LTS for which there is a split surjection -- from the coinductive definition of bisimilarity to the classical -- one. coinductive↠classical : ∀ {p q} → Bisimilarity._∼_ empty p q ↠ Bisimilarity.Classical._∼_ empty p q coinductive↠classical {p = ()} -- There is an LTS for which coinductive bisimilarity is pointwise -- propositional (assuming two kinds of extensionality). coinductive-bisimilarity-is-sometimes-propositional : Extensionality lzero lzero → let module Co = Bisimilarity one-loop in Co.Extensionality → Is-proposition (tt Co.∼ tt) coinductive-bisimilarity-is-sometimes-propositional ext co-ext ∼₁ ∼₂ = extensionality ext co-ext (irr ∼₁ ∼₂) where open Bisimilarity one-loop irr : ∀ {i} ∼₁ ∼₂ → [ i ] ∼₁ ≡ ∼₂ irr ∼₁ ∼₂ = Bisimilarity-of-∼.⟨ ext , ∼₁ , ∼₂ , (λ _ → refl , refl , irr′ (proj₂ ∼₁ _) (proj₂ ∼₂ _)) , (λ _ → refl , refl , irr′ (proj₂ ∼₁ _) (proj₂ ∼₂ _)) ⟩ where irr′ : ∀ {i} ∼₁ ∼₂ → [ i ] ∼₁ ≡′ ∼₂ force (irr′ ∼₁ ∼₂) = irr (force ∼₁) (force ∼₂) -- However, classical bisimilarity (of any size) is, for the same LTS, -- not pointwise propositional. classical-bisimilarity-is-not-propositional : let module Cl = Bisimilarity.Classical one-loop in ∀ {ℓ} → ¬ Is-proposition (Cl.Bisimilarity′ ℓ (tt , tt)) classical-bisimilarity-is-not-propositional {ℓ} = Is-proposition (Bisimilarity′ ℓ (tt , tt)) ↝⟨ (λ f → f tt∼tt₁ tt∼tt₂) ⟩ tt∼tt₁ ≡ tt∼tt₂ ↝⟨ cong (λ R → proj₁ R (tt , tt)) ⟩ Unit ≡ (Unit ⊎ Unit) ↝⟨ (λ eq → Fin 1 ↝⟨ inverse Unit↔Fin1 ⟩ Unit ↝⟨ ≡⇒↝ _ eq ⟩ Unit ⊎ Unit ↝⟨ Unit↔Fin1 ⊎-cong Unit↔Fin1 ⟩ Fin 1 ⊎ Fin 1 ↝⟨ Fin⊎Fin↔Fin+ 1 1 ⟩□ Fin 2 □) ⟩ Fin 1 ↔ Fin 2 ↝⟨ _⇔_.to isomorphic-same-size ⟩ 1 ≡ 2 ↝⟨ from-⊎ (1 Nat.≟ 2) ⟩□ ⊥ □ where open Bisimilarity.Classical one-loop tt∼tt₁ : Bisimilarity′ ℓ (tt , tt) tt∼tt₁ = reflexive-∼′ _ tt∼tt₂ : Bisimilarity′ ℓ (tt , tt) tt∼tt₂ = let R , R-is-a-bisimulation , ttRtt = _⇔_.to (Bisimilarity′↔ _ _) tt∼tt₁ in _⇔_.from (Bisimilarity′↔ _ _) ( (R ∪ R) , ×2-preserves-bisimulations R-is-a-bisimulation , inj₁ ttRtt ) Unit = ↑ ℓ (tt ≡ tt) Unit↔Fin1 = Unit ↔⟨ Bijection.↑↔ ⟩ tt ≡ tt ↝⟨ _⇔_.to contractible⇔↔⊤ (+⇒≡ $ mono₁ 0 ⊤-contractible) ⟩ ⊤ ↝⟨ inverse ⊎-right-identity ⟩□ Fin 1 □ -- Thus, assuming two kinds of extensionality, there is in general no -- split surjection from the coinductive definition of bisimilarity to -- the classical one (of any size). ¬coinductive↠classical : Extensionality lzero lzero → Bisimilarity.Extensionality one-loop → ∀ {ℓ} → ¬ (∀ {p q} → Bisimilarity._∼_ one-loop p q ↠ Bisimilarity.Classical.Bisimilarity′ one-loop ℓ (p , q)) ¬coinductive↠classical ext co-ext {ℓ} = (∀ {p q} → p Co.∼ q ↠ Cl.Bisimilarity′ ℓ (p , q)) ↝⟨ (λ co↠cl → co↠cl {q = _}) ⟩ tt Co.∼ tt ↠ Cl.Bisimilarity′ ℓ (tt , tt) ↝⟨ (λ co↠cl → H-level.respects-surjection co↠cl 1) ⟩ (Is-proposition (tt Co.∼ tt) → Is-proposition (Cl.Bisimilarity′ ℓ (tt , tt))) ↝⟨ (_$ coinductive-bisimilarity-is-sometimes-propositional ext co-ext) ⟩ Is-proposition (Cl.Bisimilarity′ ℓ (tt , tt)) ↝⟨ classical-bisimilarity-is-not-propositional ⟩□ ⊥ □ where module Cl = Bisimilarity.Classical one-loop module Co = Bisimilarity one-loop -- Note also that coinductive bisimilarity is not always -- propositional. coinductive-bisimilarity-is-not-propositional : let open Bisimilarity two-bisimilar-processes in ¬ (∀ {p q} → Is-proposition (p ∼ q)) coinductive-bisimilarity-is-not-propositional = (∀ {p q} → Is-proposition (p ∼ q)) ↝⟨ (λ is-prop → is-prop {p = true} {q = true}) ⟩ Is-proposition (true ∼ true) ↝⟨ (λ irr → irr _ _) ⟩ proof true true true ≡ proof false true true ↝⟨ cong (λ p → proj₁ (left-to-right {p = true} {q = true} p {p′ = true} _)) ⟩ true ≡ false ↝⟨ Bool.true≢false ⟩□ ⊥ □ where open Bisimilarity two-bisimilar-processes open import Indexed-container mutual proof : Bool → ∀ b₁ b₂ {i} → [ i ] b₁ ∼ b₂ proof b b₁ b₂ = ⟨_,_⟩ {p = b₁} {q = b₂} (λ _ → b , _ , proof′ b _ _) (λ _ → b , _ , proof′ b _ _) proof′ : Bool → ∀ b₁ b₂ {i} → [ i ] b₁ ∼′ b₂ force (proof′ b b₁ b₂) = proof b b₁ b₂ -- In fact, for every type A there is a pointwise split surjection -- from a certain instance of bisimilarity (of any size) to equality -- on A. bisimilarity↠equality : ∀ {a} {A : Type a} → let open Bisimilarity (bisimilarity⇔equality A) in ∀ {i} {p q : A} → ([ i ] p ∼ q) ↠ p ≡ q bisimilarity↠equality {A = A} {i} = record { logical-equivalence = record { to = to ; from = from } ; right-inverse-of = to∘from } where open Bisimilarity (bisimilarity⇔equality A) to : ∀ {p q} → [ i ] p ∼ q → p ≡ q to p∼q with left-to-right p∼q (refl , refl) ... | _ , (refl , _) , _ = refl from : ∀ {p q} → p ≡ q → [ i ] p ∼ q from refl = reflexive to∘from : ∀ {p q} (p≡q : p ≡ q) → to (from p≡q) ≡ p≡q to∘from refl = refl
programs/oeis/180/A180319.asm
karttu/loda
1
4398
; A180319: Total number of possible standard knight moves on an n X 2n chessboard, if the knight is placed anywhere ; 0,8,52,128,236,376,548,752,988,1256,1556,1888,2252,2648,3076,3536,4028,4552,5108,5696,6316,6968,7652,8368,9116,9896,10708,11552,12428,13336,14276,15248,16252,17288,18356,19456,20588,21752,22948,24176,25436 mul $0,4 bin $0,2 trn $0,2 mov $1,$0 div $1,2 mul $1,4
src/fltk-widgets-groups-tiled.ads
micahwelf/FLTK-Ada
1
25974
<reponame>micahwelf/FLTK-Ada package FLTK.Widgets.Groups.Tiled is type Tiled_Group is new Group with private; type Tiled_Group_Reference (Data : not null access Tiled_Group'Class) is limited null record with Implicit_Dereference => Data; package Forge is function Create (X, Y, W, H : in Integer; Text : in String) return Tiled_Group; end Forge; procedure Position (This : in out Tiled_Group; Old_X, Old_Y : in Integer; New_X, New_Y : in Integer); procedure Draw (This : in out Tiled_Group); function Handle (This : in out Tiled_Group; Event : in Event_Kind) return Event_Outcome; private type Tiled_Group is new Group with null record; overriding procedure Finalize (This : in out Tiled_Group); pragma Inline (Position); pragma Inline (Draw); pragma Inline (Handle); end FLTK.Widgets.Groups.Tiled;
oeis/182/A182139.asm
neoneye/loda-programs
11
20891
; A182139: Inverse Moebius transform of A061142. ; Submitted by <NAME> ; 1,3,3,7,3,9,3,15,7,9,3,21,3,9,9,31,3,21,3,21,9,9,3,45,7,9,15,21,3,27,3,63,9,9,9,49,3,9,9,45,3,27,3,21,21,9,3,93,7,21,9,21,3,45,9,45,9,9,3,63,3,9,21,127,9,27,3,21,9,27,3,105,3,9,21,21,9,27,3,93,31,9,3,63,9,9,9,45,3,63,9,21,9,9,9,189,3,21,21,49 add $0,1 mov $1,1 lpb $0 mov $3,$0 lpb $3 mov $4,$0 mov $6,$2 cmp $6,0 add $2,$6 mod $4,$2 cmp $4,0 cmp $4,0 mov $5,$2 add $2,1 cmp $5,1 max $4,$5 sub $3,$4 lpe mov $5,1 lpb $0 dif $0,$2 mul $5,2 add $5,1 lpe mul $1,$5 lpe mov $0,$1
sway-core/tests/ir_to_asm/enum_in_storage_read.asm
FuelLabs/sway
75
91716
.program: ji i4 noop DATA_SECTION_OFFSET[0..32] DATA_SECTION_OFFSET[32..64] lw $ds $is 1 add $$ds $$ds $is lw $r1 $fp i73 ; load input function selector lw $r0 data_7 ; load fn selector for comparison eq $r0 $r1 $r0 ; function selector comparison jnzi $r0 i11 ; jump to selected function rvrt $zero ; revert if no selectors matched move $r5 $sp ; save locals base register cfei i256 ; allocate 256 bytes for all locals addi $r0 $r5 i0 ; get offset reg for get_ptr lw $r1 data_0 ; literal instantiation addi $r0 $r5 i0 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r0 $r5 i0 ; get offset srw $r0 $r0 ; single word state access move $r2 $sp ; save register for temporary stack value cfei i48 ; allocate 48 bytes for temporary struct sw $r2 $r0 i0 ; insert_value @ 0 addi $r0 $r5 i32 ; get offset reg for get_ptr lw $r1 data_1 ; literal instantiation addi $r0 $r5 i32 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r3 $r5 i128 ; get offset reg for get_ptr addi $r0 $r5 i128 ; get offset reg for get_ptr addi $r1 $r5 i128 ; get offset addi $r0 $r5 i32 ; get offset srwq $r1 $r0 ; quad word state access addi $r0 $r5 i32 ; get offset reg for get_ptr lw $r1 data_2 ; literal instantiation addi $r0 $r5 i32 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r0 $r5 i160 ; get offset reg for get_ptr addi $r1 $r5 i160 ; get offset addi $r0 $r5 i32 ; get offset srwq $r1 $r0 ; quad word state access addi $r0 $r2 i8 ; get struct field(s) 1 offset mcpi $r0 $r3 i40 ; store struct field value addi $r0 $r5 i64 ; get offset reg for get_ptr lw $r1 data_3 ; literal instantiation addi $r0 $r5 i64 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r0 $r5 i64 ; get offset srw $r0 $r0 ; single word state access move $r4 $sp ; save register for temporary stack value cfei i48 ; allocate 48 bytes for temporary struct sw $r4 $r0 i0 ; insert_value @ 0 addi $r0 $r5 i96 ; get offset reg for get_ptr lw $r1 data_4 ; literal instantiation addi $r0 $r5 i96 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r3 $r5 i192 ; get offset reg for get_ptr addi $r0 $r5 i192 ; get offset reg for get_ptr addi $r1 $r5 i192 ; get offset addi $r0 $r5 i96 ; get offset srwq $r1 $r0 ; quad word state access addi $r0 $r5 i96 ; get offset reg for get_ptr lw $r1 data_5 ; literal instantiation addi $r0 $r5 i96 ; get store offset mcpi $r0 $r1 i32 ; store value addi $r0 $r5 i224 ; get offset reg for get_ptr addi $r1 $r5 i224 ; get offset addi $r0 $r5 i96 ; get offset srwq $r1 $r0 ; quad word state access addi $r0 $r4 i8 ; get struct field(s) 1 offset mcpi $r0 $r3 i40 ; store struct field value move $r1 $sp ; save register for temporary stack value cfei i96 ; allocate 96 bytes for temporary struct addi $r0 $r1 i0 ; get struct field(s) 0 offset mcpi $r0 $r2 i48 ; store struct field value addi $r0 $r1 i48 ; get struct field(s) 1 offset mcpi $r0 $r4 i48 ; store struct field value lw $r0 data_6 ; loading size for RETD retd $r1 $r0 .data: data_0 .b256 0xd625ff6d8e88efd7bb3476e748e5d5935618d78bfc7eedf584fe909ce0809fc3 data_1 .b256 0xc4f29cca5a7266ecbc35c82c55dd2b0059a3db4c83a3410653ec33aded8e9840 data_2 .b256 0xc4f29cca5a7266ecbc35c82c55dd2b0059a3db4c83a3410653ec33aded8e9841 data_3 .b256 0x2817e0819d6fcad797114fbcf350fa281aca33a39b0abf977797bddd69b8e7af data_4 .b256 0x12ea9b9b05214a0d64996d259c59202b80a21415bb68b83121353e2a5925ec47 data_5 .b256 0x12ea9b9b05214a0d64996d259c59202b80a21415bb68b83121353e2a5925ec48 data_6 .u64 0x60 data_7 .u32 0x1665bf4
scripts/route-screen.applescript
woailuoli993/dotfile
0
4230
-- -- Created by: v1c77 -- Created on: 2018/7/21 -- -- Copyright © 2018 v1c77, All Rights Reserved -- use AppleScript version "2.7" -- Yosemite (10.10) or later use scripting additions tell application "System Preferences" quit delay 0.5 launch activate set current pane to pane "com.apple.preference.displays" --reveal pane id "com.apple.preference.displays" end tell tell application "System Events" tell application process "System Preferences" tell window "DELL U2415" -- change the window name for different display delay 1 click radio button "Display" of tab group 1 set theGroup to tab group 1 tell pop up button "Rotation:" of theGroup set theStat to value of it click tell menu 1 if theStat = "Standard" then click menu item 4 -- 270 dig else click menu item 1 -- standard end if end tell end tell end tell end tell end tell tell application "System Preferences" quit end tell
Transynther/x86/_processed/NONE/_xt_/i7-8650U_0xd2_notsx.log_21829_1244.asm
ljhsiun2/medusa
9
167180
.global s_prepare_buffers s_prepare_buffers: push %r10 push %r12 push %r14 push %r8 push %r9 push %rbp push %rcx push %rdi push %rdx push %rsi lea addresses_A_ht+0x1612, %r8 nop nop and $3774, %rdx movw $0x6162, (%r8) nop nop and %r8, %r8 lea addresses_WC_ht+0x16553, %r12 nop nop cmp %rbp, %rbp mov (%r12), %r10 nop and $51063, %r14 lea addresses_normal_ht+0x15106, %rdx nop nop nop add $33952, %r9 mov (%rdx), %r8d add $41028, %rdx lea addresses_A_ht+0x15bf6, %rsi lea addresses_D_ht+0x4086, %rdi nop nop nop nop add %rbp, %rbp mov $74, %rcx rep movsw nop nop nop nop and $34971, %rcx lea addresses_WC_ht+0xab6, %r12 sub $26071, %rsi mov (%r12), %r10w nop nop add $46851, %rdi lea addresses_normal_ht+0x17be2, %rcx inc %rdi movb (%rcx), %r10b nop nop nop mfence lea addresses_UC_ht+0x17966, %rsi lea addresses_normal_ht+0x10086, %rdi nop add $23098, %r9 mov $65, %rcx rep movsb nop nop nop sub %rsi, %rsi lea addresses_A_ht+0xee86, %r12 sub %rbp, %rbp mov $0x6162636465666768, %rdx movq %rdx, %xmm4 movups %xmm4, (%r12) nop nop dec %rcx lea addresses_WT_ht+0x1b816, %rsi nop nop nop nop and $37949, %rdi vmovups (%rsi), %ymm4 vextracti128 $1, %ymm4, %xmm4 vpextrq $1, %xmm4, %rcx nop sub $31239, %r12 lea addresses_normal_ht+0x9526, %r10 nop nop nop sub $24841, %rsi mov $0x6162636465666768, %rcx movq %rcx, %xmm7 and $0xffffffffffffffc0, %r10 vmovntdq %ymm7, (%r10) nop nop nop add %rdx, %rdx lea addresses_D_ht+0x2168, %r10 nop nop nop nop cmp %r12, %r12 mov (%r10), %ebp nop nop nop inc %r14 lea addresses_normal_ht+0x11514, %rcx nop nop nop nop nop dec %r14 mov (%rcx), %rdi nop and $22194, %r9 lea addresses_normal_ht+0x6686, %r12 nop nop nop cmp $44591, %r9 mov (%r12), %r14 nop nop nop nop xor %r14, %r14 pop %rsi pop %rdx pop %rdi pop %rcx pop %rbp pop %r9 pop %r8 pop %r14 pop %r12 pop %r10 ret .global s_faulty_load s_faulty_load: push %r10 push %r15 push %rbx push %rcx push %rdi push %rsi // REPMOV lea addresses_WT+0x10766, %rsi lea addresses_WT+0xae86, %rdi nop nop nop nop nop xor %r10, %r10 mov $13, %rcx rep movsw nop nop nop nop cmp $65450, %rcx // Faulty Load lea addresses_WT+0x17086, %rdi nop nop nop dec %rbx mov (%rdi), %esi lea oracles, %rcx and $0xff, %rsi shlq $12, %rsi mov (%rcx,%rsi,1), %rsi pop %rsi pop %rdi pop %rcx pop %rbx pop %r15 pop %r10 ret /* <gen_faulty_load> [REF] {'OP': 'LOAD', 'src': {'type': 'addresses_WT', 'size': 4, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_WT', 'congruent': 4, 'same': False}, 'dst': {'type': 'addresses_WT', 'congruent': 7, 'same': False}} [Faulty Load] {'OP': 'LOAD', 'src': {'type': 'addresses_WT', 'size': 4, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': True}} <gen_prepare_buffer> {'OP': 'STOR', 'dst': {'type': 'addresses_A_ht', 'size': 2, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': True}} {'OP': 'LOAD', 'src': {'type': 'addresses_WC_ht', 'size': 8, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_normal_ht', 'size': 4, 'AVXalign': False, 'NT': False, 'congruent': 6, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_A_ht', 'congruent': 4, 'same': False}, 'dst': {'type': 'addresses_D_ht', 'congruent': 11, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_WC_ht', 'size': 2, 'AVXalign': False, 'NT': False, 'congruent': 3, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_normal_ht', 'size': 1, 'AVXalign': False, 'NT': False, 'congruent': 2, 'same': False}} {'OP': 'REPM', 'src': {'type': 'addresses_UC_ht', 'congruent': 3, 'same': False}, 'dst': {'type': 'addresses_normal_ht', 'congruent': 11, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_A_ht', 'size': 16, 'AVXalign': False, 'NT': False, 'congruent': 9, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_WT_ht', 'size': 32, 'AVXalign': False, 'NT': False, 'congruent': 4, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_normal_ht', 'size': 32, 'AVXalign': False, 'NT': True, 'congruent': 3, 'same': True}} {'OP': 'LOAD', 'src': {'type': 'addresses_D_ht', 'size': 4, 'AVXalign': False, 'NT': False, 'congruent': 1, 'same': False}} {'OP': 'LOAD', 'src': {'type': 'addresses_normal_ht', 'size': 8, 'AVXalign': False, 'NT': False, 'congruent': 0, 'same': True}} {'OP': 'LOAD', 'src': {'type': 'addresses_normal_ht', 'size': 8, 'AVXalign': False, 'NT': False, 'congruent': 8, 'same': False}} {'39': 21829} 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 39 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server/src/main/antlr/TypeSignatures.g4
freamdx/crate
1
7608
<filename>server/src/main/antlr/TypeSignatures.g4 /* * Licensed to Crate.io GmbH ("Crate") under one or more contributor * license agreements. See the NOTICE file distributed with this work for * additional information regarding copyright ownership. Crate licenses * this file to you under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. You may * obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, WITHOUT * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the * License for the specific language governing permissions and limitations * under the License. * * However, if you have executed another commercial license agreement * with Crate these terms will supersede the license and you may use the * software solely pursuant to the terms of the relevant commercial agreement. */ grammar TypeSignatures; type : 'double precision' #doublePrecision | 'timestamp without time zone' #timeStampWithoutTimeZone | 'timestamp with time zone' #timeStampWithTimeZone | 'time with time zone' #timeWithTimeZone | 'array' '(' type ')' #array | 'record' parameters? #row | 'object' parameters? #object | identifier parameters? #generic ; parameters : ('(' parameter (',' parameter)* ')') ; parameter : type | identifier type | INTEGER_VALUE ; identifier : UNQUOTED_INDENTIFIER | QUOTED_INDENTIFIER ; UNQUOTED_INDENTIFIER : (LETTER | '_') (LETTER | DIGIT | '_')* ; QUOTED_INDENTIFIER : '"' (ESCAPED | SAFE )* '"' ; INTEGER_VALUE : DIGIT+ ; fragment ESCAPED : '\\' (["\\/bfnrt]) ; fragment SAFE : ~ ["\\\u0000-\u001F] ; fragment DIGIT : [0-9] ; fragment LETTER : [A-Za-z] ; WS : [ \r\n\t]+ -> channel(HIDDEN) ;
libsrc/_DEVELOPMENT/alloc/obstack/c/sdcc_iy/obstack_align_to_callee.asm
meesokim/z88dk
0
1186
<filename>libsrc/_DEVELOPMENT/alloc/obstack/c/sdcc_iy/obstack_align_to_callee.asm<gh_stars>0 ; int obstack_align_to_callee(struct obstack *ob, size_t alignment) SECTION code_alloc_obstack PUBLIC _obstack_align_to_callee _obstack_align_to_callee: pop af pop hl pop bc push af INCLUDE "alloc/obstack/z80/asm_obstack_align_to.asm"
Task/Sort-using-a-custom-comparator/AppleScript/sort-using-a-custom-comparator.applescript
LaudateCorpus1/RosettaCodeData
1
1147
<reponame>LaudateCorpus1/RosettaCodeData use framework "Foundation" -- SORTING LISTS OF ATOMIC (NON-RECORD) DATA WITH A CUSTOM SORT FUNCTION -- In sortBy, f is a function from () to a tuple of two parts: -- 1. a function from any value to a record derived from (and containing) that value -- The base value should be present in the record under the key 'value' -- additional derivative keys (and optionally the 'value' key) should be included in 2: -- 2. a list of (record key, boolean) tuples, in the order of sort comparison, -- where the value *true* selects ascending order for the paired key -- and the value *false* selects descending order for that key -- sortBy :: (() -> ((a -> Record), [(String, Bool)])) -> [a] -> [a] on sortBy(f, xs) set {fn, keyBools} to mReturn(f)'s |λ|() script unWrap on |λ|(x) value of x end |λ| end script map(unWrap, sortByComparing(keyBools, map(fn, xs))) end sortBy -- SORTING APPLESCRIPT RECORDS BY PRIMARY AND N-ARY SORT KEYS -- sortByComparing :: [(String, Bool)] -> [Records] -> [Records] on sortByComparing(keyDirections, xs) set ca to current application script recDict on |λ|(x) ca's NSDictionary's dictionaryWithDictionary:x end |λ| end script set dcts to map(recDict, xs) script asDescriptor on |λ|(kd) set {k, d} to kd ca's NSSortDescriptor's sortDescriptorWithKey:k ascending:d selector:dcts end |λ| end script ((ca's NSArray's arrayWithArray:dcts)'s ¬ sortedArrayUsingDescriptors:map(asDescriptor, keyDirections)) as list end sortByComparing -- GENERIC FUNCTIONS --------------------------------------------------------- -- map :: (a -> b) -> [a] -> [b] on map(f, xs) tell mReturn(f) set lng to length of xs set lst to {} repeat with i from 1 to lng set end of lst to |λ|(item i of xs, i, xs) end repeat return lst end tell end map -- Lift 2nd class handler function into 1st class script wrapper -- mReturn :: Handler -> Script on mReturn(f) if class of f is script then f else script property |λ| : f end script end if end mReturn -- TEST ---------------------------------------------------------------------- on run set xs to ["Shanghai", "Karachi", "Beijing", "Sao Paulo", "Dhaka", "Delhi", "Lagos"] -- Custom comparator: -- Returns a lifting function and a sequence of {key, bool} pairs -- Strings in order of descending length, -- and ascending lexicographic order script lengthDownAZup on |λ|() script on |λ|(x) {value:x, n:length of x} end |λ| end script {result, {{"n", false}, {"value", true}}} end |λ| end script sortBy(lengthDownAZup, xs) end run
tests/data/src/test.asm
protoCall7/PZ80emu
1
163400
; ; test.asm ; org 0x0040 ; Variables x: equ 5 y: equ 7 ; code ld a,x ; copy 5 into the A register ld b,y ; copy 7 into the B register add a,b ; add the A and B registers (result stored to A) ld (0x0010),a ; save the result to RAM at 0x0010 jp 0x0000 ; loop forever
tests/tkmrpc-mock.ads
DrenfongWong/tkm-rpc
0
10053
-- -- Copyright (C) 2013 <NAME> <<EMAIL>> -- Copyright (C) 2013 <NAME> <<EMAIL>> -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions -- are met: -- 1. Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- 2. Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- 3. Neither the name of the University nor the names of its contributors -- may be used to endorse or promote products derived from this software -- without specific prior written permission. -- -- THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND -- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -- ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE -- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL -- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS -- OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) -- HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT -- LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY -- OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF -- SUCH DAMAGE. -- with Tkmrpc.Types; package Tkmrpc.Mock is Ref_Nonce : constant Types.Nonce_Type := (Size => 156, Data => (others => Character'Pos ('f'))); -- Reference nonce returned by Nc_Create function. Last_Nonce_Id : Types.Nc_Id_Type := Types.Nc_Id_Type'Last; Last_Nonce_Length : Types.Nonce_Length_Type := 16; -- Calls to Nc_Create will set these vars to the last requested nonce Id -- and length. Ref_Dh_Pubvalue : constant Types.Dh_Pubvalue_Type := (Size => 8, Data => (others => 16#3b#)); -- Reference Diffie-Hellman public value checked in Dh_Generate_Key -- procedure. end Tkmrpc.Mock;
test/Succeed/Issue211.agda
cruhland/agda
1,989
14836
{-# OPTIONS --universe-polymorphism #-} -- These examples should now go through with no unsolved metavariables. -- They work since the conversion checker is a little less prone to -- abort checking when there are constraints. In particular if the -- constraints only affect the sorts of the things compared, then it keeps -- going. module Issue211 where open import Common.Level infixr 4 _,_ infixr 3 _×_ data _×_ {a b} (A : Set a) (B : Set b) : Set (a ⊔ b) where _,_ : A → B → A × B data D₀ : Set₀ where data D₁ : Set₁ where -- Works: ex₁ : (D₁ → D₁) × (D₁ → D₁) ex₁ = ((λ d → d) , (λ d → d)) -- Works: ex₂ : (D₀ → D₀) × (D₀ → D₀) × (D₀ → D₀) ex₂ = ((λ d → d) , (λ d → d) , (λ d → d)) -- Works: ex₃ : (D₁ → D₁) × (D₁ → D₁) × (D₁ → D₁) ex₃ = ((λ d → d) , (λ (d : D₁) → d) , (λ (d : D₁) → d)) -- Does not work: ex₄ : Level × (D₁ → D₁) × (D₁ → D₁) ex₄ = lzero , (λ d → d) , (λ d → d) ex₅ : (D₁ → D₁) × (D₁ → D₁) × (D₁ → D₁) ex₅ = (λ (d : _) → d) , (λ (d : _) → d) , (λ (d : _) → d) -- Does not work: ex₆ : (D₁ → D₁) × (D₁ → D₁) × (D₁ → D₁) ex₆ = (λ d → d) , (λ d → d) , (λ d → d) -- As far as I can tell there is an easily found unique solution for -- the unsolved meta-variables above. Why does not the unification -- machinery find it? Are the meta-variables solved in the wrong -- order?
battleformulas.als
blockchainhelppro/Bitcoin-Escrow-Application
0
753
<filename>battleformulas.als ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; battleformulas.als ;;;; Last updated: 03/27/18 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Although it may seem ridiculous to have ; so many damage formulas please do not ; remove them from the bot. ; By default melee uses $formula.meleedmg.player.formula ; By default techs use: $formula.techdmg.player.formula ; Dungeons use the defaults ; Torment uses 2.5 ; Cosmic uses 2.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Determines the damage ; display color ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; damage.color.check { if (%starting.damage > %attack.damage) { set %damage.display.color 6 } if (%starting.damage < %attack.damage) { set %damage.display.color 7 } if (%starting.damage = %attack.damage) { set %damage.display.color 4 } unset %starting.damage } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Goes through the modifiers ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; damage.modifiers.check { ; $1 = the user ; $2 = the weapon or tech name ; $3 = the target ; $4 = melee or tech if (($readini($char($3), Modifiers, EtherealDamageOnly) = true) && ($readini($char($1), status, ethereal) != yes)) { set %attack.damage 0 | $set_chr_name($1) | set %guard.message $readini(translation.dat, status, NonEtherealBlocked) | return } ;;;;;;;;;;;;;; All attacks check the weapon itself ; Check to see if the target is resistant/weak to the weapon itself if ($person_in_mech($1) = false) { $modifer_adjust($3, $readini($char($1), weapons, equipped), $4) ; Check for Left-Hand weapon, if applicable if ($readini($char($1), weapons, EquippedLeft) != $null) { var %weapon.type2 $readini($dbfile(weapons.db), $readini($char($1), weapons, EquippedLeft), type) if (%weapon.type2 != shield) { $modifer_adjust($3, $readini($char($1), weapons, equippedLeft), $4) } } } if ($person_in_mech($1) = true) { $modifer_adjust($3, $readini($char($1), mech, EquippedWeapon)) } ;;;;;;;;;;;;;; Melee checks: weapon element and weapon type if ($4 = melee) { var %weapon.element $readini($dbfile(weapons.db), $2, element) if ((%weapon.element != $null) && (%weapon.element != none)) { $modifer_adjust($3, %weapon.element) } ; Check for Left-Hand weapon element, if applicable if ((%weapon.type2 != $null) && (%weapon.type2 != shield)) { var %weapon.element2 $readini($dbfile(weapons.db), $readini($char($1), weapons, EquippedLeft), Element ) $modifer_adjust($3, %weapon.element2) } ; Check for weapon type weaknesses. var %weapon.type $readini($dbfile(weapons.db), $2, type) $modifer_adjust($3, %weapon.type) ; Elementals are strong to melee if ($readini($char($3), monster, type) = elemental) { %attack.damage = $round($calc(%attack.damage - (%attack.damage * .30)),0) } } ;;;;;;;;;;;;;; Techs check: tech name, tech element if ($4 = tech) { ; Check for the tech name ; if $2 = element, use +techname, else use techname var %elements fire.earth.wind.water.ice.lightning.light.dark if ($istok(%elements, $2, 46) = $true) { $modifer_adjust($3, $chr(43) $+ $2, tech) } else { $modifer_adjust($3, $2, tech) } ; Check for the tech element var %tech.element $readini($dbfile(techniques.db), $2, element) if ((%tech.element != $null) && (%tech.element != none)) { if ($numtok(%tech.element,46) = 1) { $modifer_adjust($3, %tech.element) } if ($numtok(%tech.element,46) > 1) { var %element.number 1 while (%element.number <= $numtok(%tech.element,46)) { var %current.tech.element $gettok(%tech.element, %element.number, 46) $modifer_adjust($3, %current.tech.element) inc %element.number } } } } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates damage item amount ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate_damage_items { ; $1 = user ; $2 = item used ; $3 = target ; $4 = item or fullbring ; Clear variables before beginning unset %attack.damage | unset %attack.damage1 | unset %attack.damage2 | unset %attack.damage3 | unset %attack.damage4 | unset %attack.damage5 | unset %attack.damage6 | unset %attack.damage7 | unset %attack.damage8 | unset %attack.damage.total unset %drainsamba.on | unset %absorb | unset %element.desc | unset %spell.element | unset %real.name | unset %user.flag | unset %target.flag | unset %trickster.dodged unset %techincrease.check | unset %double.attack | unset %triple.attack | unset %fourhit.attack | unset %fivehit.attack | unset %sixhit.attack | unset %sevenhit.attack | unset %eighthit.attack unset %multihit.message.on set %attack.damage 0 ; First things first, let's find out the base power. if ($4 = fullbring) { set %item.base $readini($dbfile(items.db), $2, FullbringAmount) ; Increase the amount by a factor of how strong fullbring is set %item.base $calc(%item.base * $readini($char($1), skills, Fullbring)) ; Increase by a percent of the log of the arena level var %percent.increase $log($return_winningstreak) inc %item.base $round($return_percentofvalue(%item.base, %percent.increase),0) } if (($4 = item) || ($4 = $null)) { set %item.base $readini($dbfile(items.db), $2, Amount) } inc %attack.damage %item.base if (($readini($dbfile(items.db), $2, bomb) = true) && ($readini($char($1), skills, demolitions) != $null)) { var %demolition.power $calc($readini($char($1), skills, demolitions) * .04) inc %attack.damage $round($calc(%item.base * %demolition.power),0) } ; Now we want to increase the base damage by a small fraction of the user's int. var %base.stat $readini($char($1), battle, int) if (%base.stat >= 999) { var %base.stat $round($calc(999 + (%base.stat / 500)),0) } else { var %base.stat $round($calc($readini($char($1), battle, int) / 20),0) } inc %attack.damage %base.stat ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,10) ; Check for an EnhanceItems augment that will increase the damage by 30% per augment equipped. if ($augment.check($1, EnhanceItems) = true) { inc %attack.damage $round($calc(%attack.damage * (%augment.strength *.30)),0) } ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) $defense_down_check($3) $defense_up_check($3) if (%enemy.defense <= 0) { set %enemy.defense 1 } if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; CALCULATE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %minimum.damage %item.base var %ratio $calc(%attack.damage / %enemy.defense) if (%ratio >= 1.3) { set %ratio 1.3 | set %minimum.damage $round($calc(%item.base * 1.5),0) } var %maximum.damage $round($calc(%attack.damage * %ratio),0) if (%maximum.damage >= $calc(%minimum.damage * 18)) { set %maximum.damage $round($calc(%minimum.damage * 18),0) } if (%maximum.damage <= %minimum.damage) { set %maximum.damage %minimum.damage } set %attack.damage $rand(%minimum.damage, %maximum.damage) inc %attack.damage $rand(1,10) unset %enemy.defense if (enhance-item isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } set %starting.damage %attack.damage ; Check to see if the target is weak to the item's element (if it has one) var %current.element $readini($dbfile(items.db), $2, element) if ((%current.element != $null) && (%current.element != none)) { $modifer_adjust($3, %current.element) } ; check to see if the target is weak to the specific item $modifer_adjust($3, $2) $damage.color.check ; Check for the guardian style $guardian_style_check($3) if ($readini($dbfile(items.db), $2, ignoremetaldefense) != true) { $metal_defense_check($3, $1) } ; In this bot we don't want the attack to ever be lower than 1 if (%attack.damage <= 0) { set %attack.damage 1 } if (%current.element != $null) { var %target.element.null $readini($char($3), element, null) if ($istok(%target.element.null,%current.element,46) = $true) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $trickster_dodge_check($3, $1) $utsusemi.check($1, $2, $3) $guardianmon.check($1, $2, $3) $wonderguard.check($3, $2, item) if ($readini($char($3), modifiers, $2) != $null) { if ($readini($char($3), modifiers, $2) <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToItem) set %attack.damage 0 } unset %target.weapon.null } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates healing item amount ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate_heal_items { ; $1 = user ; $2 = item ; $3 = target set %attack.damage 0 ; First things first, let's find out the base power of the item var %item.base $readini($dbfile(items.db), $2, Amount) ; Convert that into a percent var %item.base $calc(%item.base / 100) ; Determine how much this item will heal. var %max.hp $readini($char($3), basestats, hp) var %item.base $round($calc(%item.base * %max.hp),0) ; Set the amount the item heals inc %attack.damage %item.base ;;;;;;;;;;;;; ;;; Increase the amount that the item ;;;; will heal by static values ;;;;;;;;;;;; ; If we have a skill that enhances healing items, check it here var %field.medic.skill $readini($char($1), skills, FieldMedic) if (%field.medic.skill != $null) { var %skill.increase.amount $calc(5 * %field.medic.skill) inc %attack.damage %skill.increase.amount } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,5) if ($augment.check($1, EnhanceItems) = true) { inc %attack.damage $round($calc(%attack.damage * .3),0) } ; check to see if the target is weak to the specific item $modifer_adjust($3, $2) ; If the blood moon is in effect, healing items won't work as well. if (%bloodmoon = on) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; This should never go below 0, but just in case.. if (%attack.damage <= 0) { set %attack.damage 1 } if ($readini($char($3), battle, hp) >= $readini($char($3), basestats, hp)) { set %attack.damage 0 } ; If the amount being healed is more than the target's max HP, set the max to the HP max if (%attack.damage > $readini($char($3), basestats, hp)) { set %attack.damage $readini($char($3), basestats, hp) } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Boost a Demon Wall's ; attack based on the current ; turn. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; demon.wall.boost { set %demonwall.turnpercent $calc(%current.turn / %max.demonwall.turns) inc %demonwall.turnpercent 1 set %attack.damage $round($calc(%demonwall.turnpercent * %attack.damage),0) unset %demonwall.turnpercent } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Checks to see if the last melee ; hit was done with the same ; weapon(s) and nerfs it if so ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; melee.lastaction.nerfcheck { ; $1 = person we're checking ; $2 = weapon used if ($readini($char($1), info, Flag) != $null) { return } if ($istok($readini($txtfile(battle2.txt), style, $1 $+ .lastaction),$2,46) = $true) { set %attack.damage $round($calc(%attack.damage / 3),0) } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates damage rating ; for melee ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate.damage.rating.melee { ; $1 = person var %damage.rating 0 var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) inc %damage.rating %base.stat var %player.weapon.power $readini($char($1), weapons, $2) inc %damage.rating %player.weapon.power ; Get the weapon's power var %weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%weapon.power = $null) { var %weapon.power 1 } inc %damage.rating %weapon.power set %current.accessory $readini($char($3), equipment, accessory) set %current.accessory.type $readini($dbfile(items.db), %current.accessory, accessorytype) ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.power > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %damage.rating %mastery.bonus ; Check for Killer Traits inc %damage.rating $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { %damage.rating = $calc(%damage.rating * 1.5) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %damage.rating = $round($calc(%damage.rating * 1.2),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %damage.rating = $round($calc(%damage.rating * 1.5),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %damage.rating = $round($calc(%damage.rating * 2),0) } } } if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %damage.rating %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %damage.rating $round($calc(%damage.rating * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { var %melee.bonus.augment $calc(%augment.strength * 100) inc %damage.rating %melee.bonus.augment unset %melee.bonus.augment } unset %current.accessory.type return %damage.rating } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates damage rating ; for techs ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate.damage.rating.tech { ; $1 = person ; $2 = the tech name var %damage.rating 0 ; First things first, let's find out the stat needed var %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } var %base.stat $readini($char($1), battle, %base.stat.needed) inc %base.stat $armor.stat($1, %base.stat.needed) if (%base.stat.needed = str) { if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = int) { if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } inc %damage.rating %base.stat var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } var %ignition.name $readini($char($1), status, ignition.name) var %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { var %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { var %weapon.used $readini($char($1), mech, equippedWeapon) } var %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power.wpn 1 } var %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { var %weapon.base 1 } inc %base.power.wpn %weapon.base ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) inc %base.power.wpn %mastery.bonus inc %damage.rating $calc(%tech.base + %user.tech.level + %base.power.wpn) ; Check for Killer Traits inc %damage.rating $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; For magic techs we need to do a little more if ($readini($dbfile(techniques.db), $2, magic) = yes) { ; Check for certain skills that will enhance magic. var %clear.mind.check $readini($char($1), skills, ClearMind) if (%clear.mind.check > 0) { var %enhance.value $calc($readini($char($1), skills, ClearMind) * 100) inc %damage.rating %enhance.value } if ($readini($char($1), skills, elementalseal.on) = on) { inc %damage.rating 500 writeini $char($1) skills elementalseal.on off } if ($augment.check($1, MagicBonus) = true) { var %magic.bonus.augment $calc(%augment.strength * 100) inc %damage.rating %magic.bonus.augment } ; Spell master will increase the damage rating by 100 per level if ($return.playerstyle($1) = spellmaster) { inc %damage.rating $calc(100 * $readini($char($1), styles, spellmaster)) } } return %damage.rating } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Checks all the various ; guard message aliases ; that can negate damage ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.damage.guard.check.melee { $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, $4) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) } formula.damage.guard.check.tech { if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, $4, $3) } if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Checks for a critical hit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.criticalhit.chance { ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if ($readini($char($1), skills, criticalfocus.on) = on) { var %critical.hit.chance 100 | writeini $char($1) skills criticalfocus.on off } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Player Melee Formula ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.meleedmg.player.formula { unset %absorb set %attack.damage 0 var %damage.rating $calculate.damage.rating.melee($1, $2, $3) unset %current.playerstyle | unset %current.playerstyle.level ; Check to see if there's anything that would prevent damage $formula.damage.guard.check.melee($1, $2, $3, physical) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) ; Check for WonderGuard $wonderguard.check($3, $2, melee) ; Has this attack been blocked/guarded? If so, return now. if (%guard.message != $null) { set %attack.damage 0 | return } ; Check for status effects unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored if (%enemy.defense <= 0) { set %enemy.defense 1 } } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Calculate damage done set %attack.damage $calc((%damage.rating /2) - (%enemy.defense /4)) var %damage.range $calc((%attack.damage / 16) + 1) set %attack.damage $rand($calc(%attack.damage - %damage.range), $calc(%attack.damage + %damage.range)) if (%attack.damage <= 0) { set %attack.damage 1 } ; Let's check for some offensive style enhancements if ($person_in_mech($1) = false) { $offensive.style.check($1, $2, melee) } ; Check to see if we have an accessory or augment that enhances the weapon type set %weapon.type $readini($dbfile(weapons.db), $readini($char($1), weapons, equipped), type) $melee.weapontype.enhancements($1) unset %weapon.type ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } unset %enemy.defense ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) unset %true.base.stat | unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .25),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .50),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%attack.damage <= 1) { set %attack.damage 1 } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check to see if this is a critical hit $formula.criticalhit.chance($1, $readini($char($1), weapons, equipped)) ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($barrage_check($1, $2) = true) { inc %weapon.howmany.hits 3 | writeini $char($1) skills barrage.on off } ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) ; Set the damage cap. This increases every time the player levels. var %damage.cap $calc(99.99 * $get.level($1)) if (%battle.type = dungeon) { inc %damage.cap 1000 } if (%attack.damage > %damage.cap) { set %attack.damage $floor(%damage.cap)) } unset %damage.rating | unset %killer.trait.amount if ($sha1($read(key)) != dd4b6aa27721dc5079c70f7159160313bb143720) { set %attack.damage 0 } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Player Tech Formula ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.techdmg.player.formula { unset %absorb set %attack.damage 0 var %damage.rating $calculate.damage.rating.tech($1, $2, $3) unset %current.playerstyle | unset %current.playerstyle.level ; Check to see if there's anything that would prevent damage $formula.damage.guard.check.tech($1, $2, $3, $readini($char($1), weapons, equipped)) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } var %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if (%guard.message != $null) { set %attack.damage 0 | return } ; Check for magic modifiers if ($readini($dbfile(techniques.db), $2, magic) = yes) { if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } if ($accessory.check($1, IncreaseMagic) = true) { inc %damage.rating $round($calc(%damage.rating * %accessory.amount),0) unset %accessory.amount } ; Check for the accessories that increase spell damage if ($accessory.check($1, IncreaseSpellDamage) = true) { inc %damage.rating $round($calc(%damage.rating * %accessory.amount),0) unset %accessory.amount } ; Elementals are weak to magic if ($readini($char($3), monster, type) = elemental) { inc %damage.rating 500 } ; Is the weather the right condition to enhance the spell? $spell.weather.check($1, $3, $2) } ; Check for tech modifiers if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { var %tech.bonus.augment $calc(%augment.strength * 100) inc %damage.rating %tech.bonust } } ; If this is a healing tech we're done. It can return now. var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { set %attack.damage %damage.rating | return } ; Check to see if the melee attack will hurt an ethereal monster $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) ; Has this attack been blocked/guarded? If so, return now. if (%guard.message != $null) { set %attack.damage 0 | return } ; Now we're ready to calculate the enemy's defense.. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $skill.bloodspirit.calculate($3) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_down_check($3) $defense_up_check($3) ; Check to see if the tech has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if (%ignore.defense.percent = $null) { var %ignore.defense.percent 0 } if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Calculate damage done set %attack.damage $calc((%damage.rating /2) - (%enemy.defense /5)) var %damage.range $calc((%attack.damage / 16) + 1) set %attack.damage $rand($calc(%attack.damage - %damage.range), $calc(%attack.damage + %damage.range)) if (%attack.damage <= 0) { set %attack.damage 1 } ; Check for offensive style enhancements if ($readini($dbfile(techniques.db), $2, magic) = yes) { $offensive.style.check($1, $2, magic) } else { $offensive.style.check($1, $2, tech) } ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } unset %enemy.defense ; Check for status effects if ((%guard.message = $null) && (%attack.damage > 0)) { var %status.type.list $readini($dbfile(techniques.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check for a shield block. $shield_block_check($3, $1, $2) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) unset %true.base.stat | unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .20),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 10 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%attack.damage <= 1) { set %attack.damage 1 } ; Check to see if this is a critical hit $formula.criticalhit.chance($1, $readini($char($1), weapons, equipped)) ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) ; Check to see if SwiftCast is on and if this tech is a spell. $swiftcast_check($1, $2) if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Set the damage cap. This increases every time the player levels. var %damage.cap $calc(110 * $get.level($1)) if (%battle.type = dungeon) { inc %damage.cap 1000 } if (%attack.damage > %damage.cap) { set %attack.damage $floor(%damage.cap)) } unset %damage.rating | unset %killer.trait.amount if ($sha1($read(key)) != dd4b6aa27721dc5079c70f7159160313bb143720) { set %attack.damage 0 } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; CHECK FOR MULTI-HITS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; multihitcheck.melee { set %number.of.hits %weapon.howmany.hits var %original.attack.damage %attack.damage var %current.hit 2 var %multi.hit.multiplier .60 if (%number.of.hits = 1) { return } while (%current.hit <= %number.of.hits) { inc %attack.damage $round($calc(%original.attack.damage * %multi.hit.multiplier),0) dec %multi.hit.multiplier .22 if (%multi.hit.multiplier <= .10) { var %multi.hit.multiplier .10 } inc %current.hit 1 } if (%multihit.message.on != on) { set %multihit.message.on on } } multihitcheck.tech { set %number.of.hits $readini($dbfile(techniques.db), $2, hits) if (%number.of.hits = $null) { set %number.of.hits 1 } if ($doublecast_check($1, $2) = true) { inc %number.of.hits 1 | writeini $char($1) skills doublecast.on off } if ($duality_check($1, $2) = true) { inc %number.of.hits 1 | writeini $char($1) skills duality.on off } var %original.attack.damage %attack.damage var %current.hit 2 var %multi.hit.multiplier .65 if (%number.of.hits = 1) { return } while (%current.hit <= %number.of.hits) { inc %attack.damage $round($calc(%original.attack.damage * %multi.hit.multiplier),0) dec %multi.hit.multiplier .20 if (%multi.hit.multiplier <= .10) { var %multi.hit.multiplier .10 } inc %current.hit 1 } if (%multihit.message.on != on) { set %multihit.message.on on } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; Legacy Formulas ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; These formulas and aliases ; are oldschool BA formulas. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates pDIF value ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate_pDIF { ; $1 = attacker ; $2 = defender ; $3 = melee, tech, magic %cRatio = $calc(%attack.damage / %enemy.defense) var %attacker.level $get.level($1) var %defender.level $get.level($2) var %level.difference $calc(%attacker.level - %defender.level) if (($readini($char($1), info, flag) = $null) && ($readini($char($2), info, flag) = monster)) { if (%level.difference >= 50) { var %level.difference 50 } if (%level.difference <= -500) { var %level.difference -500 } } else { if (%level.difference >= 50) { var %level.difference 50 } if (%level.difference <= -40) { var %level.difference -40 } } var %cRatio.modifier $calc(0.05 * %level.difference) inc %cRatio %cRatio.modifier if (%cRatio > 2) { %cRatio = 2 } else { %cRatio = $round(%cRatio, 3) } $calculate_maxpDIF $calculate_minpDIF set %pDIF.max $round($calc(10 * %maxpDIF),0) set %pDIF.min $round($calc(10 * %minpDIF),0) set %pDIF $rand(%pDIF.min, %pDIF.max) %pDIF = $round($calc(%pDIF / 10),3) if (%pDIF <= 0) { if ($isfile($boss($1)) = $true) { %pDIF = .005 } if (%battle.type = boss) { %pDIF = .005 } } unset %pDIF.max | unset %pDIF.min | unset %cRatio unset %maxpDIF | unset %minpDIF if ($3 = melee) { if ($mighty_strike_check($1) = true) { if (%pDIF > 0) { inc %pDIF .8 } if (%pDIF <= 0) { set %pDIF .5 } } } if ($3 = magic) { if ($readini($char($1), skills, elementalseal.on) = on) { if (%pDIF > 0) { inc %pDIF .8 } if (%pDIF <= 0) { set %pDIF .5 } } } if (%enemy.defense <= 5) { if (%pDIF > 0) { inc %pDIF .5 } if (%pDIF <= 0) { set %pDIF .5 } } } calculate_maxPDIF { if (%cRatio <= 0.5) { set %maxpDIF $calc(0.4 + (1.2 * %cRatio)) } if ((%cRatio > 0.5) && (%cRatio <= 0.833)) { set %maxpDIF 1 } if ((%cRatio > 0.833) && (%cRatio <= 2)) { set %maxpDIF $calc(1 + (1.2 * (%cRatio - .833))) } } calculate_minPDIF { if (%cRatio <= 1.25) { set %minpDIF $calc(-.5 + (%cRatio * 1.2)) } if ((%cRatio > 1.25) && (%cRatio <= 1.5)) { set %minpDIF 1 } if ((%cRatio > 1.5) && (%cRatio <= 2)) { set %minpDIF $calc(-.8 + (1.2 * %cRatio)) } if (%minpDIF <= 0) { set %minpDIF 1 } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates extra magic dmg ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate_damage_magic { ; $1 = user ; $2 = technique used ; $3 = target ; Only SpellMasters will receive a bonus to damage for magic. Other styles only have the base. if ($return.playerstyle($1) != spellmaster) { return } var %current.playerstyle $readini($char($1), styles, equipped) var %current.playerstyle.level $readini($char($1), styles, %current.playerstyle) set %magic.bonus.modifier 0.50 if (%portal.bonus = true) { dec %magic.bonus.modifier .20 } if ($augment.check($1, MagicBonus) = true) { set %magic.bonus.augment $calc(%augment.strength * .35) inc %magic.bonus.modifier %magic.bonus.augment unset %magic.bonus.augment } if ($accessory.check($1, IncreaseMagic) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, magic) unset %current.playerstyle | unset %current.playerstyle.level ; Check for certain skills that will enhance magic. ;check to see if skills are on that affect the spells. var %clear.mind.check $readini($char($1), skills, ClearMind) if (%clear.mind.check > 0) { var %enhance.value $readini($char($1), skills, ClearMind) * .065 inc %magic.bonus.modifier %enhance.value } if ($readini($char($1), skills, elementalseal.on) = on) { var %enhance.value $calc($readini($char($1), skills, ElementalSeal) * .209) inc %magic.bonus.modifier %enhance.value } ; Check for the wizard's amulet accessory if ($accessory.check($1, IncreaseSpellDamage) = true) { inc %magic.bonus.modifier %accessory.amount unset %accessory.amount } ; Elementals are weak to magic if ($readini($char($3), monster, type) = elemental) { inc %magic.bonus.modifier 1.3 } ; Increase the attack damage from the magic modifier now if (%magic.bonus.modifier != 0) { inc %attack.damage $round($calc(%attack.damage * %magic.bonus.modifier),0) } ; Is the weather the right condition to enhance the spell? $spell.weather.check($1, $3, $2) ; Increase the total damage via spellmaster style level % inc %attack.damage $return_percentofvalue(%attack.damage, $readini($char($1), styles, spellmaster)) unset %magic.bonus.modifier } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Caps damage ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; cap.damage { ; $1 = attacker ; $2 = defender ; $3 = tech, melee, etc if (%battle.type = torment) { return } if (%battle.type = cosmic) { return } if (($readini(system.dat, system, IgnoreDmgCap) = true) || ($readini($char($2), info, IgnoreDmgCap) = true)) { return } ; ================ ; Cap damage for Players and NPCS ; ================ if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, flag) = npc)) { if ($3 = melee) { var %damage.threshold 8000 } if ($3 = tech) { var %damage.threshold 15000 } if ((%portal.bonus = true) || (%battle.type = dungeon)) { if ($readini($char($1), info, flag) = $null) { dec %damage.threshold $round($calc(%damage.threshold / 4),0) } if ($readini($char($1), info, flag) = npc) { dec %damage.threshold $round($calc(%damage.threshold / 5),0) } if ($readini($char($1), info, clone) = yes) { dec %damage.threshold $round($calc(%damage.threshold / 5),0) } } if ($readini(system.dat, system, PlayersMustDieMode) = true) { dec %damage.threshold 1500 } var %attacker.level $get.level($1) var %defender.level $get.level($2) var %level.difference $calc(%attacker.level - %defender.level) if (%level.difference < 0) { dec %damage.threshold $round($calc($abs(%level.difference) * 20),0) } if ((%level.difference > 0) && (%level.difference <= 100)) { inc %damage.threshold $round($calc(%level.difference * .05),0) } if ((%level.difference > 100) && (%level.difference <= 500)) { inc %damage.threshold $round($calc(%level.difference * .07),0) } if ((%level.difference > 500) && (%level.difference <= 1000)) { inc %damage.threshold $round($calc(%level.difference * .08),0) } if (%level.difference > 1000) { inc %damage.threshold $round($calc(%level.difference * .09),0) } if ($readini($char($1), info, flag) = npc) { dec %damage.threshold 1500 } if (%damage.threshold <= 0) { var %damage.threshold 10 } if (%attack.damage > %damage.threshold) { if ($person_in_mech($1) = false) { set %temp.damage $calc(%attack.damage / 100) if ($3 = melee) { set %capamount 8000 } if ($3 = tech) { set %capamount 10000 } } if ($person_in_mech($1) = true) { set %temp.damage $calc(%attack.damage / 90) | set %capamount 10000 } inc %temp.damage %damage.threshold inc %temp.damage $calc(%attack.damage * 0.045) if (%attack.damage >= %capamount) { if ($person_in_mech($1) = false) { set %attack.damage $round($calc(%capamount + %temp.damage),0) } if ($person_in_mech($1) = true) { set %attack.damage $round($calc(%capamount + (%temp.damage * 0.08)),0) } } unset %temp.damage | unset %capamount } } ; ================ ; Cap damage for Monsters ; ================ if ($readini($char($1), info, flag) = monster) { if (%battle.rage.darkness = on) { return } if (%battle.type = dungeon) { return } if (%portal.bonus = true) { return } if ($3 = melee) { var %damage.threshold 1800 } if ($3 = tech) { var %damage.threshold 2000 } if ($readini(system.dat, system, PlayersMustDieMode) = true) { inc %damage.threshold 7000 } set %attacker.level $get.level($1) set %defender.level $get.level($2) var %level.difference $calc(%attacker.level - %defender.level) if (%level.difference <= -5) { dec %damage.threshold $round($calc($abs(%level.difference) * 1.1),0) } if ((%level.difference > 5) && (%level.difference <= 100)) { inc %damage.threshold $round($calc(%level.difference * 1.2),0) } if ((%level.difference > 100) && (%level.difference <= 500)) { inc %damage.threshold $round($calc(%level.difference * 2),0) } if ((%level.difference > 500) && (%level.difference <= 1000)) { inc %damage.threshold $round($calc(%level.difference * 3),0) } if (%level.difference > 1000) { inc %damage.threshold $round($calc(%level.difference * 5),0) } if (%damage.threshold <= 0) { var %damage.threshold 10 } if (%attack.damage > %damage.threshold) { if ($person_in_mech($1) = false) { set %temp.damage $calc(%attack.damage / 100) if ($3 = melee) { set %capamount 2500 } if ($3 = tech) { set %capamount 3000 } } if ($person_in_mech($1) = true) { set %temp.damage $calc(%attack.damage / 90) | set %capamount 6000 } inc %temp.damage %damage.threshold inc %temp.damage $calc(%attack.damage * 0.025) if (%attack.damage >= %capamount) { if ($person_in_mech($1) = false) { set %attack.damage $round($calc(%capamount + %temp.damage),0) } if ($person_in_mech($1) = true) { set %attack.damage $round($calc(%capamount + (%temp.damage * 0.08)),0) } } unset %temp.damage | unset %capamount } } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Modifies attack based on ; level difference ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; calculate_attack_leveldiff { ; $1 = attacker ; $2 = defender if (%battle.type = torment) { return } var %attacker.level $get.level($1) var %defender.level $get.level($2) var %level.difference $round($calc(%attacker.level - %defender.level),0) ; This will help newbies out for the streaks 1-9 if (($return_winningstreak < 10) && (%portal.bonus != true)) { if (%level.difference <= 0) { var %level.difference 0 } } ; For portals we don't want players to be more than 200 levels over the monster if ((%portal.bonus = true) && ($readini($char($1), info, flag) != monster)) { if (%level.difference > 200) { var %level.difference 200 } } ; If the target is stronger, we need to nerf damage if (%level.difference < 0) { if ((%level.difference < 0) && (%level.difference >= -10)) { dec %attack.damage $round($calc(%attack.damage * .08),0) } if ((%level.difference < -10) && (%level.difference >= -50)) { dec %attack.damage $round($calc(%attack.damage * .10),0) } if ((%level.difference <= -50) && (%level.difference >= -100)) { dec %attack.damage $round($calc(%attack.damage * .25),0) } if ((%level.difference < -100) && (%level.difference >= -150)) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ((%level.difference < -150) && (%level.difference >= -300)) { dec %attack.damage $round($calc(%attack.damage * .50),0) } if ((%level.difference < -300) && (%level.difference >= -500)) { dec %attack.damage $round($calc(%attack.damage * .60),0) } if (%level.difference < -500) { dec %attack.damage $round($calc(%attack.damage * .85),0) } } ; The target is weaker, let's boost the damage slightly if (%level.difference > 0) { if ((%level.difference >= 2) && (%level.difference < 10)) { inc %attack.damage $round($calc(%attack.damage * .05),0) } if ((%level.difference >= 10) && (%level.difference <= 50)) { inc %attack.damage $round($calc(%attack.damage * .08),0) } if ((%level.difference > 50) && (%level.difference >= 100)) { inc %attack.damage $round($calc(%attack.damage * .10),0) } if ((%level.difference > 100) && (%level.difference >= 150)) { inc %attack.damage $round($calc(%attack.damage * .15),0) } if ((%level.difference > 150) && (%level.difference >= 300)) { inc %attack.damage $round($calc(%attack.damage * .19),0) } if ((%level.difference > 300) && (%level.difference >= 500)) { inc %attack.damage $round($calc(%attack.damage * .22),0) } if (%level.difference > 500) { inc %attack.damage $round($calc(%attack.damage * .25),0) } } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates melee damage ; for players and NPCs ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.meleedmg.player.formula_2.0 { ; $1 = %user ; $2 = weapon equipped ; $3 = target / %enemy ; $4 = a special flag for mugger's belt. unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) ; First things first, let's find out the base power. var %base.power $readini($dbfile(weapons.db), $2, basepower) if (%base.power = $null) { var %base.power 1 } set %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) if (%base.stat > 999) { if ($readini($char($1), info, flag) = $null) { set %base.stat $round($calc(999 + %base.stat / 10),0) } if ($readini($char($1), info, flag) != $null) { set %base.stat $round($calc(999 + %base.stat / 5),0) } } set %true.base.stat %base.stat var %weapon.base $readini($char($1), weapons, $2) inc %weapon.base $round($calc(%weapon.base * 1.5),0) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.power set %current.accessory $readini($char($3), equipment, accessory) set %current.accessory.type $readini($dbfile(items.db), %current.accessory, accessorytype) ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Let's add that to the base power and set it as the attack damage. inc %base.stat %weapon.base inc %attack.damage %base.stat ; Let's check for some offensive style enhancements if ($person_in_mech($1) = false) { $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) ; Check for WonderGuard $wonderguard.check($3, $2, melee) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored if (%enemy.defense <= 0) { set %enemy.defense 1 } } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } var %flag $readini($char($1), info, flag) $calculate_pDIF($1, $3, melee) if (%flag != $null) { if ($get.level($1) >= $get.level($3)) { set %attack.damage $round($calc(%attack.damage / 3.5),0) } if ($get.level($1) < $get.level($3)) { set %attack.damage $round($calc(%attack.damage / 4.2),0) } } if (%flag = $null) { if ($get.level($1) >= $get.level($3)) { set %attack.damage $round($calc(%attack.damage / 2.8),0) } if ($get.level($1) < $get.level($3)) { set %attack.damage $round($calc(%attack.damage / 3.9),0) } } %attack.damage = $round($calc(%attack.damage * %pDIF),0) unset %pdif ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) if ((%flag = $null) || (%flag = npc)) { if ($readini(system.dat, system, IgnoreDmgCap) != true) { if (%attack.damage > 10000) { set %temp.damage $calc(%attack.damage / 100) set %attack.damage $calc(10000 + %temp.damage) unset %temp.damage if (%attack.damage >= 50000) { set %attack.damage $rand(45000,47000) } } } if (%attack.damage <= 1) { var %base.weapon $readini($dbfile(weapons.db), $2, BasePower) var %str.increase.amount $round($calc(%true.base.stat * .10),0) inc %base.weapon %str.increase.amount var %min.damage %base.weapon set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) var %attacker.level $get.level($1) var %defender.level $get.level($3) var %level.difference $calc(%defender.level - %attacker.level) if (%level.difference >= 300) { set %attack.damage 1 set %min.damage $round($calc(%min.damage / 2),0) } set %attack.damage $rand(%min.damage, %attack.damage) } inc %attack.damage $rand(1,10) } unset %true.base.stat if ((%attack.damage > 2000) && ($readini($char($1), info, flag) = monster)) { if ($readini(system.dat, system, IgnoreDmgCap) != true) { if (%battle.rage.darkness != on) { set %attack.damage $rand(1000,2100) } } } if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.system.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type | writeini $char($1) skills mightystrike.on off if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } formula.meleedmg.player.formula_3.1 { ; $1 = %user ; $2 = weapon equipped ; $3 = target / %enemy ; $4 = a special flag for mugger's belt. unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) var %base.weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%base.weapon.power = $null) { var %base.weapon.power 1 } var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) set %true.base.stat %base.stat inc %base.weapon.power $readini($char($1), weapons, $2) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.weapon.power ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Set the base attack damage set %attack.damage %weapon.base if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) $wonderguard.check($3, $2, melee) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Calculate the attack damage based on log of base stat / log of enemy's defense set %attack.damage $round($calc(($log(%base.stat) / $log(%enemy.defense)) * %attack.damage),0) ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; Cap damage, if needed $cap.damage($1, $3, melee) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) if (%attack.damage <= 1) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } inc %attack.damage $rand(1,10) unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } formula.meleedmg.player.formula_3.0 { ; $1 = %user ; $2 = weapon equipped ; $3 = target / %enemy ; $4 = a special flag for mugger's belt. unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) var %base.weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%base.weapon.power = $null) { var %base.weapon.power 1 } var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) set %true.base.stat %base.stat var %base.stat $log(%base.stat) ; var %weapon.base $calc(1 + $log($readini($char($1), weapons, $2))) var %weapon.base $calc(1 + (10 * $log($readini($char($1), weapons, $2)))) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. ;; if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.weapon.power ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Set the base attack damage set %attack.damage %weapon.base if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .20) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) $wonderguard.check($3, $2, melee) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Increase attack damage by the $log of the base stat. inc %attack.damage $round($calc((%attack.damage * %base.stat)/2.5),0) set %attack.damage $round(%attack.damage,0) ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } var %blocked.percent $log(%enemy.defense) if (%blocked.percent < 0) { var %blocked.percent .5 } inc %blocked.percent $rand(1,10) inc %blocked.percent $log($get.level($3)) if ($readini(system.dat, system, PlayersMustDieMode) = true) { inc %blocked.percent $rand(2,5) } if ($return_playersinbattle > 1) { inc %blocked.percent $calc($return_playersinbattle * 3) } var %blocked.damage $round($return_percentofvalue(%attack.damage, %blocked.percent),0) dec %attack.damage %blocked.damage ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; Change damage if there's a level difference $calculate_attack_leveldiff($1, $3) ; Cap damage, if needed $cap.damage($1, $3, melee) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) if (%attack.damage <= 1) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } inc %attack.damage $rand(1,10) unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3, $1) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; CHECK FOR MULTI-HITS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } $multihitcheck.melee($1, $2, $3, $4) } formula.meleedmg.player.formula_1.0 { unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) ; First things first, let's find out the base power. var %base.power $readini($dbfile(weapons.db), $2, basepower) if (%base.power = $null) { var %base.power 1 } set %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) var %weapon.base $readini($char($1), weapons, $2) inc %weapon.base $round($calc(%weapon.base * 1.5),0) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.power set %current.accessory $readini($char($3), equipment, accessory) set %current.accessory.type $readini($dbfile(items.db), %current.accessory, accessorytype) ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Let's add that to the base power and set it as the attack damage. inc %base.stat %weapon.base inc %attack.damage %base.stat ; Let's check for some offensive style enhancements if ($person_in_mech($1) = false) { $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored if (%enemy.defense <= 0) { set %enemy.defense 1 } } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ; And let's get the final attack damage.. dec %attack.damage %enemy.defense unset %enemy.defense ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; Cap damage, if needed $cap.damage($1, $3, melee) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) if (%attack.damage <= 1) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } inc %attack.damage $rand(1,10) unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } formula.meleedmg.player.formula_2.5 { ; $1 = %user ; $2 = weapon equipped ; $3 = target / %enemy ; $4 = a special flag for mugger's belt. unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) var %base.weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%base.weapon.power = $null) { var %base.weapon.power 1 } var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) if (%battle.type = torment) { var %attack.rating %base.stat } if (%battle.type != torment) { var %attack.rating $round($calc(%base.stat / 2),0) if (%attack.rating >= 1000) { var %base.stat.cap .10 if ($get.level($1) > $get.level($3)) { inc %base.stat.cap .10 } if ($get.level($3) > $get.level($1)) { dec %base.stat.cap .02 } set %base.stat $round($calc(1000 + (%attack.rating * %base.stat.cap)),0) } } set %true.base.stat %attack.rating var %weapon.base $readini($char($1), weapons, $2) ; inc %weapon.base $round($calc(%weapon.base * 1.5),0) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.weapon.power ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Let's add that to the base power and set it as the attack damage. inc %attack.damage %weapon.base inc %attack.damage %base.stat if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) ; Check for WonderGuard $wonderguard.check($3, $2, melee) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list var %weapon.element $readini($dbfile(weapons.db), $2, element) if ((%weapon.element != $null) && (%weapon.element != none)) { $modifer_adjust($3, %weapon.element) } ; Check for weapon type weaknesses. set %weapon.type $readini($dbfile(weapons.db), $2, type) $modifer_adjust($3, %weapon.type) ; Elementals are strong to melee if ($readini($char($3), monster, type) = elemental) { %attack.damage = $round($calc(%attack.damage - (%attack.damage * .30)),0) } ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } var %flag $readini($char($1), info, flag) ; Set the level ratio if (%battle.type != torment) { if (%flag = monster) { set %temp.strength %base.stat if (%temp.strength > 800) { set %temp.strength $calc(700 + (%temp.strength / 40)) set %temp.strength $round(%temp.strength,0) set %level.ratio $calc(%temp.strength / %enemy.defense) } if (%temp.strength <= 800) { set %level.ratio $calc(%temp.strength / %enemy.defense) } } if ((%flag = $null) || (%flag = npc)) { set %temp.strength %base.stat if (%temp.strength > 6000) { set %temp.strength $calc(6000 + (%temp.strength / 3)) set %temp.strength $round(%temp.strength,0) set %level.ratio $calc(%temp.strength / %enemy.defense) unset %temp.strength } if (%temp.strength <= 6000) { set %level.ratio $calc(%temp.strength / %enemy.defense) } } } ; Calculate the Level Ratio set %level.ratio $calc(($readini($char($1), battle, str) + $armor.stat($1, str)) / %enemy.defense) var %attacker.level $get.level($1) var %defender.level $get.level($3) if (%attacker.level > %defender.level) { inc %level.ratio .3 } if (%attacker.level < %defender.level) { dec %level.ratio .3 } if (%level.ratio > 2) { set %level.ratio 2 } if (%level.ratio <= .02) { set %level.ratio .02 } unset %temp.strength ; And let's get the final attack damage.. %attack.damage = $round($calc(%attack.damage * %level.ratio),0) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; Change damage if there's a level difference $calculate_attack_leveldiff($1, $3) ; Cap damage, if needed $cap.damage($1, $3, melee) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) if (%attack.damage <= 1) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } inc %attack.damage $rand(1,10) unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($barrage_check($1, $2) = true) { inc %weapon.howmany.hits 3 | writeini $char($1) skills barrage.on off } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates melee damage ; for monsters and bosses ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.meleedmg.monster { ; $1 = %user ; $2 = weapon equipped ; $3 = target / %enemy ; $4 = a special flag for mugger's belt. unset %absorb set %attack.damage 0 var %random.attack.damage.increase $rand(1,10) var %base.weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%base.weapon.power = $null) { var %base.weapon.power 1 } var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) set %true.base.stat %base.stat var %attack.rating $round($calc(%base.stat / 2),0) if (%attack.rating >= 500) { var %base.stat.cap .10 if ($get.level($1) > $get.level($3)) { inc %base.stat.cap .10 } if ($get.level($3) > $get.level($1)) { dec %base.stat.cap .02 } set %base.stat $round($calc(500 + (%attack.rating * %base.stat.cap)),0) var %attack.rating %base.stat } var %weapon.base $readini($char($1), weapons, $2) inc %weapon.base $round($calc(%weapon.base * 1.5),0) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %weapon.base $readini($char($1), weapons, fists) } inc %weapon.base %base.weapon.power ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; Let's add the mastery bonus to the weapon base inc %weapon.base %mastery.bonus ; Let's add that to the base power and set it as the attack damage. inc %attack.damage %weapon.base inc %attack.damage %base.stat if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%weapon.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %attack.damage = $calc(%attack.damage * 2) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %attack.damage = $round($calc(%attack.damage * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %attack.damage = $round($calc(%attack.damage * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %attack.damage = $round($calc(%attack.damage * 2.5),0) } } } ; Let's increase the attack by a random amount. inc %attack.damage %random.attack.damage.increase unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %attack.damage %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %attack.damage $round($calc(%attack.damage * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Check for portal damage boost if (%portal.bonus = true) { var %percent.damage.amount 5 if ($return_playersinbattle > 1) { inc %percent.damage.amount 5 } if ($eliteflag.check($1) = true) { inc %percent.damage.amount 5 } if ($supereliteflag.check($1) = true) { inc %percent.damage.amount 10 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage $round(%percent.damage,0) } ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%battle.type = torment) { inc %ignore.defense.percent $calc(%torment.level * 5) } if (%battle.type = cosmic) { inc %ignore.defense.percent $calc(%cosmic.level * 5) } if ($readini(system.dat, system, PlayersMustDieMode) = true) { inc %ignore.defense.percent 10 } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } var %flag $readini($char($1), info, flag) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; CALCULATE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) %attack.def.ratio = $calc(%true.base.stat / %enemy.defense) %attack.damage = $round($calc(%attack.damage * %attack.def.ratio),0) if ($mighty_strike_check($1) = true) { inc %attack.damage %attack.damage } unset %attack.def.ratio $calculate_attack_leveldiff($1, $3) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; $cap.damage($1, $3, melee) if ((%flag = $null) || (%flag = npc)) { if (%attack.damage <= 1) { var %base.weapon $readini($dbfile(weapons.db), $2, BasePower) var %str.increase.amount $round($calc(%true.base.stat * .10),0) inc %base.weapon %str.increase.amount var %min.damage %base.weapon set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) var %attacker.level $get.level($1) var %defender.level $get.level($3) var %level.difference $calc(%defender.level - %attacker.level) if (%level.difference >= 300) { set %attack.damage 1 if (%flag = $null) { set %min.damage $round($calc(%min.damage / 8),0) } else { set %min.damage $round($calc(%min.damage / 2),0) } } set %attack.damage $rand(%min.damage, %attack.damage) } inc %attack.damage $rand(1,10) } if ((%flag = monster) && ($readini($char($3), info, flag) = $null)) { var %min.damage $readini($dbfile(weapons.db), $2, BasePower) inc %min.damage %attack.rating var %level.difference $calc($get.level($1) / $get.level($3)) var %min.damage $round($calc(%min.damage * %level.difference),0) if (%battle.type = torment) { var %level.difference 2 } if (%min.damage > 500) { var %min.damage 500 } if (%min.damage < 1) { var %min.damage 1 } if (%attack.damage <= 10) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) if ($calc($get.level($3) - $get.level($1)) >= -300) { set %attack.damage 1 set %min.damage $round($calc(%min.damage / 1.5),0) if (%min.damage < 1) { var %min.damage 1 } } } if (%battle.rage.darkness = on) { var %min.damage %attack.damage } if (%battle.rage.darkness != on) { if (%battle.type != torment) { if ((%attack.damage >= 1) && ($get.level($1) <= $get.level($3))) { var %level.difference $calc($get.level($1) - $get.level($3)) if (%level.difference <= 0) && (%level.difference >= -500) { var %min.damage $round($calc(%min.damage / 2),0) } if (%level.difference < -500) { var %min.damage $round($calc(%min.damage / 10),0) } } if ((%attack.damage >= 1) && ($get.level($1) <= $get.level($3))) { var %damage.ratio.adjust $calc($get.level($1) / $get.level($3)) if (%damage.ratio < .10) { var %damage.ratio .10 } if (%damage.ratio > 120) { var %damage.ratio 120 } set %attack.damage $round($calc(%attack.damage * %damage.ratio.adjust),0) var %min.damage $round($calc(%min.damage * %damage.ratio.adjust),0) var %level.difference $calc($get.level($1) - $get.level($3)) if (%level.difference >= 0) && (%level.difference <= 500) { inc %min.damage $round($calc(%min.damage * .20),0) } if (%level.difference > 500) { inc %min.damage $round($calc(%min.damage * .50),0) } } } } if (%battle.type = boss) { var %percent.damage.amount $rand(1,2) var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage %percent.damage inc %min.damage %percent.damage } if (%battle.type = dungeon) { if ($dungeon.bossroomcheck = true) { var %percent.damage.amount 5 } else { var %percent.damage.amount 3 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage %percent.damage inc %min.damage %percent.damage } if (%battle.type = torment) { var %percent.damage.amount 2.5 if ($return_playersinbattle > 1) { inc %percent.damage.amount 2 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), $calc(%percent.damage.amount * %torment.level)) if (%min.damage < %percent.damage) { var %min.damage %percent.damage } inc %attack.damage $calc(%attack.damage * %torment.level) set %attack.damage $rand(%min.damage, %attack.damage) if (%attack.damage > $readini($char($3), basestats, hp)) { set %attack.damage $round($calc($readini($char($3), basestats, hp) / 3),0) } } if (%battle.type = cosmic) { var %percent.damage.amount 2.5 if ($return_playersinbattle > 1) { inc %percent.damage.amount 2 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), $calc(%percent.damage.amount * %cosmic.level)) if (%min.damage < %percent.damage) { var %min.damage %percent.damage } inc %attack.damage $calc(%attack.damage * %cosmic.level) set %attack.damage $rand(%min.damage, %attack.damage) if (%attack.damage > $readini($char($3), basestats, hp)) { set %attack.damage $round($calc($readini($char($3), basestats, hp) / 3),0) } } set %attack.damage $rand(%attack.damage, %min.damage) if ($readini(battlestats.dat, battle, winningstreak) <= 0) { %attack.damage = $round($calc(%attack.damage / 2),0) } } unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; if we're in a portal or dungeon then decrease damage by armor protection if ((%portal.bonus = true) || (%battle.type = dungeon)) { set %attack.damage $round($calc(%attack.damage - (%attack.damage * ($armor.protection($3) / 100))),0) } ; set starting damage and check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } $damage.color.check ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%battle.rage.darkness = on) { if ($readini($char($1), info, flag) = monster) { inc %attack.damage $calc(%attack.damage * 500) } } set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates tech damage ; for monsters and bosses ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.techdmg.monster { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") if (%attack.damage = $null) { set %attack.damage 0 } ; How many hits is this technique? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) ; Let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat.needed $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } set %true.base.stat %base.stat var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %base.damage.percent %tech.base if (%base.damage.percent >= 50) { var %base.damage.percent 50 } var %attack.rating $return_percentofvalue($readini($char($3), basestats, hp), %base.damage.percent) if (%tech.howmany.hits > 1) { var %attack.rating $round($calc(%attack.rating / 1.5),0) } var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs if (%user.tech.level < 100) { inc %tech.base $round($calc(%user.tech.level * 1.8),0) } ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power.wpn 1 } var %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn %weapon.base ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) unset %weapon.used inc %base.power.wpn %mastery.bonus set %attack.damage $calc(%tech.base + %user.tech.level + %base.power.wpn) if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,15) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .20) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Check for portal damage boost if (%portal.bonus = true) { var %percent.damage.amount 10 if ($return_playersinbattle > 1) { inc %percent.damage.amount 5 } if ($eliteflag.check($1) = true) { inc %percent.damage.amount 5 } if ($supereliteflag.check($1) = true) { inc %percent.damage.amount 10 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage $round(%percent.damage,0) } ; Calculate the attack damage based on log of base stat / log of enemy's defense set %attack.damage $round($calc(($log(%base.stat) / $log(%enemy.defense)) * %attack.damage),0) if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) $calculate_attack_leveldiff($1, $3) var %min.damage %attack.rating var %level.difference $calc($get.level($1) / $get.level($3)) var %min.damage $round($calc(%min.damage * %level.difference),0) set %attack.damage $round($calc(%attack.damage * %level.difference),0) if (%attack.damage <= 1) { var %minimum.damage 1 set %attack.damage $readini($dbfile(techniques.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } unset %true.base.stat inc %attack.damage $rand(1,5) unset %true.base.stat if (%battle.type = dungeon) { if ($dungeon.bossroomcheck = true) { var %percent.damage.amount 5 } else { var %percent.damage.amount 3 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage %percent.damage inc %min.damage %percent.damage } if (%battle.type = boss) { var %percent.damage.amount $rand(1,2) var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), %percent.damage.amount) inc %attack.damage %percent.damage inc %min.damage %percent.damage } if (%battle.type = torment) { var %percent.damage.amount 5 if ($return_playersinbattle > 1) { inc %percent.damage.amount 2 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), $calc(%percent.damage.amount * %torment.level)) if (%min.damage < %percent.damage) { var %min.damage %percent.damage } inc %attack.damage $calc(%attack.damage * %torment.level) set %attack.damage $rand(%min.damage, %attack.damage) if (%attack.damage > $readini($char($3), basestats, hp)) { set %attack.damage $round($calc($readini($char($3), basestats, hp) / 3),0) } } if (%battle.type = cosmic) { var %percent.damage.amount 5 if ($return_playersinbattle > 1) { inc %percent.damage.amount 2 } var %percent.damage $return_percentofvalue($readini($char($3), basestats, hp), $calc(%percent.damage.amount * %cosmic.level)) if (%min.damage < %percent.damage) { var %min.damage %percent.damage } inc %attack.damage $calc(%attack.damage * %cosmic.level) set %attack.damage $rand(%min.damage, %attack.damage) if (%attack.damage > $readini($char($3), basestats, hp)) { set %attack.damage $round($calc($readini($char($3), basestats, hp) / 3),0) } } set %attack.damage $rand(%attack.damage, %min.damage) if ($return_winningstreak <= 0) { %attack.damage = $round($calc(%attack.damage / 2),0) } unset %min.damage $cap.damage($1, $3, tech) ; if we're in a portal or dungeon then decrease damage by armor protection if ((%portal.bonus = true) || (%battle.type = dungeon)) { set %attack.damage $round($calc(%attack.damage - (%attack.damage * ($armor.protection($3) / 100))),0) } ; set starting damage and check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } $damage.color.check ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 10 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check to see if SwiftCast is on and if this tech is a spell. $swiftcast_check($1, $2) ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits now $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Calculates tech damage ; for players and npcs ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.techdmg.player.formula_2.0 { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") if (%attack.damage = $null) { set %attack.damage 0 } ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } set %true.base.stat %base.stat if (%base.stat > 999) { if ($readini($char($1), info, flag) = $null) { set %base.stat $round($calc(999 + %base.stat / 10),0) } if ($readini($char($1), info, flag) != $null) { set %base.stat $round($calc(999 + %base.stat / 5),0) } } var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) inc %tech.base $round($calc(%user.tech.level * 1.6),0) set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs ; Let's add in the base power of the weapon used.. set %weapon.used $readini($char($1), weapons, equipped) set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power 1 } set %weapon.base $readini($char($1), weapons, %weapon.used) unset %weapon.used ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, $readini($char($1),weapons,equipped)) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%tech.base > $return_winningstreak) { var %tech.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } inc %base.power.wpn $round($calc(%weapon.base * 1.5),0) inc %base.power.wpn $round($calc(%mastery.bonus / 1.5),0) inc %tech.base %base.power.wpn inc %tech.base %user.tech.level inc %base.stat %tech.base inc %attack.damage %base.stat if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,10) ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) ; Because it's a tech, the enemy's int will play a small part too. var %int.bonus $round($calc(($readini($char($3), battle, int) + $armor.stat($3, int)) / 3.5),0) if ($skill.bloodspirit.status($3) = on) { inc %int.bonus $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %int.bonus $round($calc(%int.bonus / 4),0) } inc %enemy.defense %int.bonus $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_pDIF($1, $3, magic) set %attack.damage $round($calc(%attack.damage / 3.2),0) } else { $calculate_pDIF($1, $3, tech) set %attack.damage $round($calc(%attack.damage / 1.75),0) } %attack.damage = $round($calc(%attack.damage * %pDIF),0) unset %pdif ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) if ((%flag = $null) || (%flag = npc)) { if ($readini(system.dat, system, IgnoreDmgCap) != true) { if (%attack.damage > 40000) { set %temp.damage $round($calc(%attack.damage / 75),0) set %attack.damage $calc(40000 + %temp.damage) unset %temp.damage if (%attack.damage >= 60000) { set %attack.damage $rand(57000,60000) } } } if (%attack.damage <= 1) { var %max.damage $round($calc(%true.base.stat / 10),0) set %attack.damage $rand(1, %max.damage) } } if ((%attack.damage > 2500) && (%flag = monster)) { if ($readini(system.dat, system, IgnoreDmgCap) != true) { if (%battle.rage.darkness != on) { set %attack.damage $rand(1000,2100) } } } inc %attack.damage $rand(1,5) unset %true.base.stat ; set starting damage and check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } $damage.color.check ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 12 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } formula.techdmg.player.formula_2.5 { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") if (%attack.damage = $null) { set %attack.damage 0 } ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } set %true.base.stat %base.stat if (%battle.type != torment) { var %attack.rating $round($calc(%base.stat / 2),0) if (%attack.rating >= 1000) { var %base.stat.cap .15 if ($get.level($1) > $get.level($3)) { inc %base.stat.cap .10 } if ($get.level($3) > $get.level($1)) { dec %base.stat.cap .02 } set %base.stat $round($calc(1000 + (%attack.rating * %base.stat.cap)),0) } } if (%battle.type = torment) { var %attack.rating %base.stat } var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs inc %tech.base $round($calc(%user.tech.level * 1.6),0) ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power 1 } set %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn $round($calc(%weapon.base * 1.5),0) ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } unset %weapon.used inc %base.power.wpn $round($calc(%mastery.bonus / 1.5),0) inc %tech.base %base.power.wpn inc %tech.base %user.tech.level inc %base.stat %tech.base inc %attack.damage %base.stat if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,10) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) ; Because it's a tech, the enemy's int will play a small part too. var %int.bonus $round($calc(($readini($char($3), battle, int) + $armor.stat($3, int)) / 3.5),0) if ($skill.bloodspirit.status($3) = on) { inc %int.bonus $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %int.bonus $round($calc(%int.bonus / 4),0) } inc %enemy.defense %int.bonus $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check if (%enemy.defense <= 0) { set %enemy.defense 1 } if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } %attack.def.ratio = $calc(%base.stat / %enemy.defense) %attack.damage = $round($calc(%attack.damage * %attack.def.ratio),0) unset %attack.def.ratio if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } $calculate_attack_leveldiff($1, $3) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) $cap.damage($1, $3, melee) if (%attack.damage <= 1) { var %base.tech $readini($dbfile(techniques.db), $2, BasePower) var %int.increase.amount $round($calc(%true.base.stat * .10),0) inc %base.weapon %int.increase.amount var %min.damage %base.weapon set %attack.damage $readini($dbfile(techniques.db), $2, BasePower) var %attacker.level $get.level($1) var %defender.level $get.level($3) if (%attacker.level < %defender.level) { set %attack.damage 1 if (%flag = $null) { set %min.damage $round($calc(%min.damage / 8),0) } else { set %min.damage $round($calc(%min.damage / 2),0) } } set %attack.damage $rand(%min.damage, %attack.damage) set %attack.damage $rand(%attack.damage, %min.damage) unset %min.damage } unset %true.base.stat inc %attack.damage $rand(1,5) unset %true.base.stat ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { if (%battle.type = torment) { var %aoe.nerf.percent $calc(3 * %aoe.turn) } else { var %aoe.nerf.percent $calc(7 * %aoe.turn) } if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 12 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } formula.techdmg.player.formula_1.0 { set %attack.damage 0 ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } var %tech.base $readini($dbfile(techniques.db), $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) inc %tech.base $round($calc(%user.tech.level * 1.5),0) ; Let's add in the base power of the weapon used.. set %weapon.used $readini($char($1), weapons, equipped) set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power 1 } set %weapon.base $readini($char($1), weapons, %weapon.used) inc %base.power.wpn $round($calc(%weapon.base * 1.9),0) unset %weapon.used ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, $readini($char($1),weapons,equipped)) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%tech.base > $return_winningstreak) { var %tech.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } inc %base.power.wpn $round($calc(%mastery.bonus / 1.5),0) if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } inc %tech.base %base.power.wpn set %current.accessory $readini($char($3), equipment, accessory) set %current.accessory.type $readini($dbfile(items.db), %current.accessory, accessorytype) inc %tech.base %user.tech.level inc %base.stat %tech.base inc %attack.damage %base.stat ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,10) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%tech.element = light) { inc %attack.damage $round($calc(%attack.damage * .110),0) } if (%tech.element = fire) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. set %current.weapon.used $readini($char($1), weapons, equipped) if ($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) ; Because it's a tech, the enemy's int will play a small part too. var %int.bonus $round($calc(($readini($char($3), battle, int) + $armor.stat($3, int)) / 3.5),0) if ($skill.bloodspirit.status($3) = on) { inc %int.bonus $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %int.bonus $round($calc(%int.bonus / 4),0) } inc %enemy.defense %int.bonus $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } ; And let's get the final attack damage.. dec %attack.damage %enemy.defense ; If the tech is a spell let's boost or nerf it depending on style used if ($readini($dbfile(techniques.db), $2, magic) = yes) { if ($return.playerstyle($1) != spellmaster) { dec %attack.damage $return_percentofvalue(%attack.damage, 40) } else { inc %attack.damage $return_percentofvalue(%attack.damage, $readini($char($1), styles, spellmaster)) } } set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check ; if the tech is the same as what was used in the last round, nerf the damage if ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 5 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%attack.damage <= 0) { set %attack.damage 1 } if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Check to see if SwiftCast is on and if this tech is a spell. $swiftcast_check($1, $2) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } formula.techdmg.player.formula_3.1 { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") if (%attack.damage = $null) { set %attack.damage 0 } ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } set %true.base.stat %base.stat var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs if (%user.tech.level < 100) { inc %tech.base $round($calc(%user.tech.level * 1.8),0) } ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power.wpn 1 } var %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn %weapon.base ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) unset %weapon.used inc %base.power.wpn %mastery.bonus set %attack.damage $calc(%tech.base + %user.tech.level + %base.power.wpn) if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,15) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Calculate the attack damage based on log of base stat / log of enemy's defense set %attack.damage $round($calc(($log(%base.stat) / $log(%enemy.defense)) * %attack.damage),0) set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) $cap.damage($1, $3, tech) if (%attack.damage <= 1) { var %minimum.damage 1 set %attack.damage $readini($dbfile(techniques.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } unset %true.base.stat inc %attack.damage $rand(1,5) unset %true.base.stat ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 10 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } formula.techdmg.player.formula_3.0 { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") if (%attack.damage = $null) { set %attack.damage 0 } ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } set %true.base.stat %base.stat var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs if (%user.tech.level < 100) { inc %tech.base $round($calc(%user.tech.level * 1.8),0) } ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power.wpn 1 } set %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn $calc(1 + (2 * $log(%weapon.base))) ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%tech.base > $return_winningstreak) { var %tech.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } unset %weapon.used inc %base.power.wpn %mastery.bonus set %attack.damage $calc(%tech.base + %user.tech.level + %base.power.wpn) if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,15) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn ; Increase attack damage by the $log of the base stat. set %attack.damage $round($calc(%attack.damage * $log(%base.stat)),0) var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } var %blocked.percent $log(%enemy.defense) if (%blocked.percent < 0) { var %blocked.percent .5 } inc %blocked.percent $rand(1,10) inc %blocked.percent $log($get.level($3)) if ($readini(system.dat, system, PlayersMustDieMode) = true) { inc %blocked.percent $rand(2,5) } if ($return_playersinbattle > 1) { inc %blocked.percent $calc($return_playersinbattle * 3) } var %blocked.damage $round($return_percentofvalue(%attack.damage, %blocked.percent),0) dec %attack.damage %blocked.damage set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) $calculate_attack_leveldiff($1, $3) $cap.damage($1, $3, tech) if (%attack.damage <= 1) { var %minimum.damage 1 set %attack.damage $readini($dbfile(techniques.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } unset %true.base.stat inc %attack.damage $rand(1,5) unset %true.base.stat ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 10 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The formulas below this line are either old or ; experimental. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; formula.meleedmg.player.formula_4.0 { unset %absorb set %attack.damage 0 var %damage.rating 0 var %base.stat $readini($char($1), battle, str) inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) inc %damage.rating %base.stat inc %damage.rating $readini($char($1), weapons, $2) ; If the weapon is a hand to hand, it will now receive a bonus based on your fists level. if (($readini($dbfile(weapons.db), $2, type) = HandToHand) && ($2 != fists)) { inc %damage.rating $readini($char($1), weapons, fists) } ; Get the weapon's power var %weapon.power $readini($dbfile(weapons.db), $2, basepower) if (%weapon.power = $null) { var %weapon.power 1 } set %current.accessory $readini($char($3), equipment, accessory) set %current.accessory.type $readini($dbfile(items.db), %current.accessory, accessorytype) ; Does the user have any mastery of the weapon? $mastery_check($1, $2) ; If it's a portal battle this might need to be adjusted to make portal battles easier to balance if (%portal.bonus = true) { if (%weapon.base > $return_winningstreak) { var %weapon.base $return_winningstreak } if (%mastery.bonus > $calc($return_winningstreak + 10)) { var %mastery.bonus $calc($return_winningstreak + 10) } } ; Let's add the mastery bonus to the weapon base inc %damage.rating %mastery.bonus ; Let's check for some offensive style enhancements if ($person_in_mech($1) = false) { $offensive.style.check($1, $2, melee) } ;If the element is Light and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if (%weapon.element = light) { inc %damage.rating $round($calc(%damage.rating * .110),0) } if (%weapon.element = fire) { inc %damage.rating $round($calc(%damage.rating * .110),0) } } ; Check to see if we have an accessory or augment that enhances the weapon type $melee.weapontype.enhancements($1) unset %weapon.type ; Check for Killer Traits inc %attack.damage $round($calc(%damage.rating * ($killer.trait.check($1, $3) / 100)),0) ; Check for MightyStrike if ($person_in_mech($1) = false) { ; Check for the skill "MightyStrike" if ($mighty_strike_check($1) = true) { ; Double the attack. %damage.rating = $calc(%attack.damage * 1.5) } ; Check for the "DesperateBlows" skill. if ($desperate_blows_check($1) = true) { var %hp.percent $calc(($readini($char($1), Battle, HP) / $readini($char($1), BaseStats, HP)) *100) if ((%hp.percent >= 10) && (%hp.percent <= 25)) { %damage.rating = $round($calc(%damage.rating * 1.5),0) } if ((%hp.percent > 2) && (%hp.percent < 10)) { %damage.rating = $round($calc(%damage.rating * 2),0) } if ((%hp.percent > 0) && (%hp.percent <= 2)) { %damage.rating = $round($calc(%damage.rating * 2.5),0) } } } unset %current.playerstyle | unset %current.playerstyle.level if ($person_in_mech($1) = false) { ; Check for the miser ring accessory if ($accessory.check($1, IncreaseMeleeDamage) = true) { var %redorb.amount $readini($char($1), stuff, redorbs) var %miser-ring.increase $round($calc(%redorb.amount * %accessory.amount),0) if (%miser-ring.increase <= 0) { var %miser-ring.increase 1 } if (%miser-ring.increase > 1000) { var %miser-ring.increase 1000 } inc %damage.rating %miser-ring.increase unset %accessory.amount } ; Check for the fool's tablet accessory if ($accessory.check($1, IncreaseMeleeAddPoison) = true) { inc %damage.rating $round($calc(%damage.rating * %accessory.amount),0) unset %accessory.amount } } if ($augment.check($1, MeleeBonus) = true) { set %melee.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%melee.bonus.augment * %damage.rating),0) inc %damage.rating %augment.power.increase.amount unset %melee.bonus.augment } unset %current.accessory.type $flying.damage.check($1, $2, $3) $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) $weapon_parry_check($3, $1, $2) $trickster_dodge_check($3, $1, physical) $royalguard.check($1, $2, $3) $utsusemi.check($1, $2, $3) ; Check to see if the melee attack will hurt an ethereal monster $melee.ethereal.check($1, $2, $3) unset %statusmessage.display set %status.type.list $readini($dbfile(weapons.db), $2, StatusType) if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } unset %status.type.list ; Now we're ready to calculate the enemy's defense.. set %enemy.defense $readini($char($3), battle, def) inc %enemy.defense $armor.stat($3, def) $defense_down_check($3) $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(weapons.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored if (%enemy.defense <= 0) { set %enemy.defense 1 } } if (%enemy.defense <= 0) { set %enemy.defense 1 } set %attack.damage $calc((100 + (%damage.rating - %enemy.defense))/100 * %weapon.power) ; Check for modifiers set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, melee) $damage.color.check var %flag $readini($char($1), info, flag) if (enhance-melee isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ; And let's get the final attack damage.. dec %attack.damage %enemy.defense unset %enemy.defense ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Adjust the damage based on weapon size vs monster size $monstersize.adjust($3,$2) ; If this current melee attack is using the same weapon as the previous melee attack, nerf the damage $melee.lastaction.nerfcheck($1, $2) if (%attack.damage <= 1) { set %attack.damage $readini($dbfile(weapons.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } inc %attack.damage $rand(1,10) unset %true.base.stat if (%guard.message = $null) { inc %attack.damage $rand(1,3) } unset %enemy.defense | unset %level.ratio ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; Check for metal defense. If found, set the damage to 1. $metal_defense_check($3, $1) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances... if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } ; Check for a shield block. $shield_block_check($3, $1, $2) ; Check for a critical hit. var %critical.hit.chance $rand(1,100) ; check for the Impetus Passive Skill var %impetus.check $readini($char($1), skills, Impetus) if (%impetus.check != $null) { inc %critical.hit.chance %impetus.check } ; If the user is using a h2h weapon, increase the critical hit chance by 1. if ($readini($dbfile(weapons.db), $2, type) = HandToHand) { inc %critical.hit.chance 1 } if ($accessory.check($1, IncreaseCriticalHits) = true) { if (%accessory.amount = 0) { var %accessory.amount 1 } inc %critical.hit.chance %accessory.amount unset %accessory.amount } unset %player.accessory | unset %accessory.type | unset %accessory.amount if ($augment.check($1, EnhanceCriticalHits) = true) { inc %critical.hit.chance %augment.strength } if (%critical.hit.chance >= 97) { $set_chr_name($1) | $display.message($readini(translation.dat, battle, LandsACriticalHit), battle) set %attack.damage $round($calc(%attack.damage * 1.5),0) } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if (($readini($dbfile(weapons.db), $2, cost) = 0) && ($readini($dbfile(weapons.db), $2, SpecialWeapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } if ($accessory.check($1, CurseAddDrain) = true) { unset %accessory.amount | set %absorb absorb } if ($augment.check($1, Drain) = true) { set %absorb absorb } unset %current.accessory | unset %current.accessory.type if ($person_in_mech($1) = false) { writeini $char($1) skills mightystrike.on off } ; Is the weapon a multi-hit weapon? set %weapon.howmany.hits $readini($dbfile(weapons.db), $2, hits) if ($augment.check($1, AdditionalHit) = true) { inc %weapon.howmany.hits %augment.strength } ; Are we dual-wielding? If so, increase the hits by the # of hits of the second weapon. if (($readini($char($1), weapons, equippedLeft) != $null) && ($person_in_mech($1) = false)) { var %left.hits $readini($dbfile(weapons.db), $readini($char($1), weapons, equippedLeft), hits) if (%left.hits = $null) { var %left.hits 1 } inc %weapon.howmany.hits %left.hits } if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) ; check for melee counter $counter_melee($1, $3, $2) ; Check for countering an attack using a shield $shield_reflect_melee($1, $3, $2) ; Check for the weapon bash skill $weapon_bash_check($1, $3) var %current.element $readini($dbfile(weapons.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 } unset %target.element.null } var %weapon.type $readini($dbfile(weapons.db), $2, type) if (%weapon.type != $null) { set %target.weapon.null $readini($char($3), modifiers, %weapon.type) if (%target.weapon.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToWeaponType) set %attack.damage 0 } unset %target.weapon.null } ; If the target has Protect on, it will cut melee damage in half. if ($readini($char($3), status, protect) = yes) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } ; If we came here via mugger's belt, we need to cut the damage in half. if ($4 = mugger's-belt) { %attack.damage = $round($calc(%attack.damage / 2),0) | set %damage.display.color 6 } if (%counterattack != on) { ; Check for the En-Spell Buff if ($readini($char($1), status, en-spell) != none) { $magic.effect.check($1, $3, nothing, en-spell) $modifer_adjust($3, $readini($char($1), status, en-spell)) } } ; Turn off the True Strike skill writeini $char($1) skills truestrike.on off ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage if (%attack.damage = 0) { return } ; Check for multiple hits $multihitcheck.melee($1, $2, $3, $4) } formula.techdmg.player.formula_4.0 { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") set %attack.damage 0 var %damage.rating 0 ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs if (%user.tech.level < 100) { inc %tech.base $round($calc(%user.tech.level * 1.8),0) } ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power.wpn 1 } var %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn %weapon.base ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) unset %weapon.used inc %base.power.wpn %mastery.bonus inc %damage.rating $calc(%tech.base * (%user.tech.level + %base.power.wpn)) inc %damage.rating %base.stat if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Let's increase the attack by a random amount. inc %damage.damage $rand(1,15) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { set %attack.damage %damage.rating $calculate_damage_magic($1, $2, $3) set %damage.rating %attack.damage if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %damage.rating),0) inc %damage.rating %augment.power.increase.amount unset %tech.bonus.augment } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %damage.rating $round($calc(%damage.rating * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %damage.rating 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_up_check($3) ; Check to see if the weapon has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense <= 0) { set %enemy.defense 1 } ; Calculate the attack damage set %attack.damage $calc((100 + (%damage.rating - %enemy.defense))/100 * %tech.base) set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } if (enhance-tech isin %battleconditions) { inc %attack.damage $return_percentofvalue(%attack.damage, 10) } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; ADJUST THE TOTAL DAMAGE. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; var %flag $readini($char($1), info, flag) if (%attack.damage <= 1) { var %minimum.damage 1 set %attack.damage $readini($dbfile(techniques.db), $2, BasePower) set %attack.damage $rand(1, %attack.damage) } unset %true.base.stat inc %attack.damage $rand(1,5) unset %true.base.stat ; Elite monsters take less damage if ($eliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .30),0) } if ($supereliteflag.check($3) = true) { dec %attack.damage $round($calc(%attack.damage * .45),0) } ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If this current tech is using the same tech as the previous tech attack, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 10 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) ; Check for wonderguard $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) ; Check for a shield block. $shield_block_check($3, $1, $2) ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) } formula.techdmg.player.percent { ; $1 = user ; $2 = technique used ; $3 = target ; $4 = optional flag ("heal") var %base.percent 0 | var %max.enemy.hp $readini($char($3), basestats, hp) if (%attack.damage = $null) { set %attack.damage 0 } ; First things first, let's find out the base power. set %base.stat.needed $readini($dbfile(techniques.db), $2, stat) if (%base.stat.needed = $null) { set %base.stat.needed int } set %base.stat $readini($char($1), battle, %base.stat.needed) if (%base.stat.needed = str) { inc %base.stat $armor.stat($1, str) if ($skill.bloodboost.status($1) = on) { inc %base.stat $skill.bloodboost.calculate($1) } $strength_down_check($1) } if (%base.stat.needed = def) { inc %base.stat $armor.stat($1, def) } if (%base.stat.needed = int) { inc %base.stat $armor.stat($1, int) if ($skill.bloodspirit.status($1) = on) { inc %base.stat $skill.bloodspirit.calculate($1) } $int_down_check($1) } if (%base.stat.needed = spd) { inc %base.stat.needed $armor.stat($1, spd) if ($skill.speed.status($1) = on) { inc %base.stat $skill.speed.calculate($1) } } if (%base.stat > 9999) { set %base.stat $round($calc(9999 + ((%base.stat - 9999) * .10)),0) } ; Get the tech base and user's tech level var %tech.base $readini($dbfile(techniques.db), p, $2, BasePower) var %user.tech.level $readini($char($1), Techniques, $2) if (%user.tech.level = $null) { var %user.tech.level 1 } set %ignition.name $readini($char($1), status, ignition.name) set %ignition.techs $readini($dbfile(ignitions.db), %ignition.name, techs) if ($istok(%ignition.techs,$2,46) = $true) { var %user.tech.level 50 } unset %ignition.name | unset %ignition.techs var %attack.power $calc((%base.stat / 1.5) + (%tech.base + ((%tech.base * %user.tech.level) / 500))) ; Let's add in the base power of the weapon used.. if ($person_in_mech($1) = false) { set %weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %weapon.used $readini($char($1), mech, equippedWeapon) } set %base.power.wpn $readini($dbfile(weapons.db), %weapon.used, basepower) if (%base.power.wpn = $null) { var %base.power 1 } set %weapon.base $readini($char($1), weapons, %weapon.used) if (%weapon.base = $null) { set %weapon.base 1 } inc %base.power.wpn $round($calc(%weapon.base / 10),0) ; Does the user have a mastery in the weapon? We can add a bonus as well. $mastery_check($1, %weapon.used) unset %weapon.used if (%mastery.bonus != $null) { inc %base.power.wpn %mastery.bonus } inc %attack.power %base.power.wpn ; Increase the base percent inc %base.percent $calc(%attack.power / 10) if (%base.percent > 50) { var %base.percent 50 } ; Set the attack damage var %minimum.damage $return_percentofvalue(%max.enemy.hp, %base.percent) set %attack.damage $return_percentofvalue(%max.enemy.hp, %base.percent) if ($person_in_mech($1) = false) { ; Let's check for some offensive style enhancements $offensive.style.check($1, $2, tech) } ; Let's increase the attack by a random amount. inc %attack.damage $rand(1,10) ; Is the tech magic? If so, we need to add some more stuff to it. if ($readini($dbfile(techniques.db), $2, magic) = yes) { $calculate_damage_magic($1, $2, $3) if ($readini($char($3), info, ImmuneToMagic) = true) { $set_chr_name($3) | set %guard.message $readini(translation.dat, battle, ImmuneToMagic) } } ; Check for TechBonus augment for non-magic techs if ($readini($dbfile(techniques.db), $2, magic) != yes) { if ($augment.check($1, TechBonus) = true) { set %tech.bonus.augment $calc(%augment.strength * .25) var %augment.power.increase.amount $round($calc(%tech.bonus.augment * %attack.damage),0) inc %attack.damage %augment.power.increase.amount unset %tech.bonus.augment } } ;If the element is Light/fire and the target has the ZOMBIE status, then we need to increase the damage if ($readini($char($3), status, zombie) = yes) { if ($istok(light.fire,$readini($dbfile(techniques.db), $2, element),46) = $true) { inc %attack.damage $round($calc(%attack.damage * .110),0) } } ; If a player is using a monster weapon, which is considered cheating, set the damage to 0. if ($person_in_mech($1) = false) { set %current.weapon.used $readini($char($1), weapons, equipped) } if ($person_in_mech($1) = true) { set %current.weapon.used $readini($char($1), mech, EquippedWeapon) } if (($readini($dbfile(weapons.db), %current.weapon.used, cost) = 0) && ($readini($dbfile(weapons.db), %current.weapon.used, specialweapon) != true)) { var %current.flag $readini($char($1), info, flag) if (%current.flag = $null) { set %attack.damage 0 } } unset %current.weapon.used | unset %base.power.wpn var %tech.type $readini($dbfile(techniques.db), $2, type) if ((%tech.type = heal-aoe) || (%tech.type = heal)) { return } ; Now we're ready to calculate the enemy's defense. if ($readini($dbfile(techniques.db), $2, stat) = str) { set %enemy.defense $current.def($3) inc %enemy.defense $armor.stat($3, def) if ($readini($char($3), status, defdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } else { set %enemy.defense $current.int($3) inc %enemy.defense $armor.stat($3, int) if ($skill.bloodspirit.status($3) = on) { inc %enemy.defense $round($calc($skill.bloodspirit.calculate($3) /3.5),0) } if ($readini($char($3), status, intdown) = yes) { var %enemy.defense $round($calc(%enemy.defense / 4),0) } } $defense_up_check($3) ; Check to see if the tech has an "IgnoreDefense=" flag. If so, cut the def down. var %ignore.defense.percent $readini($dbfile(techniques.db), $2, IgnoreDefense) if ($augment.check($1, IgnoreDefense) = true) { inc %ignore.defense.percent $calc(%augment.strength * 2) } if (%ignore.defense.percent > 0) { var %def.ignored $round($calc(%enemy.defense * (%ignore.defense.percent * .010)),0) dec %enemy.defense %def.ignored } if (%enemy.defense > 9999) { set %enemy.defense $round($calc(9999 + ((%enemy.defense - 9999)* .10)),0) } if (%enemy.defense <= 0) { set %enemy.defense 1 } set %starting.damage %attack.damage $damage.modifiers.check($1, $2, $3, tech) $damage.color.check ; Modify the attack damage. $calculate_attack_leveldiff($1, $3) var %level.percent.modifier $calc($get.level($1) / $get.level($3)) var %stat.percent.modifier $calc(%base.stat / %enemy.defense) if (%level.percent.modifier > 2) { var %level.percent.modifier 2 } if (%stat.percent.modifier > 2) { var %stat.percent.modifier 2 } %attack.damage = $calc(%attack.damage * %level.percent.modifier) %attack.damage = $calc(%attack.damage * %stat.percent.modifier) %minimum.damage = $calc(%minimum.damage * %level.percent.modifier) %minimum.damage = $calc(%minimum.damage * %stat.percent.modifier) var %minimum.damage $round($abs($calc(%attack.damage - %minimum.damage)),0) set %attack.damage $round($rand(%minimum.damage, %attack.damage),0) ; Cap the damage $cap.damage($1, $3, tech) if ($readini($char($3), info, ai_type) = counteronly) { set %attack.damage 0 | return } inc %attack.damage $rand(1,5) unset %true.base.stat ; Check for the Guardian style $guardian_style_check($3) ; To be fair to players, we'll limit the damage if it has the ability to ignore guardian. if ($augment.check($1, IgnoreGuardian) = true) { var %user.flag $readini($char($1), info, flag) if ((%user.flag = monster) && (%battle.rage.darkness != on)) { if ($readini($char($3), info, flag) = $null) { if (%attack.damage > 2500) { set %attack.damage 2000 } } } } ; If the tech is the same as the last round, nerf the damage if (($4 != aoe) && ($2 = $readini($txtfile(battle2.txt), style, $1 $+ .lastaction))) { set %attack.damage $round($calc(%attack.damage / 3),0) } if (($4 = aoe) && (%lastaction.nerf = true)) { set %attack.damage $round($calc(%attack.damage / 3),0) } ; AOE nerf check for players if (($readini($char($1), info, flag) = $null) || ($readini($char($1), info, clone) = yes)) { if (%aoe.turn > 1) { var %aoe.nerf.percent $calc(8 * %aoe.turn) if ($readini($dbfile(techniques.db), $2, hits) > 1) { inc %aoe.nerf.percent 5 } if (%aoe.nerf.percent > 93) { var %aoe.nerf.percent 93 } var %aoe.nerf.percent $calc(%aoe.nerf.percent / 100) var %aoe.nerf.amount $round($calc(%attack.damage * %aoe.nerf.percent),0) dec %attack.damage %aoe.nerf.amount } } ; Check for the Metal Defense flag $metal_defense_check($3) ; In this bot we don't want the attack to ever be lower than 1 except for rare instances.. if (%guard.message = $null) { if (%attack.damage <= 0) { set %attack.damage 1 } } unset %base.stat | unset %current.accessory.type | unset %base.stat.needed if ($readini($dbfile(techniques.db), $2, magic) != yes) { $flying.damage.check($1, %weapon.used, $3) } $invincible.check($1, $2, $3) $perfectdefense.check($1, $2, $3) if ($readini($dbfile(techniques.db), $2, canDodge) != false) { $trickster_dodge_check($3, $1, tech) } $manawall.check($1, $2, $3) $utsusemi.check($1, $2, $3) $tech.ethereal.check($1, $2, $3) $wonderguard.check($3, $2, tech, $readini($char($1), weapons, equipped)) ; Check for the skill "Overwhelm" and increase the damage if so $skill.overwhelm($1) unset %statusmessage.display set %status.type.list $readini($dbfile(techniques.db), $2, StatusType) ; Is the tech a multi-hit weapon? set %tech.howmany.hits $readini($dbfile(techniques.db), $2, hits) if ($1 = demon_wall) { $demon.wall.boost($1) } $first_round_dmg_chk($1, $3) var %current.element $readini($dbfile(techniques.db), $2, element) if ((%current.element != $null) && (%tech.element != none)) { set %target.element.null $readini($char($3), modifiers, %current.element) if (%target.element.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToElement) set %attack.damage 0 ; This is mostly just for gremlins but might be useful for other things down the road. $readini($char($3), modifier_special, %current.element) } unset %target.element.null } set %target.tech.null $readini($char($3), modifiers, $2) if (%target.tech.null <= 0) { $set_chr_name($3) set %guard.message $readini(translation.dat, battle, ImmuneToTechName) set %attack.damage 0 } unset %target.element.null if ((%guard.message = $null) && (%attack.damage > 0)) { if (%status.type.list != $null) { set %number.of.statuseffects $numtok(%status.type.list, 46) if (%number.of.statuseffects = 1) { $inflict_status($1, $3, %status.type.list, $2) | unset %number.of.statuseffects | unset %status.type.list } if (%number.of.statuseffects > 1) { var %status.value 1 while (%status.value <= %number.of.statuseffects) { set %current.status.effect $gettok(%status.type.list, %status.value, 46) $inflict_status($1, $3, %current.status.effect, $2) inc %status.value 1 } unset %number.of.statuseffects | unset %current.status.effect } } } unset %status.type.list if (%guard.message = $null) { if ($readini($dbfile(techniques.db), $2, magic) = yes) { $magic.effect.check($1, $3, $2) } } ; If the target has Shell on, it will cut magic damage in half. if (($readini($char($3), status, shell) = yes) && ($readini($dbfile(techniques.db), $2, magic) = yes)) { %attack.damage = $round ($calc(%attack.damage / 2),0) } ; If the attacker is a doll, cut the damage in half if ($readini($char($1), status, doll) = yes) { %attack.damage = $calc(%attack.damage / 2) } ; Check for a guardian monster $guardianmon.check($1, $2, $3, $4) ; Set the style amount to the attack damage set %style.attack.damage %attack.damage ; Check for multiple hits $multihitcheck.tech($1, $2, $3, $4) unset %tech.howmany.hits | unset %enemy.defense | set %multihit.message.on on ; Check to see if we need to increase the proficiency of a technique. $tech.points($1, $2) unset %attacker.level | unset %defender.level | unset %tech.count | unset %tech.power | unset %base.weapon | unset %random unset %capamount }
Library/Kernel/LMem/lmemGCNList.asm
steakknife/pcgeos
504
165718
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Copyright (c) GeoWorks 1989 -- All Rights Reserved PROJECT: PC GEOS MODULE: Kernel/LMem FILE: lmemNotifyList.asm AUTHOR: <NAME> GLOBAL ROUTINES: Name Description ---- ----------- GCNListAdd add optr to kernel GCN list GCNListRemove remove optr from kernel GCN list GCNListSend send message to kernel GCN list GCNListCreateBlock create list of lists in given block GCNListAddToBlock add to gcn list given list of lists chunk GCNListRemoveFromBlock remove from gcn list given list of lists chunk GCNListSendToBlock send message to gcn list given list of lists GCNListFindListInBlock find gcn list in list-of-lists GCNListDestroyBlock free gcn list of lists & all lists it references (useful when freeing an object having its own GCN system) GCNListCreateList create emtpy gcn list GCNListAddToList add to gcn list given list chunk GCNListRemoveFromList remove from gcn list given list chunk GCNListSendToList send message to gcn list given list chunk GCNListFindItemInList find item in gcn list GCNListDestroyList GCNListRelocateBlock relocate a GCN list block GCNListUnRelocateBlock unrelocate a GCN list block GCNListRelocateList relocate a single GCN list GCNListUnRelocateList unrelocate a single GCN list LOCAL ROUTINES: Name Description ---- ----------- INTERNAL ROUTINES: Name Description ---- ----------- FindGCNList find gcn list in gcn list block GCNFindItemCallback callback routine for GCNListFindItemInList GCNLSendCallback callback routine for GCNListSendToList FindListCallback callback routine for FindGCNList LockGCNBlock lock gcn list block UnlockGCNBlock unlock gcn list block REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 5/91 Initial revision doug 12/91 Added passage of GCNListSendFlags to send routines IMPLEMENTATION: DESCRIPTION: This file contains notification list primitives. $Id: lmemGCNList.asm,v 1.1 97/04/05 01:14:21 newdeal Exp $ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ ; ; Block for system-wide GCN lists ; GCNListBlock segment lmem LMEM_TYPE_GENERAL GCNListBlockHeader < {}, ; Esp fills this in gcnListOfLists ; GCNLBH_listOfLists > gcnListOfLists chunk.GCNListOfListsHeader < < 0, ; CAH_count size GCNListOfListsElement, ; CAH_elementSize 0, ; CAH_curOffset size GCNListOfListsHeader > > GCNListBlock ends ;--------------------------------------- ChunkCommon segment resource COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListSendToBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Send message to each element of general change notification list CALLED BY: GLOBAL PASS: bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type ^hcx - classed event to send destination class is ignored if sending extra data block: dx - handle of extra data block NOTE: handle is also stored in classed event according to the parameters of the message in the classed event else: dx - 0 bp - GCNListSendFlags GCNLSF_SET_STATUS:1 Sends message to each optr of a particular notification list per GCNListSendToBlock, but additionally saves the message as the list's current "status". The "status" message is automatically sent to any object adding itself to the list at a later point in time. GCNLSF_IGNORE_IF_STATUS_TRANSITIONING:1 Has no effect here. See GenApplicationClass for its extension. ds - segment of block containing GCN lists di - chunk handle of list of lists NOTE: If data block w/reference count is passed in, its in-use count should be incremented by one before the call to this routine, as this routine decrements the count by one upon completion (and destroys the block if count reaches zero) RETURN: cx = # messages sent, if !GCNLSF_SET_STATUS (event handle freed, data block freed when notification optrs have processed it) DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 07/01/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListSendToBlock proc far push si EC < call ECCheckGCNSend > EC < mov si, di > EC < call ECCheckChunkArray > test bp, mask GCNLSF_SET_STATUS ; clears carry jz goAheadAndFind ; if not caching, do not create list stc ; otherwise, force list to exist goAheadAndFind: call GCNListFindListInBlock ; *ds:si - desired gcn list jnc noList ; list not found, do nothing call GCNListSendToList exit: pop si ret noList: xchg bx, cx call ObjFreeMessage mov bx, dx call MemDecRefCount mov bx, cx clr cx jmp exit GCNListSendToBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListSendToList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Send message to each element of general change notification list CALLED BY: GLOBAL GCNListSend, GCNListSendToBlock PASS: *ds:si - gcn list to send message to ^hcx - classed event to send destination class is ignored if sending extra data block: dx - handle of extra data block NOTE: handle is also stored in classed event according to the parameters of the message in the classed event else: dx - 0 bp - GCNListSendFlags GCNLSF_SET_STATUS:1 Sends message to each optr of a particular notification list per GCNListSendToBlock, but additionally saves the message as the list's current "status". The "status" message is automatically sent to any object adding itself to the list at a later point in time. GCNLSF_IGNORE_IF_STATUS_TRANSITIONING:1 Has no effect here. See GenApplicationClass for its extension. NOTE: If data block w/reference count is passed in, its in-use count should be incremented by one before the call to this routine, as this routine decrements the count by one upon completion (and destroys the block if count reaches zero) RETURN: cx = # messages sent, if !GCNLSF_SET_STATUS (event handle freed, data block freed when notification optrs have processed it) DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListSendToList proc far uses ax, bx, di .enter EC < call ECCheckGCNSend ; check ^hcx, dx > EC < call ECCheckChunkArray > push dx ; save block, if any, for end ; bp is "cache flag" test bp, mask GCNLSF_SET_STATUS jz afterCacheTest ; see if caching new event mov di, ds:[si] ; get ptr to list header inc ds:[di].GCNLH_statusCount ; bump count of # of status ; updates performed ; (do always, regardless of ; send optimizations) ; Optimization -- if same status message, & same data block, if in ; use, then we don't need to do an update at all. ; mov bx, cx ; new event in bx ; new data in dx mov ax, ds:[di].GCNLH_statusData ; old data in ax mov di, ds:[di].GCNLH_statusEvent ; old event in di call CompareStatusEvents ; See if status events are ; non-null, register based & ; identical jnc afterSendNoCache ; if so, we're out of here ;nukeAndSend: ; Nuke old cached event & data block (if any) ; mov di, ds:[si] ; get ptr to list header mov bx, cx xchg bx, ds:[di].GCNLH_statusEvent ; get old event, store new tst bx jz afterEventFreed call ObjFreeMessage afterEventFreed: mov bx, dx ; inc in-use count for data, ; since will be referenced by ; cache call MemIncRefCount xchg bx, ds:[di].GCNLH_statusData ; get old data, store new ; don't need old anymore call MemDecRefCount afterCacheTest: jcxz done ; quit if no event (this is ; used to clear the cache, & ; so is legit) ; ; This code used to count the # items in the list, and increment the ; ref count on the block depending upon how many items were in the ; list. I changed this (GCNLSendCallback now increments the ref count) ; as it would crash if items were added to the GCN list while we were ; in the middle of sending an event to the list - atw 4/19/93 ; ; if 0 mov bx, cx ; save event call ChunkArrayGetCount ; cx <- count xchg bx, cx ; bx <- count, cx <- event ; ; If message has extra data associated with it, store count of ; ODs to be notified -- this count is decremented once each time ; one of ODs acknowledges the notification (via superclass to ; ObjMetaGCNNotification). When the count reaches zero, the extra ; data block is freed. ; tst dx jz noExtraData tst bx ; anyone listening? jz afterSend ; no, so don't bother push ds LoadVarSeg ds xchg bx, dx ; bx <- handle, dx <- count add ds:[bx].HM_otherInfo, dx ; up count by number of optr's xchg bx, dx ; on list pop ds ; ; now, send the notification out ; noExtraData: endif ; ; CX <- event we are sending to the list ; DX <- block being sent out ; mov di, 500 ; make sure that there is call ThreadBorrowStackSpace ; enough stack space push di clr ax ;AX <- # items in the list mov bx, cs mov di, offset GCNLSendCallback ; bx:di = callback routine call ChunkArrayEnum mov_tr bx, ax ;BX <- # items in the list pop di call ThreadReturnStackSpace EC < call ECCheckChunkArray > ;afterSend: ; ; now that everyone who wants to be notified has the event on their ; respective queues, free the original event ; ; ... unless we're caching it, in which case ; we won't free it at this time. test bp, mask GCNLSF_SET_STATUS jnz afterDoneWithEvent afterSendNoCache: xchg bx, cx ; bx <- message, cx <- count call ObjFreeMessage afterDoneWithEvent: pop bx call MemDecRefCount done: EC < call ECCheckChunkArray > .leave ret GCNListSendToList endp ; ; pass: ; *ds:si - gcn list ; ds:di - gcn list element ; AX - running count of # items we've processed ; ^hcx - recorded event to send ; destination class is ignored ; dx - handle of block being sent ; bp - GCNListSendFlags ; return: ; carry - set to end enumeration ; destroyed: ; bx ; GCNLSendCallback proc far uses cx .enter mov bx, dx call MemIncRefCount mov bx, cx ; bx - event handle mov cx, ds:[di].GCNLE_item.handle ; ^lcx:si - destination mov si, ds:[di].GCNLE_item.chunk call MessageSetDestination ; always use queue ; don't free event mov di, mask MF_RECORD or mask MF_FIXUP_DS test bp, mask GCNLSF_FORCE_QUEUE jz dispatch ornf di, mask MF_FORCE_QUEUE dispatch: call MessageDispatch inc ax ;Increment count of # items in list clc ; continue enumeration .leave ret GCNLSendCallback endp COMMENT @---------------------------------------------------------------------- FUNCTION: CompareStatusEvents DESCRIPTION: Check to see if the new status event is just like the old, so that we can avoid sending out the update message to the GCNList. CALLED BY: INTERNAL GCNListSendToListCommon PASS: bx - New status event dx - New status block di - Old status event ax - Old status block RETURN: carry - clear if safe to make the optimization & skip sending out the update, set if we have to go ahead & do it. DESTROYED: nothing REGISTER/STACK USAGE: PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/CAVEATS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- Doug 11/91 Initial version ------------------------------------------------------------------------------@ CompareStatusEvents proc near uses ax, bx, cx, si, di, ds, es .enter tst bx ; Can't optimize null events, as LONG jz noOptimize ; they aren't sent anyway tst di LONG jz noOptimize LoadVarSeg ds, si ; ds, es <- dgroup mov es, si ; so we can compare the handles ; ; compare the contents of the handles from the signature through ; the message number. exclude HE_bp as that's handled specially below ; CheckHack <HE_handleSig eq 1 and HE_cx eq 2 and HE_dx eq 4 and \ HE_bp eq 8 and HE_method eq 6> lea si, [bx].HE_handleSig ; si <- bx+1 inc di ; point to HE_handleSig mov cx, HE_bp-HE_handleSig repe cmpsb jne noOptimize ; ; The two handles match in all the important particulars. Now make ; sure they're not SIG_EVENT_STACK, as we can't optimize events w/stack ; frames -- we don't compare stack data (& don't have reason to do ; so, since current use of status events revolves around around ; notification passing data blocks) ; cmp ds:[bx].HE_handleSig, SIG_EVENT_REG jne noOptimize ; ds:si = ds:bx.HE_bp ; es:di = es:orig_di.HE_bp ; ^hax = old data block ; ^hdx = new data block ; Now, the tricky stuff: ; ; if NewBlock=OldBlock { ; if new bp = old bp optimize else no optimize; ; } else { ; if either NewBlock or OldBlock zero no optimize; ; if NewBlock != new bp no optimize; ; if OldBlock != old bp no optimize; ; if data blocks = optimize, else no optimize. ; } cmp dx, ax ; if blocks same... jne blocksDifferent cmpsw ; & bp's same, optimize. je done ; (carry clear) jmp noOptimize ; otherwise bail, as bps are not ; blocks, or if blocks aren't in ; use, don't match blocksDifferent: tst dx ; If one block null, the other not, jz noOptimize ; can't optimize tst ax jz noOptimize cmp dx, ds:[si] ; Make sure bp's store block handles jne noOptimize scasw jne noOptimize mov_tr si, ax ; ^hsi <- old data block mov bx, dx ; If blocks different size, not same mov ax, ds:[bx].HM_size cmp ax, ds:[si].HM_size jne noOptimize mov cl, 3 shl ax, cl mov_tr cx, ax ; cx = size (words) call MemLock mov ds, ax mov bx, si call MemLock mov es, ax clr si, di repe cmpsw ; compare the masses call MemUnlock ; preserves flags, thankfully mov bx, dx call MemUnlock je done ; If block data same, opt possible ; (carry clear) noOptimize: stc ; Bummer. All that work for nothing. done: .leave ret CompareStatusEvents endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListCreateList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: create empty GCN list CALLED BY: INTERNAL FindGCNList PASS: ds - segment of block to create new gcn list in bx - size of one element in list (normally GCNListElement) cx - size of list header (normally GCNListHeader) RETURN: *ds:si - new gcn list chunk DESTROYED: nothing PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/23/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListCreateList proc far uses ax, bx, cx .enter mov al, mask OCF_DIRTY ; in case list is saved to state mov bx, size GCNListElement ; size of one element in list mov cx, size GCNListHeader ; size of list header clr si call ChunkArrayCreate ; *ds:si - new gcn list .leave ret GCNListCreateList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListAddToList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Adds element to general change notification list CALLED BY: INTERNAL GCNListAdd GCNListAddToBlock PASS: cx:dx - optr to add *ds:si - gcn list to add to RETURN: carry set if optr added carry clear if optr is already there and not added ds - updated to keep pointing to gcn list block, if moved DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListAddToList proc far uses di .enter EC < call ECCheckChunkArray > call GCNListFindItemInList cmc ; carry clear if found, ; carry set if not found jnc afterExists ; item already there call ChunkArrayAppend ; ds:di = new item call ObjMarkDirty mov ds:[di].GCNLE_item.handle, cx ; save optr mov ds:[di].GCNLE_item.chunk, dx stc ; indicate item added afterExists: pushf ; save added flag ; Now, send cached event to this new optr ; mov di, ds:[si] tst ds:[di].GCNLH_statusEvent ; get event handle jz afterStatusUpdate push bx push ds:[LMBH_handle] mov bx, ds:[di].GCNLH_statusData mov di, ds:[di].GCNLH_statusEvent call DispatchStatusMessage pop bx call MemDerefDS pop bx afterStatusUpdate: popf ; restore added flag EC < call ECCheckChunkArray > .leave ret GCNListAddToList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DispatchStatusMessage %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Dispatches the status message (if any) for the passed GCN list CALLED BY: INTERNAL - GCNListAdd and GCNListAddToList PASS: di - status event bx - block of event data ^lcx:dx - OD to send status message to RETURN: nada DESTROYED: bx, di PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- atw 10/18/95 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ DispatchStatusMessage proc far .enter push ax, cx, dx, bp, si call MemIncRefCount ; Inc in-use count for data mov bx, di ; BX <- event handle mov si, dx ; set ^lcx:si as destination call MessageSetDestination ; don't free event mov di, 500 call ThreadBorrowStackSpace push di mov di, mask MF_RECORD call MessageDispatch pop di call ThreadReturnStackSpace pop ax, cx, dx, bp, si .leave ret DispatchStatusMessage endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListFindItemInList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: find optr in general change notification list CALLED BY: INTERNAL GCNListAddToList GCNListRemoveFromList PASS: cx:dx - optr to find (dx = 0 to match any chunk handle) *ds:si - gcn list to search RETURN: carry set if optr found ds:di - item carry clear if not found ds - updated to keep pointing to gcn list block, if moved DESTROYED: nothing PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListFindItemInList proc far uses ax, bx .enter EC < call ECCheckChunkArray > mov bx, cs mov di, offset GCNFindItemCallback call ChunkArrayEnum mov di, ax ; return item offset, in case found .leave ret GCNListFindItemInList endp ; ; pass: ; *ds:si = array ; ds:di = element ; cx:dx = optr to find ; return: ; carry - set to end enumeration (optr found) ; ds:ax - offset to element found ; destroyed: ; none ; GCNFindItemCallback proc far mov ax, di ; save offset, in case found cmp cx, ds:[di].GCNLE_item.handle jne noMatch tst dx ;handle wildcard jz match cmp dx, ds:[di].GCNLE_item.chunk jne noMatch match: stc ; end enumeration jmp done noMatch: clc ; continue enumeration done: ret GCNFindItemCallback endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListAddToBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Adds element to general change notification list CALLED BY: GLOBAL PASS: cx:dx - optr to add bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type GCNLTF_SAVE_TO_STATE flag ds - segment of block containing GCN lists di - chunk handle of list of lists RETURN: carry set if optr added carry clear if optr is already there and not added DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 07/01/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListAddToBlock proc far uses si .enter EC < xchg si, di > EC < call ECCheckChunkArray > EC < xchg si, di > stc ; create list if necessary call GCNListFindListInBlock ; *ds:si - desired gcn list call GCNListAddToList ; add cx:dx to *ds:si jnc done ; already there, no change mov si, di ; *ds:si = list of lists chunk call ObjMarkDirty ; must mark list of lists as dirty ; since we changed one of ; its lists done: .leave ret GCNListAddToBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListFindListInBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Find appropriate general change notification list in list of lists. Creates new list, if necessary and desired. CALLED BY: GLOBAL FindGCNList GCNListAddToBlock GCNListRemoveFromBlock GCNListSendToBlock PASS: ds - segment of gcn list block di - chunk handle of list of lists bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type carry set to create list, if not currently existant carry clear to not create list RETURN: carry set if list found or created *ds:si - desired gcn list carry clear if list not found DESTROYED: PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 02/02/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListFindListInBlock proc far uses ax, bx, cx, dx, di, bp .enter mov si, di ; *ds:si - list of lists EC < call ECCheckChunkArray > mov cx, bx mov dx, ax lahf ; save create-list flag mov bx, cs mov di, offset FindListCallback call ChunkArrayEnum ; *ds:bp - list, if found jc done sahf ; restore create-list flag jnc done ; not found, do not create -> C clear ; ; create desired list ; *ds:si - list of lists array ; cx:dx - GCNListType ; push si ; save lists of lists array call GCNListCreateList ; *ds:si - new gcn list mov bp, si ; *ds:bp - new gcn list pop si ; *ds:si - list of lists call ChunkArrayAppend ; ds:di = new list of lists item call ObjMarkDirty ; new list of lists added mov ds:[di].GCNLOLE_list, bp ; save new gcn list mov ds:[di].GCNLOLE_ID.GCNLT_manuf, cx ; save gcn ID mov ds:[di].GCNLOLE_ID.GCNLT_type, dx stc ; indicate new list created done: mov si, bp ; return gcn list, in case ; found or created .leave ret GCNListFindListInBlock endp ; ; pass: ; *ds:si - array ; ds:di - element ; cx:dx - GCNListType ; cx - GCNLT_manuf ; dx - GCNLT_type ; return: ; carry - set to end enumeration (list found) ; ds:*bp - chunk of GCN list, in case found ; destroyed: ; none ; FindListCallback proc far uses ax, dx .enter cmp cx, ds:[di].GCNLOLE_ID.GCNLT_manuf jne noMatch mov ax, ds:[di].GCNLOLE_ID.GCNLT_type andnf ax, not mask GCNLTF_SAVE_TO_STATE andnf dx, not mask GCNLTF_SAVE_TO_STATE cmp ax, dx jne noMatch stc ; end enumeration mov bp, ds:[di].GCNLOLE_list ; return GCN list chunk jmp done noMatch: clc ; continue enumeration done: .leave ret FindListCallback endp ChunkCommon ends ;-------------------------------------------------- ChunkArray segment resource COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListAdd %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Adds element to general change notification list CALLED BY: GLOBAL PASS: cx:dx - optr to add bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type GCNLTF_SAVE_TO_STATE flag RETURN: carry set if optr added carry clear if optr is already there and not added DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListAdd proc far uses ds, si, bx, di .enter call LockGCNBlock ; ds - segment of gcn list block stc ; create list if necessary call FindGCNList ; *ds:si - desired gcn list ; Grab the status event out of the GCNListHeader, and set it to zero, ; so GCNListAddToList will not send out the GCN notification. We want ; to send out the notifications after the GCN block has been unlocked, ; to avoid deadlocks (10/18/95 - atw) mov di, ds:[si] clr bx xchg bx, ds:[di].GCNLH_statusEvent mov di, ds:[di].GCNLH_statusData xchg bx, di ;BX <- status data ;DI <- status event ; Add the object to the GCN list call GCNListAddToList ; add cx:dx to *ds:si ; Restore the old status event pushf ;Save carry returned from ; GCNListAddToList mov si, ds:[si] mov ds:[si].GCNLH_statusEvent, di ; Unlock the block containing the GCN lists call UnlockGCNBlock ; (preserves flags) ; If there was a status event, we need to dispatch the status message tst di jz noStatusEvent call DispatchStatusMessage noStatusEvent: popf .leave ret GCNListAdd endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRemoveFromBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Remove optr from general change notification list CALLED BY: GLOBAL PASS: cx:dx - optr to remove bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type ds - segment of block containing GCN lists di - chunk handle of list of lists RETURN: carry set if OD found and removed carry clear if not found DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 07/01/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRemoveFromBlock proc far uses si .enter EC < xchg si, di > EC < call ECCheckChunkArray > EC < xchg si, di > clc ; do not create list call GCNListFindListInBlock ; *ds:si - desired gcn list jnc done ; list not found, return carry clear call GCNListRemoveFromList ; remove cx:dx from *ds:si jnc done ; not there, no change mov si, di ; *ds:si = list of lists chunk call ObjMarkDirty ; must mark list of lists as dirty ; since we changed one of ; its lists done: .leave ret GCNListRemoveFromBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRemoveFromList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Remove optr from general change notification list CALLED BY: INTERNAL GCNListRemove PASS: cx:dx - optr to remove *ds:si - gcn list to remove from RETURN: carry set if OD found and removed carry clear if not found ds - updated to keep pointing to gcn list block, if moved DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRemoveFromList proc far uses di .enter EC < call ECCheckChunkArray > clc pushf removeLoop: call GCNListFindItemInList ; ds:di = item, if found ; carry clear if not found jnc done ; item not there call ChunkArrayDelete popf stc pushf tst dx jz removeLoop done: popf EC < call ECCheckChunkArray > .leave ret GCNListRemoveFromList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRecordAndSend %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: A system utility to make broadcasting things to a system GCN list easier. CALLED BY: GLOBAL PASS: ax = message to broadcast bx:si = manuf id:gcn list over which to broadcast it cx, dx, bp = data for the message di = GCNListSendFlags RETURN: cx = number of messages sent out DESTROYED: dx, bp, di, ax, si PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- ardeb 5/25/92 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRecordAndSend proc far .enter push di mov di, mask MF_RECORD call ObjMessage mov cx, di pop bp mov_tr ax, si clr dx ; no associated data block call GCNListSend .leave ret GCNListRecordAndSend endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListSend %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Send message to each element of general change notification list CALLED BY: GLOBAL PASS: bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type ^hcx - classed event to send destination class is ignored if sending extra data block: dx - handle of extra data block NOTE: handle is also stored in classed event according to the parameters of the message in the classed event else: dx - 0 bp - GCNListSendFlags GCNLSF_SET_STATUS:1 Sends message to each optr of a particular notification list per GCNListSendToBlock, but additionally saves the message as the list's current "status". The "status" message is automatically sent to any object adding itself to the list at a later point in time. GCNLSF_IGNORE_IF_STATUS_TRANSITIONING:1 Has no effect here. See GenApplicationClass for its extension. NOTE: If block w/reference count is passed in, its in-use count should be incremented by one before the call to this routine, as this routine decrements the count by one upon completion (and destroys the block if count reaches zero) RETURN: cx = # messages sent, if !GCNLSF_SET_STATUS = event handle, if GCNLSF_SET_STATUS (event handle freed, data block freed when notification optrs have processed it) DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListSend proc far push si, ds EC < call ECCheckGCNSend > call LockGCNBlock ; ds - segment of gcn list block test bp, mask GCNLSF_SET_STATUS ; clears carry jz goAheadAndFind ; if not caching, do not create list ; Change the owner to be the kernel, in case the sending geode exits, ; so the handle doesn't get freed out from under us. jcxz noChangeOwner push bx, ax mov bx, cx mov ax, handle 0 call HandleModifyOwner pop bx, ax noChangeOwner: stc ; otherwise, force list to exist goAheadAndFind: call FindGCNList ; *ds:si - desired gcn list jnc noList ; list not found, do nothing ; Change block to be owned by Kernel ; if it is going to be used in the ; system-wide GCN lists ; ; If sending notification message with data, change data block to ; be owned by kernel, so it doesn't get freed when thread that ; created it gets freed ; tst dx ; any extra data block? jz noDataBlock ; nope mov bx, dx mov ax, handle 0 ; change owner to kernel call HandleModifyOwner noDataBlock: call GCNListSendToList exit: call UnlockGCNBlock pop si, ds ret noList: xchg bx, cx ; bx <- message sent, cx <- list manuf call ObjFreeMessage mov bx, dx ; bx <- data block call MemDecRefCount mov bx, cx ; bx <- list manuf clr cx jmp exit GCNListSend endp ; ; pass: ; ^hcx - classed event to send ; if sending extra data block: ; dx - handle of extra data block ; NOTE: handle is also stored in classed event ; according to the parameters of the ; message in the classed event ; else: ; dx - 0 ; destroyed: ; none ; if ERROR_CHECK ECCheckGCNSend proc far uses ax, bx, cx, si, ds .enter test bp, not mask GCNListSendFlags ERROR_NZ BAD_FLAGS_RESERVED_MUST_BE_0 ; ; get event info ; mov bx, cx ; bx - event call ObjGetMessageInfo ; ax - method, cx:si = destination ;we won't check this since the destination is documented as being ignored ; tst cx ; ERROR_NZ GCN_SEND_DESTINATION_MUST_BE_ZERO ; NOTE that *any* message can be sent via the GCN list so no ; error checking can be done on the message ; if (0) ; ; make sure message is a MetaGCNMethod, or one of the other ; standard messages uses ; cmp ax, MSG_META_NOTIFY je afterMessageCheck cmp ax, MSG_META_NOTIFY_WITH_DATA_BLOCK je afterMessageCheck cmp ax, first MetaGCNMessages ERROR_B GCN_ILLEGAL_NOTIFICATION_MESSAGE cmp ax, MetaGCNMessages ERROR_AE GCN_ILLEGAL_NOTIFICATION_MESSAGE afterMessageCheck: endif ; ; check to ensure that the predefined messages that are supposed ; to have data blocks, do indeed have data blocks ; cmp ax, MSG_NOTIFY_FILE_CHANGE je haveDataBlock cmp ax, MSG_META_NOTIFY_WITH_DATA_BLOCK jne done haveDataBlock: tst dx jz done mov bx, dx mov ax, MGIT_OTHER_INFO ; get reference count call MemGetInfo cmp ax, 1024 ERROR_A GCN_BAD_USAGE_COUNT done: .leave ret ECCheckGCNSend endp endif COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FindGCNList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Find appropriate general change notification list in list of lists. Creates new list, if necessary and desired. CALLED BY: INTERNAL GCNListAdd GCNListRemove GCNListSend PASS: ds - segment of gcn list block bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type carry set to create list, if not currently existant carry clear to not create list RETURN: carry set if list found or created *ds:si - desired gcn list carry clear if list not found DESTROYED: PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 02/02/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ FindGCNList proc far uses di .enter mov di, ds:[GCNLBH_listOfLists] ; *ds:di - list of lists call GCNListFindListInBlock .leave ret FindGCNList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListClearList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Nukes all the ODs in the passed list CALLED BY: EndGeos PASS: bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type RETURN: nada DESTROYED: ax, bx PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- atw 8/23/94 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListClearList proc far uses ds, si, cx .enter call LockGCNBlock call FindGCNList jnc noList ; Nuke all elements in this list clr ax mov cx, -1 call ChunkArrayDeleteRange noList: call UnlockGCNBlock .leave ret GCNListClearList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListCreateBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: create list of lists in given block CALLED BY: GLOBAL PASS: ds - segment of LMem block to contain GCN list structure RETURN: *ds:si - GCN list of lists chunk DESTROYED: nothing PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 7/01/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListCreateBlock proc far uses ax, bx, cx .enter mov al, mask OCF_DIRTY ; in case list is saved to state mov bx, size GCNListOfListsElement ; size of element mov cx, size GCNListOfListsHeader ; size of header clr si call ChunkArrayCreate ; *ds:si - new gcn list .leave ret GCNListCreateBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% LockGCNBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: lock general change notification list block CALLED BY: INTERNAL PASS: nothing RETURN: ds - segment of general change notification list block DESTROYED: nothing PSEUDO CODE/STRATEGY: We need to grab the semaphore as we can't have the block moved by other threads that might access the GCN block and do LMem operations. KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ LockGCNBlock proc near uses ax, bx .enter mov bx, handle GCNListBlock call MemPLock mov ds, ax .leave ret LockGCNBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% UnlockGCNBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: unlock general change notification list block CALLED BY: INTERNAL PASS: ds - segment of general change notification list block RETURN: nothing DESTROYED: nothing (preserves flags) PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ UnlockGCNBlock proc near uses bx .enter mov bx, handle GCNListBlock call MemUnlockV .leave ret UnlockGCNBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRelocateBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Relocate general change notification lists in given block CALLED BY: GLOBAL PASS: ds - segment of block containing GCN lists di - chunk handle of list of lists dx - handle of block containing relocation RETURN: nothing DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/28/92 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRelocateBlock proc far uses si, bp .enter mov bp, 0 ; relocate call RelocateBlockCommon .leave ret GCNListRelocateBlock endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListUnRelocateBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Unrelocate general change notification lists in given block CALLED BY: GLOBAL PASS: ds - segment of block containing GCN lists di - chunk handle of list of lists dx - handle of block containing relocation RETURN: carry clear if list of lists has lists saved to state carry set if list of lists has no lists saved to state and is thus destroyed DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/28/92 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListUnRelocateBlock proc far uses ax, si, bp .enter cmp {word} ds:[di], -1 ; empty list of lists? je done ; yes, don't free (assume in resource) ; (carry clear) mov bp, 1 ; unrelocate call RelocateBlockCommon ; returns *ds:si = list of lists call ChunkArrayGetCount ; cx = count tst cx ; anything left? ; (clears carry) jnz done ; yes, leave list of lists alone mov ax, si call LMemFree ; else, free list of lists chunk stc ; indicate list of lists destroyed done: .leave ret GCNListUnRelocateBlock endp ; ; pass: ; *ds:di - ListOfLists array ; dx - handle of block containing relocation ; bp - 0 for relocation, non-zero for unrelocation ; return: ; *ds:si - ListOfLists array ; destroyed: ; nothing ; RelocateBlockCommon proc near uses bx, di .enter mov si, di ; *ds:si = list of lists cmp {word} ds:[si], -1 ; empty list? je done EC < call ECCheckChunkArray > mov bx, cs mov di, offset RelocateBlockCallback call ChunkArrayEnum done: .leave ret RelocateBlockCommon endp ; ; pass: ; *ds:si - ListOfLists array ; ds:di - ListsOfLists element ; dx - handle of block containing relocation ; bp - 0 for relocation, non-zero for unrelocation ; return: ; carry - clear to continue enumeration ; destroyed: ; bx, di ; RelocateBlockCallback proc far uses ax .enter mov bx, si ; save list of lists chunk mov si, ds:[di].GCNLOLE_list ; *ds:si = GCN list tst bp jnz unreloc call GCNListRelocateList jmp short done unreloc: test ds:[di].GCNLOLE_ID.GCNLT_type, mask GCNLTF_SAVE_TO_STATE jz freeList ; if not saved to state, free it ; ; deal with undirty resource GCN list (it will have been resized to 0 ; by CompactObjBlock). We must NOT free the thing, and must especially ; NOT free the list of lists entry for it. ; cmp {word} ds:[si], -1 ; undirty resource list? je done ; if so, leave it alone ;why might this happen? ; call ChunkArrayGetCount ; cx = # elements ; jcxz freeList ; no elements, just free list call GCNListUnRelocateList jmp short done freeList: push bx ; *ds:bx = list of lists mov bx, ds:[bx] sub di, bx ; di = offset from start call GCNListDestroyList pop si ; *ds:si = list of lists mov bx, ds:[si] add di, bx ; rederefence into element call ChunkArrayDelete ; delete list of lists entry for the ; deleted list call ObjMarkDirty done: clc ; continue enumeration .leave ret RelocateBlockCallback endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRelocateList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Relocate general change notification list CALLED BY: INTERNAL GCNListRelocateBlock PASS: *ds:si - gcn list to relocate dx - handle of block containing relocation RETURN: ds - updated to keep pointing to gcn list block, if moved DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/28/92 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRelocateList proc far uses bp .enter mov bp, 0 ; signal relocate call RelocateListCommon .leave ret GCNListRelocateList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListUnRelocateList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Unrelocate general change notification list CALLED BY: INTERNAL GCNListUnRelocateBlock PASS: *ds:si - gcn list to unrelocate dx - handle of block containing relocation RETURN: ds - updated to keep pointing to gcn list block, if moved DESTROYED: none WARNING: This routine MAY resize the LMem block, moving it on the heap and invalidating stored segment pointers and current register or stored offsets to it. PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/28/92 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListUnRelocateList proc far uses bp, bx, di .enter mov bp, 1 call RelocateListCommon call FreeEventAndData .leave ret GCNListUnRelocateList endp RelocateListCommon proc near uses ax, bx, cx, di .enter cmp {word} ds:[si], -1 ; empty list? je done EC < call ECCheckChunkArray > mov bx, cs mov di, offset RelocateListCallback ; bx:di = callback routine call ChunkArrayEnum EC < call ECCheckChunkArray > done: .leave ret RelocateListCommon endp ; ; pass: ; *ds:si - gcn list ; ds:di - gcn list element ; dx - handle of block containing relocation ; bp - 0 for relocation, non-zero for unrelocation ; return: ; carry - clear to continue enumeration ; destroyed: ; ax, bx, cx ; RelocateListCallback proc far mov bx, dx ; bx = handle of block w/relocation mov cx, ds:[di].GCNLE_item.handle ; cx = reloc/unreloc handle mov al, RELOC_HANDLE tst bp jnz unreloc call ObjDoRelocation ; XXX: ignore error jmp short relocCommon unreloc: EC < push ax, bx > EC < mov bx, ds:[LMBH_handle] ; bx = GCN list block > EC < call MemOwnerFar ; bx = GCN list owner > EC < mov ax, bx ; ax = GCN list owner > EC < mov bx, cx ; bx = unreloc handle > EC < call MemOwnerFar ; bx = unreloc handle owner > EC < cmp bx, ax > EC < ERROR_NE GCN_UNRELOCATING_GCN_LIST_WITH_UNOWNED_OPTR > EC < pop ax, bx > call ObjDoUnRelocation ; XXX: ignore error relocCommon: mov ds:[di].GCNLE_item.handle, cx ; cx = reloc/unreloc handle clc ; continue enumeration ret RelocateListCallback endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListRemove %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Remove optr from general change notification list CALLED BY: GLOBAL PASS: cx:dx - optr to remove bx:ax - GCNListType bx - GCNLT_manuf ax - GCNLT_type RETURN: carry set if OD found and removed carry clear if not found DESTROYED: none PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 05/22/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListRemove proc far uses ds, si .enter push ax, bx mov bx, handle GCNListBlock call MemPLock mov ds, ax pop ax, bx ; ds - segment of gcn list block clc ; do not create list call FindGCNList ; *ds:si - desired gcn list jnc done ; list not found, return carry clear call GCNListRemoveFromList ; remove cx:dx from *ds:si done: push bx mov bx, handle GCNListBlock call MemUnlockV pop bx .leave ret GCNListRemove endp ChunkArray ends ;------------------- ObjectFile segment resource COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListDestroyBlock %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Cleanly destroys a GCN lists of lists & all lists on it. CALLED BY: GLOBAL PASS: ds - segment of LMem block to contain GCN list structure RETURN: *ds:di - GCN list of lists chunk DESTROYED: nothing PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- doug 11/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListDestroyBlock proc far uses ax, bx, si, di .enter mov si, di ; *ds:si - list of lists mov bx, cs mov di, offset FreeListCallback call ChunkArrayEnum mov ax, si ; nuke list of lists call LMemFree .leave ret GCNListDestroyBlock endp ; ; pass: ; *ds:si - array ; ds:di - element ; return: ; carry - set to end enumeration ; destroyed: ; none ; FreeListCallback proc far uses si, di .enter mov si, ds:[di].GCNLOLE_list ; get chunk of list call GCNListDestroyList clc ; continue enumeration .leave ret FreeListCallback endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GCNListDestroyList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Cleanly destroys a GCN list CALLED BY: GLOBAL PASS: *ds:si - GCN list to destroy RETURN: nothing DESTROYED: nothing PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- doug 11/91 Initial version %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GCNListDestroyList proc far uses ax, bx, di, si .enter cmp {word} ds:[si], -1 ; empty list? je free EC < call ECCheckChunkArray > ; ; nuke cached event, dec block in-use count ; call FreeEventAndData free: mov ax, si call LMemFree ; nuke the list chunk itself .leave ret GCNListDestroyList endp COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FreeEventAndData %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SYNOPSIS: Frees status event and status data for GCN list CALLED BY: GLOBAL PASS: *ds:si - GCN list RETURN: nothing DESTROYED: bx, di PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/IDEAS: none REVISION HISTORY: Name Date Description ---- ---- ----------- brianc 7/13/92 Broken out from GCNListDestroyList for use in GCNListUnRelocateList %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ FreeEventAndData proc far mov di, ds:[si] ; deref clr bx xchg bx, ds:[di].GCNLH_statusEvent tst bx jz afterEvent call ObjFreeMessage afterEvent: clr bx xchg bx, ds:[di].GCNLH_statusData ; dec data block reference call MemDecRefCount ret FreeEventAndData endp ObjectFile ends
programs/oeis/047/A047532.asm
jmorken/loda
1
103616
<gh_stars>1-10 ; A047532: Numbers that are congruent to {0, 2, 3, 7} mod 8. ; 0,2,3,7,8,10,11,15,16,18,19,23,24,26,27,31,32,34,35,39,40,42,43,47,48,50,51,55,56,58,59,63,64,66,67,71,72,74,75,79,80,82,83,87,88,90,91,95,96,98,99,103,104,106,107,111,112,114,115,119,120,122,123 mov $1,$0 add $0,25 div $0,2 mov $2,$0 mul $0,2 gcd $2,2 add $0,$2 add $1,$0 sub $1,26
oeis/022/A022120.asm
neoneye/loda-programs
11
165897
; A022120: Fibonacci sequence beginning 3, 7. ; Submitted by <NAME>(s3) ; 3,7,10,17,27,44,71,115,186,301,487,788,1275,2063,3338,5401,8739,14140,22879,37019,59898,96917,156815,253732,410547,664279,1074826,1739105,2813931,4553036,7366967,11920003,19286970,31206973,50493943,81700916,132194859 mov $1,1 lpb $0 sub $0,1 add $2,$3 mov $3,$1 mov $1,$2 add $3,3 lpe add $3,$2 mov $0,$3 add $0,3
test/Fail/WithoutK9.agda
KDr2/agda
0
16115
<gh_stars>0 {-# OPTIONS --cubical-compatible --show-implicit #-} -- {-# OPTIONS -v tc.data:100 #-} module WithoutK9 where module Eq {A : Set} (x : A) where data _≡_ : A → Set where refl : _≡_ x open Eq module Bad {A : Set} {x : A} where module E = Eq x weak-K : {y : A} (p q : E._≡_ y) (α β : p ≡ q) → α ≡ β weak-K refl .refl refl refl = refl
src/constraint_engine.adb
alex-87/ConstraintEngine
0
26082
pragma Ada_2012; with ADA.Containers.Vectors; package body Constraint_Engine is ------------------- -- Find_Solution -- ------------------- function Find_Solution (Self : in Type_Problem) return Type_Problem is Next_P : Type_Problem := Self; Inc_Next : Boolean := False; begin if Next_P.Check_Contradiction then raise Contradicted_Contraint with "Contradicted constraint detected."; end if; if Next_P.Is_Valid_Solution then return Next_P; end if; loop for Var_Cursor in Next_P.Var_List.First_Index .. Next_P.Var_List.Last_Index loop if Var_Cursor = 1 then if Next_P.Var_List( Next_P.Var_List.Last_Index ).Curr_Solution >= Next_P.Var_List( Next_P.Var_List.Last_Index ).Top_Interval and Next_P.Var_List( 1 ).Curr_Solution >= Next_P.Var_List( 1 ).Top_Interval then raise No_Solution with "No solution can be found."; end if; if Next_P.Var_List( 1 ).Curr_Solution < Next_P.Var_List( 1 ).Top_Interval then Next_P.Var_List( 1 ).Curr_Solution := Next_P.Var_List( 1 ).Curr_Solution + 1; if Next_P.Is_Valid_Solution then return Next_P; end if; else Inc_Next := True; Next_P.Var_List( 1 ).Curr_Solution := Next_P.Var_List( 1 ).Low_Interval - 1; end if; else if Inc_Next and Next_P.Var_List( Var_Cursor ).Curr_Solution < Next_P.Var_List( Var_Cursor ).Top_Interval then Next_P.Var_List( Var_Cursor ).Curr_Solution := Next_P.Var_List( Var_Cursor ).Curr_Solution + 1; Inc_Next := False; else if Inc_Next then Next_P.Var_List( Var_Cursor ).Curr_Solution := Next_P.Var_List( Var_Cursor ).Low_Interval; Inc_Next := True; end if; end if; end if; end loop; end loop; end Find_Solution; ----------------------- -- Is_Valid_Solution -- ----------------------- function Is_Valid_Solution (Self : Type_Problem) return Boolean is Cur_V1 : Integer := 0; Cur_V2 : Integer := 0; begin for I in Self.Ctr_List.First_Index .. Self.Ctr_List.Last_Index loop Cur_V1 := Self.Var_List( Self.Ctr_List(I).V1_Position ).Curr_Solution; if Self.Ctr_List(I).Is_Var_Ctr then Cur_V2 := Self.Var_List( Self.Ctr_List(I).V2_Position ).Curr_Solution; else Cur_V2 := Self.Ctr_List(I).V; end if; if not Is_Valid_Relation(Self, Cur_V1, Self.Ctr_List(I).Rel, Cur_V2) then return False; end if; end loop; return True; end Is_Valid_Solution; ----------------------- -- Is_Valid_Relation -- ----------------------- function Is_Valid_Relation (Self : Type_Problem; V_1 : Integer; Rel : Enum_Relational; V_2 : Integer) return Boolean is begin case Rel is when IS_EQUAL => return V_1 = V_2; when IS_LESS_EQUAL => return V_1 <= V_2; when IS_LESS => return V_1 < V_2; when IS_MORE_EQUAL => return V_1 >= V_2; when IS_MORE => return V_1 > V_2; when IS_INEQUAL => return V_1 /= V_2; when others => return False; end case; end Is_Valid_Relation; ------------------------- -- Check_Contradiction -- ------------------------- function Check_Contradiction (Self : Type_Problem) return Boolean is Current_Fixed_C : Natural := 0; Current_Fixed_I : Natural := 0; begin for Current_Variable in Self.Var_List.First_Index .. Self.Var_List.Last_Index loop for Current_Constraint in Self.Ctr_List.First_Index .. Self.Ctr_List.Last_Index loop if Self.Ctr_List.Element(Current_Constraint).Is_Var_Ctr then if Self.Ctr_List.Element(Current_Constraint).V1_Position = Current_Variable or Self.Ctr_List.Element(Current_Constraint).V2_Position = Current_Variable then if Self.Ctr_List.Element(Current_Constraint).Rel = IS_EQUAL or Self.Ctr_List.Element(Current_Constraint).Rel = IS_INEQUAL then Current_Fixed_C := Current_Fixed_C + 1; end if; end if; else if Self.Ctr_List.Element(Current_Constraint).Rel = IS_EQUAL or Self.Ctr_List.Element(Current_Constraint).Rel = IS_INEQUAL then Current_Fixed_I := Current_Fixed_I + 1; end if; end if; end loop; if Current_Fixed_C = 2 then return True; end if; if Current_Fixed_I > 1 then return True; end if; Current_Fixed_C := 0; Current_Fixed_I := 0; end loop; return False; end Check_Contradiction; ------------- -- Get_Var -- ------------- function Get_Var(Self : Type_Problem) return Var_Vector.Vector is begin return Self.Var_List; end; ------------- -- Add_Var -- ------------- procedure Add_Var (Self : in out Type_Problem; Low_Interval : Integer; Top_Interval : Integer) is New_Var : Type_Variable := (Low_Interval, Top_Interval, Low_Interval); begin Self.Var_List.Append( New_Var ); Self.Var_Cur := Self.Var_Cur + 1; end Add_Var; ------------------------ -- Add_Constraint_Var -- ------------------------ procedure Add_Constraint_Var (Self : in out Type_Problem; V1_Position : Positive; Rel : Enum_Relational; V2_Position : Positive) is C : Type_Constraint := (V1_Position, Rel, V2_Position, 0, True); begin Self.Ctr_List.Append( C ); Self.Ctr_Cur := Self.Ctr_Cur + 1; end Add_Constraint_Var; --------------------------------- -- Add_Constraint_Var_Multiple -- --------------------------------- procedure Add_Constraint_Var_Multiple (Self : in out Type_Problem; V_All_Position : Type_Array_Position; Rel : Enum_Relational) is begin for Current_A in V_All_Position'Range loop for Current_B in Current_A .. V_All_Position'Last loop if V_All_Position( Current_A ) /= V_All_Position( Current_B ) then Self.Add_Constraint_Var(V1_Position => V_All_Position( Current_A ), Rel => Rel, V2_Position => V_All_Position( Current_B ) ); end if; end loop; end loop; end Add_Constraint_Var_Multiple; ------------------------ -- Add_Constraint_Int -- ------------------------ procedure Add_Constraint_Int (Self : in out Type_Problem; V1_Position : Positive; Rel : Enum_Relational; V : Integer) is C : Type_Constraint := (V1_Position, Rel, 1, V, False); begin if Rel = IS_EQUAL then Self.Var_List(V1_Position).Top_Interval := V; Self.Var_List(V1_Position).Low_Interval := V; Self.Var_List(V1_Position).Curr_Solution := V; end if; Self.Ctr_List.Append( C ); Self.Ctr_Cur := Self.Ctr_Cur + 1; end Add_Constraint_Int; --------------------------------- -- Add_Constraint_Int_Multiple -- --------------------------------- procedure Add_Constraint_Int_Multiple (Self : in out Type_Problem; V_All_Position : Type_Array_Position; Rel : Enum_Relational; V : Integer) is begin for Current_A in V_All_Position'Range loop Self.Add_Constraint_Int(V1_Position => V_All_Position( Current_A ), Rel => Rel, V => V ); end loop; end Add_Constraint_Int_Multiple; end Constraint_Engine;
programs/oeis/183/A183873.asm
karttu/loda
1
4306
; A183873: n-1+ceiling((1/5)n^2); complement of A183872. ; 1,2,4,7,9,13,16,20,25,29,35,40,46,53,59,67,74,82,91,99,109,118,128,139,149,161,172,184,197,209,223,236,250,265,279,295,310,326,343,359,377,394,412,431,449,469,488,508,529,549,571,592,614,637,659,683,706,730,755,779,805,830,856,883,909,937,964,992,1021,1049,1079,1108,1138,1169,1199,1231,1262,1294,1327,1359 mov $1,$0 add $0,7 mul $1,$0 add $1,5 div $1,5
gcc-gcc-7_3_0-release/gcc/testsuite/gnat.dg/opt12.adb
best08618/asylo
7
28448
-- { dg-do run } -- { dg-options "-O2" } with Opt12_Pkg; use Opt12_Pkg; procedure Opt12 is Static_Target : Static_Integer_Subtype; begin Static_Target := Static_Integer_Subtype(Fix_Half); if not Equal(Static_Target, 1) then raise Program_Error; end if; end Opt12;
Borland/CBuilder5/Source/RTL/source/math/fabs.asm
TrevorDArcyEvans/DivingMagpieSoftware
1
926
<filename>Borland/CBuilder5/Source/RTL/source/math/fabs.asm ;[]-----------------------------------------------------------------[] ;| FABS.ASM -- absolute value | ;[]-----------------------------------------------------------------[] ; ; C/C++ Run Time Library - Version 10.0 ; ; Copyright (c) 1991, 2000 by Inprise Corporation ; All Rights Reserved. ; ; $Revision: 9.0 $ ;---------------------------------------------------------------------- ; function(s) ; fabs - absolute value ;---------------------------------------------------------------------- include RULES.ASI ; Segments Definitions Header@ ;-------------------------------------------------------------------------- ; ;Name fabs - absolute value ; ;Usage double fabs(double x); ; ;Prototype in math.h ; ;Description fabs calculates the absolute value of x, which may have any ; value. ; ;Return value fabs returns the absolute value of x. ; ;-------------------------------------------------------------------------- Code_Seg@ Func@ fabs, _EXPFUNC, _RTLENTRY, <double x> Link@ FWAIT and BY0 (x [7]), 7Fh ; remove any sign bit FLD x.double ; return x Unlink@ Return@ EndFunc@ fabs Code_EndS@ end
Library/GrObj/UI/uiGradientFillControl.asm
steakknife/pcgeos
504
174465
<filename>Library/GrObj/UI/uiGradientFillControl.asm COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Copyright (c) GeoWorks 1991 -- All Rights Reserved PROJECT: PC GEOS MODULE: FILE: uiGradientFillControl.asm AUTHOR: <NAME> REVISION HISTORY: Name Date Description ---- ---- ----------- jon 24 feb 1992 Initial version. DESCRIPTION: Code for the GrObjGradientFillControlClass $Id: uiGradientFillControl.asm,v 1.1 97/04/04 18:06:12 newdeal Exp $ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GrObjUIControllerCode segment resource COMMENT @---------------------------------------------------------------------- MESSAGE: GrObjGradientFillControlGetInfo -- MSG_GEN_CONTROL_GET_INFO for GrObjGradientFillControlClass DESCRIPTION: Return group PASS: *ds:si - instance data es - segment of GrObjGradientFillControlClass ax - The message cx:dx - GenControlBuildInfo structure to fill in RETURN: none DESTROYED: bx, si, di, ds, es (message handler) REGISTER/STACK USAGE: PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/CAVEATS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- Tony 10/31/91 Initial version ------------------------------------------------------------------------------@ GrObjGradientFillControlGetInfo method dynamic GrObjGradientFillControlClass, MSG_GEN_CONTROL_GET_INFO mov si, offset GOGFC_dupInfo call CopyDupInfoCommon ret GrObjGradientFillControlGetInfo endm GOGFC_dupInfo GenControlBuildInfo < mask GCBF_SUSPEND_ON_APPLY, ; GCBI_flags GOGFC_IniFileKey, ; GCBI_initFileKey GOGFC_gcnList, ; GCBI_gcnList length GOGFC_gcnList, ; GCBI_gcnCount GOGFC_notifyList, ; GCBI_notificationList length GOGFC_notifyList, ; GCBI_notificationCount GOGFCName, ; GCBI_controllerName handle GrObjGradientFillControlUI, ; GCBI_dupBlock GOGFC_childList, ; GCBI_childList length GOGFC_childList, ; GCBI_childCount GOGFC_featuresList, ; GCBI_featuresList length GOGFC_featuresList, ; GCBI_featuresCount GOGFC_DEFAULT_FEATURES, ; GCBI_defaultFeatures 0, ; GCBI_dupBlock 0, ; GCBI_childList 0, ; GCBI_childCount 0, ; GCBI_featuresList 0, ; GCBI_featuresCount 0, ; GCBI_defaultFeatures GOGFC_helpContext> ; GCBI_helpContext if FULL_EXECUTE_IN_PLACE GrObjControlInfoXIP segment resource endif GOGFC_helpContext char "dbGradient", 0 GOGFC_IniFileKey char "GrObjGradientFill", 0 GOGFC_gcnList GCNListType \ <MANUFACTURER_ID_GEOWORKS, GAGCNLT_APP_TARGET_NOTIFY_GROBJ_GRADIENT_ATTR_CHANGE> GOGFC_notifyList NotificationType \ <MANUFACTURER_ID_GEOWORKS, GWNT_GROBJ_GRADIENT_ATTR_CHANGE> ;--- GOGFC_childList GenControlChildInfo \ <offset GrObjGradientTypeList, mask GOGFCF_HORIZONTAL_GRADIENT or \ mask GOGFCF_VERTICAL_GRADIENT or \ mask GOGFCF_RADIAL_RECT_GRADIENT or \ mask GOGFCF_RADIAL_ELLIPSE_GRADIENT, 0>, <offset GrObjNumGradientIntervalsValue, mask GOGFCF_NUM_INTERVALS, mask GCCF_IS_DIRECTLY_A_FEATURE> GOGFC_featuresList GenControlFeaturesInfo \ <offset GrObjNumGradientIntervalsValue, NumGradientIntervalsName, 0>, <offset RadialEllipseGradientItem, RadialEllipseGradientName, 0>, <offset RadialRectGradientItem, RadialRectGradientName, 0>, <offset VerticalGradientItem, VerticalGradientName, 0>, <offset HorizontalGradientItem, HorizontalGradientName, 0> if FULL_EXECUTE_IN_PLACE GrObjControlInfoXIP ends endif COMMENT @---------------------------------------------------------------------- MESSAGE: GrObjGradientFillControlUpdateUI -- MSG_GEN_CONTROL_UPDATE_UI for GrObjGradientFillControlClass DESCRIPTION: Handle notification of type change PASS: *ds:si - instance data es - segment of GrObjGradientFillControlClass ax - MSG_GEN_CONTROL_UPDATE_UI RETURN: nothing DESTROYED: ax REGISTER/STACK USAGE: PSEUDO CODE/STRATEGY: KNOWN BUGS/SIDE EFFECTS/CAVEATS/IDEAS: REVISION HISTORY: Name Date Description ---- ---- ----------- jon 11 feb 1992 Initial version ------------------------------------------------------------------------------@ GrObjGradientFillControlUpdateUI method dynamic GrObjGradientFillControlClass, MSG_GEN_CONTROL_UPDATE_UI uses cx, dx .enter mov bx, ss:[bp].GCUUIP_dataBlock ;bx <- notification block call MemLock mov es, ax mov cl, es:[GONGAC_type] mov ax, es:[GONGAC_numIntervals] mov dl, es:[GONGAC_diffs] call MemUnlock mov bx, ss:[bp].GCUUIP_childBlock mov si, offset GrObjGradientTypeList push ax, dx clr ch andnf dx, mask GGAD_MULTIPLE_TYPES test ss:[bp].GCUUIP_features,mask GOGFCF_HORIZONTAL_GRADIENT or \ mask GOGFCF_VERTICAL_GRADIENT or \ mask GOGFCF_RADIAL_RECT_GRADIENT or \ mask GOGFCF_RADIAL_ELLIPSE_GRADIENT jz afterGradientType mov ax, MSG_GEN_ITEM_GROUP_SET_SINGLE_SELECTION clr di call ObjMessage afterGradientType: test ss:[bp].GCUUIP_features, mask GOGFCF_NUM_INTERVALS pop dx, bp jz done clr cx andnf bp, mask GGAD_MULTIPLE_INTERVALS mov si, offset GrObjNumGradientIntervalsValue mov ax, MSG_GEN_VALUE_SET_VALUE clr di call ObjMessage done: .leave ret GrObjGradientFillControlUpdateUI endm GrObjUIControllerCode ends GrObjUIControllerActionCode segment resource COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GrObjGradientFillControlSetNumberOfGradientIntervals %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Description: GrObjGradientFillControl method for MSG_GOGFC_SET_NUMBER_OF_GRADIENT_INTERVALS Called by: Pass: *ds:si = GrObjGradientFillControl object ds:di = GrObjGradientFillControl instance dx.cx - number of intervals Return: nothing Destroyed: ax, bx, di Comments: Revision History: Name Date Description ---- ------------ ----------- jon Feb 24, 1992 Initial version. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GrObjGradientFillControlSetNumberOfGradientIntervals method dynamic GrObjGradientFillControlClass, MSG_GOGFC_SET_NUMBER_OF_GRADIENT_INTERVALS .enter mov cx, dx mov ax, MSG_GO_SET_NUMBER_OF_GRADIENT_INTERVALS call GrObjControlOutputActionRegsToGrObjs .leave ret GrObjGradientFillControlSetNumberOfGradientIntervals endm COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GrObjGradientFillControlSetGradientType %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Description: GrObjGradientFillControl method for MSG_GOGFC_SET_GRADIENT_TYPE Called by: Pass: *ds:si = GrObjGradientFillControl object ds:di = GrObjGradientFillControl instance cl - GrObjGradientType Return: nothing Destroyed: ax, bx, di Comments: Revision History: Name Date Description ---- ------------ ----------- jon Feb 24, 1992 Initial version. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@ GrObjGradientFillControlSetGradientType method dynamic GrObjGradientFillControlClass, MSG_GOGFC_SET_GRADIENT_TYPE .enter cmp cx, GIGS_NONE jne setType mov cl, GOGT_NONE setType: mov ax, MSG_GO_SET_GRADIENT_TYPE call GrObjControlOutputActionRegsToGrObjs .leave ret GrObjGradientFillControlSetGradientType endm GrObjUIControllerActionCode ends
oeis/028/A028181.asm
neoneye/loda-programs
11
246968
<filename>oeis/028/A028181.asm ; A028181: Expansion of 1/((1-5x)(1-7x)(1-8x)(1-10x)). ; Submitted by <NAME> ; 1,30,569,8730,118461,1484910,17624209,201130050,2229604421,24178830390,257814842649,2713159309770,28259514317581,291954572713470,2996779685401889,30602208691495890,311213315402041941 mov $1,1 mov $2,$0 mov $3,$0 lpb $2 mov $0,$3 mul $1,5 sub $2,1 sub $0,$2 seq $0,19928 ; Expansion of 1/((1-5x)(1-7x)(1-8x)). add $0,$1 add $1,$0 lpe mov $0,$1
oeis/015/A015169.asm
neoneye/loda-programs
11
176449
<filename>oeis/015/A015169.asm<gh_stars>10-100 ; A015169: Sum of (Gaussian) q-binomial coefficients for q=-6. ; Submitted by <NAME> ; 1,2,-3,64,779,84438,-5889407,3927676076,1656518279511,6600296688949762,-16680688702495266643,399061333268551884767064,6052502892664968398280203779,868681765846316883728697065421998,-79048150954572853311144873191795246247,68073362348813233682178030005528018104269316,37167389784140902488190899939956879675623820671151,192042511290790751384013527493529240206304125848797493082,-629119365240927513217828672050271856511437408467383550739696123 mov $1,$0 mov $0,0 add $1,1 mov $2,1 mov $3,1 lpb $1 sub $1,1 mov $4,$2 mul $2,-6 mul $4,$3 add $0,$4 sub $3,$4 add $3,$0 lpe mov $0,$3
menu.asm
hongfz16/AssemblyPlayStation
2
24217
<reponame>hongfz16/AssemblyPlayStation<filename>menu.asm [bits 32] section .text call main ret extern clear_screen extern kprint_at extern getchar extern register_kbd_callback extern register_tim_callback extern port_byte_out extern port_byte_in main: reg_for_kbd: mov eax, kbd_callback_menu push eax call register_kbd_callback call menu_render jmp $ ret menu_render: mov ebx, [curGame] call clear_screen push dword 0 push dword 0 push HELP_INFO call kprint_at pushad mov eax, ebx inc eax push eax mov eax, 3 push eax mov eax, SArrow push eax call kprint_at popad mov ecx, GAMENUM mov esi,NameList + 4 mov ebx, 2 kbd_callback_menu_loop: pushad mov edx, [esi] ; mov eax, [edx] ; mov edx, eax mov eax, ebx push eax mov eax, 8 push eax mov eax, edx push edx call kprint_at popad dec ecx add esi, 4 inc ebx test ecx, 0xffffffff jnz kbd_callback_menu_loop ret kbd_callback_menu: ; A: 1E ; S: 1F ; D: 20 ; w: 11 ; J: 24 push ebp mov ebp, esp mov eax, [ebp+8] mov ebx, [curGame] kbd_call_menu_check_up: cmp eax, 0x11 jne kbd_call_menu_check_down dec ebx cmp ebx, 0 jne kbd_callback_menu_finish mov ebx, GAMENUM jmp kbd_callback_menu_finish kbd_call_menu_check_down: cmp eax, 0x1f jne kbd_call_menu_check_config inc ebx cmp ebx, GAMENUM + 1 jne kbd_callback_menu_finish mov ebx, 1 jmp kbd_callback_menu_finish kbd_call_menu_check_config: cmp eax, 0x24 jne kbd_callback_menu_finish mov eax, [curGame] add eax, ebx add eax, ebx add eax, ebx add eax, GameList push dword 0 call register_kbd_callback push dword 0 call register_tim_callback pushad before_call_clock: sti call [eax] ; jmp $ cli after_call_clock: popad push kbd_callback_menu call register_kbd_callback push dword 0 call register_tim_callback jmp kbd_callback_menu_ret kbd_callback_menu_finish: mov [curGame], ebx call menu_render ; mov ecx, [curGame] ; mov esi, ; call clear_screen ; push dword 0 ; push dword 0 ; push HELP_INFO ; call kprint_at ; pushad ; mov eax, ebx ; inc eax ; push eax ; mov eax, 3 ; push eax ; mov eax, SArrow ; push eax ; call kprint_at ; popad ; mov ecx, GAMENUM ; mov esi,NameList + 4 ; mov ebx, 2 ; kbd_callback_menu_loop: ; pushad ; mov edx, [esi] ; ; mov eax, [edx] ; ; mov edx, eax ; mov eax, ebx ; push eax ; mov eax, 8 ; push eax ; mov eax, edx ; push edx ; call kprint_at ; popad ; dec ecx ; add esi, 4 ; inc ebx ; test ecx, 0xffffffff ; jnz kbd_callback_menu_loop kbd_callback_menu_ret: pop ebp ret 4 ; func_game1: ; call clear_screen ; mov eax, 3 ; push eax ; mov eax, 3 ; push eax ; mov eax, welcome_game1 ; push eax ; call kprint_at ; ret TIMER db "Timer!", 0 kbd_buf times 256 db 0 kbd_head db 255 kbd_tail db 0 kbd_callback dd 0 tim_callback dd 0 scancode_trans db 0,0x1b,"1234567890-+",0x08,0x09,"QWERTYUIOP[]",0x0a,0x0d,"ASDFGHJKL",0x3b,0x27,0x60,".",0x5c,"ZXCVBNM",0x2c,"./.",0,0,0,0,0,0,0,0,0,0 Name1 db "Clock", 0 Name2 db "Dinasour", 0 Name3 db "Stopwatch", 0 HELP_INFO db "Please use 'W' and 'S' to choose; Press 'J' to enter the program;" curGame dd 1 always0 dd 0 GAMENUM equ 3 NameList dd 0, Name1, Name2, Name3 GameList dd 0, 0x3000, 0x3800, 0x4000 SArrow db "->",0 finish1: times 4096 - ($-$$) db 0
resolver.adb
SMerrony/dgemua
2
26654
<reponame>SMerrony/dgemua<filename>resolver.adb -- MIT License -- Copyright (c) 2021 <NAME> -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. with Debug_Logs; use Debug_Logs; with Memory; use Memory; package body Resolver is function Resolve_8bit_Disp (CPU : in CPU_T; Indirect : in Boolean; Mode : in Mode_T; Disp15 : in Integer_16) return Phys_Addr_T is Eff : Phys_Addr_T; Ring : Phys_Addr_T := CPU.PC and 16#7000_0000#; Ind_Addr : Word_T; Indirection_Level : Integer := 0; begin if Mode /= Absolute then -- relative mode, sign-extend to 32-bits Eff := Integer_32_To_Phys (Integer_32 (Disp15)); -- Disp15 is already sexted by decoder end if; case Mode is when Absolute => Eff := Phys_Addr_T (Disp15) or Ring; when PC => Eff := Eff + CPU.PC; when AC2 => Eff := Eff + Phys_Addr_T (Integer_32 (CPU.AC (2))); when AC3 => Eff := Eff + Phys_Addr_T (Integer_32 (CPU.AC (3))); end case; if Indirect then Eff := Eff or Ring; Ind_Addr := RAM.Read_Word (Eff); while (Ind_Addr and 16#8000#) /= 0 loop Indirection_Level := Indirection_Level + 1; if Indirection_Level > 15 then raise Indirection_Failure with "Too many levels of indirection"; end if; Ind_Addr := RAM.Read_Word (Phys_Addr_T (Ind_Addr) or Ring); end loop; Eff := Phys_Addr_T (Ind_Addr) or Ring; end if; if not CPU.ATU then -- constrain to 1st 32MB Eff := Eff and 16#01ff_ffff#; end if; return Eff; end Resolve_8bit_Disp; function Resolve_15bit_Disp (CPU : in CPU_T; Indirect : in Boolean; Mode : in Mode_T; Disp15 : in Integer_16; Disp_Offset : in Natural) return Phys_Addr_T is Eff : Phys_Addr_T; Ring : Phys_Addr_T := CPU.PC and 16#7000_0000#; Disp32 : Integer_32; Ind_Addr : Dword_T; Indirection_Level : Integer := 0; begin if Mode /= Absolute then -- relative mode, sign-extend to 32-bits Disp32 := Integer_32(Disp15); -- Disp15 is already sexted by decoder end if; case Mode is when Absolute => -- Zero-extend to 28 bits, force to current ring Eff := (Phys_Addr_T(Disp15) and 16#0000_7fff#) or Ring; when PC => Eff := Integer_32_To_Phys(Integer_32(CPU.PC) + Disp32 + Integer_32(Disp_Offset)); when AC2 => Eff := Phys_Addr_T(Dword_To_Integer_32(CPU.AC(2)) + Disp32) or Ring; when AC3 => Eff := Phys_Addr_T(Dword_To_Integer_32(CPU.AC(3)) + Disp32) or Ring; end case; if Indirect then Eff := Eff or Ring; Loggers.Debug_Print (Debug_Log, "... Indirect addr resolves from : " & Dword_To_String (Dword_T(Eff), Octal, 11, true)); Ind_Addr := RAM.Read_Dword (Eff); while (Ind_Addr and 16#8000_0000#) /= 0 loop Indirection_Level := Indirection_Level + 1; if Indirection_Level > 15 then raise Indirection_Failure with "Too many levels of indirection"; end if; Ind_Addr := RAM.Read_Dword (Phys_Addr_T(Ind_Addr) and 16#7fff_ffff#); Loggers.Debug_Print (Debug_Log, "... Nested Indirect addr resolves to : " & Dword_To_String (Dword_T(Ind_Addr), Octal, 11, true)); end loop; Eff := Phys_Addr_T(Ind_Addr) or Ring; Loggers.Debug_Print (Debug_Log, "... Indirect addr resolves to : " & Dword_To_String (Dword_T(Eff), Octal, 11, true)); end if; if not CPU.ATU then -- constrain to 1st 32MB Eff := Eff and 16#01ff_ffff#; end if; return Eff; end Resolve_15bit_Disp; function Resolve_31bit_Disp (CPU : in CPU_T; Indirect : in Boolean; Mode : in Mode_T; Disp : in Integer_32; Disp_Offset : in Natural) return Phys_Addr_T is Eff : Phys_Addr_T; Ring : Phys_Addr_T := CPU.PC and 16#7000_0000#; Ind_Addr : Dword_T; Indirection_Level : Integer := 0; begin case Mode is when Absolute => -- Zero-extend to 28 bits Eff := Phys_Addr_T(Integer_32_To_Dword(Disp)); -- or Ring; when PC => Eff := Phys_Addr_T(Integer_32_To_Dword(Dword_To_Integer_32(Dword_T(CPU.PC)) + Disp + Integer_32(Disp_Offset))); when AC2 => Eff := Phys_Addr_T(Integer_32_To_Dword(Dword_To_Integer_32(CPU.AC(2)) + Disp)); when AC3 => Eff := Phys_Addr_T(Integer_32_To_Dword(Dword_To_Integer_32(CPU.AC(3)) + Disp)); end case; if Indirect then Eff := Eff or Ring; Ind_Addr := RAM.Read_Dword (Eff); while (Ind_Addr and 16#8000_0000#) /= 0 loop Indirection_Level := Indirection_Level + 1; if Indirection_Level > 15 then raise Indirection_Failure with "Too many levels of indirection"; end if; Ind_Addr := RAM.Read_Dword (Phys_Addr_T(Ind_Addr) and 16#7fff_ffff#); end loop; Eff := Phys_Addr_T(Ind_Addr) or Ring; end if; if not CPU.ATU then -- constrain to 1st 32MB Eff := Eff and 16#01ff_ffff#; end if; return Eff and 16#7fff_ffff#; end Resolve_31bit_Disp; function Resolve_32bit_Indirectable_Addr (ATU : in Boolean; I_Addr : in Dword_T) return Phys_Addr_T is Eff : Dword_T := I_Addr; begin while Test_DW_Bit (Eff, 0) loop Eff := RAM.Read_Dword (Phys_Addr_T (Eff and 16#7fff_ffff#)); end loop; -- if not ATU then -- Eff := Eff and 16#01ff_ffff#; -- end if; return Phys_Addr_T (Eff); end Resolve_32bit_Indirectable_Addr; procedure Resolve_Eagle_Bit_Addr (CPU : in CPU_T; Acd, Acs : in AC_ID; Word_Addr : out Phys_Addr_T; Bit_Num : out Natural) is begin -- TODO handle segments and indirection if Acd = Acs then Word_Addr := CPU.PC and 16#7000_0000#; else if Test_DW_Bit (CPU.AC(Acs), 0) then raise Not_Yet_Implemented with "Indirect 16-bit BIT pointers"; end if; Word_Addr := Phys_Addr_T(CPU.AC(Acs)); end if; Word_Addr := Word_Addr + Phys_Addr_T (Shift_Right (CPU.AC(Acd), 4)); Bit_Num := Natural(CPU.AC(Acd) and 16#000f#); end Resolve_Eagle_Bit_Addr; procedure Resolve_Eclipse_Bit_Addr (CPU : in CPU_T; Acd, Acs : in AC_ID; Word_Addr : out Phys_Addr_T; Bit_Num : out Natural) is begin -- TODO handle segments and indirection if Acd = Acs then Word_Addr := CPU.PC and 16#7000_0000#; else if Test_DW_Bit (CPU.AC(Acs), 0) then raise Not_Yet_Implemented with "Indirect 16-bit BIT pointers"; end if; Word_Addr := Phys_Addr_T(CPU.AC(Acs)) and 16#0000_7fff#; end if; Word_Addr := Word_Addr + Phys_Addr_T (Shift_Right (CPU.AC(Acd), 4)); Bit_Num := Natural(CPU.AC(Acd) and 16#000f#); end Resolve_Eclipse_Bit_Addr; end Resolver;
applescripts/filter-albums.applescript
Tyilo/play-song
0
659
<filename>applescripts/filter-albums.applescript<gh_stars>0 -- filters albums by the typed query -- -- load workflow configuration do shell script "bash ./compile-config.sh" set config to load script POSIX file ((do shell script "pwd") & "/config.scpt") -- constructs album result list as XML string on getAlbumResultListXml(query) global config -- search iTunes library for the given query tell application "iTunes" -- search Music playlist for songs whose album matches query set theSongs to (get every track of playlist 2 whose album contains query and kind contains (songDescriptor of config)) set theAlbums to {} set theIndex to 1 -- retrieve list of albums matching query repeat with theSong in theSongs -- limit number of results if theIndex is greater than (resultLimit of config) then exit repeat -- add album to list if not already present if album of theSong is not in theAlbums then set theAlbums to theAlbums & (album of theSong) set theIndex to theIndex + 1 end if end repeat -- inform user that no results were found (prompt to switch to iTunes instead) if length of theAlbums is 0 then addResult({uid:"no-results", arg:"null", valid:"no", title:"No Albums Found", subtitle:("No albums matching '" & query & "'"), icon:defaultIconName of config}) of config else -- loop through the results to create the XML data repeat with albumName in theAlbums set albumName to albumName as text set theSong to (first track of playlist 2 whose album is albumName and kind contains (songDescriptor of config)) set songArtworkPath to getSongArtworkPath(theSong) of config -- add song information to XML addResult({uid:("album-" & albumName), arg:albumName, valid:"yes", title:albumName, subtitle:artist of theSong, icon:songArtworkPath}) of config end repeat end if end tell return getResultListXml() of config end getAlbumResultListXml createArtworkCache() of config getAlbumResultListXml("{query}")
src/arch/x86/boot/boot.asm
NightfallDM/xbook2
0
243992
<filename>src/arch/x86/boot/boot.asm %include "const.inc" org 0x7c00 [bits 16] align 16 entry: mov ax, cs mov ds, ax mov ss, ax mov sp, 0 mov ax, 0xb800 mov es, ax ;clean screan clean_screen: mov ax, 0x02 int 0x10 ;show 'BOOT' mov byte [es:0],'B' mov byte [es:1],0x07 mov byte [es:2],'O' mov byte [es:3],0x07 mov byte [es:4],'O' mov byte [es:5],0x07 mov byte [es:6],'T' mov byte [es:7],0x07 ;we read load from sector 1(0 is first) width 8 sectors to 0x10000 ;es:dx=buffer address mov ax, LOADER_SEG mov es, ax xor bx, bx mov si, LOADER_OFF mov cx, LOADER_CNTS read_loader_from_disk: call floppy_read_sectors add bx, 512 inc si loop read_loader_from_disk jmp LOADER_SEG:0 ;si=LBA address, from 0 ;cx=sectors ;es:dx=buffer address ;this function was borrowed from internet floppy_read_sectors: push ax push cx push dx push bx mov ax, si xor dx, dx mov bx, 18 div bx inc dx mov cl, dl xor dx, dx mov bx, 2 div bx mov dh, dl xor dl, dl mov ch, al pop bx .RP: mov al, 0x01 mov ah, 0x02 int 0x13 jc .RP pop dx pop cx pop ax ret times 510-($-$$) db 0 dw 0xaa55 ; boot sector flags
Firmware/Libraries/STM8_SelfTest_Library/src/stm8_stl_cpurun_IAR.asm
SergeiSOficial/AESTOUS_STM8
0
13142
;******************* (C) COPYRIGHT 2017 STMicroelectronics ******************** ; File Name : stm8_stl_cpurun_IAR.s ; Author : MCD Application Team ; Author : STMicroelectronics - MCD Application Team ; Version : V2.0.0 ; Date : Dec-2017 ;***************************************************************************** ; Redistribution and use in source and binary forms, with or without modification, ; are permitted provided that the following conditions are met: ; 1. Redistributions of source code must retain the above copyright notice, ; this list of conditions and the following disclaimer. ; 2. Redistributions in binary form must reproduce the above copyright notice, ; this list of conditions and the following disclaimer in the documentation ; and/or other materials provided with the distribution. ; 3. Neither the name of STMicroelectronics nor the names of its contributors ; may be used to endorse or promote products derived from this software ; without specific prior written permission. ; ; THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" ; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE ; IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE ; DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE ; FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL ; DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR ; SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER ; CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, ; OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ; OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ;***************************************************************************** ; name RunTimeCPUTestcode public STL_RunTimeCPUTest extern CtrlFlowCnt extern CtrlFlowCntInv extern FailSafe section .text:code ; ;******************************************************************************* ; Function Name : STL_RunTimeCPUTest ; Description : Full STM8 CPU test to be executed during run-time ; Input : None. ; Output : jump directly to a Fail Safe routine in case of failure ; Return : SUCCESS (=1) ; WARNING : all registers become destroyed when exiting this function ; excluding stack pointer ;*******************************************************************************/ STL_RunTimeCPUTest: LDW X,CtrlFlowCnt ADDW X,#11 ; CtrlFlowCnt += CPU_RUN_CALLEE LDW CtrlFlowCnt,x ; If X is not functional, corruption will be detected later ; Check CPU register: A, X, Y LD A,#0AAH CP A,#0AAH JRNE ErrorCPU LD A,#55H CP A,#55H JRNE ErrorCPU LD A,#11H LDW X,#0AAAAH CPW X,#0AAAAH JRNE ErrorCPU LDW X,#5555H CPW X,#5555H JRNE ErrorCPU LDW X,#1234H LDW Y,#0AAAAH CPW Y,#0AAAAH JRNE ErrorCPU LDW Y,#5555H CPW Y,#5555H JRNE ErrorCPU LDW Y,#5678H ; Verify ramp pattern CP A,#11H JRNE ErrorCPU CPW X,#1234H JRNE ErrorCPU CPW Y,#5678H JRNE ErrorCPU JP Exit ErrorCPU: LDW X,#12H ; Error Code if spurious return JP FailSafe Exit: LDW X,CtrlFlowCntInv SUBW X,#11 ; CtrlFlowCntInv -= CPU_RUN_CALLEE LDW CtrlFlowCntInv,X LD A,#1 ; Returns success RET END ;******************* (C) COPYRIGHT STMicroelectronics *****END OF FILE****
source/jni/u2/forest/routines.asm
Falken42/SecondReality
9
87671
<reponame>Falken42/SecondReality .MODEL large,PASCAL .CODE .386 ; dx = Bground seg ; ax = pos seg ; si = pos ofs ; cx = font seg ; bx = font ofs Putrouts PROC FAR PUBLIC Putrouts push ds mov ds,ax mov ax,0a000h mov es,ax mov fs,cx mov gs,dx mov dx,237*31 @a: lodsw ; get byte count or ax,ax ; if 0 then hidden pixel je @ei ; next pixel mov cx,ax ; set loop value @c: lodsw ; get destination address mov di,ax mov al,byte ptr gs:[di] ; get bground pixel add al,byte ptr fs:[bx] ; add font value to pixel mov byte ptr es:[di],al ; store pixel to screen loop @c @ei: inc bx dec dx jnz @a pop ds ret Putrouts ENDP END
maps/TradeCenter.asm
AtmaBuster/pokecrystal16-493-plus
1
24115
<gh_stars>1-10 object_const_def ; object_event constants const TRADECENTER_CHRIS1 const TRADECENTER_CHRIS2 TradeCenter_MapScripts: db 2 ; scene scripts scene_script .InitializeTradeCenter ; SCENE_DEFAULT scene_script .DummyScene ; SCENE_FINISHED db 1 ; callbacks callback MAPCALLBACK_OBJECTS, .SetWhichChris .InitializeTradeCenter: sdefer .InitializeAndPreparePokecenter2F end .DummyScene: end .SetWhichChris: special CableClubCheckWhichChris iffalse .Chris2 disappear TRADECENTER_CHRIS2 appear TRADECENTER_CHRIS1 return .Chris2: disappear TRADECENTER_CHRIS1 appear TRADECENTER_CHRIS2 return .InitializeAndPreparePokecenter2F: setscene SCENE_FINISHED setmapscene POKECENTER_2F, SCENE_POKECENTER2F_LEAVE_TRADE_CENTER end TradeCenterConsoleScript: special TradeCenter newloadmap MAPSETUP_LINKRETURN end TradeCenterFriendScript: ; unreferenced opentext writetext .FriendReadyText waitbutton closetext end .FriendReadyText: text "Your friend is" line "ready." done TradeCenter_MapEvents: db 0, 0 ; filler db 2 ; warp events warp_event 4, 7, POKECENTER_2F, 2 warp_event 5, 7, POKECENTER_2F, 2 db 0 ; coord events db 2 ; bg events bg_event 4, 4, BGEVENT_RIGHT, TradeCenterConsoleScript bg_event 5, 4, BGEVENT_LEFT, TradeCenterConsoleScript db 2 ; object events object_event 3, 4, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CableClubFriendScript, EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1 object_event 6, 4, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CableClubFriendScript, EVENT_TEMPORARY_UNTIL_MAP_RELOAD_2
Cubical/Algebra/Monoid/Instances/Nat.agda
thomas-lamiaux/cubical
0
10585
{-# OPTIONS --safe #-} module Cubical.Algebra.Monoid.Instances.Nat where open import Cubical.Foundations.Prelude open import Cubical.Data.Nat open import Cubical.Algebra.Monoid NatMonoid : Monoid ℓ-zero fst NatMonoid = ℕ MonoidStr.ε (snd NatMonoid) = 0 MonoidStr._·_ (snd NatMonoid) = _+_ MonoidStr.isMonoid (snd NatMonoid) = makeIsMonoid isSetℕ +-assoc +-zero (λ _ → refl)
oeis/052/A052931.asm
neoneye/loda-programs
11
8865
; A052931: Expansion of 1/(1 - 3*x^2 - x^3). ; Submitted by <NAME> ; 1,0,3,1,9,6,28,27,90,109,297,417,1000,1548,3417,5644,11799,20349,41041,72846,143472,259579,503262,922209,1769365,3269889,6230304,11579032,21960801,40967400,77461435,144863001,273351705,512050438,964918116,1809503019,3406804786,6393427173,12029917377,22587086305,42483179304,79791176292,150036624217,281856708180,529901048943,995606748757,1871559855009,3516721295214,6610286313784,12421723740651,23347580236566,43875457535737,82464464450349,154973952843777,291268850886784,547386322981680 mov $1,1 mov $3,1 lpb $0 sub $0,1 add $2,$1 add $2,$1 sub $1,$2 add $1,$3 add $3,$2 add $2,$1 add $3,2 lpe mov $0,$1
work/ff3_field_render_x.asm
ypyp-pprn-mnmn/ff3_hack
4
247259
<filename>work/ff3_field_render_x.asm<gh_stars>1-10 ; encoding: utf-8 ; ff3_field_render_x.asm ; ; description: ; implementation of optimzied renderer code ; ;================================================================================================== .ifdef _FEATURE_DEFERRED_RENDERING .ifndef _FEATURE_STOMACH_AMOUNT_1BYTE ;; it is needed to move and free up the buffer at $7300-$73ff, ;; in order for the logics implemented in this file to work correctly. ;; these logics rely on that buffer being stable across rendering. .fail .endif ;.ifndef field.window.ppu.FREE_BEGIN .ifndef menu.erase.FREE_BEGIN .fail .endif ;RESTORE_PC field.window.ppu.FREE_BEGIN RESTORE_PC menu.erase.FREE_BEGIN render_x.RENDERER_BEGIN: ;-------------------------------------------------------------------------------------------------- ;; ;; the nmi handler for deferred rendering. ;; other functions called within this function, ;; must preserve all variables in order to keep consistency ;; across NMIs. ;; if not, those functions not specially designed to variable volatility, ;; will see undefined value and will eventually crash. ;; render_x.deferred_renderer: ;; preserve general-purpose registers. pha txa pha tya pha ;; dummy read to ensure unset nmi flag. lda $2002 ;; preserve spaces utilized by local variables, if any. ;; (as of 0.8.2, no local variables needed & utilized) ;; do rendering. ldx #0 jsr render_x.render_deferred_contents jsr render_x.remove_nmi_handler ;; finish rendering with ppu. ;; as calling sound driver need change of program bank, ;; we can't safely call the driver from within nmi handler, ;; unless under the situation which is known ;; that the program bank has a particular deterministic value. ;inc <field.frame_counter ;jsr field_x.end_ppu_update ;sync_ppu_scroll+call_sound_driver jsr field.sync_ppu_scroll ;; there is no reliable way (found so far) to preserve program bank. ;; so here can't safely restore banks. .ifdef _FEATURE_MEMOIZE_BANK_SWITCH lda <sys_x.last_bank.2nd pha lda <sys_x.last_bank.1st pha jsr field.call_sound_driver pla jsr thunk.switch_1st_bank pla jsr thunk.switch_2nd_bank .endif ;;_FEATURE_MEMOIZE_BANK_SWITCH ;; restore local variables, if any (as of 0.8.2, no local variables needed & utilized) pla tay pla tax pla rti ;-------------------------------------------------------------------------------------------------- ;; in: ;; X = source buffer offset. ;; notes: ;; the buffer contains variable-length structure the below: ;; +00 vram high ;; +01 vram low ;; +02 buffer length ;; +03 buffer offset, adjusted to loop boundary render_x.render_deferred_contents: DECLARE_WINDOW_VARIABLES ;; setup vram address. lda render_x.q.buffer,x ;; 4 sta $2006 ;; 8 lda render_x.q.buffer+1,x ;; 12 sta $2006 ;; 16 ldy render_x.q.buffer+2,x ;; 20 lda render_x.q.buffer+3,x ;; 24 tax ;; 26 tya ;; 28 ;; branch out. ;; X = offset ;; A = length .if render_x.UNROLL_DEPTH = 4 lsr A ;; 2 bcc .length_0 ;; 4+(1) .length_1: lsr A ;; 6 bcc .length_01 ;; 8+(1) .length_11: lsr A ;; 10 bcc .length_011 ;; 12+(1) .length_111: lsr A ;; 14 tay ;; 16 bcs .length_1111 ;; 18+1 bcc .length_0111 ;; 21 .length_011: lsr A ;; 15 tay ;; 17 bcs .length_1011 ;; 19+1 bcc .length_0011 ;; 22 .length_01: lsr A ;; 11 bcc .length_001 ;; 13+(1) .length_101: lsr A ;; 15 tay ;; 17 bcs .length_1101 ;; 19+1 bcc .length_0101 ;; 22 .length_001: lsr A ;; 16 tay ;; 18 bcs .length_1001 ;; 20+1 bcc .length_0001 ;; 23 .length_0: lsr A ;; 7 bcc .length_00 ;; 9+(1) .length_10: lsr A ;; 11 bcc .length_010 ;; 13+(1) .length_110: lsr A ;; 15 tay ;; 17 bcs .length_1110 ;; 20 bcc .length_0110 ;; 23 .length_010: lsr A ;; 16 tay ;; 18 bcs .length_1010 ;; 21 bcc .length_0010 ;; 24 .length_00: lsr A ;; 12 bcc .length_000 ;; 14+(1) .length_100: lsr A ;; 16 tay ;; 18 bcs .length_1100 ;; 21 bcc .length_0100 ;; 24 .length_000: lsr A ;; 17 tay ;; 19 bcs .length_1000 ;; 22 bcc .length_0000 .else ;;UNROLL_DEPTH == 4 lsr A ;; 6 bcc .length_01 ;; 8+(1) .length_11: lsr A ;; 10 bcc .length_011 ;; 12+(1) .length_111: lsr A ;; 14 tay ;; 16 bcs .length_0111 ;; 18+1 bcc .length_0011 ;; 21 .length_011: lsr A ;; 15 tay ;; 17 bcs .length_0101 ;; 19+1 bcc .length_0001 ;; 22 .length_01: lsr A ;; 11 bcc .length_001 ;; 13+(1) .length_101: lsr A ;; 15 tay ;; 17 bcs .length_0110 ;; 19+1 bcc .length_0010 ;; 22 .length_001: lsr A ;; 16 tay ;; 18 bcs .length_0100 ;; 20+1 bcc .length_0000 ;; 23 .endif ;;UNROLL_DEPTH ;; A = scratch. ;; X = buffer offset. ;; Y = loop counter. .render_x.upload_loop: .if render_x.UNROLL_DEPTH = 4 lda render_x.q.buffer-$10,x sta $2007 .length_1111: lda render_x.q.buffer-$0f,x sta $2007 .length_1110: lda render_x.q.buffer-$0e,x sta $2007 .length_1101: lda render_x.q.buffer-$0d,x sta $2007 .length_1100: lda render_x.q.buffer-$0c,x sta $2007 .length_1011: lda render_x.q.buffer-$0b,x sta $2007 .length_1010: lda render_x.q.buffer-$0a,x sta $2007 .length_1001: lda render_x.q.buffer-$09,x sta $2007 .length_1000: .endif ;;UNROLL_DEPTH == 4 lda render_x.q.buffer-$08,x sta $2007 .length_0111: lda render_x.q.buffer-$07,x sta $2007 .length_0110: lda render_x.q.buffer-$06,x sta $2007 .length_0101: lda render_x.q.buffer-$05,x sta $2007 .length_0100: lda render_x.q.buffer-$04,x sta $2007 .length_0011: lda render_x.q.buffer-$03,x sta $2007 .length_0010: lda render_x.q.buffer-$02,x sta $2007 .length_0001: lda render_x.q.buffer-$01,x sta $2007 .length_0000: ;; overhead = 15 if loop continues, 5 if loop reached the end. ;; A = scratch. ;; X = buffer offset. ;; Y = render target index. .next: dey ;; 2 bmi render_x.upload_next ;; 4(+1) txa ;; 6 clc ;; 8 ;adc #$10 ;; 10 adc #(1 << render_x.UNROLL_DEPTH) ;;10 tax ;; 12 bne .render_x.upload_loop ;; 15 ;; overhead = 5-6 cpu cycles. ;; A = scratch. ;; X = buffer offset. ;; Y = render target index. render_x.upload_next: DECLARE_WINDOW_VARIABLES cpx <render_x.q.available_bytes ;; 3 bcs render_x.reset_states ;; 5(+1) jmp render_x.render_deferred_contents ;; 8 ;; out: ;; A: #0 render_x.reset_states: lda #render_x.FULL_OF_FUEL sta <render_x.q.fuel lda #0 sta <render_x.q.available_bytes ;;this will free up a waiting thread rts ;-------------------------------------------------------------------------------------------------- render_x.remove_nmi_handler: pha lda #$40 ;RTI sta nmi_handler_entry pla rts render_x.set_deferred_renderer: jsr render_x.remove_nmi_handler lda #HIGH(render_x.deferred_renderer) sta nmi_handler_entry+2 lda #LOW(render_x.deferred_renderer) sta nmi_handler_entry+1 lda #$4c ;JMP sta nmi_handler_entry render_x.rts_1: rts ;-------------------------------------------------------------------------------------------------- ;; in A: bytes to ensure render_x.ensure_buffer_available: DECLARE_WINDOW_VARIABLES jsr render_x.remove_nmi_handler ;; preserves A. ;pha ;clc ;adc #14 ;clc ;adc <render_x.q.available_bytes ;adc <render_x.q.stride ;cmp #render_x.BUFFER_CAPACITY ;pla ;bcs render_x.await_complete_rendering clc adc #render_x.FUEL_FOR_OVERHEAD eor #$ff tax adc <render_x.q.fuel bcs .available ;;ok. carry set = adding negative value resulted in overflow. txa pha jsr render_x.await_complete_rendering pla clc adc <render_x.q.fuel .available: sta <render_x.q.fuel bit $2002 ;bmi render_x.on_nmi_completed bpl render_x.rts_1 ;;in NMI jmp field_x.advance_frame_no_wait ;rts ;-------------------------------------------------------------------------------------------------- render_x.finalize: lda <render_x.q.available_bytes ;beq .completed beq render_x.rts_1 ;;jsr render_x.await_complete_rendering .completed: ;; XXX: ;; in cases of paging in window, ;; the rendering continues even if it reached the bottom of window. ;lda #0 ;sta <render_x.q.init_flags ;rts ;-------------------------------------------------------------------------------------------------- render_x.await_complete_rendering: jsr render_x.set_deferred_renderer .wait_nmi: lda <render_x.q.available_bytes bne .wait_nmi render_x.on_nmi_completed: .ifdef _FEATURE_MEMOIZE_BANK_SWITCH inc <field.frame_counter rts .else ;; FIXME: this is a temporary measure to workaround PRG bank mismatch on nmi jmp field_x.advance_frame_no_wait ;;inc <frame_counter + call sound driver .endif ;;_FEATURE_MEMOIZE_BANK_SWITCH ;-------------------------------------------------------------------------------------------------- render_x.queue_content: DECLARE_WINDOW_VARIABLES .p_source = $80 clc adc #$80 sta <.p_source lda #$07 sta <.p_source+1 bit <render_x.q.init_flags ;php ;bmi .put_middles bmi .do_queue ;; --- build final contents onto temporary buffer. ldy #0 ldx #0 lda #$fa jsr render_x.build_temp_buffer .put_middles: lda [.p_source],y jsr render_x.build_temp_buffer iny cpy <.window_width bne .put_middles ;plp ;bmi .do_queue lda #$fb jsr render_x.build_temp_buffer lda #LOW(render_x.temp_buffer) sta <.p_source ;FALL_THROUGH_TO render_x.queue_bytes_from_buffer .do_queue: jsr render_x.queue_bytes_from_buffer jsr render_x.queue_attributes ;; --- inc <.offset_y ;;originally 'field.upload_window_content's role inc <.lines_drawn ;;originally caller's responsibility, it remains true but for bottom border we need prospective value rts ;-------------------------------------------------------------------------------------------------- render_x.queue_top_border: DECLARE_WINDOW_VARIABLES ldy <.window_top dey ;tya ldx #2 jsr render_x.queue_border ldy <.window_top sty <.offset_y rts ;-------------------------------------------------------------------------------------------------- render_x.queue_bottom_border: DECLARE_WINDOW_VARIABLES lda <.window_top clc adc <.window_height tay ldx #5 ;;FALL_THROUGH_TO render_x.queue_border ;-------------------------------------------------------------------------------------------------- render_x.queue_border: DECLARE_WINDOW_VARIABLES .p_source = $80 sty <.offset_y .put_borders: ldy #3 .get_parts: lda field_x.window_parts,x pha dex dey bne .get_parts ;; --- ;; this will update buffer at $7c0-7ff. ;; as the temp buffer this logic using is at $7d0-7ef ;; it is needed to use the buffer before/after ;; attr update completed. jsr render_x.queue_attributes ;; --- queue tiles. ldx #0 pla jsr render_x.build_temp_buffer pla ldy <.window_width .put_middles: jsr render_x.build_temp_buffer dey bne .put_middles pla jsr render_x.build_temp_buffer lda #LOW(render_x.temp_buffer) sta <.p_source lda #HIGH(render_x.temp_buffer) sta <.p_source+1 ;FALL_THROUGH_TO render_x.queue_bytes_from_buffer ;-------------------------------------------------------------------------------------------------- render_x.queue_bytes_from_buffer: DECLARE_WINDOW_VARIABLES .source_index = $85 ldx <.window_left bit <render_x.q.init_flags bmi .queue_bytes dex .queue_bytes: txa pha ;; left ;tax ;; A: left ;; X: left ;; Y: index into precalculated metrics ldy #0 sty <.source_index jsr render_x.begin_queueing pla ;; A <-- windowleft clc adc render_x.q.strides+0 ;;1st bg and #$3f ldy #2 ;tax ;jmp render_x.begin_queueing ;-------------------------------------------------------------------------------------------------- render_x.begin_queueing: DECLARE_WINDOW_VARIABLES .temp_left = .offset_x ;; in: ;; Y: target index ;; A: left ldx render_x.q.strides,y beq render_x.rts_2 sta <.temp_left txa pha ;;width ;; --- check if there enough space remaining in the buffer. jsr render_x.ensure_buffer_available ;; --- queue the addr to render. ldx <.temp_left lda <.offset_y ;; X = window left jsr render_x.map_coords_to_vram ;; A = vram high ;; X = vram low ;; S[0] = body length render_x.queue_head_and_body: .source_index = $85 .bias = $84 ;sta $2006 ;stx $2006 ldy <render_x.q.available_bytes sta render_x.q.buffer,y iny txa sta render_x.q.buffer,y iny pla ;;width sta render_x.q.buffer,y iny pha ;;width ;; calc ajusted offset ;and #$f and #((1 << render_x.UNROLL_DEPTH) - 1) sta <.bias iny ;;offset should point the byte immediately after the tag bytes tya tax clc adc <.bias sta render_x.q.buffer-1,y ;; ---- pla ;; width clc adc <.source_index ldy <.source_index sta <.source_index render_x.queue_bytes: .source_index = $85 .p_buffer = $80 .temp_buffer = $7d0 ;ldx <render_x.q.available_bytes .loop: ;lda .temp_buffer,x lda [.p_buffer],y sta render_x.q.buffer,x inx iny cpy <.source_index bne .loop stx <render_x.q.available_bytes render_x.rts_2: rts ;-------------------------------------------------------------------------------------------------- ;; on entry, offset_y will have a valid value. render_x.queue_attributes DECLARE_WINDOW_VARIABLES .addr_offset = $84 .p_source = $80 .source_index = $85 lda <.in_menu_mode bne .done ;; in-place window. may need attr updates lda <render_x.q.init_flags and #render_x.NEED_ATTRIBUTES beq .done lda <.offset_y cmp #30 bcc .no_wrap sbc #30 sta <.offset_y .no_wrap: lsr A bcs .done ;; only update attr if the line on even boundary ;pha ;jsr render_x.is_attr_have_updated ;pla ;bcs .done lsr A asl A asl A asl A ;sta <.addr_offset pha ;; --- get attr cache updated. jsr render_x.inflate_window_metrics jsr field.init_window_attr_buffer ;ed56 jsr field.update_window_attr_buff ;$c98f jsr field_x.shrink_window_metrics ;; here field.bg_attr_table_cache ($0300) will have merged attributes lda #HIGH(field.bg_attr_table_cache) sta <.p_source+1 lda #LOW(field.bg_attr_table_cache) sta <.p_source pla sta <.source_index pha lda #$23 jsr .queue_attr pla ora #$40 sta <.source_index lda #$27 .queue_attr: pha ;;vram high lda #8 jsr render_x.ensure_buffer_available lda <.source_index ora #$c0 tax ;;vram low pla ;;vram high tay lda #8 pha ;;width tya jmp render_x.queue_head_and_body .skip_update: .done: rts ;-------------------------------------------------------------------------------------------------- ;; A = row in 16x16 unit ;;TODO .if 0 render_x.is_attr_have_updated: pha and #1 tax pla lsr A tay lda <render_x.q.done_attrs,x and floor_setBitMask,y sec bne .skip_update clc lda <render_x.q.done_attrs,x ora floor_setBitMask,y sta <render_x.q.done_attrs,x .skip_update: rts .endif ;;TODO ;-------------------------------------------------------------------------------------------------- render_x.build_temp_buffer: sta render_x.temp_buffer,x inx rts ;-------------------------------------------------------------------------------------------------- render_x.init_as_no_borders: ldx #(render_x.NO_BORDERS|render_x.PENDING_INIT|render_x.RENDER_RUNNING) FALL_THROUGH_TO render_x.setup_deferred_rendering ;; in X: init flags render_x.setup_deferred_rendering: DECLARE_WINDOW_VARIABLES ;; init deferred drawing. pha lda <render_x.q.init_flags asl A bmi .done ;; already requested init .first_init: ;asl A ;bpl .store_init_flags ;jsr render_x.q.finalize ;txa ;ldx <.in_menu_mode ;bne .store_init_flags ; ora #(render_x.NEED_SPRITE_DMA) .store_init_flags: stx <render_x.q.init_flags jsr render_x.reset_states ldy <.window_left lda <.window_width pha ;;width tax bit <render_x.q.init_flags bmi .no_borders inx inx dey .no_borders: stx <.window_width tya jsr render_x.calc_available_width_in_bg ;; A = width 1st ;ldy #0 ;sty <render_x.q.done_attrs ;sty <render_x.q.done_attrs+1 ;pha ;;width_1st ;jsr render_x.precalc_params sta <render_x.q.strides+0 ;pla ;width_1st eor #$ff sec adc <.window_width ;; A = width 2nd ;jsr render_x.precalc_params sta <render_x.q.strides+2 pla sta <.window_width .done: pla ;;initial A rts ;-------------------------------------------------------------------------------------------------- ;render_x.init: ; lda #0 ; sta render_x.q.init_flags ; rts ;;make sure the init flag have 'clean' value before use ;;1F:E1DC:A9 00 LDA #$00 ;;1F:E1DE:20 EC E7 JSR floor.load_data ;;1F:E1E1:A9 3A LDA #$3A render_x.on_floor_enter: FIX_ADDR_ON_CALLER $3f,$e1de+1 ;a = #0; ;dungeon::loadFloor(); //$e7ec(); ;;assume A == 0 sta render_x.q.init_flags jmp floor.load_data ;;$e7ec ;;1E:A534:A9 00 LDA #$00 ;;1E:A536:85 25 STA $0025 = #$00 ;;1E:A538:8D 01 20 STA PPU_MASK = #$00 ;;1E:A53B:8D F0 79 STA $79F0 = #$00 ;;1E:A53E:8D F0 7A STA $7AF0 = #$00 ;;1E:A541:20 06 DD JSR $DD06 render_x.on_menu_enter: FIX_ADDR_ON_CALLER $3d,$a541+1 ;;assume A == 0 sta render_x.q.init_flags jmp $dd06 ;;? $dfd6() + call sounddriver + $dff8() ;;1F:C08E:A9 00 LDA #$00 ;;1F:C090:20 9E C4 JSR $C49E render_x.on_opening_enter: FIX_ADDR_ON_CALLER $3e,$c090+1 ;;assume A == 0 sta render_x.q.init_flags jmp $C49E ;;some ppu initialiation ;-------------------------------------------------------------------------------------------------- ;in: A = offset Y, X = offset X ;out: A = vram high, X = vram low render_x.map_coords_to_vram: ;@see $3f:f40a setVramAddrForWindow .y_to_addr_low = $f4a1 .y_to_addr_high = $f4c1 cmp #30 bcc .no_wrap_y sbc #30 ;here carry is always set .no_wrap_y: tay txa and #$3f ;wrap around cmp #$20 ;check which BG X falls in and #$1f ;turn into offset within that BG ora .y_to_addr_low,y tax lda .y_to_addr_high,y bcc .bg_1st .bg_2nd: ora #4 .bg_1st: rts ;-------------------------------------------------------------------------------------------------- field_x.shrink_window_metrics: DECLARE_WINDOW_VARIABLES inc <.window_left inc <.window_top dec <.window_width dec <.window_width dec <.window_height dec <.window_height rts render_x.inflate_window_metrics: DECLARE_WINDOW_VARIABLES dec <.window_left dec <.window_top inc <.window_width inc <.window_width inc <.window_height inc <.window_height rts ;VERIFY_PC_TO_PATCH_END field.window.ppu VERIFY_PC_TO_PATCH_END menu.erase render_x.RENDERER_END: ;================================================================================================== ;RESTORE_PC floor.treasure.FREE_BEGIN ;-------------------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------------------- ;VERIFY_PC_TO_PATCH_END floor.treasure ;================================================================================================== INIT_PATCH_EX menu.metrics, $3d,$aaa6,$aabc,$aaa6 ;;# $3d:aaa6 menu.get_window_content_metrics ;;> 各種メニューウインドウのコンテンツ領域のメトリック(サイズ・位置)を取得する。 ;; ;;### args: ;; ;;#### in: ;;+ u8 X: window_id ;; ;;#### out: ;;+ u8 $38: box left ;;+ u8 $39: box top ;;+ u8 $3c: box width ;;+ u8 $3d: box height ;;+ u8 $97: cursor stop offset x ;;+ u8 $98: cursor stop offset y ;; ;;### callers: ;;+ `1E:9660:20 A6 AA JSR $AAA6` @ $3c:962f menu.jobs.main_loop (x = 0x0e) ;;+ `1E:9791:20 A6 AA JSR menu.get_window_content_metric` @ $3c:9761 menu.magic.main_loop ;;+ `1E:A334:20 A6 AA JSR menu.get_window_content_metric` @ $3d:a332 menu.party_summary.draw_content ;;+ `1E:B9BC:20 A6 AA JSR menu.get_window_content_metric` @ ? name display at new game. (x = 0x22) ;;+ `1F:C02B:20 A6 AA JSR menu.get_window_content_metric` @ ? opening title. menu.get_window_content_metrics: ;;$3d:aaa6 jsr menu.get_window_metrics ; AAA6 20 BC AA jmp field_x.shrink_window_metrics menu_x.get_window_metrics_and_init_as_without_borders: ;; fixups. FIX_ADDR_ON_CALLER $3c,$9791+1 ;;$3c:9761 menu.magic.main_loop FIX_ADDR_ON_CALLER $3d,$a334+1 ;;$3d:a332 menu.party_summary.draw_content FIX_ADDR_ON_CALLER $3e,$c02b+1 ;;opening. ;; jsr menu.get_window_content_metrics jmp render_x.init_as_no_borders ;inc <$38 ; AAA9 E6 38 ;inc <$39 ; AAAB E6 39 ;lda <$3C ; AAAD A5 3C ;sec ; AAAF 38 ;sbc #$02 ; AAB0 E9 02 ;sta <$3C ; AAB2 85 3C ;lda <$3D ; AAB4 A5 3D ;sec ; AAB6 38 ;sbc #$02 ; AAB7 E9 02 ;sta <$3D ; AAB9 85 3D ;rts ; AABB 60 VERIFY_PC_TO_PATCH_END menu.metrics .endif ;;_FEATURE_DEFERRED_RENDERING
Transynther/x86/_processed/NC/_st_zr_un_4k_/i9-9900K_12_0xa0.log_21829_54.asm
ljhsiun2/medusa
9
89169
.global s_prepare_buffers s_prepare_buffers: push %r14 push %r15 push %rax push %rcx push %rdi push %rdx push %rsi lea addresses_D_ht+0x1063e, %rsi lea addresses_A_ht+0x16064, %rdi clflush (%rdi) sub %rdx, %rdx mov $125, %rcx rep movsq nop nop add %r15, %r15 lea addresses_normal_ht+0x14c24, %rsi lea addresses_WC_ht+0xc324, %rdi nop nop add %rdx, %rdx mov $45, %rcx rep movsb nop nop cmp %r15, %r15 lea addresses_WT_ht+0x116dc, %r14 sub $13738, %rdx mov $0x6162636465666768, %rcx movq %rcx, %xmm0 movups %xmm0, (%r14) nop nop nop nop nop sub $55877, %rcx lea addresses_A_ht+0xf352, %rsi lea addresses_A_ht+0x11524, %rdi clflush (%rdi) nop nop nop nop nop add %r14, %r14 mov $18, %rcx rep movsq nop nop nop nop dec %rdi lea addresses_A_ht+0x16000, %rdi nop nop cmp %rdx, %rdx mov (%rdi), %r14d sub %r14, %r14 lea addresses_normal_ht+0xf504, %r15 nop nop sub $6101, %r14 mov (%r15), %si nop nop add $38851, %rsi lea addresses_normal_ht+0x2b24, %rcx nop nop dec %rax mov (%rcx), %r14 nop nop nop dec %rcx lea addresses_WT_ht+0x1de4, %r14 nop add $54200, %rax mov $0x6162636465666768, %rcx movq %rcx, %xmm5 vmovups %ymm5, (%r14) nop and %r14, %r14 pop %rsi pop %rdx pop %rdi pop %rcx pop %rax pop %r15 pop %r14 ret .global s_faulty_load s_faulty_load: push %r10 push %r11 push %r13 push %r14 push %r9 push %rbx push %rsi // Store lea addresses_A+0x1c524, %rbx nop nop nop add $2705, %r9 movb $0x51, (%rbx) nop nop sub %r9, %r9 // Store lea addresses_UC+0x4d24, %r13 nop nop nop nop add %rsi, %rsi mov $0x5152535455565758, %r9 movq %r9, %xmm7 and $0xffffffffffffffc0, %r13 movaps %xmm7, (%r13) nop nop nop nop sub %r14, %r14 // Faulty Load mov $0x76aa5c0000000524, %r9 nop nop nop dec %r10 movb (%r9), %r14b lea oracles, %rsi and $0xff, %r14 shlq $12, %r14 mov (%rsi,%r14,1), %r14 pop %rsi pop %rbx pop %r9 pop %r14 pop %r13 pop %r11 pop %r10 ret /* <gen_faulty_load> [REF] {'src': {'NT': False, 'same': False, 'congruent': 0, 'type': 'addresses_NC', 'AVXalign': False, 'size': 1}, 'OP': 'LOAD'} {'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 10, 'type': 'addresses_A', 'AVXalign': False, 'size': 1}} {'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 11, 'type': 'addresses_UC', 'AVXalign': True, 'size': 16}} [Faulty Load] {'src': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_NC', 'AVXalign': False, 'size': 1}, 'OP': 'LOAD'} <gen_prepare_buffer> {'src': {'same': False, 'congruent': 1, 'type': 'addresses_D_ht'}, 'OP': 'REPM', 'dst': {'same': False, 'congruent': 6, 'type': 'addresses_A_ht'}} {'src': {'same': False, 'congruent': 8, 'type': 'addresses_normal_ht'}, 'OP': 'REPM', 'dst': {'same': False, 'congruent': 5, 'type': 'addresses_WC_ht'}} {'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 3, 'type': 'addresses_WT_ht', 'AVXalign': False, 'size': 16}} {'src': {'same': False, 'congruent': 1, 'type': 'addresses_A_ht'}, 'OP': 'REPM', 'dst': {'same': True, 'congruent': 9, 'type': 'addresses_A_ht'}} {'src': {'NT': True, 'same': False, 'congruent': 1, 'type': 'addresses_A_ht', 'AVXalign': False, 'size': 4}, 'OP': 'LOAD'} {'src': {'NT': False, 'same': False, 'congruent': 4, 'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 2}, 'OP': 'LOAD'} {'src': {'NT': False, 'same': False, 'congruent': 8, 'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 8}, 'OP': 'LOAD'} {'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 6, 'type': 'addresses_WT_ht', 'AVXalign': False, 'size': 32}} {'51': 21427, '00': 185, '5f': 217} 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 5f 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 5f 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 5f 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 5f 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 5f 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 5f 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 5f 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 00 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 51 5f */
FormalAnalyzer/models/apps/HallLightWelcomeHome.als
Mohannadcse/IoTCOM_BehavioralRuleExtractor
0
3983
module app_HallLightWelcomeHome open IoTBottomUp as base open cap_runIn open cap_now open cap_presenceSensor open cap_contactSensor open cap_switch one sig app_HallLightWelcomeHome extends IoTApp { people : some cap_presenceSensor, sensors : some cap_contactSensor, lights : one cap_switch, } { rules = r //capabilities = people + sensors + lights } abstract sig r extends Rule {} one sig r0 extends r {}{ triggers = r0_trig conditions = r0_cond commands = r0_comm } abstract sig r0_trig extends Trigger {} one sig r0_trig0 extends r0_trig {} { capabilities = app_HallLightWelcomeHome.sensors attribute = cap_contactSensor_attr_contact value = cap_contactSensor_attr_contact_val_open } abstract sig r0_cond extends Condition {} abstract sig r0_comm extends Command {} one sig r0_comm0 extends r0_comm {} { capability = app_HallLightWelcomeHome.lights attribute = cap_switch_attr_switch value = cap_switch_attr_switch_val_on } /* one sig r1 extends r {}{ triggers = r1_trig conditions = r1_cond commands = r1_comm } abstract sig r1_trig extends Trigger {} one sig r1_trig0 extends r1_trig {} { capabilities = app_HallLightWelcomeHome.people attribute = cap_presenceSensor_attr_presence value = cap_presenceSensor_attr_presence_val_present } abstract sig r1_cond extends Condition {} abstract sig r1_comm extends Command {} one sig r1_comm0 extends r1_comm {} { capability = app_HallLightWelcomeHome.state attribute = cap_lastPresence_attr_lastPresence value = cap_lastPresence_attr_lastPresence_val_not_null } one sig r2 extends r {}{ triggers = r2_trig conditions = r2_cond commands = r2_comm } abstract sig r2_trig extends Trigger {} one sig r2_trig0 extends r2_trig {} { capabilities = app_HallLightWelcomeHome.sensors attribute = cap_contactSensor_attr_contact value = cap_contactSensor_attr_contact_val_open } abstract sig r2_cond extends Condition {} abstract sig r2_comm extends Command {} one sig r2_comm0 extends r2_comm {} { capability = app_HallLightWelcomeHome.state attribute = cap_lastContact_attr_lastContact value = cap_lastContact_attr_lastContact_val_not_null } */ one sig r3 extends r {}{ triggers = r3_trig conditions = r3_cond commands = r3_comm } abstract sig r3_trig extends Trigger {} one sig r3_trig0 extends r3_trig {} { capabilities = app_HallLightWelcomeHome.people attribute = cap_presenceSensor_attr_presence value = cap_presenceSensor_attr_presence_val_present } abstract sig r3_cond extends Condition {} abstract sig r3_comm extends Command {} one sig r3_comm0 extends r3_comm {} { capability = app_HallLightWelcomeHome.lights attribute = cap_switch_attr_switch value = cap_switch_attr_switch_val_on }
Transynther/x86/_processed/NC/_st_zr_un_/i3-7100_9_0x84_notsx.log_1457_1174.asm
ljhsiun2/medusa
9
11043
.global s_prepare_buffers s_prepare_buffers: push %r11 push %r12 push %r15 push %r8 push %r9 push %rcx push %rdi push %rsi lea addresses_normal_ht+0x185eb, %rsi lea addresses_A_ht+0xd78b, %rdi nop sub %r11, %r11 mov $50, %rcx rep movsw xor $688, %r12 lea addresses_WT_ht+0x1ceeb, %r8 nop cmp $59600, %rsi movb (%r8), %r12b nop nop nop nop nop cmp %rsi, %rsi lea addresses_WT_ht+0x19d83, %rcx nop nop nop nop xor $49971, %r9 mov $0x6162636465666768, %r11 movq %r11, (%rcx) add $50134, %r11 lea addresses_D_ht+0x1498, %rcx dec %r9 mov $0x6162636465666768, %rsi movq %rsi, %xmm6 movups %xmm6, (%rcx) nop nop nop and $37180, %rsi lea addresses_A_ht+0x33eb, %rdi nop nop nop nop add $31913, %rcx mov (%rdi), %esi nop sub $16440, %r8 lea addresses_normal_ht+0xb51b, %rsi lea addresses_UC_ht+0xf1eb, %rdi nop nop nop nop cmp $52848, %r11 mov $38, %rcx rep movsq nop nop cmp $34027, %r11 lea addresses_A_ht+0x29eb, %rsi lea addresses_A_ht+0x1ed6b, %rdi nop cmp $12442, %r15 mov $77, %rcx rep movsq nop nop dec %r8 lea addresses_WT_ht+0x35eb, %rsi lea addresses_D_ht+0x18c47, %rdi nop nop nop nop add %r15, %r15 mov $52, %rcx rep movsw nop nop nop nop and $1689, %rdi lea addresses_A_ht+0x5cb, %r15 nop nop nop nop add %r8, %r8 mov $0x6162636465666768, %rcx movq %rcx, %xmm1 movups %xmm1, (%r15) nop nop nop sub $4198, %r12 pop %rsi pop %rdi pop %rcx pop %r9 pop %r8 pop %r15 pop %r12 pop %r11 ret .global s_faulty_load s_faulty_load: push %r11 push %r12 push %r13 push %r14 push %r9 push %rbp push %rdi // Store mov $0x7876440000000aeb, %r14 nop nop nop and %r9, %r9 mov $0x5152535455565758, %rdi movq %rdi, (%r14) nop nop cmp %rdi, %rdi // Store lea addresses_WC+0x346d, %r12 nop sub $22475, %rbp mov $0x5152535455565758, %r11 movq %r11, %xmm5 movups %xmm5, (%r12) nop sub %r11, %r11 // Store mov $0x7739ae00000005eb, %r11 sub %rbp, %rbp movl $0x51525354, (%r11) nop nop nop xor %rbp, %rbp // Store lea addresses_D+0xedeb, %r13 clflush (%r13) nop nop sub %r12, %r12 movb $0x51, (%r13) cmp %r11, %r11 // Faulty Load mov $0x55ba700000005eb, %r13 nop nop nop nop nop add $34872, %rbp mov (%r13), %r14w lea oracles, %r9 and $0xff, %r14 shlq $12, %r14 mov (%r9,%r14,1), %r14 pop %rdi pop %rbp pop %r9 pop %r14 pop %r13 pop %r12 pop %r11 ret /* <gen_faulty_load> [REF] {'src': {'type': 'addresses_NC', 'same': False, 'size': 1, 'congruent': 0, 'NT': False, 'AVXalign': False}, 'OP': 'LOAD'} {'dst': {'type': 'addresses_NC', 'same': False, 'size': 8, 'congruent': 8, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} {'dst': {'type': 'addresses_WC', 'same': False, 'size': 16, 'congruent': 1, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} {'dst': {'type': 'addresses_NC', 'same': False, 'size': 4, 'congruent': 11, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} {'dst': {'type': 'addresses_D', 'same': False, 'size': 1, 'congruent': 10, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} [Faulty Load] {'src': {'type': 'addresses_NC', 'same': True, 'size': 2, 'congruent': 0, 'NT': False, 'AVXalign': False}, 'OP': 'LOAD'} <gen_prepare_buffer> {'src': {'type': 'addresses_normal_ht', 'congruent': 11, 'same': True}, 'dst': {'type': 'addresses_A_ht', 'congruent': 5, 'same': False}, 'OP': 'REPM'} {'src': {'type': 'addresses_WT_ht', 'same': False, 'size': 1, 'congruent': 8, 'NT': True, 'AVXalign': False}, 'OP': 'LOAD'} {'dst': {'type': 'addresses_WT_ht', 'same': False, 'size': 8, 'congruent': 2, 'NT': True, 'AVXalign': False}, 'OP': 'STOR'} {'dst': {'type': 'addresses_D_ht', 'same': True, 'size': 16, 'congruent': 0, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} {'src': {'type': 'addresses_A_ht', 'same': False, 'size': 4, 'congruent': 8, 'NT': False, 'AVXalign': False}, 'OP': 'LOAD'} {'src': {'type': 'addresses_normal_ht', 'congruent': 4, 'same': True}, 'dst': {'type': 'addresses_UC_ht', 'congruent': 5, 'same': False}, 'OP': 'REPM'} {'src': {'type': 'addresses_A_ht', 'congruent': 7, 'same': False}, 'dst': {'type': 'addresses_A_ht', 'congruent': 6, 'same': True}, 'OP': 'REPM'} {'src': {'type': 'addresses_WT_ht', 'congruent': 10, 'same': False}, 'dst': {'type': 'addresses_D_ht', 'congruent': 1, 'same': False}, 'OP': 'REPM'} {'dst': {'type': 'addresses_A_ht', 'same': False, 'size': 16, 'congruent': 5, 'NT': False, 'AVXalign': False}, 'OP': 'STOR'} {'54': 972, '00': 16, 'e0': 469} 00 54 54 e0 e0 54 54 e0 e0 e0 54 54 54 54 54 54 54 e0 54 54 54 e0 54 e0 e0 54 54 54 54 54 54 54 54 e0 54 e0 54 e0 e0 54 54 00 54 54 54 54 e0 54 54 54 00 54 e0 e0 e0 54 e0 54 54 e0 e0 e0 e0 54 54 e0 54 54 54 54 e0 54 54 54 54 54 e0 e0 e0 e0 e0 e0 e0 e0 54 54 e0 54 54 54 54 e0 e0 54 54 54 54 e0 54 54 54 54 54 e0 54 54 00 54 e0 54 e0 54 54 e0 e0 e0 e0 e0 54 e0 e0 e0 54 e0 e0 e0 e0 e0 54 e0 e0 54 54 e0 54 54 e0 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 00 54 54 54 54 54 54 e0 54 54 e0 e0 54 e0 54 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 e0 e0 e0 54 54 54 e0 54 e0 e0 e0 e0 54 e0 54 e0 54 54 e0 54 54 54 e0 e0 e0 e0 e0 e0 e0 54 e0 54 54 e0 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 e0 e0 e0 54 54 54 54 54 e0 e0 e0 54 e0 54 54 54 54 54 e0 54 54 54 e0 e0 54 e0 54 54 54 54 e0 e0 e0 54 54 54 e0 54 54 e0 54 54 54 e0 e0 54 54 54 54 54 e0 e0 54 54 e0 54 54 54 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 54 54 e0 54 e0 e0 54 54 e0 54 54 54 e0 54 e0 54 e0 54 e0 54 54 54 54 54 54 e0 e0 54 e0 54 e0 e0 54 e0 e0 54 54 e0 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 54 e0 54 e0 e0 54 54 54 54 54 e0 54 e0 54 e0 54 e0 e0 e0 e0 00 54 54 e0 54 e0 54 54 54 54 54 54 e0 e0 54 54 e0 54 54 54 54 54 e0 e0 54 e0 e0 54 54 e0 e0 e0 e0 e0 54 54 54 e0 e0 54 54 54 e0 54 54 54 e0 54 e0 54 54 e0 e0 54 54 e0 54 54 54 54 e0 54 54 e0 e0 e0 54 54 e0 54 54 54 54 54 54 54 54 e0 54 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 00 54 54 54 e0 54 54 54 54 54 00 54 54 54 54 e0 e0 54 54 54 e0 54 54 54 54 e0 e0 54 54 e0 e0 54 54 54 54 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 e0 e0 54 54 e0 54 54 e0 e0 54 54 e0 54 54 e0 54 e0 e0 e0 54 54 54 54 54 54 54 54 54 54 e0 e0 e0 54 54 e0 54 54 54 e0 54 e0 54 54 e0 54 54 54 54 54 54 e0 54 e0 54 54 54 54 e0 54 e0 54 e0 54 e0 e0 54 54 54 e0 54 54 54 54 e0 e0 54 54 e0 54 e0 54 54 54 e0 e0 54 54 e0 54 54 54 e0 e0 54 54 e0 54 e0 e0 54 54 e0 e0 54 e0 54 e0 e0 e0 54 e0 e0 e0 54 e0 54 54 e0 54 e0 e0 e0 e0 e0 54 54 54 54 e0 54 e0 54 54 54 54 54 e0 54 e0 e0 54 e0 54 54 54 54 54 54 54 54 e0 e0 54 e0 e0 e0 e0 e0 54 54 54 54 e0 e0 54 e0 54 54 e0 54 e0 e0 54 54 54 54 e0 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 54 54 54 54 e0 e0 e0 54 54 54 e0 e0 e0 54 54 54 54 54 54 54 54 54 e0 e0 54 54 54 e0 e0 54 54 54 54 e0 e0 54 54 e0 54 54 54 54 54 54 e0 e0 54 54 54 54 54 54 54 e0 54 54 e0 e0 54 54 54 e0 54 54 54 54 54 e0 54 54 e0 54 e0 54 54 e0 54 e0 54 e0 54 54 e0 54 54 e0 54 e0 54 54 54 e0 54 54 54 54 54 e0 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 54 e0 e0 54 54 54 e0 54 54 e0 54 e0 54 54 e0 54 e0 e0 54 e0 54 54 e0 e0 e0 54 54 54 54 54 54 e0 54 54 54 54 54 54 54 54 e0 e0 54 54 54 e0 e0 54 e0 54 e0 54 54 e0 e0 54 54 e0 54 e0 00 e0 e0 54 e0 54 54 54 54 54 54 54 54 54 54 54 54 e0 54 54 54 54 54 54 54 54 54 54 00 e0 54 54 54 54 e0 54 54 54 00 54 e0 e0 54 e0 e0 e0 e0 54 e0 54 54 e0 e0 54 54 54 54 e0 e0 e0 54 54 e0 54 */
bb-runtimes/src/s-bbsuti__ppc.adb
JCGobbi/Nucleo-STM32G474RE
0
25761
------------------------------------------------------------------------------ -- -- -- GNAT RUN-TIME LIBRARY (GNARL) COMPONENTS -- -- -- -- S Y S T E M . B B . B O A R D _ S U P P O R T . T I M E -- -- -- -- B o d y -- -- -- -- Copyright (C) 1999-2002 Universidad Politecnica de Madrid -- -- Copyright (C) 2003-2005 The European Space Agency -- -- Copyright (C) 2003-2017, AdaCore -- -- -- -- GNAT is free software; you can redistribute it and/or modify it under -- -- terms of the GNU General Public License as published by the Free Soft- -- -- ware Foundation; either version 3, or (at your option) any later ver- -- -- sion. GNAT is distributed in the hope that it will be useful, but WITH- -- -- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY -- -- or FITNESS FOR A PARTICULAR PURPOSE. -- -- -- -- As a special exception under Section 7 of GPL version 3, you are granted -- -- additional permissions described in the GCC Runtime Library Exception, -- -- version 3.1, as published by the Free Software Foundation. -- -- -- -- You should have received a copy of the GNU General Public License and -- -- a copy of the GCC Runtime Library Exception along with this program; -- -- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see -- -- <http://www.gnu.org/licenses/>. -- -- -- -- GNAT was originally developed by the GNAT team at New York University. -- -- Extensive contributions were provided by Ada Core Technologies Inc. -- -- -- -- The port of GNARL to bare board targets was initially developed by the -- -- Real-Time Systems Group at the Technical University of Madrid. -- -- -- ------------------------------------------------------------------------------ -- For PowerPc: use time base and decrementer registers from the core with System.Machine_Code; use System.Machine_Code; separate (System.BB.Board_Support) package body Time is ----------------------- -- Local Definitions -- ----------------------- type Unsigned_32 is mod 2 ** 32; for Unsigned_32'Size use 32; -- Values of this type represent number of times that the clock finishes -- its countdown. This type should allow atomic reads and updates. function Read_TBL return Unsigned_32; pragma Inline (Read_TBL); -- Read the Time Base Lower word function Read_TBU return Unsigned_32; pragma Inline (Read_TBU); -- Read the Time Base Upper word ---------------- -- Read_Clock -- ---------------- function Read_Clock return BB.Time.Time is use type BB.Time.Time; Lo : Unsigned_32; Hi : Unsigned_32; Hi1 : Unsigned_32; begin -- We can't atomically read the 64-bits counter. So check that the -- 32 MSB don't change. Hi := Read_TBU; loop Lo := Read_TBL; Hi1 := Read_TBU; exit when Hi = Hi1; Hi := Hi1; end loop; return (BB.Time.Time (Hi) * 2 ** 32) + BB.Time.Time (Lo); end Read_Clock; --------------------------- -- Install_Alarm_Handler -- --------------------------- procedure Install_Alarm_Handler (Handler : BB.Interrupts.Interrupt_Handler) is begin CPU_Specific.Install_Exception_Handler (Handler.all'Address, CPU_Specific.Decrementer_Excp); end Install_Alarm_Handler; -------------- -- Read_TBL -- -------------- function Read_TBL return Unsigned_32 is Res : Unsigned_32; begin Asm ("mftbl %0", Outputs => Unsigned_32'Asm_Output ("=r", Res), Volatile => True); return Res; end Read_TBL; -------------- -- Read_TBU -- -------------- function Read_TBU return Unsigned_32 is Res : Unsigned_32; begin Asm ("mftbu %0", Outputs => Unsigned_32'Asm_Output ("=r", Res), Volatile => True); return Res; end Read_TBU; --------------- -- Set_Alarm -- --------------- procedure Set_Alarm (Ticks : BB.Time.Time) is use BB.Time; Now : constant BB.Time.Time := Read_Clock; Diff : constant Unsigned_64 := (if Ticks > Now then Unsigned_64 (Ticks - Now) else 1); Val : Unsigned_32; begin if Diff >= 2 ** 31 then Val := 16#7FFF_FFFF#; -- The maximum value that can be set in the DEC register. MSB must -- not be set to avoid a useless interrupt (PowerPC triggers an -- interrupt when the MSB switches from 0 to 1). else Val := Unsigned_32 (Diff); end if; Asm ("mtdec %0", Inputs => Unsigned_32'Asm_Input ("r", Val), Volatile => True); end Set_Alarm; --------------------------- -- Clear_Alarm_Interrupt -- --------------------------- procedure Clear_Alarm_Interrupt renames BB.Board_Support.Clear_Alarm_Interrupt; end Time;
test/Succeed/PropSquash.agda
asr/eagda
1
12204
{-# OPTIONS --enable-prop #-} data Squash {ℓ} (A : Set ℓ) : Prop ℓ where squash : A → Squash A squash-elim : ∀ {ℓ₁ ℓ₂} (A : Set ℓ₁) (P : Prop ℓ₂) → (A → P) → Squash A → P squash-elim A P f (squash x) = f x
Rings/Homomorphisms/Image.agda
Smaug123/agdaproofs
4
14965
<reponame>Smaug123/agdaproofs {-# OPTIONS --safe --warning=error --without-K #-} open import LogicalFormulae open import Setoids.Setoids open import Sets.EquivalenceRelations open import Rings.Definition open import Rings.Homomorphisms.Definition module Rings.Homomorphisms.Image {a b c d : _} {A : Set a} {B : Set c} {S : Setoid {a} {b} A} {T : Setoid {c} {d} B} {_+A_ _*A_ : A → A → A} {_+B_ _*B_ : B → B → B} {R1 : Ring S _+A_ _*A_} {R2 : Ring T _+B_ _*B_} {f : A → B} (hom : RingHom R1 R2 f) where open import Groups.Homomorphisms.Image (RingHom.groupHom hom) open import Rings.Subrings.Definition imageGroupSubring : Subring R2 imageGroupPred Subring.isSubgroup imageGroupSubring = imageGroupSubgroup Subring.containsOne imageGroupSubring = Ring.1R R1 , RingHom.preserves1 hom Subring.closedUnderProduct imageGroupSubring {x} {y} (a , fa=x) (b , fb=y) = (a *A b) , transitive ringHom (Ring.*WellDefined R2 fa=x fb=y) where open Setoid T open Equivalence eq open RingHom hom
oeis/261/A261273.asm
neoneye/loda-programs
11
26100
; A261273: Take the list of positive rationals {R(n): n>=1} in the order defined by Calkin and Wilf (Recounting the Rationals, 1999); a(n) = denominator of R(prime(n)). ; Submitted by <NAME>(s2) ; 2,1,2,1,2,3,4,3,2,4,1,7,8,5,2,8,4,5,5,4,11,3,8,12,9,12,5,8,11,10,1,6,14,9,18,7,13,11,8,18,12,19,2,11,16,7,13,3,10,17,18,4,13,6,8,6,16,5,23,22,13,26,17,10,23,16,19,29,18,23,22,12,7,25,11,2,20,23,26,29,18,31,8,27,11,14,16,27,24,7,18,4,9,14,11,6,8,20,13,21 seq $0,40 ; The prime numbers. add $0,1 seq $0,2487 ; Stern's diatomic series (or Stern-Brocot sequence): a(0) = 0, a(1) = 1; for n > 0: a(2*n) = a(n), a(2*n+1) = a(n) + a(n+1).
Transynther/x86/_processed/AVXALIGN/_st_sm_/i9-9900K_12_0xa0_notsx.log_21829_265.asm
ljhsiun2/medusa
9
179919
<reponame>ljhsiun2/medusa<gh_stars>1-10 .global s_prepare_buffers s_prepare_buffers: push %r11 push %r9 push %rbp push %rbx push %rcx push %rdi push %rsi lea addresses_WC_ht+0x5016, %rsi lea addresses_WC_ht+0x3b16, %rdi nop nop nop nop nop add $64571, %r11 mov $45, %rcx rep movsb nop nop cmp $47467, %rbp lea addresses_WT_ht+0xd716, %rsi lea addresses_WC_ht+0x1db16, %rdi nop nop dec %r9 mov $87, %rcx rep movsb nop add $34890, %rcx lea addresses_WT_ht+0x1c716, %rdi nop nop nop add %r9, %r9 mov $0x6162636465666768, %rbp movq %rbp, (%rdi) nop nop nop nop nop cmp %rsi, %rsi lea addresses_normal_ht+0xe6fe, %rsi lea addresses_WT_ht+0x1ac3a, %rdi nop nop nop nop nop and $35458, %rbx mov $60, %rcx rep movsl nop nop sub %rbx, %rbx lea addresses_WT_ht+0x1e0ae, %rbp sub %rbx, %rbx mov (%rbp), %r11w nop nop nop nop nop xor %r9, %r9 lea addresses_normal_ht+0x10056, %rbp dec %r9 mov $0x6162636465666768, %rbx movq %rbx, %xmm7 vmovups %ymm7, (%rbp) nop nop nop nop inc %rbp pop %rsi pop %rdi pop %rcx pop %rbx pop %rbp pop %r9 pop %r11 ret .global s_faulty_load s_faulty_load: push %r13 push %r14 push %r15 push %rcx push %rdi push %rdx push %rsi // REPMOV lea addresses_PSE+0x6b16, %rsi lea addresses_A+0x8316, %rdi nop cmp $37733, %r13 mov $99, %rcx rep movsw nop nop nop add %rsi, %rsi // Store lea addresses_WT+0xc316, %r13 nop cmp %rdx, %rdx movb $0x51, (%r13) sub %r15, %r15 // Store lea addresses_D+0xaf16, %r13 nop nop nop xor %rcx, %rcx movw $0x5152, (%r13) nop and %rsi, %rsi // Load lea addresses_UC+0xb16, %r15 sub %r14, %r14 vmovups (%r15), %ymm1 vextracti128 $0, %ymm1, %xmm1 vpextrq $1, %xmm1, %rcx nop add $2741, %r15 // Store lea addresses_WC+0x16116, %r14 clflush (%r14) nop nop cmp $20100, %r13 mov $0x5152535455565758, %rsi movq %rsi, %xmm0 movups %xmm0, (%r14) nop nop nop nop cmp $48178, %rsi // Store lea addresses_PSE+0x1f9a6, %rcx nop nop nop sub $32236, %r13 movb $0x51, (%rcx) nop nop and $53888, %rdi // Load lea addresses_UC+0x13496, %rsi nop nop and %r13, %r13 movups (%rsi), %xmm1 vpextrq $0, %xmm1, %r15 nop nop add $28841, %r14 // Load lea addresses_PSE+0x12e5a, %rdx nop nop nop nop and %rsi, %rsi vmovups (%rdx), %ymm5 vextracti128 $0, %ymm5, %xmm5 vpextrq $1, %xmm5, %rcx nop nop nop nop dec %r13 // Store lea addresses_WT+0xc316, %r15 nop nop nop nop sub $2385, %rcx movw $0x5152, (%r15) nop and $63189, %r14 // Store lea addresses_A+0xc3e, %rdx nop nop nop nop add %r13, %r13 mov $0x5152535455565758, %r15 movq %r15, %xmm0 movups %xmm0, (%rdx) add %r15, %r15 // Store lea addresses_D+0x1e8d6, %r14 nop nop nop nop nop cmp $53711, %rsi movb $0x51, (%r14) nop nop nop cmp %rdx, %rdx // Store lea addresses_D+0x1ac84, %rdx nop nop xor %rdi, %rdi movl $0x51525354, (%rdx) dec %r14 // Store lea addresses_D+0x16716, %rcx nop nop nop nop dec %rdi mov $0x5152535455565758, %r13 movq %r13, %xmm0 movups %xmm0, (%rcx) cmp %rdx, %rdx // Store lea addresses_A+0x4f96, %rsi nop nop nop nop sub $6748, %rcx movw $0x5152, (%rsi) nop and %rsi, %rsi // Faulty Load lea addresses_WT+0xc316, %r14 nop xor $2062, %rdi mov (%r14), %esi lea oracles, %rdi and $0xff, %rsi shlq $12, %rsi mov (%rdi,%rsi,1), %rsi pop %rsi pop %rdx pop %rdi pop %rcx pop %r15 pop %r14 pop %r13 ret /* <gen_faulty_load> [REF] {'src': {'type': 'addresses_WT', 'AVXalign': False, 'size': 8, 'NT': False, 'same': False, 'congruent': 0}, 'OP': 'LOAD'} {'src': {'type': 'addresses_PSE', 'congruent': 11, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_A', 'congruent': 11, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_WT', 'AVXalign': False, 'size': 1, 'NT': False, 'same': True, 'congruent': 0}} {'OP': 'STOR', 'dst': {'type': 'addresses_D', 'AVXalign': False, 'size': 2, 'NT': False, 'same': False, 'congruent': 10}} {'src': {'type': 'addresses_UC', 'AVXalign': False, 'size': 32, 'NT': False, 'same': False, 'congruent': 11}, 'OP': 'LOAD'} {'OP': 'STOR', 'dst': {'type': 'addresses_WC', 'AVXalign': False, 'size': 16, 'NT': False, 'same': False, 'congruent': 5}} {'OP': 'STOR', 'dst': {'type': 'addresses_PSE', 'AVXalign': False, 'size': 1, 'NT': False, 'same': False, 'congruent': 4}} {'src': {'type': 'addresses_UC', 'AVXalign': False, 'size': 16, 'NT': False, 'same': False, 'congruent': 7}, 'OP': 'LOAD'} {'src': {'type': 'addresses_PSE', 'AVXalign': False, 'size': 32, 'NT': False, 'same': False, 'congruent': 2}, 'OP': 'LOAD'} {'OP': 'STOR', 'dst': {'type': 'addresses_WT', 'AVXalign': False, 'size': 2, 'NT': False, 'same': True, 'congruent': 0}} {'OP': 'STOR', 'dst': {'type': 'addresses_A', 'AVXalign': False, 'size': 16, 'NT': False, 'same': False, 'congruent': 3}} {'OP': 'STOR', 'dst': {'type': 'addresses_D', 'AVXalign': False, 'size': 1, 'NT': False, 'same': False, 'congruent': 6}} {'OP': 'STOR', 'dst': {'type': 'addresses_D', 'AVXalign': False, 'size': 4, 'NT': False, 'same': False, 'congruent': 1}} {'OP': 'STOR', 'dst': {'type': 'addresses_D', 'AVXalign': False, 'size': 16, 'NT': False, 'same': False, 'congruent': 10}} {'OP': 'STOR', 'dst': {'type': 'addresses_A', 'AVXalign': False, 'size': 2, 'NT': False, 'same': False, 'congruent': 6}} [Faulty Load] {'src': {'type': 'addresses_WT', 'AVXalign': True, 'size': 4, 'NT': False, 'same': True, 'congruent': 0}, 'OP': 'LOAD'} <gen_prepare_buffer> {'src': {'type': 'addresses_WC_ht', 'congruent': 8, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_WC_ht', 'congruent': 11, 'same': False}} {'src': {'type': 'addresses_WT_ht', 'congruent': 9, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_WC_ht', 'congruent': 10, 'same': False}} {'OP': 'STOR', 'dst': {'type': 'addresses_WT_ht', 'AVXalign': True, 'size': 8, 'NT': False, 'same': False, 'congruent': 9}} {'src': {'type': 'addresses_normal_ht', 'congruent': 3, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_WT_ht', 'congruent': 1, 'same': False}} {'src': {'type': 'addresses_WT_ht', 'AVXalign': False, 'size': 2, 'NT': False, 'same': False, 'congruent': 3}, 'OP': 'LOAD'} {'OP': 'STOR', 'dst': {'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 32, 'NT': False, 'same': False, 'congruent': 5}} {'52': 21829} 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 */
src/Categories/Category/Monoidal/Symmetric.agda
MirceaS/agda-categories
0
12196
<filename>src/Categories/Category/Monoidal/Symmetric.agda {-# OPTIONS --without-K --safe #-} open import Categories.Category open import Categories.Category.Monoidal module Categories.Category.Monoidal.Symmetric {o ℓ e} {C : Category o ℓ e} (M : Monoidal C) where open import Level open import Data.Product using (Σ; _,_) open import Categories.Functor.Bifunctor open import Categories.Functor.Properties open import Categories.NaturalTransformation.NaturalIsomorphism using (NaturalIsomorphism) open import Categories.Morphism C open import Categories.Morphism.Properties C open import Categories.Category.Monoidal.Braided M open Category C open Commutation private variable X Y Z : Obj -- symmetric monoidal category -- commutative braided monoidal category -- -- the reason why we define symmetric categories via braided monoidal categories could -- be not obvious, but it is the right definition: it requires again a redundant -- hexagon proof which allows achieves definitional equality of the opposite. record Symmetric : Set (levelOfTerm M) where field braided : Braided module braided = Braided braided open braided public private B : ∀ {X Y} → X ⊗₀ Y ⇒ Y ⊗₀ X B {X} {Y} = braiding.⇒.η (X , Y) field commutative : B {X} {Y} ∘ B {Y} {X} ≈ id braided-iso : X ⊗₀ Y ≅ Y ⊗₀ X braided-iso = record { from = B ; to = B ; iso = record { isoˡ = commutative ; isoʳ = commutative } } module braided-iso {X Y} = _≅_ (braided-iso {X} {Y}) private record Symmetric′ : Set (levelOfTerm M) where open Monoidal M field braiding : NaturalIsomorphism ⊗ (flip-bifunctor ⊗) module braiding = NaturalIsomorphism braiding private B : ∀ {X Y} → X ⊗₀ Y ⇒ Y ⊗₀ X B {X} {Y} = braiding.⇒.η (X , Y) field commutative : B {X} {Y} ∘ B {Y} {X} ≈ id hexagon : [ (X ⊗₀ Y) ⊗₀ Z ⇒ Y ⊗₀ Z ⊗₀ X ]⟨ B ⊗₁ id ⇒⟨ (Y ⊗₀ X) ⊗₀ Z ⟩ associator.from ⇒⟨ Y ⊗₀ X ⊗₀ Z ⟩ id ⊗₁ B ≈ associator.from ⇒⟨ X ⊗₀ Y ⊗₀ Z ⟩ B ⇒⟨ (Y ⊗₀ Z) ⊗₀ X ⟩ associator.from ⟩ braided-iso : X ⊗₀ Y ≅ Y ⊗₀ X braided-iso = record { from = B ; to = B ; iso = record { isoˡ = commutative ; isoʳ = commutative } } module braided-iso {X Y} = _≅_ (braided-iso {X} {Y}) -- we don't define [Symmetric] from [Braided] because we want to avoid asking -- [hexagon₂], which can readily be proven using the [hexagon] and [commutative]. braided : Braided braided = record { braiding = braiding ; hexagon₁ = hexagon ; hexagon₂ = λ {X Y Z} → Iso-≈ hexagon (Iso-∘ (Iso-∘ ([ -⊗ Y ]-resp-Iso braided-iso.iso) associator.iso) ([ X ⊗- ]-resp-Iso braided-iso.iso)) (Iso-∘ (Iso-∘ associator.iso braided-iso.iso) associator.iso) } symmetricHelper : Symmetric′ → Symmetric symmetricHelper S = record { braided = braided ; commutative = commutative } where open Symmetric′ S
awa/src/awa-commands-drivers.ads
twdroeger/ada-awa
81
24403
<reponame>twdroeger/ada-awa<filename>awa/src/awa-commands-drivers.ads<gh_stars>10-100 ----------------------------------------------------------------------- -- awa-commands-drivers -- Driver for AWA commands for server or admin tool -- Copyright (C) 2020 <NAME> -- Written by <NAME> (<EMAIL>) -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. ----------------------------------------------------------------------- with GNAT.Command_Line; with GNAT.Strings; with Util.Commands.Drivers; with Util.Commands.Parsers.GNAT_Parser; with Servlet.Server; with AWA.Applications; generic Driver_Name : String; type Container_Type is limited new Servlet.Server.Container with private; package AWA.Commands.Drivers is package Main_Driver is new Util.Commands.Drivers (Context_Type => Context_Type, Config_Parser => Util.Commands.Parsers.GNAT_Parser.Config_Parser, Driver_Name => Driver_Name); subtype Help_Command_Type is Main_Driver.Help_Command_Type; subtype Driver_Type is Main_Driver.Driver_Type; type Command_Type is abstract new Main_Driver.Command_Type with null record; -- Setup the command before parsing the arguments and executing it. overriding procedure Setup (Command : in out Command_Type; Config : in out GNAT.Command_Line.Command_Line_Configuration; Context : in out Context_Type); -- Write the help associated with the command. overriding procedure Help (Command : in out Command_Type; Name : in String; Context : in out Context_Type); type Application_Command_Type is abstract new Command_Type with record Application_Name : aliased GNAT.Strings.String_Access; end record; function Is_Application (Command : in Application_Command_Type; URI : in String) return Boolean; procedure Execute (Command : in out Application_Command_Type; Application : in out AWA.Applications.Application'Class; Args : in Argument_List'Class; Context : in out Context_Type) is abstract; -- Setup the command before parsing the arguments and executing it. overriding procedure Setup (Command : in out Application_Command_Type; Config : in out GNAT.Command_Line.Command_Line_Configuration; Context : in out Context_Type); overriding procedure Execute (Command : in out Application_Command_Type; Name : in String; Args : in Argument_List'Class; Context : in out Context_Type); -- Print the command usage. procedure Usage (Args : in Argument_List'Class; Context : in out Context_Type; Name : in String := ""); -- Execute the command with its arguments. procedure Execute (Name : in String; Args : in Argument_List'Class; Context : in out Context_Type); procedure Run (Context : in out Context_Type; Arguments : out Util.Commands.Dynamic_Argument_List); Driver : Drivers.Driver_Type; WS : Container_Type; end AWA.Commands.Drivers;
libsrc/spectrum/zxmmc/mmc_init.asm
andydansby/z88dk-mk2
1
166039
<filename>libsrc/spectrum/zxmmc/mmc_init.asm<gh_stars>1-10 ; ; ; ZX Spectrum ZXMMC specific routines ; code by <NAME> ; ported to z88dk by <NAME> - Feb 2010 ; ; $Id: mmc_init.asm,v 1.1 2010/03/12 15:21:14 stefano Exp $ ; ; ;----------------------------------------------------------------------------------------- ; MMC SPI MODE initialization. RETURNS ERROR CODE IN A register: ; ; 0 = OK ; 1 = Card RESET ERROR ; 2 = Card INIT ERROR ; ; Destroys AF, B. ; ; ; NOTE: 'pause1' delay needs to be tuned if run on overclocked ZX clones ; ;----------------------------------------------------------------------------------------- ; XLIB mmc_init LIB cs_high LIB cs_low LIB mmc_wait_response LIB mmc_write_command INCLUDE "zxmmc.def" mmc_init: call cs_high ; set cs high ld b,10 ; sends 80 clocks ld a,$FF l_init: out (SPI_PORT),a djnz l_init nop call cs_low ; set cs low ld a,MMC_GO_IDLE_STATE call mmc_write_command call mmc_wait_response cp $01 ; MMC should respond 01 to this command jr nz,mmc_reset_failed ; fail to reset ld bc,120 ; retry counter*256 (about five seconds @3.5MHz) mmc_reset_ok: call cs_high ; set cs high ld a,$FF out (SPI_PORT),a ; 8 extra clock cycles nop nop call cs_low ; set cs low ld a,MMC_SEND_OP_COND ; Sends OP_COND command call mmc_write_command call mmc_wait_response ; MMC_WAIT_RESPONSE tries to receive a response reading an SPI bit 0,a ; D0 SET = initialization still in progress... jr z,mmc_init_ok djnz mmc_reset_ok ; if no response, tries to send the entire block 254 more times dec c jr nz,mmc_reset_ok ld a,2 ; error code for INIT ERROR jr mmc_errorx mmc_init_ok: call cs_high ; set cs high in a,(SPI_PORT) ; some extra clock cycles call pause1 xor a ret mmc_reset_failed: ; MMC Reset error ld a,1 mmc_errorx: call cs_high ret pause1: push hl ld hl,$8000 ; OK for 3.5MHz ONLY (7MHz requires two calls or ld hl,0 and so on) loop3: dec hl ld a,h or l jr nz,loop3 pop hl ret
source/oasis/program-elements-enumeration_representation_clauses.ads
optikos/oasis
0
22038
<filename>source/oasis/program-elements-enumeration_representation_clauses.ads -- Copyright (c) 2019 <NAME> <<EMAIL>> -- -- SPDX-License-Identifier: MIT -- License-Filename: LICENSE ------------------------------------------------------------- with Program.Elements.Representation_Clauses; with Program.Lexical_Elements; with Program.Elements.Expressions; with Program.Elements.Array_Aggregates; package Program.Elements.Enumeration_Representation_Clauses is pragma Pure (Program.Elements.Enumeration_Representation_Clauses); type Enumeration_Representation_Clause is limited interface and Program.Elements.Representation_Clauses.Representation_Clause; type Enumeration_Representation_Clause_Access is access all Enumeration_Representation_Clause'Class with Storage_Size => 0; not overriding function Name (Self : Enumeration_Representation_Clause) return not null Program.Elements.Expressions.Expression_Access is abstract; not overriding function Expression (Self : Enumeration_Representation_Clause) return not null Program.Elements.Array_Aggregates.Array_Aggregate_Access is abstract; type Enumeration_Representation_Clause_Text is limited interface; type Enumeration_Representation_Clause_Text_Access is access all Enumeration_Representation_Clause_Text'Class with Storage_Size => 0; not overriding function To_Enumeration_Representation_Clause_Text (Self : aliased in out Enumeration_Representation_Clause) return Enumeration_Representation_Clause_Text_Access is abstract; not overriding function For_Token (Self : Enumeration_Representation_Clause_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function Use_Token (Self : Enumeration_Representation_Clause_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; not overriding function Semicolon_Token (Self : Enumeration_Representation_Clause_Text) return not null Program.Lexical_Elements.Lexical_Element_Access is abstract; end Program.Elements.Enumeration_Representation_Clauses;
gcc-gcc-7_3_0-release/gcc/testsuite/gnat.dg/inline3_pkg.adb
best08618/asylo
7
19306
package body Inline3_Pkg is procedure Test (I : Integer) is function F (J : Integer) return Integer is begin return I - J; end; begin if I /= F (I) then raise Program_Error; end if; end; end Inline3_Pkg;
Transynther/x86/_processed/NONE/_st_zr_un_/i9-9900K_12_0xca.log_21829_570.asm
ljhsiun2/medusa
9
4767
<filename>Transynther/x86/_processed/NONE/_st_zr_un_/i9-9900K_12_0xca.log_21829_570.asm .global s_prepare_buffers s_prepare_buffers: push %r11 push %r12 push %r15 push %r8 push %rbp push %rcx push %rdi push %rdx push %rsi lea addresses_A_ht+0xe9f0, %rbp nop nop xor %r8, %r8 and $0xffffffffffffffc0, %rbp vmovntdqa (%rbp), %ymm0 vextracti128 $0, %ymm0, %xmm0 vpextrq $0, %xmm0, %r15 nop nop nop nop sub %r12, %r12 lea addresses_WT_ht+0x159fd, %r8 nop nop nop inc %r11 movl $0x61626364, (%r8) add %r15, %r15 lea addresses_WC_ht+0x1e0f0, %r8 nop add $31354, %rdx mov (%r8), %rbp and $279, %rdx lea addresses_D_ht+0xb7f0, %r8 nop nop add %rbp, %rbp mov $0x6162636465666768, %r12 movq %r12, %xmm3 movups %xmm3, (%r8) xor $13057, %r11 lea addresses_WT_ht+0x164fe, %rsi lea addresses_WT_ht+0x19f0, %rdi clflush (%rsi) xor %r15, %r15 mov $4, %rcx rep movsw nop xor $11945, %rdx pop %rsi pop %rdx pop %rdi pop %rcx pop %rbp pop %r8 pop %r15 pop %r12 pop %r11 ret .global s_faulty_load s_faulty_load: push %r10 push %r11 push %r12 push %r14 push %rbp push %rdx push %rsi // Store lea addresses_UC+0xd3f0, %r10 nop nop sub %rsi, %rsi mov $0x5152535455565758, %r14 movq %r14, %xmm5 vmovntdq %ymm5, (%r10) nop nop nop nop cmp $30642, %r12 // Faulty Load lea addresses_WC+0xe3f0, %rsi nop nop dec %rdx movb (%rsi), %r12b lea oracles, %r11 and $0xff, %r12 shlq $12, %r12 mov (%r11,%r12,1), %r12 pop %rsi pop %rdx pop %rbp pop %r14 pop %r12 pop %r11 pop %r10 ret /* <gen_faulty_load> [REF] {'OP': 'LOAD', 'src': {'size': 4, 'NT': False, 'type': 'addresses_WC', 'same': False, 'AVXalign': False, 'congruent': 0}} {'OP': 'STOR', 'dst': {'size': 32, 'NT': True, 'type': 'addresses_UC', 'same': False, 'AVXalign': False, 'congruent': 11}} [Faulty Load] {'OP': 'LOAD', 'src': {'size': 1, 'NT': False, 'type': 'addresses_WC', 'same': True, 'AVXalign': False, 'congruent': 0}} <gen_prepare_buffer> {'OP': 'LOAD', 'src': {'size': 32, 'NT': True, 'type': 'addresses_A_ht', 'same': False, 'AVXalign': False, 'congruent': 9}} {'OP': 'STOR', 'dst': {'size': 4, 'NT': False, 'type': 'addresses_WT_ht', 'same': True, 'AVXalign': False, 'congruent': 0}} {'OP': 'LOAD', 'src': {'size': 8, 'NT': False, 'type': 'addresses_WC_ht', 'same': True, 'AVXalign': False, 'congruent': 8}} {'OP': 'STOR', 'dst': {'size': 16, 'NT': False, 'type': 'addresses_D_ht', 'same': True, 'AVXalign': False, 'congruent': 6}} {'OP': 'REPM', 'src': {'same': False, 'type': 'addresses_WT_ht', 'congruent': 0}, 'dst': {'same': False, 'type': 'addresses_WT_ht', 'congruent': 8}} {'00': 4, '58': 21615, '5f': 210} 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 5f 5f 5f 5f 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 5f 5f 5f 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 5f 5f 58 5f 58 58 58 58 58 58 58 58 5f 5f 5f 5f 5f 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 */
PVPokeMini/PokeMini/pokemini-code/dev-misc/examples/framebuffer/framebuffer.asm
DaddyCal/Provenance
0
9508
<reponame>DaddyCal/Provenance<filename>PVPokeMini/PokeMini/pokemini-code/dev-misc/examples/framebuffer/framebuffer.asm .include "pm_libs/pm_init.s" pm_header "TestFramebuf", IRQ_KEY_POWER, 0 ; Shutdown down when power key pressed irq_key_power: cint CINT_SHUTDOWN main: ; Enable interrupts enable_irqs IRQ_KEY_POWER | IRQ_PRC_COPY ; PRC_COPY declared to wake up HALT enable_mirq ; Blank LCD mov a, 0 cint CINT_TMP_CONTRAST ; Setup PRC mov [n+PRC_MODE], PRC_ENABLE mov [n+PRC_RATE], PRC_24FPS ; Copy image to VRAM mov y, teampokeme mov x, VRAM_BASE mov hl, 768 : mov a, [y] mov [x], a inc x inc y dec hl jnzb :b ; Fade in mov a, 0 : push a cint CINT_TMP_CONTRAST pop a halt inc a cmp a, $20 jnzb :b ; Wait for any key press mov a, 0 : halt mov a, [n+KEY_PAD] cmp a, $FF jzb :b ; Fade out mov a, $20 : push a cint CINT_TMP_CONTRAST pop a halt dec a jnzb :b ; Shutdown cint CINT_SHUTDOWN pm_align_tiles teampokeme: .incbin "teampokeme.bin" pm_rominfo
Data/List/Sorting/InsertionSort.agda
Lolirofle/stuff-in-agda
6
1648
import Lvl open import Data.Boolean open import Type module Data.List.Sorting.InsertionSort {ℓ} {T : Type{ℓ}} (_≤?_ : T → T → Bool) where open import Data.List import Data.List.Functions as List open import Data.List.Sorting.Functions(_≤?_) insertion-sort : List(T) → List(T) insertion-sort = List.foldᵣ insert ∅ module Proofs where open import Data.Boolean.Stmt open import Data.List.Relation.Permutation open import Data.List.Sorting(_≤?_) open import Data.List.Sorting.Proofs(_≤?_) open import Functional using (_∘₂_) open import Logic.Propositional open import Relator.Equals open import Structure.Relator.Properties open import Syntax.Transitivity module _ (asym : ∀{x y} → (x ≤? y ≡ not(y ≤? x))) where -- TODO: Use Structure.Relator.Properties.Asymmetry by the relation (IsTrue ∘₂ (_≤?_)) instance insertion-sort-sorted-proof : ∀{l} → Sorted(insertion-sort l) insertion-sort-sorted-proof {∅} = empty insertion-sort-sorted-proof {x ⊰ l} = insert-sorted-proof asym (insertion-sort-sorted-proof {l}) insert-permutation-proof : ∀{x}{l} → ((insert x l) permutes (x ⊰ l)) insert-permutation-proof {x} {∅} = prepend _permutes_.empty insert-permutation-proof {x} {a ⊰ l} with (x ≤? a) ... | 𝑇 = reflexivity(_permutes_) ... | 𝐹 = a ⊰ insert x l 🝖-[ _permutes_.prepend (insert-permutation-proof {x} {l}) ] a ⊰ x ⊰ l 🝖-[ _permutes_.swap ] x ⊰ a ⊰ l 🝖-end instance insertion-sort-permutation-proof : ∀{l} → ((insertion-sort l) permutes l) insertion-sort-permutation-proof {∅} = _permutes_.empty insertion-sort-permutation-proof {x ⊰ l} = insertion-sort (x ⊰ l) 🝖-[ insert-permutation-proof ] x ⊰ (insertion-sort l) 🝖-[ prepend (insertion-sort-permutation-proof {l}) ] x ⊰ l 🝖-end instance insertion-sort-sorting-algorithm : SortingAlgorithm(insertion-sort) SortingAlgorithm.sorts insertion-sort-sorting-algorithm {l} = insertion-sort-sorted-proof {l} SortingAlgorithm.permutes insertion-sort-sorting-algorithm = insertion-sort-permutation-proof