repo_id stringlengths 4 98 | size int64 611 5.02M | file_path stringlengths 1 276 | content stringlengths 611 5.02M | shard_id int64 0 109 | quality_score float32 0.5 1 | quality_prediction int8 1 1 | quality_confidence float32 0.5 1 | topic_primary stringclasses 1 value | topic_group stringclasses 1 value | topic_score float32 0.05 1 | topic_all stringclasses 96 values | quality2_score float32 0.5 1 | quality2_prediction int8 1 1 | quality2_confidence float32 0.5 1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
richemslie/galvanise_zero | 1,587 | src/cpp/player.h | #pragma once
#include "events.h"
#include "scheduler.h"
#include "gdltransformer.h"
#include <statemachine/basestate.h>
#include <statemachine/jointmove.h>
#include <statemachine/statemachine.h>
namespace GGPZero {
// forwards
class PuctEvaluator;
struct PuctConfig;
struct PuctNodeChild;
struct PuctNodeDebug;
// this is a bit of hack, wasnt really designed to actually play from c++
class Player {
public:
Player(GGPLib::StateMachineInterface* sm,
const GGPZero::GdlBasesTransformer* transformer,
PuctConfig* conf);
~Player();
public:
// python side
void updateConfig(float think_time, int converge_relaxed, bool verbose);
void puctPlayerReset(int game_depth);
void puctApplyMove(const GGPLib::JointMove* move);
void puctPlayerMove(const GGPLib::BaseState* state, int iterations, double end_time);
std::tuple <int, float, int> puctPlayerGetMove(int lead_role_index);
void balanceNode(int max_count);
std::vector <PuctNodeDebug> treeDebugInfo(int max_count);
const ReadyEvent* poll(int predict_count, std::vector <float*>& data);
private:
const GdlBasesTransformer* transformer;
PuctConfig* config;
PuctEvaluator* evaluator;
NetworkScheduler* scheduler;
bool first_play;
// store the choice of onNextMove()...
const PuctNodeChild* on_next_move_choice;
// Events
ReadyEvent ready_event;
PredictDoneEvent predict_done_event;
};
}
| 411 | 0.912488 | 1 | 0.912488 | game-dev | MEDIA | 0.444138 | game-dev | 0.720353 | 1 | 0.720353 |
GGgRain/Unreal-Joint | 4,851 | Source/Joint/Private/SubSystem/JointSubsystem.cpp | //Copyright 2022~2024 DevGrain. All Rights Reserved.
#include "SubSystem/JointSubsystem.h"
#include "JointActor.h"
#include "JointManager.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Engine/Blueprint.h"
#include "UObject/UObjectIterator.h"
#include "Engine/GameInstance.h"
#include "EngineUtils.h"
#include "TimerManager.h"
AJointActor* UJointSubsystem::CreateJoint(
UObject* WorldContextObject,
UJointManager* JointAssetToPlay,
TSubclassOf<AJointActor> OptionalJointInstanceSubclass)
{
if (!WorldContextObject || !WorldContextObject->GetWorld() || JointAssetToPlay == nullptr || !JointAssetToPlay->IsValidLowLevel())
return nullptr;
if(AJointActor* JointActor = WorldContextObject->GetWorld()->SpawnActor<AJointActor>(OptionalJointInstanceSubclass.Get() ? OptionalJointInstanceSubclass.Get() : AJointActor::StaticClass()))
{
JointActor->RequestSetJointManager(JointAssetToPlay);
return JointActor;
}
return nullptr;
}
AJointActor* UJointSubsystem::FindJoint(UObject* WorldContextObject, FGuid JointGuid)
{
if (WorldContextObject != nullptr && WorldContextObject->GetWorld())
{
for (TActorIterator<AJointActor> ActorItr(WorldContextObject->GetWorld()); ActorItr; ++ActorItr)
{
if (!(*ActorItr)->IsValidLowLevel()) { continue; }
if ((*ActorItr)->JointGuid == JointGuid) return *ActorItr;
}
}
return nullptr;
}
TArray<class AJointActor*> UJointSubsystem::GetAllJoints(UObject* WorldContextObject)
{
TArray<AJointActor*> Array;
if (WorldContextObject != nullptr && WorldContextObject->GetWorld())
{
for (TActorIterator<AJointActor> ActorItr(WorldContextObject->GetWorld()); ActorItr; ++ActorItr)
{
if (!(*ActorItr)->IsValidLowLevel()) { continue; }
Array.Add(*ActorItr);
}
}
return Array;
}
UJointSubsystem* UJointSubsystem::Get(UObject* WorldContextObject)
{
if (WorldContextObject != nullptr)
if (UWorld* WorldRef = WorldContextObject->GetWorld())
if (UGameInstance* GI = WorldRef->GetGameInstance())
if (UJointSubsystem* SS = GI->GetSubsystem<UJointSubsystem>())
return SS;
return nullptr;
}
TArray<FGuid> UJointSubsystem::GetJointsGuidStartedOnThisFrame(UObject* WorldContextObject)
{
if (UJointSubsystem* Subsystem = Get(WorldContextObject)){
return Subsystem->CachedJointBeginOnFrame;
}
TArray<FGuid> Array;
return Array;
}
TArray<FGuid> UJointSubsystem::GetJointsGuidEndedOnThisFrame(UObject* WorldContextObject)
{
if (UJointSubsystem* Subsystem = Get(WorldContextObject)){
return Subsystem->CachedJointEndOnFrame;
}
TArray<FGuid> Array;
return Array;
}
void UJointSubsystem::OnJointStarted(AJointActor* Actor)
{
if (Actor == nullptr && !Actor->IsValidLowLevel()) return;
AddStartedJointToCaches(Actor);
BroadcastOnJointStarted(Actor, Actor->JointGuid);
RequestFrameCachesClearOnNextFrame();
CachedTime = GetWorld()->GetTimeSeconds();
}
void UJointSubsystem::OnJointEnded(AJointActor* Actor)
{
if (Actor == nullptr && !Actor->IsValidLowLevel()) return;
AddEndedJointToCaches(Actor);
BroadcastOnJointEnded(Actor, Actor->JointGuid);
RequestFrameCachesClearOnNextFrame();
CachedTime = GetWorld()->GetTimeSeconds();
}
void UJointSubsystem::AddStartedJointToCaches(AJointActor* Actor)
{
if (GetWorld() == nullptr) return;
//Clear cache immediately since we see the cache has been stored in the previous frame.
if (CachedTime != GetWorld()->GetTimeSeconds()) ClearCachedJointFrameData();
if (Actor == nullptr) return;
CachedJointBeginOnFrame.Add(Actor->JointGuid);
CachedTime = GetWorld()->GetTimeSeconds();
}
void UJointSubsystem::AddEndedJointToCaches(AJointActor* Actor)
{
if (GetWorld() == nullptr) return;
//Clear cache immediately since we see the cache has been stored in the previous frame.
if (CachedTime != GetWorld()->GetTimeSeconds()) ClearCachedJointFrameData();
if (Actor == nullptr) return;
CachedJointEndOnFrame.Add(Actor->JointGuid);
CachedTime = GetWorld()->GetTimeSeconds();
}
void UJointSubsystem::RequestFrameCachesClearOnNextFrame()
{
if (bCacheClearRequested) return;
GetWorld()->GetTimerManager().SetTimerForNextTick([this]()
{
this->ClearCachedJointFrameData();
});
bCacheClearRequested = true;
}
void UJointSubsystem::ClearCachedJointFrameData()
{
if (!CachedJointBeginOnFrame.IsEmpty()) CachedJointBeginOnFrame.Empty();
if (!CachedJointEndOnFrame.IsEmpty()) CachedJointEndOnFrame.Empty();
bCacheClearRequested = false;
}
void UJointSubsystem::BroadcastOnJointStarted(AJointActor* Actor, FGuid JointGuid)
{
if (OnJointBeginDelegate.IsBound()) OnJointBeginDelegate.Broadcast(Actor, JointGuid);
}
void UJointSubsystem::BroadcastOnJointEnded(AJointActor* Actor, FGuid JointGuid)
{
if (OnJointEndDelegate.IsBound()) OnJointEndDelegate.Broadcast(Actor, JointGuid);
}
UWorld* UJointSubsystem::GetWorld() const { return GetGameInstance()->GetWorld(); }
| 411 | 0.607613 | 1 | 0.607613 | game-dev | MEDIA | 0.800798 | game-dev | 0.747485 | 1 | 0.747485 |
cloudhu/ChineseChessVR | 1,044 | Assets/VRTK/Examples/Resources/Scripts/RealGun_SafetySwitch.cs | namespace VRTK.Examples
{
using UnityEngine;
public class RealGun_SafetySwitch : VRTK_InteractableObject
{
public bool safetyOff = true;
private float offAngle = 40f;
private Vector3 fixedPosition;
public override void StartUsing(GameObject currentUsingObject)
{
base.StartUsing(currentUsingObject);
SetSafety(!safetyOff);
}
protected void Start()
{
fixedPosition = transform.localPosition;
SetSafety(safetyOff);
}
protected override void Update()
{
base.Update();
transform.localPosition = fixedPosition;
if (safetyOff)
{
transform.localEulerAngles = new Vector3(0f, 0f, 0f);
}
else
{
transform.localEulerAngles = new Vector3(0f, offAngle, 0f);
}
}
private void SetSafety(bool safety)
{
safetyOff = safety;
}
}
} | 411 | 0.738782 | 1 | 0.738782 | game-dev | MEDIA | 0.992652 | game-dev | 0.651227 | 1 | 0.651227 |
nasa/europa | 1,686 | examples/Rover/java/Rover/Main.java | package Rover;
import psengine.PSEngine;
import psengine.PSUtil;
import psengine.util.LibraryLoader;
import org.ops.ui.main.swing.PSDesktop;
import bsh.Interpreter;
class Main
{
protected static PSEngine psEngine_;
public static void main(String args[])
{
String debugMode = args[0];
PSUtil.loadLibraries(debugMode);
psEngine_ = PSEngine.makeInstance();
psEngine_.start();
Runtime.getRuntime().addShutdownHook(new ShutdownHook());
loadCustomCode(debugMode);
if(args.length > 2 && args[2].equals("nogui"))
{
Interpreter bshInterpreter_ = new bsh.Interpreter();
try {
bshInterpreter_.set("psengine", psEngine_);
bshInterpreter_.eval("source(\""+args[1]+"\");");
}
catch (Exception e) {
throw new RuntimeException(e);
}
}
else
{
PSDesktop d = PSDesktop.makeInstance(psEngine_,args);
d.runUI();
}
}
protected static void loadCustomCode(String debugMode)
{
//Load module with any custom code if it exists:
String libName = "Rover_" + debugMode;
String fullLibName = LibraryLoader.getResolvedName(libName);
if(fullLibName == null) {
// Run 'make' to compile the library if you need it:
System.out.println("INFO: Custom library " + libName + " wasn't found and won't be loaded.");
}
else {
// WARNING: Shared library loaded twice (see ticket #164)
System.load(fullLibName);
psEngine_.loadModule(fullLibName);
}
}
static class ShutdownHook extends Thread
{
public ShutdownHook()
{
super("ShutdownHook");
}
public void run()
{
psEngine_.shutdown();
}
}
}
| 411 | 0.782517 | 1 | 0.782517 | game-dev | MEDIA | 0.420831 | game-dev,cli-devtools | 0.909732 | 1 | 0.909732 |
Arkania/ArkCORE-NG | 4,817 | src/server/collision/VMapTools.h | /*
* Copyright (C) 2011-2016 ArkCORE <http://www.arkania.net/>
* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _VMAPTOOLS_H
#define _VMAPTOOLS_H
#include <G3D/CollisionDetection.h>
#include <G3D/AABox.h>
#include "NodeValueAccess.h"
/**
The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure.
This is an iterator that helps us analysing the BSP-Trees.
The collision detection is modified to return true, if we are inside an object.
*/
namespace VMAP
{
template<class TValue>
class IntersectionCallBack {
public:
TValue* closestEntity;
G3D::Vector3 hitLocation;
G3D::Vector3 hitNormal;
void operator()(const G3D::Ray& ray, const TValue* entity, bool pStopAtFirstHit, float& distance) {
entity->intersect(ray, distance, pStopAtFirstHit, hitLocation, hitNormal);
}
};
//==============================================================
//==============================================================
//==============================================================
class MyCollisionDetection
{
private:
public:
static bool collisionLocationForMovingPointFixedAABox(
const G3D::Vector3& origin,
const G3D::Vector3& dir,
const G3D::AABox& box,
G3D::Vector3& location,
bool& Inside)
{
// Integer representation of a floating-point value.
#define IR(x) (reinterpret_cast<G3D::uint32 const&>(x))
Inside = true;
const G3D::Vector3& MinB = box.low();
const G3D::Vector3& MaxB = box.high();
G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f);
// Find candidate planes.
for (int i = 0; i < 3; ++i)
{
if (origin[i] < MinB[i])
{
location[i] = MinB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
MaxT[i] = (MinB[i] - origin[i]) / dir[i];
}
}
else if (origin[i] > MaxB[i])
{
location[i] = MaxB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
MaxT[i] = (MaxB[i] - origin[i]) / dir[i];
}
}
}
if (Inside)
{
// definite hit
location = origin;
return true;
}
// Get largest of the maxT's for final choice of intersection
int WhichPlane = 0;
if (MaxT[1] > MaxT[WhichPlane])
{
WhichPlane = 1;
}
if (MaxT[2] > MaxT[WhichPlane])
{
WhichPlane = 2;
}
// Check final candidate actually inside box
if (IR(MaxT[WhichPlane]) & 0x80000000)
{
// Miss the box
return false;
}
for (int i = 0; i < 3; ++i)
{
if (i != WhichPlane)
{
location[i] = origin[i] + MaxT[WhichPlane] * dir[i];
if ((location[i] < MinB[i]) ||
(location[i] > MaxB[i]))
{
// On this plane we're outside the box extents, so
// we miss the box
return false;
}
}
}
/*
// Choose the normal to be the plane normal facing into the ray
normal = G3D::Vector3::zero();
normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0;
*/
return true;
#undef IR
}
};
}
#endif
| 411 | 0.853971 | 1 | 0.853971 | game-dev | MEDIA | 0.934361 | game-dev | 0.965808 | 1 | 0.965808 |
emileb/OpenGames | 10,684 | opengames/src/main/jni/abuse-0.8_orig/data/lisp/duong.lsp | ;; Copyright 1995 Crack dot Com, All Rights reserved
;; See licensing information for more details on usage rights
(defun mine_ai ()
(if (or (eq (total_objects) 0) (not (eq (with_object (get_object 0) (aistate)) 0)))
(select (aistate)
(0 (if (touching_bg)
(progn (set_state running)
(if (eq (xvel) 1)
(progn
(with_object (bg)
(make_view_solid (find_rgb 250 10 10)))
(hurt_radius (x) (y) 40 35 nil 20))
(hurt_radius (x) (y) 40 25 nil 20))
(go_state 1))
(next_picture))
T)
(1 (next_picture)))
T))
(def_char CONC
(funs (ai_fun mine_ai))
(fields ("xvel" conc_flash))
(states "art/chars/mine.spe"
(running (seq "mine" 1 8))
(stopped '("mine0001.pcx" "mine_off"))))
(defun air_mine_ai ()
(if (or (eq (total_objects) 0) ;; turned on?
(not (eq (with_object (get_object 0) (aistate)) 0)))
(if (touching_bg)
(progn
(if (eq (xvel) 1)
(with_object (bg) (make_view_solid (find_rgb 250 10 10))))
(do_explo 40 25)
nil)
(progn (next_picture)
T))
T))
(def_char CONC_AIR
(funs (ai_fun air_mine_ai))
(fields ("xvel" conc_flash))
(states "art/chars/mine.spe"
(stopped (seq "amin" 1 2))))
(defun bomb_cons ()
(setq blink_time 14))
(defun bomb_ai ()
(select (aistate)
(0 ;; wait for a signal if connected, or wait for player touch
(if (activated)
(go_state 1)
T))
(1 ;; count down blink time until zero then blow up
(if (< blink_time 1)
(go_state 2)
(progn
(if (or (< blink_time 10)
(and (< blink_time 18) (eq (mod blink_time 2) 0))
(and (< blink_time 30) (eq (mod blink_time 3) 0))
(and (< blink_time 50) (eq (mod blink_time 4) 0)))
(progn
(play_sound TICK_SND 127 (x) (y))
(next_picture)))
(setq blink_time (- blink_time 1))
T)))
(2 ;; blow up
(let ((oldy (y)))
(set_y (- (y) (/ (picture_height) 2)))
(do_explo 40 (get_ability jump_yvel))
(if (> (get_ability jump_yvel) 100)
(add_object EXPLODE1 (+ (x) (random 10)) (+ (+ (random 10) (y)) -20) 0))
(set_y oldy))
nil)))
(def_char BOMB
(funs (ai_fun bomb_ai)
(constructor bomb_cons))
(abilities (jump_yvel 30))
(range 150 150)
(vars blink_time)
(fields ("blink_time" bomb_blink))
(states "art/chars/mine.spe"
(stopped '("abomb0001.pcx" "abomb0002.pcx"))))
(def_char BIG_BOMB
(funs (ai_fun bomb_ai)
(constructor bomb_cons))
(abilities (jump_yvel 400))
(range 150 150)
(vars blink_time)
(fields ("blink_time" bomb_blink))
(states "art/chars/mine.spe"
(stopped '("abomb0001.pcx+" "abomb0002.pcx+"))))
(defun block_ai ()
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
T))
(def_char BLOCK
;block has only 1 frame now will have block blowing up
(funs (ai_fun block_ai))
(flags (can_block T)
(hurtable T))
(abilities (start_hp 30))
(states "art/chars/block.spe"
(stopped "block.pcx")
(dieing (seq "bexplo" 1 7))))
(defun trap_door_ai ()
(if (> (total_objects) 0)
(select (aistate)
(0 ;; wait for switch to go off
(if (not (eq (with_object (get_object 0) (aistate)) 0))
(progn
(set_state running)
(go_state 1))))
(1 ;; wait for animation
(if (next_picture) T
(progn
(set_state blocking)
(set_aistate 2))))
(2 ;; just stay here
T)))
T)
(defun strap_door_ai ()
(general_sdoor_ai nil))
(def_char TRAP_DOOR2
(funs (ai_fun strap_door_ai))
(flags (can_block T))
(abilities (start_hp 30))
(states "art/chars/tdoor.spe"
(stopped "tdor0001.pcx")
(running (seq "tdor" 1 7))
(walking (seq "tdor" 7 1))
(blocking "tdor0007.pcx")))
(def_char TRAP_DOOR3
(funs (ai_fun strap_door_ai))
(flags (can_block T))
(abilities (start_hp 30))
(states "art/chars/tdoor.spe"
(stopped "cdor0001.pcx")
(running (seq "cdor" 1 7))
(walking (seq "cdor" 7 1))
(blocking "cdor0007.pcx")))
(defun lightin_ai ()
(if (or (eq (total_objects) 0) (not (eq (with_object (get_object 0) (aistate)) 0)))
(select (aistate)
(0 ;; delay
(if (< (state_time) (* (aitype) 2)) (set_state stopped)
(progn
; (hurt_radius (x) (y) 40 30 nil 30)
(set_state running)
(play_sound ELECTRIC_SND 127 (x) (y))
(go_state 1))))
(1 ;; next picture
(if (next_picture) T
(set_aistate 0)))))
T)
(def_char LIGHTIN
(funs (ai_fun lightin_ai))
(flags (can_block T))
(fields ("aitype" lightin_speed))
(states "art/chars/lightin.spe"
(running (seq "lite" 1 9))
(stopped "lite0001.pcx")))
(defun lava_ai ()
(if (and (touching_bg) (eq (mod (state_time) 20) 0))
(do_damage 6 (bg)))
(select (aistate)
(0 (if (eq (random 100) 0)
(progn
(play_sound LAVA_SND 64 (x) (y))
(set_aistate 1)))
(next_picture))
(1 (next_picture)
(if (eq (state_time) 5)
(progn
(hurt_radius (x) (y) 20 20 nil 10)
(set_aistate 0)))))
T)
(def_char LAVA
(funs (ai_fun lava_ai))
(states "art/chars/lava.spe"
(stopped (seq "lava" 1 15))))
;; XXX: Mac Abuse reimplements this in C++
(defun tp2_ai ()
(if (> (total_objects) 0)
(select (aistate)
(0 ;; wait for player to activate
(if (and (touching_bg) (eq (total_objects) 1))
(progn
(if (with_object (bg) (pressing_action_key))
(progn
(link_object (bg))
(set_state running)
(play_sound TELEPORTER_SND 127 (x) (y))
(set_aistate 1))))))
(1 ;; wait for animation
(if (next_picture)
(let ((x (x))
(y (- (y) 16))
(fade (if (< (current_frame) 16) (current_frame) 15)))
(with_object (get_object 1)
(progn
(set_x x)
(set_y y)
(user_fun SET_FADE_COUNT fade)
(setq is_teleporting 1)
)))
(let ((x (with_object (get_object 0) (x)))
(y (with_object (get_object 0) (- (y) 16))))
(with_object (get_object 1)
(progn
(set_x x)
(set_y y)
(setq is_teleporting 0)
(user_fun SET_FADE_COUNT 0)
))
(remove_object (get_object 1))
(set_aistate 0))))))
T)
(def_char TELE2
(funs (ai_fun tp2_ai))
(flags (can_block T))
(states "art/chars/teleport.spe"
(stopped "close")
(running (seq "elec" 1 15))))
(defun bolder_ai ()
(if (or (eq (total_objects) 0) (not (eq (with_object (get_object 0) (aistate)) 0)))
(if (eq (hp) 0)
(progn
(play_sound P_EXPLODE_SND 127 (x) (y))
(add_object EXPLODE1 (+ (x) (random 5)) (+ (y) (random 5)) 0)
(add_object EXPLODE1 (+ (x) (random 5)) (+ (y) (random 5)) 2)
(add_object EXPLODE1 (- (x) (random 5)) (- (y) (random 5)) 1)
(add_object EXPLODE1 (- (x) (random 5)) (- (y) (random 5)) 2)
(with_object (add_object SMALL_BOLDER (x) (y)) (progn (set_xvel -4) (set_yvel -8)))
(with_object (add_object SMALL_BOLDER (x) (y)) (progn (set_xvel 4) (set_yvel -9)))
(with_object (add_object SMALL_BOLDER (x) (y)) (progn (set_xvel 2) (set_yvel -5)))
(with_object (add_object SMALL_BOLDER (x) (y)) (progn (set_xvel -3) (set_yvel -5)))
(with_object (add_object SMALL_BOLDER (x) (y)) (progn (set_xvel -1) (set_yvel 2)))
(add_object EXP_LIGHT (x) (y) 100)
nil)
(progn
(next_picture)
(set_yvel (+ (yvel) 1))
(let ((old_yv (yvel))
(old_xv (xvel))
(old_x (x))
(old_y (y))
(status (float_tick)))
(let ((new_x (x))
(new_y (y))
(set_x old_x)
(set_y old_y))
(platform_push (- new_x (x)) (- new_y (y)))
(set_x new_x)
(set_y new_y))
(hurt_radius (x) (y) 19 30 (me) 15)
(if (not (eq status T));; T means we did not hit anything
(let ((block_flags (car status)))
(if (or (blocked_up block_flags) (blocked_down block_flags));; bounce up/down
(progn
(if (> (abs old_yv) 3)
(play_sound SBALL_SND 127 (x) (y)))
(set_xvel old_xv)
(if (> old_yv 1)
(set_yvel (- 2 old_yv))
(set_yvel (- 0 old_yv))))
(if (or (blocked_left block_flags) (blocked_right block_flags));; bounce left/right
(progn
(set_yvel old_yv)
(set_xvel (- 0 old_xv))))))))
T))
T))
(defun bolder_cons ()
(set_xvel -4)
(set_yvel 0))
(defun bold_dam (amount from hitx hity push_xvel push_yvel)
(add_object EXPLODE3 (+ (x) (- 10 (random 20))) (- (y) (random 30)) 0)
(damage_fun amount from hitx hity (/ push_xvel 10) (/ push_yvel 2)))
(def_char BOLDER
(funs (ai_fun bolder_ai)
(damage_fun bold_dam)
(constructor bolder_cons))
(flags (can_block T)
(add_front T)
(hurtable T))
(range 200 200)
(abilities (start_hp 40))
(fields ("xvel" ai_xvel)
("yvel" ai_yvel)
("hp" ai_health)
)
(states "art/bold.spe"
(stopped '("bold0001.pcx" "bold0001.pcx" "bold0001.pcx"
"bold0002.pcx" "bold0002.pcx" "bold0002.pcx"
"bold0003.pcx" "bold0003.pcx" "bold0003.pcx"
"bold0004.pcx" "bold0004.pcx" "bold0004.pcx"))))
(defun bounce_move (left_stub right_stub up_stub down_stub nothing_stub)
(let ((old_yv (yvel))
(old_xv (xvel))
(status (float_tick)))
(if (not (eq status T)) ;; T means we did not hit anything
(let ((block_flags (car status)))
(if (blocked_up block_flags) ;; bounce up/down
(progn
(set_xvel old_xv)
(if (> old_yv 1)
(set_yvel (- 2 old_yv))
(set_yvel (- 0 old_yv)))
(eval up_stub))
(if (blocked_down block_flags)
(progn
(set_xvel old_xv)
(if (> old_yv 1)
(set_yvel (- 2 old_yv))
(set_yvel (- 0 old_yv)))
(eval down_stub))
(if (blocked_left block_flags)
(progn
(set_yvel old_yv)
(set_xvel (- 0 old_xv))
(eval left_stub))
(if (blocked_right block_flags)
(progn
(set_yvel old_yv)
(set_xvel (- 0 old_xv))
(eval right_stub)))))))
(eval nothing_stub))))
(defun small_rock_ai ()
(next_picture)
(set_yvel (+ (yvel) 1))
(bounce_move T T T
'(progn (add_object EXPLODE1 (+ (x) (random 10)) (- (+ (random 5) (y)) 10) 0)
(add_object EXPLODE1 (- (x) (random 10)) (- (- (y) (random 5)) 10) 2)
(play_sound P_EXPLODE_SND 127 (x) (y))
(hurt_radius (x) (y) 40 15 (if (> (total_objects) 0)
(get_object 0)
nil) 20)
nil) T))
(def_char SMALL_BOLDER
(funs (ai_fun small_rock_ai))
(flags (add_front T)
(unlistable T))
(states "art/bold.spe"
(stopped "bsmall")))
| 411 | 0.863822 | 1 | 0.863822 | game-dev | MEDIA | 0.701948 | game-dev | 0.972553 | 1 | 0.972553 |
cocos2d/cocos2d-x-samples | 7,021 | samples/SwiftTetris/cocos2d/cocos/editor-support/cocostudio/ActionTimeline/CCActionTimeline.cpp | /****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
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.
****************************************************************************/
#include "CCActionTimeline.h"
USING_NS_CC;
NS_TIMELINE_BEGIN
// ActionTimelineData
ActionTimelineData* ActionTimelineData::create(int actionTag)
{
ActionTimelineData * ret = new ActionTimelineData();
if (ret && ret->init(actionTag))
{
ret->autorelease();
}
else
{
CC_SAFE_DELETE(ret);
}
return ret;
}
ActionTimelineData::ActionTimelineData()
: _actionTag(0)
{
}
bool ActionTimelineData::init(int actionTag)
{
_actionTag = actionTag;
return true;
}
// ActionTimeline
ActionTimeline* ActionTimeline::create()
{
ActionTimeline* object = new ActionTimeline();
if (object && object->init())
{
object->autorelease();
return object;
}
CC_SAFE_DELETE(object);
return nullptr;
}
ActionTimeline::ActionTimeline()
: _duration(0)
, _time(0)
, _timeSpeed(1)
, _frameInternal(1/60.0f)
, _playing(false)
, _currentFrame(0)
, _startFrame(0)
, _endFrame(0)
, _frameEventListener(nullptr)
{
}
ActionTimeline::~ActionTimeline()
{
}
bool ActionTimeline::init()
{
return true;
}
void ActionTimeline::gotoFrameAndPlay(int startIndex)
{
gotoFrameAndPlay(startIndex, true);
}
void ActionTimeline::gotoFrameAndPlay(int startIndex, bool loop)
{
gotoFrameAndPlay(startIndex, _duration, loop);
}
void ActionTimeline::gotoFrameAndPlay(int startIndex, int endIndex, bool loop)
{
gotoFrameAndPlay(startIndex, endIndex, startIndex, loop);
}
void ActionTimeline::gotoFrameAndPlay(int startIndex, int endIndex, int currentFrameIndex, bool loop)
{
_startFrame = startIndex;
_endFrame = endIndex;
_currentFrame = currentFrameIndex;
_loop = loop;
_time = _currentFrame*_frameInternal;
resume();
gotoFrame(_currentFrame);
}
void ActionTimeline::gotoFrameAndPause(int startIndex)
{
_startFrame = _currentFrame = startIndex;
_time = _currentFrame * _frameInternal;
pause();
gotoFrame(_currentFrame);
}
void ActionTimeline::pause()
{
_playing = false;
}
void ActionTimeline::resume()
{
_playing = true;
}
bool ActionTimeline::isPlaying() const
{
return _playing;
}
void ActionTimeline::setCurrentFrame(int frameIndex)
{
if (frameIndex >= _startFrame && frameIndex >= _endFrame)
{
_currentFrame = frameIndex;
_time = _currentFrame*_frameInternal;
}
else
{
CCLOG("frame index is not between start frame and end frame");
}
}
ActionTimeline* ActionTimeline::clone() const
{
ActionTimeline* newAction = ActionTimeline::create();
newAction->setDuration(_duration);
newAction->setTimeSpeed(_timeSpeed);
for (auto timelines : _timelineMap)
{
for(auto timeline : timelines.second)
{
Timeline* newTimeline = timeline->clone();
newAction->addTimeline(newTimeline);
}
}
return newAction;
}
void ActionTimeline::step(float delta)
{
if (!_playing || _timelineMap.size() == 0 || _duration == 0)
{
return;
}
_time += delta * _timeSpeed;
_currentFrame = (int)(_time / _frameInternal);
stepToFrame(_currentFrame);
if(_time > _endFrame * _frameInternal)
{
_playing = _loop;
if(!_playing)
_time = _endFrame * _frameInternal;
else
gotoFrameAndPlay(_startFrame, _endFrame, _loop);
}
}
typedef std::function<void(Node*)> tCallBack;
void foreachNodeDescendant(Node* parent, tCallBack callback)
{
callback(parent);
auto children = parent->getChildren();
for (auto child : children)
{
foreachNodeDescendant(child, callback);
}
}
void ActionTimeline::startWithTarget(Node *target)
{
Action::startWithTarget(target);
foreachNodeDescendant(target,
[this, target](Node* child)
{
ActionTimelineData* data = dynamic_cast<ActionTimelineData*>(child->getUserObject());
int actionTag = data->getActionTag();
if(_timelineMap.find(actionTag) != _timelineMap.end())
{
auto timelines = this->_timelineMap[actionTag];
for (auto timeline : timelines)
{
timeline->setNode(child);
}
}
});
}
void ActionTimeline::addTimeline(Timeline* timeline)
{
int tag = timeline->getActionTag();
if (_timelineMap.find(tag) == _timelineMap.end())
{
_timelineMap[tag] = Vector<Timeline*>();
}
if (!_timelineMap[tag].contains(timeline))
{
_timelineList.pushBack(timeline);
_timelineMap[tag].pushBack(timeline);
timeline->setActionTimeline(this);
}
}
void ActionTimeline::removeTimeline(Timeline* timeline)
{
int tag = timeline->getActionTag();
if (_timelineMap.find(tag) != _timelineMap.end())
{
if(_timelineMap[tag].contains(timeline))
{
_timelineMap[tag].eraseObject(timeline);
_timelineList.eraseObject(timeline);
timeline->setActionTimeline(nullptr);
}
}
}
void ActionTimeline::setFrameEventCallFunc(std::function<void(Frame *)> listener)
{
_frameEventListener = listener;
}
void ActionTimeline::clearFrameEventCallFunc()
{
_frameEventListener = nullptr;
}
void ActionTimeline::emitFrameEvent(Frame* frame)
{
if(_frameEventListener)
{
_frameEventListener(frame);
}
}
void ActionTimeline::gotoFrame(int frameIndex)
{
int size = _timelineList.size();
for(int i = 0; i<size; i++)
{
_timelineList.at(i)->gotoFrame(frameIndex);
}
}
void ActionTimeline::stepToFrame(int frameIndex)
{
int size = _timelineList.size();
for(int i = 0; i<size; i++)
{
_timelineList.at(i)->stepToFrame(frameIndex);
}
}
NS_TIMELINE_END
| 411 | 0.912118 | 1 | 0.912118 | game-dev | MEDIA | 0.717292 | game-dev | 0.982753 | 1 | 0.982753 |
Team-Immersive-Intelligence/ImmersiveIntelligence | 5,399 | src/main/java/pl/pabilo8/immersiveintelligence/common/item/armor/ItemIILightEngineerLeggings.java | package pl.pabilo8.immersiveintelligence.common.item.armor;
import blusunrize.immersiveengineering.api.tool.IElectricEquipment;
import blusunrize.immersiveengineering.common.util.IEDamageSources;
import blusunrize.immersiveengineering.common.util.IEDamageSources.ElectricDamageSource;
import blusunrize.immersiveengineering.common.util.ItemNBTHelper;
import com.google.common.collect.Multimap;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.ai.attributes.AttributeModifier;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.DamageSource;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import pl.pabilo8.immersiveintelligence.client.ClientProxy;
import pl.pabilo8.immersiveintelligence.client.model.armor.ModelLightEngineerArmor;
import pl.pabilo8.immersiveintelligence.common.IIConfigHandler.IIConfig.Weapons.LightEngineerArmor;
import pl.pabilo8.immersiveintelligence.common.IIPotions;
import pl.pabilo8.immersiveintelligence.common.network.IIPacketHandler;
import pl.pabilo8.immersiveintelligence.common.network.messages.MessageItemKeybind;
import pl.pabilo8.immersiveintelligence.common.util.item.IICategory;
import pl.pabilo8.immersiveintelligence.common.util.item.IIItemEnum.IIItemProperties;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import java.util.List;
import java.util.Map;
/**
* @author Pabilo8 (pabilo@iiteam.net)
* @since 13.09.2020
*/
@IIItemProperties(category = IICategory.WARFARE)
public class ItemIILightEngineerLeggings extends ItemIILightEngineerArmorBase implements IElectricEquipment
{
public ItemIILightEngineerLeggings()
{
super(EntityEquipmentSlot.LEGS, "LIGHT_ENGINEER_LEGGINGS");
}
@Override
public void onArmorTick(World world, EntityPlayer player, ItemStack stack)
{
super.onArmorTick(world, player, stack);
if(hasUpgrade(stack, "exoskeleton"))
{
int rammingCooldown = ItemNBTHelper.getInt(stack, "rammingCooldown")-1;
if(rammingCooldown > 0)
ItemNBTHelper.setInt(stack, "rammingCooldown", rammingCooldown);
else
ItemNBTHelper.remove(stack, "rammingCooldown");
if(world.isRemote)
{
if(ClientProxy.keybind_armorExosuit.isPressed())
IIPacketHandler.sendToServer(new MessageItemKeybind(MessageItemKeybind.KEYBIND_EXOSKELETON));
}
int mode = ItemNBTHelper.getInt(stack, "exoskeletonMode");
int energy = (int)(mode/2f*LightEngineerArmor.exoskeletonEnergyUsage);
if(mode > 0&&player.isSprinting()&&extractEnergy(stack, energy, false)==energy)
{
//keep player saturated, so he won't slow down
player.getFoodStats().addStats(0, 20);
//ramming
if(mode==2&&player.distanceWalkedOnStepModified > 8&&player.isPotionActive(IIPotions.movementAssist))
{
List<EntityMob> mobs = world.getEntitiesWithinAABB(EntityMob.class, player.getEntityBoundingBox(), null);
if(mobs.size() > 0)
{
mobs.forEach(entityMob -> {
entityMob.knockBack(player, 3, MathHelper.sin(player.rotationYaw*0.017453292F), -MathHelper.cos(player.rotationYaw*0.017453292F));
entityMob.attackEntityFrom(IEDamageSources.crusher, player.getTotalArmorValue());
});
player.getArmorInventoryList().forEach(s -> s.damageItem(2, player));
player.removePotionEffect(IIPotions.movementAssist);
ItemNBTHelper.setInt(stack, "rammingCooldown", 40);
}
}
//slow down after ram
if(ItemNBTHelper.getInt(stack, "rammingCooldown") <= 0&&world.getTotalWorldTime()%4==0)
player.addPotionEffect(new PotionEffect(IIPotions.movementAssist, 4, mode, false, false));
}
}
}
@Nullable
@Override
@SideOnly(Side.CLIENT)
public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, ModelBiped _default)
{
return ModelLightEngineerArmor.getModel(armorSlot, itemStack);
}
@SideOnly(Side.CLIENT)
@Override
public void addInformation(@Nonnull ItemStack stack, @Nullable World world, List<String> list, @Nonnull ITooltipFlag flag)
{
super.addInformation(stack, world, list, flag);
}
@Override
public float getXpRepairRatio(ItemStack stack)
{
return 0.1f;
}
@Nonnull
@Override
public Multimap<String, AttributeModifier> getAttributeModifiers(@Nonnull EntityEquipmentSlot equipmentSlot, @Nonnull ItemStack stack)
{
Multimap<String, AttributeModifier> multimap = super.getAttributeModifiers(equipmentSlot, stack);
if(equipmentSlot==this.armorType)
{
//multimap.put(SharedMonsterAttributes.MOVEMENT_SPEED.getName(), new AttributeModifier(ARMOR_MODIFIERS[equipmentSlot.getIndex()], "Power Armor Movement Speed Debuff", -.03, 1));
}
return multimap;
}
@Override
public void onStrike(ItemStack s, EntityEquipmentSlot eqSlot, EntityLivingBase p, Map<String, Object> cache,
@Nullable DamageSource dSource, ElectricSource eSource)
{
if(!(dSource instanceof ElectricDamageSource))
{
}
// TODO: 13.09.2020 tesla coil interaction
}
@Override
public int getSlotCount()
{
return 3;
}
}
| 411 | 0.912563 | 1 | 0.912563 | game-dev | MEDIA | 0.99261 | game-dev | 0.972296 | 1 | 0.972296 |
Arkensor/EnfusionPersistenceFramework | 9,566 | src/Scripts/Game/Components/EPF_SlotManagerComponentSaveData.c | [EPF_ComponentSaveDataType(SlotManagerComponent), BaseContainerProps()]
class EPF_SlotManagerComponentSaveDataClass : EPF_ComponentSaveDataClass
{
[Attribute("1", desc: "Skip writing slot attached entities that are non banked if they have only default data and match the default slot prefab.\nDisable this option if you absoluetly need to track persistent ids of the slots. Can cause larger amounts of data for vehicles that have many nested slots.")]
bool m_bSkipDefaultNonBaked;
}
[EDF_DbName.Automatic()]
class EPF_SlotManagerComponentSaveData : EPF_ComponentSaveData
{
ref array<ref EPF_PersistentEntitySlot> m_aSlots;
//------------------------------------------------------------------------------------------------
override EPF_EReadResult ReadFrom(IEntity owner, GenericComponent component, EPF_ComponentSaveDataClass attributes)
{
SlotManagerComponent slotManager = SlotManagerComponent.Cast(component);
EPF_SlotManagerComponentSaveDataClass settings = EPF_SlotManagerComponentSaveDataClass.Cast(attributes);
m_aSlots = {};
array<ref EPF_EntitySlotPrefabInfo> slotinfos = EPF_EntitySlotPrefabInfo.GetSlotInfos(owner, slotManager);
array<EntitySlotInfo> outSlotInfos();
slotManager.GetSlotInfos(outSlotInfos);
foreach (int idx, EntitySlotInfo entitySlot : outSlotInfos)
{
IEntity slotEntity = entitySlot.GetAttachedEntity();
ResourceName prefab = EPF_Utils.GetPrefabName(slotEntity);
EPF_EntitySlotPrefabInfo prefabInfo = slotinfos.Get(idx);
bool isPrefabMatch = prefab == prefabInfo.GetEnabledSlotPrefab();
EPF_PersistenceComponent slotPersistence = EPF_Component<EPF_PersistenceComponent>.Find(slotEntity);
if (!slotPersistence)
{
// Slot is different from prefab and the new slot has no persistence component so we clear it.
if (!isPrefabMatch)
{
EPF_PersistentEntitySlot persistentSlot();
persistentSlot.m_sName = prefabInfo.m_sName;
m_aSlots.Insert(persistentSlot);
}
continue;
}
EPF_EReadResult readResult;
EPF_EntitySaveData saveData = slotPersistence.Save(readResult);
if (!saveData)
return EPF_EReadResult.ERROR;
// Read transform to see if slot uses OverrideTransformLS set.
ReadTransform(slotEntity, saveData, prefabInfo, readResult);
// We can safely ignore baked objects with default info on them, but anything else needs to be saved.
if (attributes.m_bTrimDefaults &&
isPrefabMatch &&
readResult == EPF_EReadResult.DEFAULT &&
(settings.m_bSkipDefaultNonBaked ||
EPF_BitFlags.CheckFlags(slotPersistence.GetFlags(), EPF_EPersistenceFlags.BAKED)))
{
continue;
}
EPF_PersistentEntitySlot persistentSlot();
persistentSlot.m_sName = prefabInfo.m_sName;
persistentSlot.m_pEntity = saveData;
m_aSlots.Insert(persistentSlot);
}
if (m_aSlots.IsEmpty())
return EPF_EReadResult.DEFAULT;
return EPF_EReadResult.OK;
}
//------------------------------------------------------------------------------------------------
static void ReadTransform(IEntity slotEntity, EPF_EntitySaveData saveData, EPF_EntitySlotPrefabInfo prefabInfo, out EPF_EReadResult readResult)
{
EPF_PersistenceComponentClass slotAttributes = EPF_ComponentData<EPF_PersistenceComponentClass>.Get(slotEntity);
if (saveData.m_pTransformation.ReadFrom(slotEntity, slotAttributes.m_pSaveData, false))
{
if (!EPF_Const.IsUnset(saveData.m_pTransformation.m_vOrigin) &&
vector.Distance(saveData.m_pTransformation.m_vOrigin, prefabInfo.m_vOffset) > 0.001)
{
readResult = EPF_EReadResult.OK;
}
if (!EPF_Const.IsUnset(saveData.m_pTransformation.m_vAngles))
{
vector localFixedAngles = slotEntity.GetLocalAngles();
if (float.AlmostEqual(localFixedAngles[0], -180))
localFixedAngles[0] = 180;
if (float.AlmostEqual(localFixedAngles[1], -180))
localFixedAngles[1] = 180;
if (float.AlmostEqual(localFixedAngles[2], -180))
localFixedAngles[2] = 180;
if (vector.Distance(localFixedAngles, prefabInfo.m_vAngles) > 0.001)
readResult = EPF_EReadResult.OK;
}
if (!EPF_Const.IsUnset(saveData.m_pTransformation.m_fScale))
{
readResult = EPF_EReadResult.OK;
}
}
}
//------------------------------------------------------------------------------------------------
override EPF_EApplyResult ApplyTo(IEntity owner, GenericComponent component, EPF_ComponentSaveDataClass attributes)
{
SlotManagerComponent slotManager = SlotManagerComponent.Cast(component);
array<EntitySlotInfo> outSlotInfos();
slotManager.GetSlotInfos(outSlotInfos);
EPF_EApplyResult result = EPF_EApplyResult.OK;
foreach (EPF_PersistentEntitySlot persistentSlot : m_aSlots)
{
EntitySlotInfo slot = slotManager.GetSlotByName(persistentSlot.m_sName);
if (!slot)
continue;
EPF_EApplyResult slotResult = ApplySlot(slot, persistentSlot.m_pEntity);
if (slotResult == EPF_EApplyResult.ERROR)
return EPF_EApplyResult.ERROR;
if (slotResult == EPF_EApplyResult.AWAIT_COMPLETION)
result = EPF_EApplyResult.AWAIT_COMPLETION;
}
return result;
}
//------------------------------------------------------------------------------------------------
static EPF_EApplyResult ApplySlot(EntitySlotInfo entitySlot, EPF_EntitySaveData saveData)
{
IEntity slotEntity = entitySlot.GetAttachedEntity();
// If there is an tramsform override we need to flag it before load as we handle it on our own
EPF_PersistentTransformation persistentTransform = saveData.m_pTransformation;
if (persistentTransform)
persistentTransform.m_bApplied = true;
// Found matching entity, no need to spawn, just apply save-data
if (saveData &&
slotEntity &&
EPF_Utils.GetPrefabGUID(EPF_Utils.GetPrefabName(slotEntity)) == EPF_Utils.GetPrefabGUID(saveData.m_rPrefab))
{
EPF_PersistenceComponent slotPersistence = EPF_Component<EPF_PersistenceComponent>.Find(slotEntity);
if (slotPersistence && !slotPersistence.Load(saveData, false))
return EPF_EApplyResult.ERROR;
}
else
{
// Slot did not match save-data, delete current entity on it
SCR_EntityHelper.DeleteEntityAndChildren(slotEntity);
if (!saveData)
return EPF_EApplyResult.OK;
// Spawn new entity and attach it
slotEntity = saveData.Spawn(false);
if (!slotEntity)
return EPF_EApplyResult.ERROR;
entitySlot.AttachEntity(slotEntity);
if (entitySlot.GetAttachedEntity() != slotEntity)
return EPF_EApplyResult.ERROR;
}
if (persistentTransform)
{
vector transform[4];
if (!EPF_Const.IsUnset(persistentTransform.m_vOrigin))
transform[3] = persistentTransform.m_vOrigin;
if (!EPF_Const.IsUnset(persistentTransform.m_vAngles))
{
Math3D.AnglesToMatrix(persistentTransform.m_vAngles, transform);
}
else
{
Math3D.MatrixIdentity3(transform);
}
if (!EPF_Const.IsUnset(persistentTransform.m_fScale))
Math3D.MatrixScale(transform, persistentTransform.m_fScale);
entitySlot.OverrideTransformLS(transform);
}
return EPF_EApplyResult.OK;
}
//------------------------------------------------------------------------------------------------
override bool Equals(notnull EPF_ComponentSaveData other)
{
EPF_SlotManagerComponentSaveData otherData = EPF_SlotManagerComponentSaveData.Cast(other);
if (m_aSlots.Count() != otherData.m_aSlots.Count())
return false;
foreach (int idx, EPF_PersistentEntitySlot slot : m_aSlots)
{
// Try same index first as they are likely to be the correct ones.
if (slot.Equals(otherData.m_aSlots.Get(idx)))
continue;
bool found;
foreach (int compareIdx, EPF_PersistentEntitySlot otherSlot : otherData.m_aSlots)
{
if (compareIdx == idx)
continue; // Already tried in idx direct compare
if (slot.Equals(otherSlot))
{
found = true;
break;
}
}
if (!found)
return false;
}
return true;
}
}
class EPF_PersistentEntitySlot
{
string m_sName;
ref EPF_EntitySaveData m_pEntity;
//------------------------------------------------------------------------------------------------
bool Equals(notnull EPF_PersistentEntitySlot other)
{
return m_sName == other.m_sName && m_pEntity.Equals(other.m_pEntity);
}
//------------------------------------------------------------------------------------------------
protected bool SerializationSave(BaseSerializationSaveContext saveContext)
{
if (!saveContext.IsValid())
return false;
saveContext.WriteValue("m_sName", m_sName);
string entityType = "EMPTY";
if (m_pEntity)
entityType = EDF_DbName.Get(m_pEntity.Type());
saveContext.WriteValue("_type", entityType);
if (entityType)
saveContext.WriteValue("m_pEntity", m_pEntity);
return true;
}
//------------------------------------------------------------------------------------------------
protected bool SerializationLoad(BaseSerializationLoadContext loadContext)
{
if (!loadContext.IsValid())
return false;
loadContext.ReadValue("m_sName", m_sName);
string entityTypeString;
loadContext.ReadValue("_type", entityTypeString);
// TODO: Remove backwards compatiblity in 0.9.9
if (!entityTypeString && ContainerSerializationLoadContext.Cast(loadContext).GetContainer().IsInherited(JsonLoadContainer))
loadContext.ReadValue("entityType", entityTypeString);
if (entityTypeString == "EMPTY")
return true;
typename entityType = EDF_DbName.GetTypeByName(entityTypeString);
if (!entityType)
return false;
m_pEntity = EPF_EntitySaveData.Cast(entityType.Spawn());
loadContext.ReadValue("m_pEntity", m_pEntity);
return true;
}
}
| 411 | 0.906741 | 1 | 0.906741 | game-dev | MEDIA | 0.789043 | game-dev | 0.956693 | 1 | 0.956693 |
followingthefasciaplane/source-engine-diff-check | 1,093 | misc/game/shared/portal/portal_collideable_enumerator.h | //========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PORTAL_COLLIDEABLE_ENUMERATOR_H
#define PORTAL_COLLIDEABLE_ENUMERATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "ISpatialPartition.h"
//only enumerates entities in front of the associated portal and are solid (as in a player would get stuck in them)
class CPortalCollideableEnumerator : public IPartitionEnumerator
{
private:
EHANDLE m_hTestPortal; //the associated portal that we only want objects in front of
Vector m_vPlaneNormal; //portal plane normal
float m_fPlaneDist; //plane equation distance
Vector m_ptForward1000; //a point exactly 1000 units from the portal center along its forward vector
public:
IHandleEntity *m_pHandles[1024];
int m_iHandleCount;
CPortalCollideableEnumerator( const CPortal_Base2D *pAssociatedPortal );
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
};
#endif //#ifndef PORTAL_COLLIDEABLE_ENUMERATOR_H | 411 | 0.888466 | 1 | 0.888466 | game-dev | MEDIA | 0.74181 | game-dev | 0.675175 | 1 | 0.675175 |
VocaDB/vocadb | 1,206 | VocaDbModel/Domain/ReleaseEvents/EventSeriesTagUsage.cs | using VocaDb.Model.Domain.Tags;
using VocaDb.Model.Domain.Users;
namespace VocaDb.Model.Domain.ReleaseEvents;
public class EventSeriesTagUsage : GenericTagUsage<ReleaseEventSeries, EventSeriesTagVote>
{
public EventSeriesTagUsage() { }
public EventSeriesTagUsage(ReleaseEventSeries song, Tag tag) : base(song, tag) { }
public override TagVote? CreateVote(User user)
{
if (FindVote(user) != null)
return null;
var vote = new EventSeriesTagVote(this, user);
Votes.Add(vote);
Count++;
return vote;
}
public override void Delete()
{
base.Delete();
Entry.Tags.Usages.Remove(this);
Tag.AllEventSeriesTagUsages.Remove(this);
}
public override TagUsage Move(Tag target)
{
ParamIs.NotNull(() => target);
if (target.Equals(Tag))
return this;
// TODO: have to make a clone because of NH reparenting issues, see http://stackoverflow.com/questions/28114508/nhibernate-change-parent-deleted-object-would-be-re-saved-by-cascade
Tag.AllEventSeriesTagUsages.Remove(this);
Entry.Tags.Usages.Remove(this);
var newUsage = new EventSeriesTagUsage(Entry, target);
target.AllEventSeriesTagUsages.Add(newUsage);
Entry.Tags.Usages.Add(newUsage);
return newUsage;
}
}
| 411 | 0.821781 | 1 | 0.821781 | game-dev | MEDIA | 0.861683 | game-dev | 0.871937 | 1 | 0.871937 |
AAEmu/AAEmu | 3,202 | AAEmu.Game/Models/Game/Items/Actions/ItemTaskType.cs | namespace AAEmu.Game.Models.Game.Items.Actions;
// TODO at X2::GameClient::ApplyItemTaskToSelf
public enum ItemTaskType : byte
{
Invalid = 0,
Destroy = 1,
AboxDestroy = 2,
Repair = 3,
DurabilityLoss = 4,
SwapItems = 5,
Split = 6,
SplitCofferItems = 7,
SwapCofferItems = 8,
Loot = 9,
LootAll = 10,
Gm = 11,
GameRuleReset = 12,
ConsumeSkillSource = 13, // 303-consume-skill-source
DoodadCreate = 14, // 303-doodad-create
DoodadRemove = 15,
DoodadItemChanger = 16,
DoodadInteraction = 17,
DoodadCattleFeed = 18,
UpgradeSkill = 19,
AbilityChange = 20,
AbilityReset = 21,
BuyPriestBuff = 22,
Teleport = 23,
CapturePet = 24,
RecoverDoodadItem = 25, // 508-recover-doodad-item
MateCreate = 26,
CraftActSaved = 27,
CraftPaySaved = 28,
CraftPickupProduct = 29,
CraftCancel = 30,
HouseCreation = 31, // 303-house-creation
HouseDeposit = 32,
HouseBuilding = 33,
PickupBloodstain = 34,
AutoLootDoodadItem = 35, // 316-autoloot-doodad-item
QuestStart = 36, // 401-quest-start
QuestComplete = 37, // 402-quest-complete
QuestSupplyItems = 38, // 405-quest-supply-items
QuestRemoveSupplies = 39, // 402-403-404-405-quest-remove-supplies
SkillReagents = 40,
SkillEffectConsumption = 41,
SkillEffectGainItem = 42,
SkillEffectGainItemWithPos = 43,
SkillEffectSiegeTicket = 44,
SkillEffectExpToItem = 45,
Auction = 46,
Mail = 47,
Trade = 48,
EnchantMagical = 49,
EnchantPhysical = 50,
GetCoinByItem = 51,
GetItemByCoin = 52,
StoreSell = 53, // 315-store-sell
StoreBuy = 54, // 313-314-store-buy
TodReward = 55,
GainItemWithUcc = 56,
ImprintUcc = 57,
RepairPets = 58,
MateDeath = 59,
Shipyard = 60, // 303-shipyard
SkillsReset = 61,
DropBackpack = 62,
UseRelic = 63,
UseIndependenceRelic = 64,
Conversion = 65, // 304-conversion
Seize = 66,
ReturnSeized = 67,
DemoDressOff = 68,
DemoDressOn = 69,
DemoClearBag = 70,
DemoFillBag = 71,
SlaveDeath = 72,
ExpeditionCreation = 73,
RepairSlaves = 74,
ExpandBag = 75,
ExpandBank = 76,
RenewEquipment = 77,
LifespanExpiration = 78,
RecoverExp = 79,
SpawnerUpdate = 80,
UpdateSummonSlaveItem = 81,
UpdateSummonMateItem = 82,
DepositMoney = 83,
WithdrawMoney = 84,
DeliverItemToOthers = 85,
SetSlavePosition = 86,
SetBountyMoney = 87,
PayBountyMoney = 88,
ConvertFish = 89,
Fishing = 90,
SellHouse = 91,
BuyHouse = 92,
SaveMusicNotes = 93,
ItemLock = 94,
ItemUnlock = 95,
ItemUnlockExcess = 96,
GradeEnchant = 97,
RechargeBuff = 98,
Socketing = 99,
Dyeing = 100,
ConsumeIndunTicket = 101,
ExpandExpert = 102,
Exchange = 103,
SellBackpack = 104,
SellSpecialty = 105,
AskMould = 106,
TakeMould = 107,
FactionDeclareHostile = 108,
EditCosmetic = 109,
ChangeAutoUseAaPoint = 110,
ConvertItemLook = 111,
ChangeExpertLimit = 112,
Skinize = 113,
ItemTaskThistimeUnpack = 114,
BuyPremiumService = 115,
BuyAaPoint = 116
}
| 411 | 0.692144 | 1 | 0.692144 | game-dev | MEDIA | 0.521451 | game-dev,web-backend | 0.738596 | 1 | 0.738596 |
magarena/magarena | 1,485 | src/magic/model/action/ChangeTurnPTAction.java | package magic.model.action;
import magic.model.MagicGame;
import magic.model.MagicPermanent;
import magic.model.MagicPowerToughness;
import magic.model.MurmurHash3;
import magic.model.mstatic.MagicLayer;
import magic.model.mstatic.MagicStatic;
public class ChangeTurnPTAction extends MagicAction {
private final MagicPermanent permanent;
private final int power;
private final int toughness;
public ChangeTurnPTAction(final MagicPermanent permanent,final int power,final int toughness) {
this.permanent=permanent;
this.power=power;
this.toughness=toughness;
}
@Override
public void doAction(final MagicGame game) {
game.doAction(new AddStaticAction(
permanent,
new MagicStatic(MagicLayer.ModPT, MagicStatic.UntilEOT) {
@Override
public void modPowerToughness(final MagicPermanent source, final MagicPermanent permanent, final MagicPowerToughness pt) {
pt.add(power, toughness);
}
@Override
public long getStateId() {
return MurmurHash3.hash(new long[] {
MagicLayer.ModPT.ordinal(),
MagicStatic.UntilEOT ? -1L : 1L,
power,
toughness
});
}
}
));
}
@Override
public void undoAction(final MagicGame game) {
}
}
| 411 | 0.681376 | 1 | 0.681376 | game-dev | MEDIA | 0.919839 | game-dev | 0.909398 | 1 | 0.909398 |
bozimmerman/CoffeeMud | 5,700 | com/planet_ink/coffee_mud/Abilities/Spells/Spell_WizardsChest.java | package com.planet_ink.coffee_mud.Abilities.Spells;
import com.planet_ink.coffee_mud.core.interfaces.*;
import com.planet_ink.coffee_mud.core.*;
import com.planet_ink.coffee_mud.core.collections.*;
import com.planet_ink.coffee_mud.Abilities.interfaces.*;
import com.planet_ink.coffee_mud.Areas.interfaces.*;
import com.planet_ink.coffee_mud.Behaviors.interfaces.*;
import com.planet_ink.coffee_mud.CharClasses.interfaces.*;
import com.planet_ink.coffee_mud.Commands.interfaces.*;
import com.planet_ink.coffee_mud.Common.interfaces.*;
import com.planet_ink.coffee_mud.Exits.interfaces.*;
import com.planet_ink.coffee_mud.Items.interfaces.*;
import com.planet_ink.coffee_mud.Libraries.interfaces.*;
import com.planet_ink.coffee_mud.Locales.interfaces.*;
import com.planet_ink.coffee_mud.MOBS.interfaces.*;
import com.planet_ink.coffee_mud.Races.interfaces.*;
import java.util.*;
/*
Copyright 2004-2025 Bo Zimmerman
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.
*/
public class Spell_WizardsChest extends Spell
{
@Override
public String ID()
{
return "Spell_WizardsChest";
}
private final static String localizedName = CMLib.lang().L("Wizards Chest");
@Override
public String name()
{
return localizedName;
}
private final static String localizedStaticDisplay = CMLib.lang().L("(Wizard Chest)");
@Override
public String displayText()
{
return localizedStaticDisplay;
}
@Override
protected int canAffectCode()
{
return CAN_ITEMS;
}
@Override
protected int canTargetCode()
{
return Ability.CAN_ITEMS;
}
@Override
public int classificationCode()
{
return Ability.ACODE_SPELL|Ability.DOMAIN_ENCHANTMENT;
}
@Override
public int abstractQuality()
{
return Ability.QUALITY_INDIFFERENT;
}
@Override
public boolean okMessage(final Environmental myHost, final CMMsg msg)
{
if(affected==null)
return true;
if(!super.okMessage(myHost,msg))
return false;
final MOB mob=msg.source();
if(((!msg.amITarget(affected))&&(msg.tool()!=affected))
||(msg.source()==invoker())
||((invoker()!=null)&&(invoker().Name().equals(text()))))
return true;
switch(msg.targetMinor())
{
case CMMsg.TYP_OPEN:
mob.tell(L("@x1 appears to be magically protected.",affected.name()));
return false;
case CMMsg.TYP_UNLOCK:
mob.tell(L("@x1 appears to be magically protected.",affected.name()));
return false;
case CMMsg.TYP_JUSTICE:
{
if(!msg.targetMajor(CMMsg.MASK_DELICATE))
return true;
}
//$FALL-THROUGH$
case CMMsg.TYP_DELICATE_HANDS_ACT:
mob.tell(L("@x1 appears to be magically protected.",affected.name()));
return false;
default:
break;
}
return true;
}
@Override
public void executeMsg(final Environmental host, final CMMsg msg)
{
if((msg.target()==affected)
&&((msg.source()==invoker())||(msg.source().Name().equals(text())))
&&(msg.sourceMessage()!=null)
&&(msg.sourceMinor()==CMMsg.TYP_SPEAK)
&&(msg.sourceMessage().toUpperCase().indexOf("OPEN")>=0)
&&(affected instanceof Container))
{
final Container container=(Container)affected;
container.setDoorsNLocks(container.hasADoor(),true,container.defaultsClosed(),container.hasALock(),false,container.defaultsLocked());
msg.addTrailerMsg(CMClass.getMsg(msg.source(),affected,null,CMMsg.MSG_OK_VISUAL,L("<T-NAME> pop(s) open!")));
}
}
@Override
public boolean invoke(final MOB mob, final List<String> commands, final Physical givenTarget, final boolean auto, final int asLevel)
{
if((commands.size()<1)&&(givenTarget==null))
{
mob.tell(L("Enchant what?."));
return false;
}
Physical target=null;
target=getTarget(mob,mob.location(),givenTarget,commands,Wearable.FILTER_ANY);
if(target==null)
return false;
if((!(target instanceof Container))||(!((Container)target).hasALock())||(!((Container)target).hasADoor()))
{
mob.tell(L("You can only enchant the locks on open containers with lids."));
return false;
}
if(!((Container)target).isOpen())
{
mob.tell(L("@x1 must be opened before this magic will work.",target.name(mob)));
return false;
}
if(target.fetchEffect(this.ID())!=null)
{
mob.tell(L("@x1 is already a wizards chest!",target.name(mob)));
return false;
}
if(!super.invoke(mob,commands,givenTarget,auto,asLevel))
return false;
final boolean success=proficiencyCheck(mob,0,auto);
if(success)
{
final CMMsg msg=CMClass.getMsg(mob,target,this,somaticCastCode(mob,target,auto),auto?"":L("^S<S-NAME> point(s) <S-HIS-HER> finger at <T-NAMESELF>, incanting.^?"));
if(mob.location().okMessage(mob,msg))
{
mob.location().send(mob,msg);
if(target instanceof Container)
{
beneficialAffect(mob,target,asLevel,Ability.TICKS_ALMOST_FOREVER);
final Container container=(Container)target;
container.setDoorsNLocks(container.hasADoor(),false,container.defaultsClosed(),container.hasALock(),true,container.defaultsLocked());
mob.location().show(mob,target,CMMsg.MSG_OK_VISUAL,L("<T-NAME> look(s) well protected!"));
}
}
}
else
beneficialVisualFizzle(mob,target,L("<S-NAME> point(s) at <T-NAMESELF>, incanting, but nothing happens."));
// return whether it worked
return success;
}
}
| 411 | 0.894617 | 1 | 0.894617 | game-dev | MEDIA | 0.951051 | game-dev | 0.900181 | 1 | 0.900181 |
crazyurus/miniprogram-vscode-extension | 2,674 | src/plugins/view.ts | import * as vscode from 'vscode';
import Plugin from '../base';
interface TreeElement {
command: string;
title: string;
icon?: string;
children?: TreeElement[];
}
class TreeDataProvider implements vscode.TreeDataProvider<TreeElement> {
getChildren(element?: TreeElement): TreeElement[] {
if (element && element.children) {
return element.children;
}
return [
{
command: 'MiniProgram.commands.config.openIDE',
title: '打开微信开发者工具'
},
{
command: 'MiniProgram.commands.compile.preview',
title: '扫码预览小程序'
},
{
command: 'MiniProgram.commands.compile.upload',
title: '打包并上传小程序'
},
{
command: 'MiniProgram.commands.compile.npm',
title: '构建 NPM'
},
{
command: 'MiniProgram.commands.compile.analyze',
title: '分析代码静态依赖'
},
{
command: 'MiniProgram.commands.compile.quality',
title: '分析代码质量'
},
{
command: 'MiniProgram.commands.config.project',
title: '查看项目配置'
},
{
command: 'MiniProgram.commands.compile.artifact',
title: '查看编译产物'
},
{
command: 'MiniProgram.commands.compile.sourceMap',
title: '下载最近上传版本的 SourceMap'
},
{
command: 'MiniProgram.commands.management',
title: '打开微信小程序管理后台'
},
{
command: '',
title: '微信开发文档',
children: [
{
command: 'MiniProgram.commands.document.open',
title: '查看开发文档',
icon: 'notebook-open-as-text'
},
{
command: 'MiniProgram.commands.document.search',
title: '搜索开发文档',
icon: 'search-view-icon'
}
]
},
{
command: 'MiniProgram.commands.storage.clear',
title: '清除缓存'
}
];
}
getTreeItem(element: TreeElement): vscode.TreeItem {
const treeItem = new vscode.TreeItem(element.title);
if (element.command) {
treeItem.command = element;
}
if (element.children) {
treeItem.collapsibleState = vscode.TreeItemCollapsibleState.Collapsed;
}
if (element.icon) {
treeItem.iconPath = new vscode.ThemeIcon(element.icon);
}
return treeItem;
}
}
class ViewPlugin extends Plugin {
activate(): void {
vscode.commands.executeCommand('setContext', 'extensionActivated', true);
vscode.window.registerTreeDataProvider('miniprogram-view', new TreeDataProvider());
}
deactivate(): void {
vscode.commands.executeCommand('setContext', 'extensionActivated', false);
}
}
export default new ViewPlugin();
| 411 | 0.865944 | 1 | 0.865944 | game-dev | MEDIA | 0.736737 | game-dev | 0.740053 | 1 | 0.740053 |
alex9849/advanced-region-market | 5,696 | advancedregionmarket/src/main/java/net/alex9849/arm/inactivityexpiration/InactivityExpirationGroup.java | package net.alex9849.arm.inactivityexpiration;
import net.alex9849.arm.AdvancedRegionMarket;
import net.alex9849.arm.Permission;
import net.alex9849.arm.regions.CountdownRegion;
import org.bukkit.OfflinePlayer;
import org.bukkit.World;
import org.bukkit.configuration.ConfigurationSection;
import java.util.HashSet;
import java.util.Set;
import java.util.logging.Level;
public class InactivityExpirationGroup {
public static final InactivityExpirationGroup UNLIMITED = new InactivityExpirationGroup("Unlimited", -1, -1);
public static final InactivityExpirationGroup NOT_CALCULATED = new InactivityExpirationGroup("Not calculated", -1, -1);
public static InactivityExpirationGroup DEFAULT = new InactivityExpirationGroup("Default", -1, -1);
private static Set<InactivityExpirationGroup> inactivityExpirationGroupSet = new HashSet<>();
private String name;
private long resetAfterMs;
private long takeOverAfterMs;
public InactivityExpirationGroup(String name, long resetAfterMs, long takeOverAfterMs) {
this.name = name;
this.resetAfterMs = resetAfterMs;
this.takeOverAfterMs = takeOverAfterMs;
}
public static void reset() {
inactivityExpirationGroupSet = new HashSet<>();
}
public static void add(InactivityExpirationGroup inactivityExpirationGroup) {
inactivityExpirationGroupSet.add(inactivityExpirationGroup);
}
public static InactivityExpirationGroup getBestResetAfterMs(OfflinePlayer oPlayer, World world) {
if (!AdvancedRegionMarket.getInstance().getVaultPerms().isEnabled()) {
return UNLIMITED;
}
if (oPlayer == null || oPlayer.getName() == null) {
return DEFAULT;
}
if (AdvancedRegionMarket.getInstance().getVaultPerms().playerHas(world.getName(), oPlayer, Permission.ARM_INACTIVITY_EXPIRATION + "unlimited")) {
return UNLIMITED;
}
InactivityExpirationGroup selectedGroup = DEFAULT;
for (InactivityExpirationGroup ieGroup : inactivityExpirationGroupSet) {
if (AdvancedRegionMarket.getInstance().getVaultPerms().playerHas(world.getName(), oPlayer, Permission.ARM_INACTIVITY_EXPIRATION + ieGroup.getName())) {
if (selectedGroup == DEFAULT || ((!selectedGroup.isResetDisabled() && (selectedGroup.getResetAfterMs() < ieGroup.getResetAfterMs())) || ieGroup.isResetDisabled())) {
selectedGroup = ieGroup;
}
}
}
return selectedGroup;
}
public static InactivityExpirationGroup getBestTakeOverAfterMs(OfflinePlayer oPlayer, World world) {
if (!AdvancedRegionMarket.getInstance().getVaultPerms().isEnabled()) {
return UNLIMITED;
}
if (oPlayer == null || oPlayer.getName() == null) {
return DEFAULT;
}
if (AdvancedRegionMarket.getInstance().getVaultPerms().playerHas(world.getName(), oPlayer, Permission.ARM_INACTIVITY_EXPIRATION + "unlimited")) {
return UNLIMITED;
}
InactivityExpirationGroup selectedGroup = DEFAULT;
for (InactivityExpirationGroup ieGroup : inactivityExpirationGroupSet) {
if (AdvancedRegionMarket.getInstance().getVaultPerms().playerHas(world.getName(), oPlayer, Permission.ARM_INACTIVITY_EXPIRATION + ieGroup.getName())) {
if (selectedGroup == DEFAULT || ((!selectedGroup.isTakeOverDisabled() && (selectedGroup.getTakeOverAfterMs() < ieGroup.getTakeOverAfterMs())) || ieGroup.isTakeOverDisabled())) {
selectedGroup = ieGroup;
}
}
}
return selectedGroup;
}
public static InactivityExpirationGroup parse(ConfigurationSection configurationSection, String name) {
long resetAfterMs;
if (configurationSection.getString("resetAfter").equalsIgnoreCase("none")) {
resetAfterMs = -1;
} else {
try {
resetAfterMs = CountdownRegion.stringToTime(configurationSection.getString("resetAfter"));
} catch (IllegalArgumentException e) {
AdvancedRegionMarket.getInstance().getLogger().log(Level.WARNING, "Could parse resetAfter for " +
"InactivityExpirationGroup " + name + "! Please check! ResetAfter has been set to unlimited to prevent unwanted region-resets");
resetAfterMs = -1;
}
}
long takeOverAfterMs;
if (configurationSection.getString("takeOverAfter").equalsIgnoreCase("none")) {
takeOverAfterMs = -1;
} else {
try {
takeOverAfterMs = CountdownRegion.stringToTime(configurationSection.getString("takeOverAfter"));
} catch (IllegalArgumentException e) {
AdvancedRegionMarket.getInstance().getLogger().log(Level.WARNING, "Could parse resetAfter for " +
"InactivityExpirationGroup " + name + "! Please check! ResetAfter has been set to unlimited to prevent unwanted region-resets");
takeOverAfterMs = -1;
}
}
return new InactivityExpirationGroup(name, resetAfterMs, takeOverAfterMs);
}
public String getName() {
return this.name;
}
public long getResetAfterMs() {
return resetAfterMs;
}
public boolean isResetDisabled() {
return this.resetAfterMs <= 0;
}
public boolean isNotCalculated() {
return this == NOT_CALCULATED;
}
public boolean isTakeOverDisabled() {
return this.takeOverAfterMs <= 0;
}
public long getTakeOverAfterMs() {
return takeOverAfterMs;
}
}
| 411 | 0.897619 | 1 | 0.897619 | game-dev | MEDIA | 0.586334 | game-dev,distributed-systems | 0.966726 | 1 | 0.966726 |
xBimTeam/XbimEssentials | 3,206 | Xbim.Ifc2x3/HVACDomain/IfcCompressorType.cs | // ------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool Xbim.CodeGeneration
//
// Changes to this file may cause incorrect behaviour and will be lost if
// the code is regenerated.
// </auto-generated>
// ------------------------------------------------------------------------------
using Xbim.Ifc2x3.SharedBldgServiceElements;
using System;
using System.Collections.Generic;
using System.Linq;
using Xbim.Common;
using Xbim.Common.Exceptions;
using Xbim.Ifc2x3.HVACDomain;
//## Custom using statements
//##
namespace Xbim.Ifc2x3.HVACDomain
{
[ExpressType("IfcCompressorType", 586)]
// ReSharper disable once PartialTypeWithSinglePart
public partial class @IfcCompressorType : IfcFlowMovingDeviceType, IInstantiableEntity, IContainsEntityReferences, IContainsIndexedReferences, IEquatable<@IfcCompressorType>
{
//internal constructor makes sure that objects are not created outside of the model/ assembly controlled area
internal IfcCompressorType(IModel model, int label, bool activated) : base(model, label, activated)
{
}
#region Explicit attribute fields
private IfcCompressorTypeEnum _predefinedType;
#endregion
#region Explicit attribute properties
[EntityAttribute(10, EntityAttributeState.Mandatory, EntityAttributeType.Enum, EntityAttributeType.None, null, null, 15)]
public IfcCompressorTypeEnum @PredefinedType
{
get
{
if(_activated) return _predefinedType;
Activate();
return _predefinedType;
}
set
{
SetValue( v => _predefinedType = v, _predefinedType, value, "PredefinedType", 10);
}
}
#endregion
#region IPersist implementation
public override void Parse(int propIndex, IPropertyValue value, int[] nestedIndex)
{
switch (propIndex)
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
base.Parse(propIndex, value, nestedIndex);
return;
case 9:
_predefinedType = (IfcCompressorTypeEnum) System.Enum.Parse(typeof (IfcCompressorTypeEnum), value.EnumVal, true);
return;
default:
throw new XbimParserException(string.Format("Attribute index {0} is out of range for {1}", propIndex + 1, GetType().Name.ToUpper()));
}
}
#endregion
#region Equality comparers and operators
public bool Equals(@IfcCompressorType other)
{
return this == other;
}
#endregion
#region IContainsEntityReferences
IEnumerable<IPersistEntity> IContainsEntityReferences.References
{
get
{
if (@OwnerHistory != null)
yield return @OwnerHistory;
foreach(var entity in @HasPropertySets)
yield return entity;
foreach(var entity in @RepresentationMaps)
yield return entity;
}
}
#endregion
#region IContainsIndexedReferences
IEnumerable<IPersistEntity> IContainsIndexedReferences.IndexedReferences
{
get
{
foreach(var entity in @HasPropertySets)
yield return entity;
}
}
#endregion
#region Custom code (will survive code regeneration)
//## Custom code
//##
#endregion
}
} | 411 | 0.903317 | 1 | 0.903317 | game-dev | MEDIA | 0.17939 | game-dev | 0.938146 | 1 | 0.938146 |
wishForget/MiniMineCraft | 18,400 | MineCraftDemo/HelloOpenGL_00/includes/BulletCollision/BroadphaseCollision/btQuantizedBvh.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_QUANTIZED_BVH_H
#define BT_QUANTIZED_BVH_H
class btSerializer;
//#define DEBUG_CHECK_DEQUANTIZATION 1
#ifdef DEBUG_CHECK_DEQUANTIZATION
#ifdef __SPU__
#define printf spu_printf
#endif //__SPU__
#include <stdio.h>
#include <stdlib.h>
#endif //DEBUG_CHECK_DEQUANTIZATION
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedAllocator.h"
#ifdef BT_USE_DOUBLE_PRECISION
#define btQuantizedBvhData btQuantizedBvhDoubleData
#define btOptimizedBvhNodeData btOptimizedBvhNodeDoubleData
#define btQuantizedBvhDataName "btQuantizedBvhDoubleData"
#else
#define btQuantizedBvhData btQuantizedBvhFloatData
#define btOptimizedBvhNodeData btOptimizedBvhNodeFloatData
#define btQuantizedBvhDataName "btQuantizedBvhFloatData"
#endif
//http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclang/html/vclrf__m128.asp
//Note: currently we have 16 bytes per quantized node
#define MAX_SUBTREE_SIZE_IN_BYTES 2048
// 10 gives the potential for 1024 parts, with at most 2^21 (2097152) (minus one
// actually) triangles each (since the sign bit is reserved
#define MAX_NUM_PARTS_IN_BITS 10
///btQuantizedBvhNode is a compressed aabb node, 16 bytes.
///Node can be used for leafnode or internal node. Leafnodes can point to 32-bit triangle index (non-negative range).
ATTRIBUTE_ALIGNED16(struct)
btQuantizedBvhNode
{
BT_DECLARE_ALIGNED_ALLOCATOR();
//12 bytes
unsigned short int m_quantizedAabbMin[3];
unsigned short int m_quantizedAabbMax[3];
//4 bytes
int m_escapeIndexOrTriangleIndex;
bool isLeafNode() const
{
//skipindex is negative (internal node), triangleindex >=0 (leafnode)
return (m_escapeIndexOrTriangleIndex >= 0);
}
int getEscapeIndex() const
{
btAssert(!isLeafNode());
return -m_escapeIndexOrTriangleIndex;
}
int getTriangleIndex() const
{
btAssert(isLeafNode());
unsigned int x = 0;
unsigned int y = (~(x & 0)) << (31 - MAX_NUM_PARTS_IN_BITS);
// Get only the lower bits where the triangle index is stored
return (m_escapeIndexOrTriangleIndex & ~(y));
}
int getPartId() const
{
btAssert(isLeafNode());
// Get only the highest bits where the part index is stored
return (m_escapeIndexOrTriangleIndex >> (31 - MAX_NUM_PARTS_IN_BITS));
}
};
/// btOptimizedBvhNode contains both internal and leaf node information.
/// Total node size is 44 bytes / node. You can use the compressed version of 16 bytes.
ATTRIBUTE_ALIGNED16(struct)
btOptimizedBvhNode
{
BT_DECLARE_ALIGNED_ALLOCATOR();
//32 bytes
btVector3 m_aabbMinOrg;
btVector3 m_aabbMaxOrg;
//4
int m_escapeIndex;
//8
//for child nodes
int m_subPart;
int m_triangleIndex;
//pad the size to 64 bytes
char m_padding[20];
};
///btBvhSubtreeInfo provides info to gather a subtree of limited size
ATTRIBUTE_ALIGNED16(class)
btBvhSubtreeInfo
{
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
//12 bytes
unsigned short int m_quantizedAabbMin[3];
unsigned short int m_quantizedAabbMax[3];
//4 bytes, points to the root of the subtree
int m_rootNodeIndex;
//4 bytes
int m_subtreeSize;
int m_padding[3];
btBvhSubtreeInfo()
{
//memset(&m_padding[0], 0, sizeof(m_padding));
}
void setAabbFromQuantizeNode(const btQuantizedBvhNode& quantizedNode)
{
m_quantizedAabbMin[0] = quantizedNode.m_quantizedAabbMin[0];
m_quantizedAabbMin[1] = quantizedNode.m_quantizedAabbMin[1];
m_quantizedAabbMin[2] = quantizedNode.m_quantizedAabbMin[2];
m_quantizedAabbMax[0] = quantizedNode.m_quantizedAabbMax[0];
m_quantizedAabbMax[1] = quantizedNode.m_quantizedAabbMax[1];
m_quantizedAabbMax[2] = quantizedNode.m_quantizedAabbMax[2];
}
};
class btNodeOverlapCallback
{
public:
virtual ~btNodeOverlapCallback(){};
virtual void processNode(int subPart, int triangleIndex) = 0;
};
#include "LinearMath/btAlignedAllocator.h"
#include "LinearMath/btAlignedObjectArray.h"
///for code readability:
typedef btAlignedObjectArray<btOptimizedBvhNode> NodeArray;
typedef btAlignedObjectArray<btQuantizedBvhNode> QuantizedNodeArray;
typedef btAlignedObjectArray<btBvhSubtreeInfo> BvhSubtreeInfoArray;
///The btQuantizedBvh class stores an AABB tree that can be quickly traversed on CPU and Cell SPU.
///It is used by the btBvhTriangleMeshShape as midphase.
///It is recommended to use quantization for better performance and lower memory requirements.
ATTRIBUTE_ALIGNED16(class)
btQuantizedBvh
{
public:
enum btTraversalMode
{
TRAVERSAL_STACKLESS = 0,
TRAVERSAL_STACKLESS_CACHE_FRIENDLY,
TRAVERSAL_RECURSIVE
};
protected:
btVector3 m_bvhAabbMin;
btVector3 m_bvhAabbMax;
btVector3 m_bvhQuantization;
int m_bulletVersion; //for serialization versioning. It could also be used to detect endianess.
int m_curNodeIndex;
//quantization data
bool m_useQuantization;
NodeArray m_leafNodes;
NodeArray m_contiguousNodes;
QuantizedNodeArray m_quantizedLeafNodes;
QuantizedNodeArray m_quantizedContiguousNodes;
btTraversalMode m_traversalMode;
BvhSubtreeInfoArray m_SubtreeHeaders;
//This is only used for serialization so we don't have to add serialization directly to btAlignedObjectArray
mutable int m_subtreeHeaderCount;
///two versions, one for quantized and normal nodes. This allows code-reuse while maintaining readability (no template/macro!)
///this might be refactored into a virtual, it is usually not calculated at run-time
void setInternalNodeAabbMin(int nodeIndex, const btVector3& aabbMin)
{
if (m_useQuantization)
{
quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[0], aabbMin, 0);
}
else
{
m_contiguousNodes[nodeIndex].m_aabbMinOrg = aabbMin;
}
}
void setInternalNodeAabbMax(int nodeIndex, const btVector3& aabbMax)
{
if (m_useQuantization)
{
quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[0], aabbMax, 1);
}
else
{
m_contiguousNodes[nodeIndex].m_aabbMaxOrg = aabbMax;
}
}
btVector3 getAabbMin(int nodeIndex) const
{
if (m_useQuantization)
{
return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMin[0]);
}
//non-quantized
return m_leafNodes[nodeIndex].m_aabbMinOrg;
}
btVector3 getAabbMax(int nodeIndex) const
{
if (m_useQuantization)
{
return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMax[0]);
}
//non-quantized
return m_leafNodes[nodeIndex].m_aabbMaxOrg;
}
void setInternalNodeEscapeIndex(int nodeIndex, int escapeIndex)
{
if (m_useQuantization)
{
m_quantizedContiguousNodes[nodeIndex].m_escapeIndexOrTriangleIndex = -escapeIndex;
}
else
{
m_contiguousNodes[nodeIndex].m_escapeIndex = escapeIndex;
}
}
void mergeInternalNodeAabb(int nodeIndex, const btVector3& newAabbMin, const btVector3& newAabbMax)
{
if (m_useQuantization)
{
unsigned short int quantizedAabbMin[3];
unsigned short int quantizedAabbMax[3];
quantize(quantizedAabbMin, newAabbMin, 0);
quantize(quantizedAabbMax, newAabbMax, 1);
for (int i = 0; i < 3; i++)
{
if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] > quantizedAabbMin[i])
m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] = quantizedAabbMin[i];
if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] < quantizedAabbMax[i])
m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] = quantizedAabbMax[i];
}
}
else
{
//non-quantized
m_contiguousNodes[nodeIndex].m_aabbMinOrg.setMin(newAabbMin);
m_contiguousNodes[nodeIndex].m_aabbMaxOrg.setMax(newAabbMax);
}
}
void swapLeafNodes(int firstIndex, int secondIndex);
void assignInternalNodeFromLeafNode(int internalNode, int leafNodeIndex);
protected:
void buildTree(int startIndex, int endIndex);
int calcSplittingAxis(int startIndex, int endIndex);
int sortAndCalcSplittingIndex(int startIndex, int endIndex, int splitAxis);
void walkStacklessTree(btNodeOverlapCallback * nodeCallback, const btVector3& aabbMin, const btVector3& aabbMax) const;
void walkStacklessQuantizedTreeAgainstRay(btNodeOverlapCallback * nodeCallback, const btVector3& raySource, const btVector3& rayTarget, const btVector3& aabbMin, const btVector3& aabbMax, int startNodeIndex, int endNodeIndex) const;
void walkStacklessQuantizedTree(btNodeOverlapCallback * nodeCallback, unsigned short int* quantizedQueryAabbMin, unsigned short int* quantizedQueryAabbMax, int startNodeIndex, int endNodeIndex) const;
void walkStacklessTreeAgainstRay(btNodeOverlapCallback * nodeCallback, const btVector3& raySource, const btVector3& rayTarget, const btVector3& aabbMin, const btVector3& aabbMax, int startNodeIndex, int endNodeIndex) const;
///tree traversal designed for small-memory processors like PS3 SPU
void walkStacklessQuantizedTreeCacheFriendly(btNodeOverlapCallback * nodeCallback, unsigned short int* quantizedQueryAabbMin, unsigned short int* quantizedQueryAabbMax) const;
///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
void walkRecursiveQuantizedTreeAgainstQueryAabb(const btQuantizedBvhNode* currentNode, btNodeOverlapCallback* nodeCallback, unsigned short int* quantizedQueryAabbMin, unsigned short int* quantizedQueryAabbMax) const;
///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
void walkRecursiveQuantizedTreeAgainstQuantizedTree(const btQuantizedBvhNode* treeNodeA, const btQuantizedBvhNode* treeNodeB, btNodeOverlapCallback* nodeCallback) const;
void updateSubtreeHeaders(int leftChildNodexIndex, int rightChildNodexIndex);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btQuantizedBvh();
virtual ~btQuantizedBvh();
///***************************************** expert/internal use only *************************
void setQuantizationValues(const btVector3& bvhAabbMin, const btVector3& bvhAabbMax, btScalar quantizationMargin = btScalar(1.0));
QuantizedNodeArray& getLeafNodeArray() { return m_quantizedLeafNodes; }
///buildInternal is expert use only: assumes that setQuantizationValues and LeafNodeArray are initialized
void buildInternal();
///***************************************** expert/internal use only *************************
void reportAabbOverlappingNodex(btNodeOverlapCallback * nodeCallback, const btVector3& aabbMin, const btVector3& aabbMax) const;
void reportRayOverlappingNodex(btNodeOverlapCallback * nodeCallback, const btVector3& raySource, const btVector3& rayTarget) const;
void reportBoxCastOverlappingNodex(btNodeOverlapCallback * nodeCallback, const btVector3& raySource, const btVector3& rayTarget, const btVector3& aabbMin, const btVector3& aabbMax) const;
SIMD_FORCE_INLINE void quantize(unsigned short* out, const btVector3& point, int isMax) const
{
btAssert(m_useQuantization);
btAssert(point.getX() <= m_bvhAabbMax.getX());
btAssert(point.getY() <= m_bvhAabbMax.getY());
btAssert(point.getZ() <= m_bvhAabbMax.getZ());
btAssert(point.getX() >= m_bvhAabbMin.getX());
btAssert(point.getY() >= m_bvhAabbMin.getY());
btAssert(point.getZ() >= m_bvhAabbMin.getZ());
btVector3 v = (point - m_bvhAabbMin) * m_bvhQuantization;
///Make sure rounding is done in a way that unQuantize(quantizeWithClamp(...)) is conservative
///end-points always set the first bit, so that they are sorted properly (so that neighbouring AABBs overlap properly)
///@todo: double-check this
if (isMax)
{
out[0] = (unsigned short)(((unsigned short)(v.getX() + btScalar(1.)) | 1));
out[1] = (unsigned short)(((unsigned short)(v.getY() + btScalar(1.)) | 1));
out[2] = (unsigned short)(((unsigned short)(v.getZ() + btScalar(1.)) | 1));
}
else
{
out[0] = (unsigned short)(((unsigned short)(v.getX()) & 0xfffe));
out[1] = (unsigned short)(((unsigned short)(v.getY()) & 0xfffe));
out[2] = (unsigned short)(((unsigned short)(v.getZ()) & 0xfffe));
}
#ifdef DEBUG_CHECK_DEQUANTIZATION
btVector3 newPoint = unQuantize(out);
if (isMax)
{
if (newPoint.getX() < point.getX())
{
printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n", newPoint.getX() - point.getX(), newPoint.getX(), point.getX());
}
if (newPoint.getY() < point.getY())
{
printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n", newPoint.getY() - point.getY(), newPoint.getY(), point.getY());
}
if (newPoint.getZ() < point.getZ())
{
printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n", newPoint.getZ() - point.getZ(), newPoint.getZ(), point.getZ());
}
}
else
{
if (newPoint.getX() > point.getX())
{
printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n", newPoint.getX() - point.getX(), newPoint.getX(), point.getX());
}
if (newPoint.getY() > point.getY())
{
printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n", newPoint.getY() - point.getY(), newPoint.getY(), point.getY());
}
if (newPoint.getZ() > point.getZ())
{
printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n", newPoint.getZ() - point.getZ(), newPoint.getZ(), point.getZ());
}
}
#endif //DEBUG_CHECK_DEQUANTIZATION
}
SIMD_FORCE_INLINE void quantizeWithClamp(unsigned short* out, const btVector3& point2, int isMax) const
{
btAssert(m_useQuantization);
btVector3 clampedPoint(point2);
clampedPoint.setMax(m_bvhAabbMin);
clampedPoint.setMin(m_bvhAabbMax);
quantize(out, clampedPoint, isMax);
}
SIMD_FORCE_INLINE btVector3 unQuantize(const unsigned short* vecIn) const
{
btVector3 vecOut;
vecOut.setValue(
(btScalar)(vecIn[0]) / (m_bvhQuantization.getX()),
(btScalar)(vecIn[1]) / (m_bvhQuantization.getY()),
(btScalar)(vecIn[2]) / (m_bvhQuantization.getZ()));
vecOut += m_bvhAabbMin;
return vecOut;
}
///setTraversalMode let's you choose between stackless, recursive or stackless cache friendly tree traversal. Note this is only implemented for quantized trees.
void setTraversalMode(btTraversalMode traversalMode)
{
m_traversalMode = traversalMode;
}
SIMD_FORCE_INLINE QuantizedNodeArray& getQuantizedNodeArray()
{
return m_quantizedContiguousNodes;
}
SIMD_FORCE_INLINE BvhSubtreeInfoArray& getSubtreeInfoArray()
{
return m_SubtreeHeaders;
}
////////////////////////////////////////////////////////////////////
/////Calculate space needed to store BVH for serialization
unsigned calculateSerializeBufferSize() const;
/// Data buffer MUST be 16 byte aligned
virtual bool serialize(void* o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const;
///deSerializeInPlace loads and initializes a BVH from a buffer in memory 'in place'
static btQuantizedBvh* deSerializeInPlace(void* i_alignedDataBuffer, unsigned int i_dataBufferSize, bool i_swapEndian);
static unsigned int getAlignmentSerializationPadding();
//////////////////////////////////////////////////////////////////////
virtual int calculateSerializeBufferSizeNew() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)
virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
virtual void deSerializeFloat(struct btQuantizedBvhFloatData & quantizedBvhFloatData);
virtual void deSerializeDouble(struct btQuantizedBvhDoubleData & quantizedBvhDoubleData);
////////////////////////////////////////////////////////////////////
SIMD_FORCE_INLINE bool isQuantized()
{
return m_useQuantization;
}
private:
// Special "copy" constructor that allows for in-place deserialization
// Prevents btVector3's default constructor from being called, but doesn't inialize much else
// ownsMemory should most likely be false if deserializing, and if you are not, don't call this (it also changes the function signature, which we need)
btQuantizedBvh(btQuantizedBvh & other, bool ownsMemory);
};
// clang-format off
// parser needs * with the name
struct btBvhSubtreeInfoData
{
int m_rootNodeIndex;
int m_subtreeSize;
unsigned short m_quantizedAabbMin[3];
unsigned short m_quantizedAabbMax[3];
};
struct btOptimizedBvhNodeFloatData
{
btVector3FloatData m_aabbMinOrg;
btVector3FloatData m_aabbMaxOrg;
int m_escapeIndex;
int m_subPart;
int m_triangleIndex;
char m_pad[4];
};
struct btOptimizedBvhNodeDoubleData
{
btVector3DoubleData m_aabbMinOrg;
btVector3DoubleData m_aabbMaxOrg;
int m_escapeIndex;
int m_subPart;
int m_triangleIndex;
char m_pad[4];
};
struct btQuantizedBvhNodeData
{
unsigned short m_quantizedAabbMin[3];
unsigned short m_quantizedAabbMax[3];
int m_escapeIndexOrTriangleIndex;
};
struct btQuantizedBvhFloatData
{
btVector3FloatData m_bvhAabbMin;
btVector3FloatData m_bvhAabbMax;
btVector3FloatData m_bvhQuantization;
int m_curNodeIndex;
int m_useQuantization;
int m_numContiguousLeafNodes;
int m_numQuantizedContiguousNodes;
btOptimizedBvhNodeFloatData *m_contiguousNodesPtr;
btQuantizedBvhNodeData *m_quantizedContiguousNodesPtr;
btBvhSubtreeInfoData *m_subTreeInfoPtr;
int m_traversalMode;
int m_numSubtreeHeaders;
};
struct btQuantizedBvhDoubleData
{
btVector3DoubleData m_bvhAabbMin;
btVector3DoubleData m_bvhAabbMax;
btVector3DoubleData m_bvhQuantization;
int m_curNodeIndex;
int m_useQuantization;
int m_numContiguousLeafNodes;
int m_numQuantizedContiguousNodes;
btOptimizedBvhNodeDoubleData *m_contiguousNodesPtr;
btQuantizedBvhNodeData *m_quantizedContiguousNodesPtr;
int m_traversalMode;
int m_numSubtreeHeaders;
btBvhSubtreeInfoData *m_subTreeInfoPtr;
};
// clang-format on
SIMD_FORCE_INLINE int btQuantizedBvh::calculateSerializeBufferSizeNew() const
{
return sizeof(btQuantizedBvhData);
}
#endif //BT_QUANTIZED_BVH_H
| 411 | 0.974367 | 1 | 0.974367 | game-dev | MEDIA | 0.81538 | game-dev | 0.958543 | 1 | 0.958543 |
openframeworks/openFrameworks | 1,609 | addons/ofxiOS/src/utils/ofxiOSExternalDisplay.h | //
// ofxiOSExternalDisplay.h
//
// Created by lukasz karluk on 21/03/12.
// http://julapy.com
//
#pragma once
#include "ofConstants.h"
#include <TargetConditionals.h>
#if TARGET_OS_IOS || (TARGET_OS_IPHONE && !TARGET_OS_TV)
struct ofxiOSExternalDisplayMode{
int width;
int height;
float pixelAspectRatio;
};
class ofxiOSExternalDisplay {
public:
//-------------------------------------------------------
static void alertExternalDisplayConnected();
static void alertExternalDisplayDisconnected();
static void alertExternalDisplayChanged();
//-------------------------------------------------------
static std::vector<ofxiOSExternalDisplayMode> getExternalDisplayModes();
static bool displayOnExternalScreen(ofxiOSExternalDisplayMode externalDisplayMode);
static bool displayOnExternalScreenWithPreferredDisplayMode();
static bool displayOnDeviceScreen();
static bool mirrorOn();
static bool mirrorOff();
//-------------------------------------------------------
static bool isDisplayingOnExternalScreen();
static bool isDisplayingOnDeviceScreen();
static bool isExternalScreenConnected();
static bool isMirroring();
//-------------------------------------------------------
ofxiOSExternalDisplay();
~ofxiOSExternalDisplay();
//-------------------------------------------------------
virtual void externalDisplayConnected(){}
virtual void externalDisplayDisconnected(){}
virtual void externalDisplayChanged(){}
};
#define ofxiPhoneExternalDisplay ofxiOSExternalDisplay
#endif
| 411 | 0.749552 | 1 | 0.749552 | game-dev | MEDIA | 0.562165 | game-dev,graphics-rendering | 0.530378 | 1 | 0.530378 |
xamarin/XamarinCommunityToolkit | 1,860 | src/CommunityToolkit/Xamarin.CommunityToolkit/Helpers/LocalizationResourceManager.shared.cs | using System;
using System.ComponentModel;
using System.Globalization;
using System.Resources;
using System.Threading;
using Xamarin.CommunityToolkit.ObjectModel;
namespace Xamarin.CommunityToolkit.Helpers
{
#if !NETSTANDARD1_0
public class LocalizationResourceManager : ObservableObject
{
static readonly Lazy<LocalizationResourceManager> currentHolder = new Lazy<LocalizationResourceManager>(() => new LocalizationResourceManager());
public static LocalizationResourceManager Current => currentHolder.Value;
ResourceManager? resourceManager;
CultureInfo currentCulture = Thread.CurrentThread.CurrentUICulture;
LocalizationResourceManager()
{
}
public void Init(ResourceManager resource) => resourceManager = resource;
public void Init(ResourceManager resource, CultureInfo initialCulture)
{
CurrentCulture = initialCulture;
Init(resource);
}
public string GetValue(string text)
{
if (resourceManager == null)
throw new InvalidOperationException($"Must call {nameof(LocalizationResourceManager)}.{nameof(Init)} first");
return resourceManager.GetString(text, CurrentCulture) ?? throw new NullReferenceException($"{nameof(text)}: {text} not found");
}
public string this[string text] => GetValue(text);
[Obsolete("Please, use " + nameof(CurrentCulture) + " to set culture")]
[EditorBrowsable(EditorBrowsableState.Never)]
public void SetCulture(CultureInfo language) => CurrentCulture = language;
public CultureInfo CurrentCulture
{
get => currentCulture;
set => SetProperty(ref currentCulture, value, null);
}
[Obsolete("This method is no longer needed with new implementation of " + nameof(LocalizationResourceManager) + ". Please, remove all references to it.")]
[EditorBrowsable(EditorBrowsableState.Never)]
public void Invalidate() => OnPropertyChanged(null);
}
#endif
} | 411 | 0.679649 | 1 | 0.679649 | game-dev | MEDIA | 0.497412 | game-dev,desktop-app | 0.594629 | 1 | 0.594629 |
IrisShaders/Iris | 15,947 | common/src/main/java/net/irisshaders/iris/gui/element/ShaderPackSelectionList.java | package net.irisshaders.iris.gui.element;
import com.mojang.blaze3d.systems.RenderSystem;
import net.irisshaders.iris.Iris;
import net.irisshaders.iris.gui.GuiUtil;
import net.irisshaders.iris.gui.screen.ShaderPackScreen;
import net.minecraft.ChatFormatting;
import net.minecraft.Util;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ComponentPath;
import net.minecraft.client.gui.Font;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractSelectionList;
import net.minecraft.client.gui.navigation.FocusNavigationEvent;
import net.minecraft.client.gui.navigation.ScreenRectangle;
import net.minecraft.client.gui.screens.ConfirmLinkScreen;
import net.minecraft.client.gui.screens.worldselection.CreateWorldScreen;
import net.minecraft.network.chat.Component;
import net.minecraft.network.chat.MutableComponent;
import net.minecraft.resources.ResourceLocation;
import org.jetbrains.annotations.Nullable;
import org.lwjgl.glfw.GLFW;
import java.io.IOException;
import java.nio.file.FileSystems;
import java.nio.file.StandardWatchEventKinds;
import java.nio.file.WatchEvent;
import java.nio.file.WatchKey;
import java.nio.file.WatchService;
import java.util.List;
import java.util.function.Function;
public class ShaderPackSelectionList extends IrisObjectSelectionList<ShaderPackSelectionList.BaseEntry> {
private static final Component PACK_LIST_LABEL = Component.translatable("pack.iris.list.label").withStyle(ChatFormatting.ITALIC, ChatFormatting.GRAY);
private static final ResourceLocation MENU_LIST_BACKGROUND = ResourceLocation.withDefaultNamespace("textures/gui/menu_background.png");
private final ShaderPackScreen screen;
private final TopButtonRowEntry topButtonRow;
private final WatchService watcher;
private final WatchKey key;
private final PinnedEntry downloadButton;
private boolean keyValid;
private ShaderPackEntry applied = null;
public ShaderPackSelectionList(ShaderPackScreen screen, Minecraft client, int width, int height, int top, int bottom, int left, int right) {
super(client, width, bottom, top + 4, bottom, left, right, 20);
WatchKey key1;
WatchService watcher1;
this.screen = screen;
this.topButtonRow = new TopButtonRowEntry(this, Iris.getIrisConfig().areShadersEnabled());
this.downloadButton = new PinnedEntry(Component.literal("Download Shaders"), () -> this.minecraft.setScreen(new ConfirmLinkScreen(bl -> {
if (bl) {
Util.getPlatform().openUri("https://modrinth.com/shaders");
}
this.minecraft.setScreen(this.screen);
}, "https://modrinth.com/shaders", true)), this);
try {
watcher1 = FileSystems.getDefault().newWatchService();
key1 = Iris.getShaderpacksDirectory().register(watcher1,
StandardWatchEventKinds.ENTRY_CREATE,
StandardWatchEventKinds.ENTRY_MODIFY,
StandardWatchEventKinds.ENTRY_DELETE);
keyValid = true;
} catch (IOException e) {
Iris.logger.error("Couldn't register file watcher!", e);
watcher1 = null;
key1 = null;
keyValid = false;
}
this.key = key1;
this.watcher = watcher1;
refresh();
}
@Override
public boolean keyPressed(int pContainerEventHandler0, int pInt1, int pInt2) {
if (pContainerEventHandler0 == GLFW.GLFW_KEY_UP) {
if (getFocused() == getFirstElement()) return true;
}
return super.keyPressed(pContainerEventHandler0, pInt1, pInt2);
}
@Override
public void renderWidget(GuiGraphics pAbstractSelectionList0, int pInt1, int pInt2, float pFloat3) {
if (keyValid) {
for (WatchEvent<?> event : key.pollEvents()) {
if (event.kind() == StandardWatchEventKinds.OVERFLOW) continue;
refresh();
break;
}
keyValid = key.reset();
}
super.renderWidget(pAbstractSelectionList0, pInt1, pInt2, pFloat3);
}
public void close() throws IOException {
if (key != null) {
key.cancel();
}
if (watcher != null) {
watcher.close();
}
}
@Override
protected void renderListBackground(GuiGraphics pAbstractSelectionList0) {
if (screen.listTransition.getAsFloat() < 0.02f) return;
RenderSystem.enableBlend();
RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, screen.listTransition.getAsFloat());
pAbstractSelectionList0.blit(
MENU_LIST_BACKGROUND,
this.getX(),
this.getY() - 2,
(float) this.getRight(),
(float) (this.getBottom() + (int) this.getScrollAmount()),
this.getWidth(),
this.getHeight(),
32,
32
);
RenderSystem.disableBlend();
RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f);
}
@Override
protected void renderListSeparators(GuiGraphics pAbstractSelectionList0) {
RenderSystem.enableBlend();
RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, screen.listTransition.getAsFloat());
pAbstractSelectionList0.blit(CreateWorldScreen.HEADER_SEPARATOR, this.getX(), this.getY() - 2, 0.0F, 0.0F, this.getWidth(), 2, 32, 2);
pAbstractSelectionList0.blit(CreateWorldScreen.FOOTER_SEPARATOR, this.getX(), this.getBottom(), 0.0F, 0.0F, this.getWidth(), 2, 32, 2);
RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f);
RenderSystem.disableBlend();
}
@Override
public int getRowWidth() {
return Math.min(308, width - 50);
}
@Override
protected int getRowTop(int index) {
return super.getRowTop(index) + 2;
}
public void refresh() {
this.clearEntries();
List<String> names;
try {
names = Iris.getShaderpacksDirectoryManager().enumerate();
} catch (Throwable e) {
Iris.logger.error("Error reading files while constructing selection UI", e);
// Not translating this since it's going to be seen very rarely,
// We're just trying to get more information on a seemingly untraceable bug:
// - https://github.com/IrisShaders/Iris/issues/785
this.addLabelEntries(
Component.empty(),
Component.literal("There was an error reading your shaderpacks directory")
.withStyle(ChatFormatting.RED, ChatFormatting.BOLD),
Component.empty(),
Component.literal("Check your logs for more information."),
Component.literal("Please file an issue report including a log file."),
Component.literal("If you are able to identify the file causing this, " +
"please include it in your report as well."),
Component.literal("Note that this might be an issue with folder " +
"permissions; ensure those are correct first.")
);
return;
}
this.addEntry(topButtonRow);
if (names.isEmpty()) {
this.addEntry(downloadButton);
}
// Only allow the enable/disable shaders button if the user has
// added a shader pack. Otherwise, the button will be disabled.
topButtonRow.allowEnableShadersButton = !names.isEmpty();
int index = 0;
for (String name : names) {
index++;
addPackEntry(index, name);
}
this.addLabelEntries(PACK_LIST_LABEL);
}
public void addPackEntry(int index, String name) {
ShaderPackEntry entry = new ShaderPackEntry(index, this, name);
Iris.getIrisConfig().getShaderPackName().ifPresent(currentPackName -> {
if (name.equals(currentPackName)) {
setSelected(entry);
setFocused(entry);
centerScrollOn(entry);
setApplied(entry);
}
});
this.addEntry(entry);
}
public void addLabelEntries(Component... lines) {
for (Component text : lines) {
this.addEntry(new LabelEntry(text));
}
}
public void select(String name) {
for (int i = 0; i < getItemCount(); i++) {
BaseEntry entry = getEntry(i);
if (entry instanceof ShaderPackEntry && ((ShaderPackEntry) entry).packName.equals(name)) {
setSelected(entry);
return;
}
}
}
public ShaderPackEntry getApplied() {
return this.applied;
}
public void setApplied(ShaderPackEntry entry) {
this.applied = entry;
}
public TopButtonRowEntry getTopButtonRow() {
return topButtonRow;
}
public static abstract class BaseEntry extends AbstractSelectionList.Entry<BaseEntry> {
protected BaseEntry() {
}
}
public static class LabelEntry extends BaseEntry {
private final Component label;
public LabelEntry(Component label) {
this.label = label;
}
@Override
public void render(GuiGraphics guiGraphics, int index, int y, int x, int entryWidth, int entryHeight, int mouseX, int mouseY, boolean hovered, float tickDelta) {
guiGraphics.drawCenteredString(Minecraft.getInstance().font, label, (x + entryWidth / 2) - 2, y + (entryHeight - 11) / 2, 0xC2C2C2);
}
}
public static class TopButtonRowEntry extends BaseEntry {
private static final Component NONE_PRESENT_LABEL = Component.translatable("options.iris.shaders.nonePresent").withStyle(ChatFormatting.GRAY);
private static final Component SHADERS_DISABLED_LABEL = Component.translatable("options.iris.shaders.disabled");
private static final Component SHADERS_ENABLED_LABEL = Component.translatable("options.iris.shaders.enabled");
private final ShaderPackSelectionList list;
public boolean allowEnableShadersButton = true;
public boolean shadersEnabled;
public TopButtonRowEntry(ShaderPackSelectionList list, boolean shadersEnabled) {
this.list = list;
this.shadersEnabled = shadersEnabled;
}
public void setShadersEnabled(boolean shadersEnabled) {
this.shadersEnabled = shadersEnabled;
this.list.screen.refreshScreenSwitchButton();
}
@Override
public void render(GuiGraphics guiGraphics, int index, int y, int x, int entryWidth, int entryHeight, int mouseX, int mouseY, boolean hovered, float tickDelta) {
GuiUtil.bindIrisWidgetsTexture();
GuiUtil.drawButton(guiGraphics, x - 2, y - 2, entryWidth, entryHeight + 2, hovered, !allowEnableShadersButton);
guiGraphics.drawCenteredString(Minecraft.getInstance().font, getEnableDisableLabel(), (x + entryWidth / 2) - 2, y + (entryHeight - 11) / 2, 0xFFFFFF);
}
private Component getEnableDisableLabel() {
return this.allowEnableShadersButton ? this.shadersEnabled ? SHADERS_ENABLED_LABEL : SHADERS_DISABLED_LABEL : NONE_PRESENT_LABEL;
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (this.allowEnableShadersButton) {
setShadersEnabled(!this.shadersEnabled);
GuiUtil.playButtonClickSound();
return true;
}
return false;
}
@Override
public boolean keyPressed(int keycode, int scancode, int modifiers) {
if (keycode == GLFW.GLFW_KEY_ENTER) {
if (this.allowEnableShadersButton) {
setShadersEnabled(!this.shadersEnabled);
GuiUtil.playButtonClickSound();
return true;
}
}
return false;
}
@Nullable
@Override
public ComponentPath nextFocusPath(FocusNavigationEvent pGuiEventListener0) {
return (!isFocused()) ? ComponentPath.leaf(this) : null;
}
public boolean isFocused() {
return this.list.getFocused() == this;
}
// Renders the label at an offset as to not look misaligned with the rest of the menu
public static class EnableShadersButtonElement extends IrisElementRow.TextButtonElement {
private int centerX;
public EnableShadersButtonElement(Component text, Function<IrisElementRow.TextButtonElement, Boolean> onClick) {
super(text, onClick);
}
@Override
public void renderLabel(GuiGraphics guiGraphics, int x, int y, int width, int height, int mouseX, int mouseY, float tickDelta, boolean hovered) {
int textX = this.centerX - (int) (this.font.width(this.text) * 0.5);
int textY = y + (int) ((height - 8) * 0.5);
guiGraphics.drawString(this.font, this.text, textX, textY, 0xFFFFFF);
}
}
}
private static class PinnedEntry extends BaseEntry {
public final boolean allowPressButton = true;
private final Component label;
private final Runnable onClick;
public PinnedEntry(Component label, Runnable onClick, ShaderPackSelectionList list) {
this.label = label;
this.onClick = onClick;
}
@Override
public void render(GuiGraphics guiGraphics, int index, int y, int x, int entryWidth, int entryHeight, int mouseX, int mouseY, boolean hovered, float tickDelta) {
GuiUtil.bindIrisWidgetsTexture();
GuiUtil.drawButton(guiGraphics, x - 2, y - 2, entryWidth, entryHeight + 2, hovered, !allowPressButton);
guiGraphics.drawCenteredString(Minecraft.getInstance().font, label, (x + entryWidth / 2) - 2, y + (entryHeight - 11) / 2, 0xFFFFFF);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (this.allowPressButton) {
GuiUtil.playButtonClickSound();
onClick.run();
return false;
}
return false;
}
@Override
public boolean keyPressed(int keycode, int scancode, int modifiers) {
if (keycode == GLFW.GLFW_KEY_ENTER) {
if (this.allowPressButton) {
GuiUtil.playButtonClickSound();
onClick.run();
return false;
}
}
return false;
}
}
public class ShaderPackEntry extends BaseEntry {
private final String packName;
private final ShaderPackSelectionList list;
private final int index;
private ScreenRectangle bounds;
private boolean focused;
public ShaderPackEntry(int index, ShaderPackSelectionList list, String packName) {
this.bounds = ScreenRectangle.empty();
this.packName = packName;
this.list = list;
this.index = index;
}
@Override
public ScreenRectangle getRectangle() {
return bounds;
}
public boolean isApplied() {
return list.getApplied() == this;
}
public boolean isSelected() {
return list.getSelected() == this;
}
public String getPackName() {
return packName;
}
@Override
public void render(GuiGraphics guiGraphics, int index, int y, int x, int entryWidth, int entryHeight, int mouseX, int mouseY, boolean hovered, float tickDelta) {
this.bounds = new ScreenRectangle(x, y, entryWidth, entryHeight);
Font font = Minecraft.getInstance().font;
int color = 0xFFFFFF;
String name = packName;
if (hovered) {
GuiUtil.bindIrisWidgetsTexture();
GuiUtil.drawButton(guiGraphics, x - 2, y - 2, entryWidth, entryHeight + 4, hovered, false);
}
boolean shadersEnabled = list.getTopButtonRow().shadersEnabled;
if (font.width(Component.literal(name).withStyle(ChatFormatting.BOLD)) > this.list.getRowWidth() - 3) {
name = font.plainSubstrByWidth(name, this.list.getRowWidth() - 8) + "...";
}
MutableComponent text = Component.literal(name);
if (this.isMouseOver(mouseX, mouseY)) {
text = text.withStyle(ChatFormatting.BOLD);
}
if (shadersEnabled && this.isApplied()) {
color = 0xFFF263;
}
if (!shadersEnabled && !this.isMouseOver(mouseX, mouseY)) {
color = 0xA2A2A2;
}
guiGraphics.drawCenteredString(font, text, (x + entryWidth / 2) - 2, y + (entryHeight - 11) / 2, color);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
// Only do anything on left-click
if (button != 0) {
return false;
}
return doThing();
}
@Override
public boolean keyPressed(int keycode, int pInt1, int pInt2) {
// Only do anything on key-press
if (keycode != GLFW.GLFW_KEY_ENTER) {
return false;
}
return doThing();
}
private boolean doThing() {
boolean didAnything = false;
// UX: If shaders are disabled, then clicking a shader in the list will also
// enable shaders on apply. Previously, it was not possible to select
// a pack when shaders were disabled, but this was a source of confusion
// - people did not realize that they needed to enable shaders before
// selecting a shader pack.
if (!list.getTopButtonRow().shadersEnabled) {
list.getTopButtonRow().setShadersEnabled(true);
didAnything = true;
}
if (!this.isSelected()) {
this.list.select(this.index);
didAnything = true;
}
ShaderPackSelectionList.this.screen.setFocused(ShaderPackSelectionList.this.screen.getBottomRowOption());
return didAnything;
}
@Nullable
@Override
public ComponentPath nextFocusPath(FocusNavigationEvent pGuiEventListener0) {
return (!isFocused()) ? ComponentPath.leaf(this) : null;
}
public boolean isFocused() {
return this.list.getFocused() == this;
}
}
}
| 411 | 0.939364 | 1 | 0.939364 | game-dev | MEDIA | 0.91017 | game-dev | 0.983949 | 1 | 0.983949 |
FakeFishGames/Barotrauma | 44,981 | Barotrauma/BarotraumaShared/SharedSource/Items/Inventory.cs | using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class Inventory
{
public const int MaxPossibleStackSize = (1 << 6) - 1; //the max value that will fit in 6 bits, i.e 63
public const int MaxItemsPerNetworkEvent = 128;
public class ItemSlot
{
private readonly List<Item> items = new List<Item>(MaxPossibleStackSize);
public bool HideIfEmpty;
public IReadOnlyList<Item> Items => items;
private readonly Inventory inventory;
public ItemSlot(Inventory inventory)
{
this.inventory = inventory;
}
public bool CanBePut(Item item, bool ignoreCondition = false)
{
if (item == null) { return false; }
if (items.Count > 0)
{
if (!ignoreCondition)
{
if (item.IsFullCondition)
{
if (items.Any(it => !it.IsFullCondition)) { return false; }
}
else if (MathUtils.NearlyEqual(item.Condition, 0.0f))
{
if (items.Any(it => !MathUtils.NearlyEqual(it.Condition, 0.0f))) { return false; }
}
else
{
return false;
}
}
if (items[0].Quality != item.Quality) { return false; }
if (items[0].Prefab.Identifier != item.Prefab.Identifier || items.Count + 1 > item.Prefab.GetMaxStackSize(inventory))
{
return false;
}
}
return true;
}
/// <summary>
/// Can an instance of the item prefab be put into the slot?
/// Note that if the condition and quality aren't given, they are ignored, and the method can return true even if the item can't go in the slot
/// due to it being occupied by another item with a different condition or quality (which disallows stacking).
/// </summary>
public bool CanProbablyBePut(ItemPrefab itemPrefab, float? condition = null, int? quality = null)
{
if (itemPrefab == null) { return false; }
if (items.Count > 0)
{
if (condition.HasValue)
{
if (MathUtils.NearlyEqual(condition.Value, 0.0f))
{
if (items.Any(it => it.Condition > 0.0f)) { return false; }
}
else if (MathUtils.NearlyEqual(condition.Value, itemPrefab.Health))
{
if (items.Any(it => !it.IsFullCondition)) { return false; }
}
else
{
return false;
}
}
else
{
if (items.Any(it => !it.IsFullCondition)) { return false; }
}
if (quality.HasValue)
{
if (items[0].Quality != quality.Value) { return false; }
}
if (items[0].Prefab.Identifier != itemPrefab.Identifier ||
items.Count + 1 > itemPrefab.GetMaxStackSize(inventory))
{
return false;
}
}
return true;
}
/// <param name="maxStackSize">Defaults to <see cref="ItemPrefab.MaxStackSize"/> if null</param>
public int HowManyCanBePut(ItemPrefab itemPrefab, int? maxStackSize = null, float? condition = null, bool ignoreItemsInSlot = false)
{
if (itemPrefab == null) { return 0; }
maxStackSize ??= itemPrefab.GetMaxStackSize(inventory);
if (items.Count > 0 && !ignoreItemsInSlot)
{
if (condition.HasValue)
{
if (MathUtils.NearlyEqual(condition.Value, 0.0f))
{
if (items.Any(it => it.Condition > 0.0f)) { return 0; }
}
else if (MathUtils.NearlyEqual(condition.Value, itemPrefab.Health))
{
if (items.Any(it => !it.IsFullCondition)) { return 0; }
}
else
{
return 0;
}
}
else
{
if (items.Any(it => !it.IsFullCondition)) { return 0; }
}
if (items[0].Prefab.Identifier != itemPrefab.Identifier) { return 0; }
return maxStackSize.Value - items.Count;
}
else
{
return maxStackSize.Value;
}
}
public void Add(Item item)
{
if (item == null)
{
throw new InvalidOperationException("Tried to add a null item to an inventory slot.");
}
if (items.Count > 0)
{
if (items[0].Prefab.Identifier != item.Prefab.Identifier)
{
throw new InvalidOperationException("Tried to stack different types of items.");
}
else if (items.Count + 1 > item.Prefab.GetMaxStackSize(inventory))
{
throw new InvalidOperationException($"Tried to add an item to a full inventory slot (stack already full, x{items.Count} {items.First().Prefab.Identifier}).");
}
}
if (items.Contains(item)) { return; }
//keep lowest-condition items at the top of the stack
int index = 0;
for (int i = 0; i < items.Count; i++)
{
if (items[i].Condition > item.Condition)
{
break;
}
index++;
}
items.Insert(index, item);
}
/// <summary>
/// Removes one item from the slot
/// </summary>
public Item RemoveItem()
{
if (items.Count == 0) { return null; }
var item = items[0];
items.RemoveAt(0);
return item;
}
public void RemoveItem(Item item)
{
items.Remove(item);
}
/// <summary>
/// Removes all items from the slot
/// </summary>
public void RemoveAllItems()
{
items.Clear();
}
public void RemoveWhere(Func<Item, bool> predicate)
{
items.RemoveAll(it => predicate(it));
}
public bool Any()
{
return items.Count > 0;
}
public bool Empty()
{
return items.Count == 0;
}
public Item First()
{
return items[0];
}
public Item FirstOrDefault()
{
return items.FirstOrDefault();
}
public Item LastOrDefault()
{
return items.LastOrDefault();
}
public bool Contains(Item item)
{
return items.Contains(item);
}
}
public readonly Entity Owner;
/// <summary>
/// Capacity, or the number of slots in the inventory.
/// </summary>
protected readonly int capacity;
protected readonly ItemSlot[] slots;
public bool Locked;
protected float syncItemsDelay;
private int extraStackSize;
public int ExtraStackSize
{
get => extraStackSize;
set => extraStackSize = MathHelper.Max(value, 0);
}
/// <summary>
/// All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list.
/// </summary>
public virtual IEnumerable<Item> AllItems
{
get
{
return GetAllItems(checkForDuplicates: this is CharacterInventory);
}
}
private readonly List<Item> allItemsList = new List<Item>();
/// <summary>
/// All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated.
/// </summary>
public IEnumerable<Item> AllItemsMod
{
get
{
allItemsList.Clear();
allItemsList.AddRange(AllItems);
return allItemsList;
}
}
public int Capacity
{
get { return capacity; }
}
public static bool IsDragAndDropGiveAllowed
{
get
{
// allowed for single player
if (GameMain.NetworkMember == null)
{
return true;
}
// controlled by server setting in multiplayer
return GameMain.NetworkMember.ServerSettings.AllowDragAndDropGive;
}
}
public int EmptySlotCount => slots.Count(i => !i.Empty());
public bool AllowSwappingContainedItems = true;
public Inventory(Entity owner, int capacity, int slotsPerRow = 5)
{
this.capacity = capacity;
this.Owner = owner;
slots = new ItemSlot[capacity];
for (int i = 0; i < capacity; i++)
{
slots[i] = new ItemSlot(this);
}
#if CLIENT
this.slotsPerRow = slotsPerRow;
if (DraggableIndicator == null)
{
DraggableIndicator = GUIStyle.GetComponentStyle("GUIDragIndicator").GetDefaultSprite();
slotHotkeySprite = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(258, 7, 120, 120), null, 0);
EquippedIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 137, 87, 16), new Vector2(0.5f, 0.5f), 0);
EquippedHoverIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 157, 87, 16), new Vector2(0.5f, 0.5f), 0);
EquippedClickedIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 177, 87, 16), new Vector2(0.5f, 0.5f), 0);
UnequippedIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 197, 87, 16), new Vector2(0.5f, 0.5f), 0);
UnequippedHoverIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 217, 87, 16), new Vector2(0.5f, 0.5f), 0);
UnequippedClickedIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(550, 237, 87, 16), new Vector2(0.5f, 0.5f), 0);
}
#endif
}
public IEnumerable<Item> GetAllItems(bool checkForDuplicates)
{
for (int i = 0; i < capacity; i++)
{
var items = slots[i].Items;
// ReSharper disable once ForCanBeConvertedToForeach, because this is performance-sensitive code.
for (int j = 0; j < items.Count; j++)
{
var item = items[j];
if (item == null)
{
#if DEBUG
DebugConsole.ThrowError($"Null item in inventory {Owner.ToString() ?? "null"}, slot {i}!");
#endif
continue;
}
if (checkForDuplicates)
{
bool duplicateFound = false;
for (int s = 0; s < i; s++)
{
if (slots[s].Items.Contains(item))
{
duplicateFound = true;
break;
}
}
if (!duplicateFound) { yield return item; }
}
else
{
yield return item;
}
}
}
}
private void NotifyItemComponentsOfChange()
{
#if CLIENT
if (Owner is Character character && character == Character.Controlled)
{
character.SelectedItem?.GetComponent<CircuitBox>()?.OnViewUpdateProjSpecific();
}
#endif
if (Owner is not Item it) { return; }
foreach (var c in it.Components)
{
c.OnInventoryChanged();
}
it.ParentInventory?.NotifyItemComponentsOfChange();
}
/// <summary>
/// Is the item contained in this inventory. Does not recursively check items inside items.
/// </summary>
public bool Contains(Item item)
{
return slots.Any(i => i.Contains(item));
}
/// <summary>
/// Return the first item in the inventory, or null if the inventory is empty.
/// </summary>
public Item FirstOrDefault()
{
foreach (var itemSlot in slots)
{
var item = itemSlot.FirstOrDefault();
if (item != null) { return item; }
}
return null;
}
/// <summary>
/// Return the last item in the inventory, or null if the inventory is empty.
/// </summary>
public Item LastOrDefault()
{
for (int i = slots.Length - 1; i >= 0; i--)
{
var item = slots[i].LastOrDefault();
if (item != null) { return item; }
}
return null;
}
private bool IsIndexInRange(int index)
{
return index >= 0 && index < slots.Length;
}
/// <summary>
/// Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack.
/// </summary>
public Item GetItemAt(int index)
{
if (!IsIndexInRange(index)) { return null; }
return slots[index].FirstOrDefault();
}
/// <summary>
/// Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items.
/// </summary>
public IEnumerable<Item> GetItemsAt(int index)
{
if (!IsIndexInRange(index)) { return Enumerable.Empty<Item>(); }
return slots[index].Items;
}
public int GetItemStackSlotIndex(Item item, int index)
{
if (!IsIndexInRange(index)) { return -1; }
return slots[index].Items.IndexOf(item);
}
/// <summary>
/// Find the index of the first slot the item is contained in.
/// </summary>
public int FindIndex(Item item)
{
for (int i = 0; i < capacity; i++)
{
if (slots[i].Contains(item)) { return i; }
}
return -1;
}
/// <summary>
/// Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list.
/// </summary>
public List<int> FindIndices(Item item)
{
List<int> indices = new List<int>();
for (int i = 0; i < capacity; i++)
{
if (slots[i].Contains(item)) { indices.Add(i); }
}
return indices;
}
/// <summary>
/// Returns true if the item owns any of the parent inventories.
/// </summary>
public virtual bool ItemOwnsSelf(Item item)
{
if (Owner == null) { return false; }
if (Owner is not Item) { return false; }
Item ownerItem = Owner as Item;
if (ownerItem == item) { return true; }
if (ownerItem.ParentInventory == null) { return false; }
return ownerItem.ParentInventory.ItemOwnsSelf(item);
}
public virtual int FindAllowedSlot(Item item, bool ignoreCondition = false)
{
if (ItemOwnsSelf(item)) { return -1; }
for (int i = 0; i < capacity; i++)
{
//item is already in the inventory!
if (slots[i].Contains(item)) { return -1; }
}
for (int i = 0; i < capacity; i++)
{
if (slots[i].CanBePut(item, ignoreCondition)) { return i; }
}
return -1;
}
/// <summary>
/// Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in).
/// </summary>
public bool CanBePut(Item item)
{
for (int i = 0; i < capacity; i++)
{
if (CanBePutInSlot(item, i)) { return true; }
}
return false;
}
/// <summary>
/// Can the item be put in the specified slot.
/// </summary>
public virtual bool CanBePutInSlot(Item item, int i, bool ignoreCondition = false)
{
if (ItemOwnsSelf(item)) { return false; }
if (!IsIndexInRange(i)) { return false; }
return slots[i].CanBePut(item, ignoreCondition);
}
/// <summary>
/// Can an instance of the item prefab be put into the inventory?
/// Note that if the condition and quality aren't given, they are ignored, and the method can return true even if the item can't go in the inventory
/// due to the slots being occupied by another item with a different condition or quality (which disallows stacking).
/// </summary>
public bool CanProbablyBePut(ItemPrefab itemPrefab, float? condition = null, int? quality = null)
{
for (int i = 0; i < capacity; i++)
{
if (CanBePutInSlot(itemPrefab, i, condition, quality)) { return true; }
}
return false;
}
public virtual bool CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition = null, int? quality = null)
{
if (!IsIndexInRange(i)) { return false; }
return slots[i].CanProbablyBePut(itemPrefab, condition, quality);
}
public int HowManyCanBePut(ItemPrefab itemPrefab, float? condition = null)
{
int count = 0;
for (int i = 0; i < capacity; i++)
{
count += HowManyCanBePut(itemPrefab, i, condition);
}
return count;
}
public virtual int HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot = false)
{
if (!IsIndexInRange(i)) { return 0; }
return slots[i].HowManyCanBePut(itemPrefab, condition: condition, ignoreItemsInSlot: ignoreItemsInSlot);
}
/// <summary>
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
/// </summary>
public virtual bool TryPutItem(Item item, Character user, IEnumerable<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool ignoreCondition = false)
{
int slot = FindAllowedSlot(item, ignoreCondition);
if (slot < 0) { return false; }
PutItem(item, slot, user, true, createNetworkEvent);
return true;
}
public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool ignoreCondition = false)
{
if (!IsIndexInRange(i))
{
string thisItemStr = item?.Prefab.Identifier.Value ?? "null";
string ownerStr = "null";
if (Owner is Item ownerItem)
{
ownerStr = ownerItem.Prefab.Identifier.Value;
}
else if (Owner is Character ownerCharacter)
{
ownerStr = ownerCharacter.SpeciesName.Value;
}
string errorMsg = $"Inventory.TryPutItem failed: index was out of range (item: {thisItemStr}, inventory: {ownerStr}).";
GameAnalyticsManager.AddErrorEventOnce("Inventory.TryPutItem:IndexOutOfRange", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
#if DEBUG
DebugConsole.ThrowError(errorMsg);
#endif
return false;
}
if (Owner == null) return false;
//there's already an item in the slot
if (slots[i].Any() && allowCombine)
{
if (slots[i].First().Combine(item, user))
{
//item in the slot removed as a result of combining -> put this item in the now free slot
if (!slots[i].Any())
{
return TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent, ignoreCondition);
}
return true;
}
}
if (CanBePutInSlot(item, i, ignoreCondition))
{
PutItem(item, i, user, true, createNetworkEvent);
return true;
}
else if (slots[i].Any() && item.ParentInventory != null && allowSwapping)
{
var itemInSlot = slots[i].First();
if (itemInSlot.OwnInventory != null &&
!itemInSlot.OwnInventory.Contains(item) &&
itemInSlot.GetComponent<ItemContainer>()?.GetMaxStackSize(0) == 1 &&
itemInSlot.OwnInventory.TrySwapping(0, item, user, createNetworkEvent, swapWholeStack: false))
{
return true;
}
return
TrySwapping(i, item, user, createNetworkEvent, swapWholeStack: true) ||
TrySwapping(i, item, user, createNetworkEvent, swapWholeStack: false);
}
else
{
#if CLIENT
if (visualSlots != null && createNetworkEvent) { visualSlots[i].ShowBorderHighlight(GUIStyle.Red, 0.1f, 0.9f); }
#endif
return false;
}
}
protected virtual void PutItem(Item item, int i, Character user, bool removeItem = true, bool createNetworkEvent = true)
{
if (!IsIndexInRange(i))
{
string errorMsg = "Inventory.PutItem failed: index was out of range(" + i + ").\n" + Environment.StackTrace.CleanupStackTrace();
GameAnalyticsManager.AddErrorEventOnce("Inventory.PutItem:IndexOutOfRange", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return;
}
if (Owner == null) { return; }
Inventory prevInventory = item.ParentInventory;
Inventory prevOwnerInventory = item.FindParentInventory(inv => inv is CharacterInventory);
if (createNetworkEvent)
{
CreateNetworkEvent();
//also delay syncing the inventory the item was inside
if (prevInventory != null && prevInventory != this) { prevInventory.syncItemsDelay = 1.0f; }
}
if (removeItem)
{
item.Drop(user, setTransform: false, createNetworkEvent: createNetworkEvent && GameMain.NetworkMember is { IsServer: true });
item.ParentInventory?.RemoveItem(item);
}
slots[i].Add(item);
item.ParentInventory = this;
#if CLIENT
if (visualSlots != null)
{
visualSlots[i].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
if (selectedSlot?.Inventory == this) { selectedSlot.ForceTooltipRefresh = true; }
}
#endif
CharacterHUD.RecreateHudTextsIfControlling(user);
if (item.body != null)
{
item.body.Enabled = false;
item.body.BodyType = FarseerPhysics.BodyType.Dynamic;
item.SetTransform(item.SimPosition, rotation: 0.0f, findNewHull: false);
//update to refresh the interpolated draw rotation and position (update doesn't run on disabled bodies)
item.body.UpdateDrawPosition(interpolate: false);
}
#if SERVER
if (prevOwnerInventory is CharacterInventory characterInventory && characterInventory != this && Owner == user)
{
var client = GameMain.Server?.ConnectedClients?.Find(cl => cl.Character == user);
GameMain.Server?.KarmaManager.OnItemTakenFromPlayer(characterInventory, client, item);
}
#endif
if (this is CharacterInventory)
{
if (prevInventory != this && prevOwnerInventory != this)
{
HumanAIController.ItemTaken(item, user);
}
}
else
{
if (item.FindParentInventory(inv => inv is CharacterInventory) is CharacterInventory currentInventory)
{
if (currentInventory != prevInventory)
{
HumanAIController.ItemTaken(item, user);
}
}
}
NotifyItemComponentsOfChange();
}
public bool IsEmpty()
{
for (int i = 0; i < capacity; i++)
{
if (slots[i].Any()) { return false; }
}
return true;
}
/// <summary>
/// Is there room to put more items in the inventory. Doesn't take stacking into account by default.
/// </summary>
/// <param name="takeStacksIntoAccount">If true, the inventory is not considered full if all the stacks are not full.</param>
public virtual bool IsFull(bool takeStacksIntoAccount = false)
{
if (takeStacksIntoAccount)
{
for (int i = 0; i < capacity; i++)
{
if (!slots[i].Any()) { return false; }
var item = slots[i].FirstOrDefault();
if (slots[i].Items.Count < item.Prefab.GetMaxStackSize(this)) { return false; }
}
}
else
{
for (int i = 0; i < capacity; i++)
{
if (!slots[i].Any()) { return false; }
}
}
return true;
}
protected bool TrySwapping(int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)
{
if (item?.ParentInventory == null || !slots[index].Any()) { return false; }
if (slots[index].Items.Any(it => !it.IsInteractable(user))) { return false; }
if (!AllowSwappingContainedItems) { return false; }
//swap to InvSlotType.Any if possible
Inventory otherInventory = item.ParentInventory;
bool otherIsEquipped = false;
int otherIndex = -1;
for (int i = 0; i < otherInventory.slots.Length; i++)
{
if (!otherInventory.slots[i].Contains(item)) { continue; }
if (otherInventory is CharacterInventory characterInventory)
{
if (characterInventory.SlotTypes[i] == InvSlotType.Any)
{
otherIndex = i;
break;
}
else
{
otherIsEquipped = true;
}
}
}
if (otherIndex == -1)
{
otherIndex = otherInventory.FindIndex(item);
if (otherIndex == -1)
{
DebugConsole.ThrowError("Something went wrong when trying to swap items between inventory slots: couldn't find the source item from it's inventory.\n" + Environment.StackTrace.CleanupStackTrace());
return false;
}
}
List<Item> existingItems = new List<Item>();
if (swapWholeStack)
{
existingItems.AddRange(slots[index].Items);
for (int j = 0; j < capacity; j++)
{
if (existingItems.Any(existingItem => slots[j].Contains(existingItem))) { slots[j].RemoveAllItems(); }
}
}
else
{
existingItems.Add(slots[index].FirstOrDefault());
for (int j = 0; j < capacity; j++)
{
if (existingItems.Any(existingItem => slots[j].Contains(existingItem))) { slots[j].RemoveItem(existingItems.First()); }
}
}
List<Item> stackedItems = new List<Item>();
if (swapWholeStack)
{
for (int j = 0; j < otherInventory.capacity; j++)
{
// in case the item is in multiple slots like OuterClothes | InnerClothes, prevent it from being added twice to the list
if (otherInventory.slots[j].Contains(item) && !stackedItems.Contains(item))
{
stackedItems.AddRange(otherInventory.slots[j].Items);
otherInventory.slots[j].RemoveAllItems();
}
}
}
else if (!stackedItems.Contains(item))
{
stackedItems.Add(item);
otherInventory.slots[otherIndex].RemoveItem(item);
}
bool swapSuccessful = false;
if (otherIsEquipped)
{
swapSuccessful =
stackedItems.Distinct().All(stackedItem => TryPutItem(stackedItem, index, false, false, user, createNetworkEvent))
&&
(existingItems.All(existingItem => otherInventory.TryPutItem(existingItem, otherIndex, false, false, user, createNetworkEvent)) ||
existingItems.Count == 1 && otherInventory.TryPutItem(existingItems.First(), user, CharacterInventory.AnySlot, createNetworkEvent));
}
else
{
swapSuccessful =
(existingItems.All(existingItem => otherInventory.TryPutItem(existingItem, otherIndex, false, false, user, createNetworkEvent)) ||
existingItems.Count == 1 && otherInventory.TryPutItem(existingItems.First(), user, CharacterInventory.AnySlot, createNetworkEvent))
&&
stackedItems.Distinct().All(stackedItem => TryPutItem(stackedItem, index, false, false, user, createNetworkEvent));
if (!swapSuccessful && existingItems.Count == 1 && existingItems[0].AllowDroppingOnSwapWith(item))
{
if (!(existingItems[0].Container?.ParentInventory is CharacterInventory characterInv) ||
!characterInv.TryPutItem(existingItems[0], user, new List<InvSlotType>() { InvSlotType.Any }))
{
existingItems[0].Drop(user, createNetworkEvent);
}
swapSuccessful = stackedItems.Distinct().Any(stackedItem => TryPutItem(stackedItem, index, false, false, user, createNetworkEvent));
#if CLIENT
if (swapSuccessful)
{
SoundPlayer.PlayUISound(GUISoundType.DropItem);
if (otherInventory.visualSlots != null && otherIndex > -1)
{
otherInventory.visualSlots[otherIndex].ShowBorderHighlight(Color.Transparent, 0.1f, 0.1f);
}
}
#endif
}
}
//if the item in the slot can be moved to the slot of the moved item
if (swapSuccessful)
{
System.Diagnostics.Debug.Assert(slots[index].Contains(item), "Something when wrong when swapping items, item is not present in the inventory.");
System.Diagnostics.Debug.Assert(!existingItems.Any(it => !it.Prefab.AllowDroppingOnSwap && !otherInventory.Contains(it)), "Something when wrong when swapping items, item is not present in the other inventory.");
#if CLIENT
if (visualSlots != null)
{
for (int j = 0; j < capacity; j++)
{
if (slots[j].Contains(item)) { visualSlots[j].ShowBorderHighlight(GUIStyle.Green, 0.1f, 0.9f); }
}
}
if (otherInventory.visualSlots != null)
{
for (int j = 0; j < otherInventory.capacity; j++)
{
if (otherInventory.slots[j].Contains(existingItems.FirstOrDefault())) { otherInventory.visualSlots[j].ShowBorderHighlight(GUIStyle.Green, 0.1f, 0.9f); }
}
}
#endif
return true;
}
else //swapping the items failed -> move them back to where they were
{
if (swapWholeStack)
{
foreach (Item stackedItem in stackedItems)
{
for (int j = 0; j < capacity; j++)
{
if (slots[j].Contains(stackedItem)) { slots[j].RemoveItem(stackedItem); };
}
}
foreach (Item existingItem in existingItems)
{
for (int j = 0; j < otherInventory.capacity; j++)
{
if (otherInventory.slots[j].Contains(existingItem)) { otherInventory.slots[j].RemoveItem(existingItem); }
}
}
}
else
{
for (int j = 0; j < capacity; j++)
{
if (slots[j].Contains(item))
{
slots[j].RemoveWhere(it => existingItems.Contains(it) || stackedItems.Contains(it));
}
}
for (int j = 0; j < otherInventory.capacity; j++)
{
if (otherInventory.slots[j].Contains(existingItems.FirstOrDefault()))
{
otherInventory.slots[j].RemoveWhere(it => existingItems.Contains(it) || stackedItems.Contains(it));
}
}
}
if (otherIsEquipped)
{
TryPutAndForce(existingItems, this, index);
TryPutAndForce(stackedItems, otherInventory, otherIndex);
}
else
{
TryPutAndForce(stackedItems, otherInventory, otherIndex);
TryPutAndForce(existingItems, this, index);
}
void TryPutAndForce(IEnumerable<Item> items, Inventory inventory, int slotIndex)
{
foreach (var item in items)
{
if (!inventory.TryPutItem(item, slotIndex, false, false, user, createNetworkEvent, ignoreCondition: true) &&
!inventory.GetItemsAt(slotIndex).Contains(item))
{
inventory.ForceToSlot(item, slotIndex);
}
}
}
if (createNetworkEvent)
{
CreateNetworkEvent();
otherInventory.CreateNetworkEvent();
}
#if CLIENT
if (visualSlots != null)
{
for (int j = 0; j < capacity; j++)
{
if (slots[j].Contains(existingItems.FirstOrDefault()))
{
visualSlots[j].ShowBorderHighlight(GUIStyle.Red, 0.1f, 0.9f);
}
}
}
#endif
return false;
}
}
public void CreateNetworkEvent()
{
if (GameMain.NetworkMember == null) { return; }
if (GameMain.NetworkMember.IsClient) { syncItemsDelay = 1.0f; }
//split into multiple events because one might not be enough to fit all the items
List<Range> slotRanges = new List<Range>();
int startIndex = 0;
int itemCount = 0;
for (int i = 0; i < capacity; i++)
{
int count = slots[i].Items.Count;
if (itemCount + count > MaxItemsPerNetworkEvent || i == capacity - 1)
{
slotRanges.Add(new Range(startIndex, i + 1));
startIndex = i + 1;
itemCount = 0;
}
itemCount += count;
}
foreach (var slotRange in slotRanges)
{
CreateNetworkEvent(slotRange);
}
}
protected virtual void CreateNetworkEvent(Range slotRange) { }
public Item FindItem(Func<Item, bool> predicate, bool recursive)
{
Item match = AllItems.FirstOrDefault(predicate);
if (match == null && recursive)
{
foreach (var item in AllItems)
{
if (item?.OwnInventory == null) { continue; }
match = item.OwnInventory.FindItem(predicate, recursive: true);
if (match != null) { return match; }
}
}
return match;
}
public List<Item> FindAllItems(Func<Item, bool> predicate = null, bool recursive = false, List<Item> list = null)
{
list ??= new List<Item>();
foreach (var item in AllItems)
{
if (predicate == null || predicate(item))
{
list.Add(item);
}
if (recursive)
{
item.OwnInventory?.FindAllItems(predicate, recursive: true, list);
}
}
return list;
}
public Item FindItemByTag(Identifier tag, bool recursive = false)
{
if (tag.IsEmpty) { return null; }
return FindItem(i => i.HasTag(tag), recursive);
}
public Item FindItemByIdentifier(Identifier identifier, bool recursive = false)
{
if (identifier.IsEmpty) { return null; }
return FindItem(i => i.Prefab.Identifier == identifier, recursive);
}
public virtual void RemoveItem(Item item)
{
if (item == null) { return; }
//go through the inventory and remove the item from all slots
for (int n = 0; n < capacity; n++)
{
if (!slots[n].Contains(item)) { continue; }
slots[n].RemoveItem(item);
item.ParentInventory = null;
#if CLIENT
if (visualSlots != null)
{
visualSlots[n].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
if (selectedSlot?.Inventory == this) { selectedSlot.ForceTooltipRefresh = true; }
}
#endif
CharacterHUD.RecreateHudTextsIfFocused(item);
}
NotifyItemComponentsOfChange();
}
/// <summary>
/// Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution!
/// </summary>
public void ForceToSlot(Item item, int index)
{
slots[index].Add(item);
item.ParentInventory = this;
bool equipped = (this as CharacterInventory)?.Owner is Character character && character.HasEquippedItem(item);
if (item.body != null && !equipped)
{
item.body.Enabled = false;
item.body.BodyType = FarseerPhysics.BodyType.Dynamic;
}
}
/// <summary>
/// Removes an item from a specific slot. Doesn't do any sanity checks, use with caution!
/// </summary>
public void ForceRemoveFromSlot(Item item, int index)
{
slots[index].RemoveItem(item);
}
public bool IsInSlot(Item item, int index)
{
if (!IsIndexInRange(index)) { return false; }
return slots[index].Contains(item);
}
public bool IsSlotEmpty(int index)
{
if (!IsIndexInRange(index)) { return false; }
return slots[index].Empty();
}
public void SharedRead(IReadMessage msg, List<ushort>[] receivedItemIds, out bool readyToApply)
{
byte start = msg.ReadByte();
byte end = msg.ReadByte();
//if we received the first chunk of item IDs, clear the rest
//to ensure we don't have anything outdated in the list - we're about to receive the rest of the IDs next
if (start == 0)
{
for (int i = 0; i < capacity; i++)
{
receivedItemIds[i] = null;
}
}
for (int i = start; i < end; i++)
{
var newItemIds = new List<ushort>();
int itemCount = msg.ReadRangedInteger(0, MaxPossibleStackSize);
for (int j = 0; j < itemCount; j++)
{
newItemIds.Add(msg.ReadUInt16());
}
receivedItemIds[i] = newItemIds;
}
//if all IDs haven't been received yet (chunked into multiple events?)
//don't apply the state yet
readyToApply = !receivedItemIds.Contains(null);
}
public void SharedWrite(IWriteMessage msg, Range slotRange)
{
int start = slotRange.Start.Value;
int end = slotRange.End.Value;
msg.WriteByte((byte)start);
msg.WriteByte((byte)end);
for (int i = start; i < end; i++)
{
msg.WriteRangedInteger(slots[i].Items.Count, 0, MaxPossibleStackSize);
for (int j = 0; j < Math.Min(slots[i].Items.Count, MaxPossibleStackSize); j++)
{
var item = slots[i].Items[j];
msg.WriteUInt16(item?.ID ?? (ushort)0);
}
}
}
/// <summary>
/// Deletes all items inside the inventory (and also recursively all items inside the items)
/// </summary>
public void DeleteAllItems()
{
for (int i = 0; i < capacity; i++)
{
if (!slots[i].Any()) { continue; }
foreach (Item item in slots[i].Items)
{
foreach (ItemContainer itemContainer in item.GetComponents<ItemContainer>())
{
itemContainer.Inventory.DeleteAllItems();
}
}
slots[i].Items.ForEachMod(it => it.Remove());
slots[i].RemoveAllItems();
}
}
}
}
| 411 | 0.953203 | 1 | 0.953203 | game-dev | MEDIA | 0.848472 | game-dev | 0.936588 | 1 | 0.936588 |
PolyMarsDev/Snake-DS | 7,294 | nflib/include/nf_sprite3d.h | #ifdef __cplusplus
extern "C" {
#endif
#ifndef __NF_SPRITE3D_H__
#define __NF_SPRITE3D_H__
// NightFox LIB - Include de funciones 3D
// Requiere DevkitARM
// Codigo por Cesar Rincon "NightFox"
// http://www.nightfoxandco.com/
// Version 20140413
// Includes devKitPro
#include <nds.h>
//////////////////////////////////
// Defines y variables globales //
//////////////////////////////////
// Numero maximo de sprites en pantalla
#define NF_3DSPRITES 256
// Estructura de control de los sprites 3d
typedef struct {
s16 x; // Coordenada X
s16 y; // Coordenada Y
s16 z; // Coordenada Z
s16 rx; // Rotacion Eje X (-512/0/512) << 6
s16 ry; // Rotacion Eje Y (-512/0/512) << 6
s16 rz; // Rotacion Eje Z (-512/0/512) << 6
bool rot; // Rotacion en uso
u16 sx; // Escala X (0/64/512) << 6
u16 sy; // Escala Y (0/64/512) << 6
bool scale; // Escalado en uso
s16 width; // Ancho del sprite
s16 height; // Alto del sprite
bool inuse; // Esta en uso?
bool show; // Debe mostrarse el sprite?
u32 gfx_tex_format; // Guarda el formato de la textura
u32 gfx; // Direccion donde esta almacenado el grafico en VRAM
u16 gfxid; // Id de Gfx usado
u16 frame; // Frame actual
u16 newframe; // Frame al que cambiar
u16 framesize; // Tamao del frame (en bytes)
u16 lastframe; // Ultimo frame
u32 gfx_pal_format; // Guarda el formato de la paleta
u32 pal; // Direccion donde esta almacenada la paleta en VRAM
u16 palid; // Id de la paleta usada
u16 prio; // Prioridad de dibujado del sprite
u8 poly_id; // Identificador unico para el Alpha (0 por defecto, 63 prohibido)
u8 alpha; // Nivel de alpha (0 - 31) (31 por defecto)
} NF_TYPE_3DSPRITE_INFO;
extern NF_TYPE_3DSPRITE_INFO NF_3DSPRITE[NF_3DSPRITES];
// Estructura de control Texturas en VRAM
typedef struct {
u32 size; // Tamao (en bytes) del Gfx
u16 width; // Ancho del Gfx
u16 height; // Altura del Gfx
u32 address; // Posicion en la VRAM
u16 ramid; // Numero de Slot en RAM del que provienes
u16 framesize; // Tamao del frame (en bytes)
u16 lastframe; // Ultimo frame
bool keepframes; // Si es un Sprite animado, debes de mantener los frames en RAM ?
bool inuse; // Disponibilidat del Slot
} NF_TYPE_TEX256VRAM_INFO;
extern NF_TYPE_TEX256VRAM_INFO NF_TEX256VRAM[NF_3DSPRITES];
// Estructura de control de las paletas en VRAM
typedef struct {
bool inuse; // Slot en uso
u8 ramslot; // Paleta original en RAM
} NF_TYPE_3DSPRPALSLOT_INFO;
extern NF_TYPE_3DSPRPALSLOT_INFO NF_TEXPALSLOT[32];
// Define la esturctura de control de la VRAM para Sprites 3d
typedef struct {
s32 free; // Memoria VRAM libre
u32 next; // Siguiente posicion libre
u32 last; // Ultima posicion usada
u32 pos[NF_3DSPRITES]; // Posicion en VRAM para reusar despues de un borrado
u32 size[NF_3DSPRITES]; // Tamao del bloque libre para reusar
u16 deleted; // Numero de bloques borrados
s32 fragmented; // Memoria VRAM fragmentada
s32 inarow; // Memoria VRAM contigua
} NF_TYPE_TEXVRAM_INFO;
extern NF_TYPE_TEXVRAM_INFO NF_TEXVRAM; // Informacion VRAM de texturas
// Define la estructura de control de los sprites 3d creados
typedef struct {
s16 total; // Numero de sprites creados
u16 id[NF_3DSPRITES]; // ID del Sprite
u16 bck[NF_3DSPRITES]; // Backup del ID
} NF_TYPE_CREATED_3DSPRITE_INFO;
extern NF_TYPE_CREATED_3DSPRITE_INFO NF_CREATED_3DSPRITE;
// Funcion NF_Init3dSpriteSys();
void NF_Init3dSpriteSys(void);
// Inicializa el sistema de Sprites en 3D
// Funcion NF_Vram3dSpriteGfx();
void NF_Vram3dSpriteGfx(u16 ram, u16 vram, bool keepframes);
// Transfiere un grafico de la RAM a la VRAM
// Funcion NF_Free3dSpriteGfx();
void NF_Free3dSpriteGfx(u16 id);
// Elimina de la VRAM un grafico de texturas y desfragmenta la VRAM si es necesario
// Funcion NF_Vram3dSpriteGfxDefrag();
void NF_Vram3dSpriteGfxDefrag(void);
// Desfragmenta la VRAM usada para texturas
// Funcion NF_Vram3dSpritePal();
void NF_Vram3dSpritePal(u8 id, u8 slot);
// Copia una paleta a la VRAM
// Funcion NF_Create3dSprite();
void NF_Create3dSprite(u16 id, u16 gfx, u16 pal, s16 x, s16 y);
// Crea un Sprite 3D en las coordenadas indicadas
// Funcion NF_Delete3dSprite();
void NF_Delete3dSprite(u16 id);
// Borra el Sprite con la ID indicada
// Funcion NF_Sort3dSprites();
void NF_Sort3dSprites(void);
// Reordena la cola de Sprites 3D creados de menor a mayor segun su ID
// Los Sprites con numeros mas bajos tienen prioridad.
// Funcion NF_Set3dSpritePriority();
void NF_Set3dSpritePriority(u16 id, u16 prio);
// Cambia la prioridad del Sprite
// Funcion NF_Swap3dSpritePriority();
void NF_Swap3dSpritePriority(u16 id_a, u16 id_b);
// Intercambia la prioridad de dos Sprites
// Funcion NF_Move3dSprite();
void NF_Move3dSprite(u16 id, s16 x, s16 y);
// Mueve el Sprite seleccionado a las coordenadas dadas
// Funcion NF_Show3dSprite();
void NF_Show3dSprite(u16 id, bool show);
// Muestra u oculta el sprite con la id indicada
// Funcion NF_Set3dSpriteFrame();
void NF_Set3dSpriteFrame(u16 id, u16 frame);
// Cambia el frame visible del sprite indicado
// Funcion NF_Draw3dSprites();
void NF_Draw3dSprites(void);
// Dibuja en pantalla todos los sprites creados
// Funcion NF_Update3dSpritesGfx();
void NF_Update3dSpritesGfx(void);
// Actualiza si es necesario las texturas de los sprites animados
// Funcion NF_Rotate3dSprite();
void NF_Rotate3dSprite(u16 id, s16 x, s16 y, s16 z);
// Rota el Sprite sobre los ejes indicados (-512/0/512)
// Funcion NF_Scale3dSprite();
void NF_Scale3dSprite(u16 id, u16 x, u16 y);
// Escala el sprite al tamao indicado (0/64/512)
// Funcion NF_Blend3dSprite();
void NF_Blend3dSprite(u8 sprite, u8 poly_id, u8 alpha);
// Habilita y cambia el nivel de alpha de el sprite 3d indicado. Para que la transparencia
// sea efectiva entre Sprites, debes especificar un poly_id diferente para cada sprite
// (entre 1 y 62). El rango de alpha es de 0 a 31, siendo 31 opaco. Para eliminar la
// transparencia, selecciona un valor para alpha de 31 o especifica como poly_id el n 0.
// Funcion NF_3dSpritesLayer();
void NF_3dSpritesLayer(u8 layer);
// Selecciona la capa en la que se dibujaran los Sprites 3D. (0 - 3)
// En realidad los Sprites 3D siempre se dibujan sobre la CAPA 0, esta funcion solo cambia
// la prioridad de esta capa sobre las demas.
// Funcion NF_3dSpriteEditPalColor();
void NF_3dSpriteEditPalColor(u8 pal, u8 number, u8 r, u8 g, u8 b);
// Modifica los valores de la paleta seleccionada. Las modificaciones se efectuan
// sobre la copia en RAM, por lo que los cambios no seran visibles hasta que se
// transfiera la paleta a la VRAM
// Funcion NF_3dSpriteUpdatePalette();
void NF_3dSpriteUpdatePalette(u8 pal);
// Actualiza la paleta en VRAM con la copia que se encuentra en la RAM
// Funcion NF_3dSpriteGetPalColor();
void NF_3dSpriteGetPalColor(u8 pal, u8 number, u8* r, u8* g, u8* b);
// Obtiene el valor de un color de la paleta que se encuentra en la RAM
// Funcion NF_3dSpriteSetDeep();
void NF_3dSpriteSetDeep(u8 id, s16 z);
// Cambia la profuncidad de dibujado (z) del sprite (-512/0/512),
// siendo -512 el punto mas cercano, 0 el centro por defecto
// y 512 el punto mas lejano.
#endif
#ifdef __cplusplus
}
#endif
| 411 | 0.735306 | 1 | 0.735306 | game-dev | MEDIA | 0.659777 | game-dev,graphics-rendering | 0.866555 | 1 | 0.866555 |
magefree/mage | 1,159 | Mage.Server.Plugins/Mage.Player.AIMCTS/src/mage/player/ai/SelectAttackersNextAction.java | package mage.player.ai;
import mage.game.Game;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
import static mage.player.ai.MCTSNode.getAttacks;
public class SelectAttackersNextAction implements MCTSNodeNextAction{
@Override
public List<MCTSNode> performNextAction(MCTSNode node, MCTSPlayer player, Game game, String fullStateValue) {
List<MCTSNode> children = new ArrayList<>();
List<List<UUID>> attacks;
if (!MCTSNode.USE_ACTION_CACHE)
attacks = player.getAttacks(game);
else
attacks = getAttacks(player, fullStateValue, game);
UUID defenderId = game.getOpponents(player.getId(), true).iterator().next();
for (List<UUID> attack: attacks) {
Game sim = game.createSimulationForAI();
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
for (UUID attackerId: attack) {
simPlayer.declareAttacker(attackerId, defenderId, sim, false);
}
sim.resume();
children.add(new MCTSNode(node, sim, sim.getCombat()));
}
return children;
}
}
| 411 | 0.797199 | 1 | 0.797199 | game-dev | MEDIA | 0.92761 | game-dev | 0.953992 | 1 | 0.953992 |
kennethreitz/context | 2,473 | _reports/infant_mortality.ll | /*
* @progname infant_mortality.ll
* @version 1
* @author Eggert
* @category
* @output Text
* @description
This program finds families that have lost multiple children.
You give it the threshold for the number of young deaths, and the
threshold for the age at death, and it finds all the appropriate
families.
infant_mortality - a LifeLines program
by Jim Eggert (eggertj@atc.ll.mit.edu)
Version 1, 19 September 1994
*/
global(yob)
global(yod)
proc main() {
getintmsg(numthresh,"Enter threshold for number of young deaths")
getintmsg(agethresh,"Enter threshold for age at death")
forfam(family,fnum) {
if (ge(nchildren(family),numthresh)) {
set(countdeaths,0)
set(maxageatdeath,0)
children(family,child,cnum) {
call get_dyear(child)
if (yod) {
call get_byear(child)
if (yob) {
set(ageatdeath,sub(yod,yob))
if (le(ageatdeath,agethresh)) {
set(countdeaths,add(countdeaths,1))
if (gt(ageatdeath,maxageatdeath)) {
set(maxageatdeath,ageatdeath)
}
}
}
}
}
if (ge(countdeaths,numthresh)) {
key(family) " "
name(husband(family)) " and " name(wife(family))
"\nlost " d(countdeaths)
" children by the age of " d(maxageatdeath)
".\n"
children(family,child,cnum) {
call get_byear(child)
call get_dyear(child)
name(child) " ("
if (yob) { d(yob) }
"-"
if (yod) { d(yod) }
") "
if (and(yob,yod)) { d(sub(yod,yob)) }
"\n"
}
"\n"
}
}
}
}
proc get_dyear(person) {
set(yod,0)
if (d,death(person)) { extractdate(d,dod,mod,yod) }
if (not(yod)) {
if (d,burial(person)) { extractdate(d,dod,mod,yod) }
}
}
proc get_byear(person) {
set(yob,0)
if (b,birth(person)) { extractdate(b,dob,mob,yob) }
if (not(yob)) {
if (b,baptism(person)) { extractdate(b,dob,mob,yob) }
}
}
| 411 | 0.838194 | 1 | 0.838194 | game-dev | MEDIA | 0.439747 | game-dev | 0.937006 | 1 | 0.937006 |
betidestudio/SteamIntegrationKit | 2,167 | Source/SteamIntegrationKit/Functions/Sessions/HostMigrationSubsystem.cpp | // Copyright (c) 2024 Betide Studio. All Rights Reserved.
#include "HostMigrationSubsystem.h"
#include "Async/Async.h"
void UHostMigrationSubsystem::StartHostMigration(FSIK_SteamId LobbyId)
{
#if (WITH_ENGINE_STEAM && ONLINESUBSYSTEMSTEAM_PACKAGE) || (WITH_STEAMKIT && !WITH_ENGINE_STEAM)
if(!LobbyId.GetSteamID().IsValid())
{
UE_LOG(LogTemp, Error, TEXT("Invalid LobbyId"));
return;
}
CurrentLobbyId = LobbyId;
#endif
}
UHostMigrationSubsystem::UHostMigrationSubsystem()
{
#if (WITH_ENGINE_STEAM && ONLINESUBSYSTEMSTEAM_PACKAGE) || (WITH_STEAMKIT && !WITH_ENGINE_STEAM)
m_CallbackLobbyDataUpdate.Register(this, &UHostMigrationSubsystem::OnLobbyDataUpdateCallback);
if(IsRunningDedicatedServer())
{
m_CallbackLobbyDataUpdate.SetGameserverFlag();
}
#endif
}
UHostMigrationSubsystem::~UHostMigrationSubsystem()
{
#if (WITH_ENGINE_STEAM && ONLINESUBSYSTEMSTEAM_PACKAGE) || (WITH_STEAMKIT && !WITH_ENGINE_STEAM)
m_CallbackLobbyDataUpdate.Unregister();
#endif
}
#if (WITH_ENGINE_STEAM && ONLINESUBSYSTEMSTEAM_PACKAGE) || (WITH_STEAMKIT && !WITH_ENGINE_STEAM)
void UHostMigrationSubsystem::OnLobbyDataUpdateCallback(LobbyDataUpdate_t* pParam)
{
if(!SteamMatchmaking() || !SteamUser())
{
return;
}
if(CurrentLobbyId.GetSteamID().IsValid() == false)
{
return;
}
if(pParam->m_ulSteamIDLobby != pParam->m_ulSteamIDMember)
{
return;
}
if(pParam->m_ulSteamIDLobby != CurrentLobbyId.Result)
{
return;
}
if(SteamMatchmaking()->GetLobbyOwner(CurrentLobbyId.GetSteamID()) == CurrentOwner.GetSteamID())
{
return;
}
CurrentOwner = SteamMatchmaking()->GetLobbyOwner(CurrentLobbyId.GetSteamID());
if(CurrentOwner.GetSteamID() == SteamUser()->GetSteamID())
{
uint32 Var_ServerIP;
uint16 Var_ServerPort = 0;
CSteamID Var_SteamID;
if(SteamMatchmaking()->GetLobbyGameServer(CurrentLobbyId.GetSteamID(), &Var_ServerIP, &Var_ServerPort, &Var_SteamID))
{
if(Var_SteamID.IsValid())
{
SteamMatchmaking()->SetLobbyGameServer(CurrentLobbyId.GetSteamID(), 0, 0, CurrentOwner.GetSteamID());
AsyncTask(ENamedThreads::GameThread, [this]()
{
OnHostMigration.Broadcast(CurrentLobbyId, true);
});
}
}
}
}
#endif
| 411 | 0.868438 | 1 | 0.868438 | game-dev | MEDIA | 0.380984 | game-dev | 0.852581 | 1 | 0.852581 |
TheAnswer/Core3 | 2,369 | MMOCoreORB/src/server/zone/objects/creature/commands/UnfreezePlayerCommand.h | /*
Copyright <SWGEmu>
See file COPYING for copying conditions.*/
#ifndef UNFREEZEPLAYERCOMMAND_H_
#define UNFREEZEPLAYERCOMMAND_H_
#include "server/zone/objects/scene/SceneObject.h"
#include "templates/params/creature/CreatureState.h"
class UnfreezePlayerCommand : public QueueCommand {
public:
UnfreezePlayerCommand(const String& name, ZoneProcessServer* server)
: QueueCommand(name, server) {
}
int doQueueCommand(CreatureObject* creature, const uint64& target, const UnicodeString& arguments) const {
if (!checkStateMask(creature))
return INVALIDSTATE;
if (!checkInvalidLocomotions(creature))
return INVALIDLOCOMOTION;
if (!creature->isPlayerCreature())
return GENERALERROR;
String syntaxerror = "Invalid arguments: /unfreezePlayer <firstname>";
ManagedReference<SceneObject* > object = server->getZoneServer()->getObject(target);
ManagedReference<CreatureObject* > targetPlayer = nullptr;
CreatureObject* player = cast<CreatureObject*>(creature);
StringTokenizer args(arguments.toString());
if (object == nullptr || !object->isPlayerCreature()) {
String firstName;
if (args.hasMoreTokens()) {
args.getStringToken(firstName);
targetPlayer = server->getZoneServer()->getPlayerManager()->getPlayer(firstName);
}
} else {
targetPlayer = cast<CreatureObject*>(object.get());
}
if (targetPlayer == nullptr) {
player->sendSystemMessage(syntaxerror);
return INVALIDPARAMETERS;
}
ManagedReference<PlayerObject*> targetGhost = targetPlayer->getPlayerObject();
if (targetGhost == nullptr) {
player->sendSystemMessage(syntaxerror);
return INVALIDPARAMETERS;
}
try {
Locker playerlocker(targetPlayer);
if (targetGhost->isMuted()) {
targetGhost->setMutedState(false);
}
String mutedResonse = "";
targetGhost->setMutedReason(mutedResonse);
targetPlayer->removeStateBuff(CreatureState::FROZEN);
targetPlayer->clearState(CreatureState::FROZEN, true);
targetPlayer->setSpeedMultiplierBase(1.f, true);
targetPlayer->sendSystemMessage("You have been unfrozen and unmuted by \'" + player->getFirstName() + "\'");
player->sendSystemMessage(targetPlayer->getFirstName() + " has been unfrozen and unmuted.");
} catch (Exception& e) {
player->sendSystemMessage(syntaxerror);
}
return SUCCESS;
}
};
#endif //UNFREEZEPLAYERCOMMAND_H_
| 411 | 0.935046 | 1 | 0.935046 | game-dev | MEDIA | 0.670502 | game-dev | 0.95824 | 1 | 0.95824 |
SalomePlatform/shaper | 1,921 | src/BuildPlugin/BuildPlugin_CompSolid.h | // Copyright (C) 2017-2025 CEA, EDF
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
#ifndef BuildPlugin_CompSolid_H_
#define BuildPlugin_CompSolid_H_
#include "BuildPlugin.h"
#include "BuildPlugin_Solid.h"
/// \class BuildPlugin_CompSolid
/// \ingroup Plugins
/// \brief Feature for creation of compsolid from solids or compsolids.
class BuildPlugin_CompSolid: public BuildPlugin_Solid
{
public:
/// Use plugin manager for features creation
BuildPlugin_CompSolid();
/// Feature kind.
inline static const std::string& ID()
{
static const std::string MY_ID("CompSolid");
return MY_ID;
}
/// Attribute name of base objects.
inline static const std::string& BASE_OBJECTS_ID()
{
static const std::string MY_BASE_OBJECTS_ID("base_objects");
return MY_BASE_OBJECTS_ID;
}
/// \return the kind of a feature.
BUILDPLUGIN_EXPORT virtual const std::string& getKind()
{
static std::string MY_KIND = BuildPlugin_CompSolid::ID();
return MY_KIND;
}
/// Request for initialization of data model of the feature: adding all attributes.
BUILDPLUGIN_EXPORT virtual void initAttributes();
};
#endif
| 411 | 0.953395 | 1 | 0.953395 | game-dev | MEDIA | 0.319601 | game-dev | 0.674281 | 1 | 0.674281 |
golaced/RL_Boy | 33,066 | 下位机代码/Linux/control_task2/yaml-cpp/test/gtest-1.10.0/googletest/include/gtest/internal/gtest-param-util.h | // Copyright 2008 Google Inc.
// All Rights Reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * 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.
// * Neither the name of Google Inc. 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
// OWNER 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.
// Type and function utilities for implementing parameterized tests.
// GOOGLETEST_CM0001 DO NOT DELETE
#ifndef GTEST_INCLUDE_GTEST_INTERNAL_GTEST_PARAM_UTIL_H_
#define GTEST_INCLUDE_GTEST_INTERNAL_GTEST_PARAM_UTIL_H_
#include <ctype.h>
#include <cassert>
#include <iterator>
#include <memory>
#include <set>
#include <tuple>
#include <utility>
#include <vector>
#include "gtest/internal/gtest-internal.h"
#include "gtest/internal/gtest-port.h"
#include "gtest/gtest-printers.h"
namespace testing {
// Input to a parameterized test name generator, describing a test parameter.
// Consists of the parameter value and the integer parameter index.
template <class ParamType>
struct TestParamInfo {
TestParamInfo(const ParamType& a_param, size_t an_index) :
param(a_param),
index(an_index) {}
ParamType param;
size_t index;
};
// A builtin parameterized test name generator which returns the result of
// testing::PrintToString.
struct PrintToStringParamName {
template <class ParamType>
std::string operator()(const TestParamInfo<ParamType>& info) const {
return PrintToString(info.param);
}
};
namespace internal {
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
// Utility Functions
// Outputs a message explaining invalid registration of different
// fixture class for the same test suite. This may happen when
// TEST_P macro is used to define two tests with the same name
// but in different namespaces.
GTEST_API_ void ReportInvalidTestSuiteType(const char* test_suite_name,
CodeLocation code_location);
template <typename> class ParamGeneratorInterface;
template <typename> class ParamGenerator;
// Interface for iterating over elements provided by an implementation
// of ParamGeneratorInterface<T>.
template <typename T>
class ParamIteratorInterface {
public:
virtual ~ParamIteratorInterface() {}
// A pointer to the base generator instance.
// Used only for the purposes of iterator comparison
// to make sure that two iterators belong to the same generator.
virtual const ParamGeneratorInterface<T>* BaseGenerator() const = 0;
// Advances iterator to point to the next element
// provided by the generator. The caller is responsible
// for not calling Advance() on an iterator equal to
// BaseGenerator()->End().
virtual void Advance() = 0;
// Clones the iterator object. Used for implementing copy semantics
// of ParamIterator<T>.
virtual ParamIteratorInterface* Clone() const = 0;
// Dereferences the current iterator and provides (read-only) access
// to the pointed value. It is the caller's responsibility not to call
// Current() on an iterator equal to BaseGenerator()->End().
// Used for implementing ParamGenerator<T>::operator*().
virtual const T* Current() const = 0;
// Determines whether the given iterator and other point to the same
// element in the sequence generated by the generator.
// Used for implementing ParamGenerator<T>::operator==().
virtual bool Equals(const ParamIteratorInterface& other) const = 0;
};
// Class iterating over elements provided by an implementation of
// ParamGeneratorInterface<T>. It wraps ParamIteratorInterface<T>
// and implements the const forward iterator concept.
template <typename T>
class ParamIterator {
public:
typedef T value_type;
typedef const T& reference;
typedef ptrdiff_t difference_type;
// ParamIterator assumes ownership of the impl_ pointer.
ParamIterator(const ParamIterator& other) : impl_(other.impl_->Clone()) {}
ParamIterator& operator=(const ParamIterator& other) {
if (this != &other)
impl_.reset(other.impl_->Clone());
return *this;
}
const T& operator*() const { return *impl_->Current(); }
const T* operator->() const { return impl_->Current(); }
// Prefix version of operator++.
ParamIterator& operator++() {
impl_->Advance();
return *this;
}
// Postfix version of operator++.
ParamIterator operator++(int /*unused*/) {
ParamIteratorInterface<T>* clone = impl_->Clone();
impl_->Advance();
return ParamIterator(clone);
}
bool operator==(const ParamIterator& other) const {
return impl_.get() == other.impl_.get() || impl_->Equals(*other.impl_);
}
bool operator!=(const ParamIterator& other) const {
return !(*this == other);
}
private:
friend class ParamGenerator<T>;
explicit ParamIterator(ParamIteratorInterface<T>* impl) : impl_(impl) {}
std::unique_ptr<ParamIteratorInterface<T> > impl_;
};
// ParamGeneratorInterface<T> is the binary interface to access generators
// defined in other translation units.
template <typename T>
class ParamGeneratorInterface {
public:
typedef T ParamType;
virtual ~ParamGeneratorInterface() {}
// Generator interface definition
virtual ParamIteratorInterface<T>* Begin() const = 0;
virtual ParamIteratorInterface<T>* End() const = 0;
};
// Wraps ParamGeneratorInterface<T> and provides general generator syntax
// compatible with the STL Container concept.
// This class implements copy initialization semantics and the contained
// ParamGeneratorInterface<T> instance is shared among all copies
// of the original object. This is possible because that instance is immutable.
template<typename T>
class ParamGenerator {
public:
typedef ParamIterator<T> iterator;
explicit ParamGenerator(ParamGeneratorInterface<T>* impl) : impl_(impl) {}
ParamGenerator(const ParamGenerator& other) : impl_(other.impl_) {}
ParamGenerator& operator=(const ParamGenerator& other) {
impl_ = other.impl_;
return *this;
}
iterator begin() const { return iterator(impl_->Begin()); }
iterator end() const { return iterator(impl_->End()); }
private:
std::shared_ptr<const ParamGeneratorInterface<T> > impl_;
};
// Generates values from a range of two comparable values. Can be used to
// generate sequences of user-defined types that implement operator+() and
// operator<().
// This class is used in the Range() function.
template <typename T, typename IncrementT>
class RangeGenerator : public ParamGeneratorInterface<T> {
public:
RangeGenerator(T begin, T end, IncrementT step)
: begin_(begin), end_(end),
step_(step), end_index_(CalculateEndIndex(begin, end, step)) {}
~RangeGenerator() override {}
ParamIteratorInterface<T>* Begin() const override {
return new Iterator(this, begin_, 0, step_);
}
ParamIteratorInterface<T>* End() const override {
return new Iterator(this, end_, end_index_, step_);
}
private:
class Iterator : public ParamIteratorInterface<T> {
public:
Iterator(const ParamGeneratorInterface<T>* base, T value, int index,
IncrementT step)
: base_(base), value_(value), index_(index), step_(step) {}
~Iterator() override {}
const ParamGeneratorInterface<T>* BaseGenerator() const override {
return base_;
}
void Advance() override {
value_ = static_cast<T>(value_ + step_);
index_++;
}
ParamIteratorInterface<T>* Clone() const override {
return new Iterator(*this);
}
const T* Current() const override { return &value_; }
bool Equals(const ParamIteratorInterface<T>& other) const override {
// Having the same base generator guarantees that the other
// iterator is of the same type and we can downcast.
GTEST_CHECK_(BaseGenerator() == other.BaseGenerator())
<< "The program attempted to compare iterators "
<< "from different generators." << std::endl;
const int other_index =
CheckedDowncastToActualType<const Iterator>(&other)->index_;
return index_ == other_index;
}
private:
Iterator(const Iterator& other)
: ParamIteratorInterface<T>(),
base_(other.base_), value_(other.value_), index_(other.index_),
step_(other.step_) {}
// No implementation - assignment is unsupported.
void operator=(const Iterator& other);
const ParamGeneratorInterface<T>* const base_;
T value_;
int index_;
const IncrementT step_;
}; // class RangeGenerator::Iterator
static int CalculateEndIndex(const T& begin,
const T& end,
const IncrementT& step) {
int end_index = 0;
for (T i = begin; i < end; i = static_cast<T>(i + step))
end_index++;
return end_index;
}
// No implementation - assignment is unsupported.
void operator=(const RangeGenerator& other);
const T begin_;
const T end_;
const IncrementT step_;
// The index for the end() iterator. All the elements in the generated
// sequence are indexed (0-based) to aid iterator comparison.
const int end_index_;
}; // class RangeGenerator
// Generates values from a pair of STL-style iterators. Used in the
// ValuesIn() function. The elements are copied from the source range
// since the source can be located on the stack, and the generator
// is likely to persist beyond that stack frame.
template <typename T>
class ValuesInIteratorRangeGenerator : public ParamGeneratorInterface<T> {
public:
template <typename ForwardIterator>
ValuesInIteratorRangeGenerator(ForwardIterator begin, ForwardIterator end)
: container_(begin, end) {}
~ValuesInIteratorRangeGenerator() override {}
ParamIteratorInterface<T>* Begin() const override {
return new Iterator(this, container_.begin());
}
ParamIteratorInterface<T>* End() const override {
return new Iterator(this, container_.end());
}
private:
typedef typename ::std::vector<T> ContainerType;
class Iterator : public ParamIteratorInterface<T> {
public:
Iterator(const ParamGeneratorInterface<T>* base,
typename ContainerType::const_iterator iterator)
: base_(base), iterator_(iterator) {}
~Iterator() override {}
const ParamGeneratorInterface<T>* BaseGenerator() const override {
return base_;
}
void Advance() override {
++iterator_;
value_.reset();
}
ParamIteratorInterface<T>* Clone() const override {
return new Iterator(*this);
}
// We need to use cached value referenced by iterator_ because *iterator_
// can return a temporary object (and of type other then T), so just
// having "return &*iterator_;" doesn't work.
// value_ is updated here and not in Advance() because Advance()
// can advance iterator_ beyond the end of the range, and we cannot
// detect that fact. The client code, on the other hand, is
// responsible for not calling Current() on an out-of-range iterator.
const T* Current() const override {
if (value_.get() == nullptr) value_.reset(new T(*iterator_));
return value_.get();
}
bool Equals(const ParamIteratorInterface<T>& other) const override {
// Having the same base generator guarantees that the other
// iterator is of the same type and we can downcast.
GTEST_CHECK_(BaseGenerator() == other.BaseGenerator())
<< "The program attempted to compare iterators "
<< "from different generators." << std::endl;
return iterator_ ==
CheckedDowncastToActualType<const Iterator>(&other)->iterator_;
}
private:
Iterator(const Iterator& other)
// The explicit constructor call suppresses a false warning
// emitted by gcc when supplied with the -Wextra option.
: ParamIteratorInterface<T>(),
base_(other.base_),
iterator_(other.iterator_) {}
const ParamGeneratorInterface<T>* const base_;
typename ContainerType::const_iterator iterator_;
// A cached value of *iterator_. We keep it here to allow access by
// pointer in the wrapping iterator's operator->().
// value_ needs to be mutable to be accessed in Current().
// Use of std::unique_ptr helps manage cached value's lifetime,
// which is bound by the lifespan of the iterator itself.
mutable std::unique_ptr<const T> value_;
}; // class ValuesInIteratorRangeGenerator::Iterator
// No implementation - assignment is unsupported.
void operator=(const ValuesInIteratorRangeGenerator& other);
const ContainerType container_;
}; // class ValuesInIteratorRangeGenerator
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// Default parameterized test name generator, returns a string containing the
// integer test parameter index.
template <class ParamType>
std::string DefaultParamName(const TestParamInfo<ParamType>& info) {
Message name_stream;
name_stream << info.index;
return name_stream.GetString();
}
template <typename T = int>
void TestNotEmpty() {
static_assert(sizeof(T) == 0, "Empty arguments are not allowed.");
}
template <typename T = int>
void TestNotEmpty(const T&) {}
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// Stores a parameter value and later creates tests parameterized with that
// value.
template <class TestClass>
class ParameterizedTestFactory : public TestFactoryBase {
public:
typedef typename TestClass::ParamType ParamType;
explicit ParameterizedTestFactory(ParamType parameter) :
parameter_(parameter) {}
Test* CreateTest() override {
TestClass::SetParam(¶meter_);
return new TestClass();
}
private:
const ParamType parameter_;
GTEST_DISALLOW_COPY_AND_ASSIGN_(ParameterizedTestFactory);
};
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// TestMetaFactoryBase is a base class for meta-factories that create
// test factories for passing into MakeAndRegisterTestInfo function.
template <class ParamType>
class TestMetaFactoryBase {
public:
virtual ~TestMetaFactoryBase() {}
virtual TestFactoryBase* CreateTestFactory(ParamType parameter) = 0;
};
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// TestMetaFactory creates test factories for passing into
// MakeAndRegisterTestInfo function. Since MakeAndRegisterTestInfo receives
// ownership of test factory pointer, same factory object cannot be passed
// into that method twice. But ParameterizedTestSuiteInfo is going to call
// it for each Test/Parameter value combination. Thus it needs meta factory
// creator class.
template <class TestSuite>
class TestMetaFactory
: public TestMetaFactoryBase<typename TestSuite::ParamType> {
public:
using ParamType = typename TestSuite::ParamType;
TestMetaFactory() {}
TestFactoryBase* CreateTestFactory(ParamType parameter) override {
return new ParameterizedTestFactory<TestSuite>(parameter);
}
private:
GTEST_DISALLOW_COPY_AND_ASSIGN_(TestMetaFactory);
};
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// ParameterizedTestSuiteInfoBase is a generic interface
// to ParameterizedTestSuiteInfo classes. ParameterizedTestSuiteInfoBase
// accumulates test information provided by TEST_P macro invocations
// and generators provided by INSTANTIATE_TEST_SUITE_P macro invocations
// and uses that information to register all resulting test instances
// in RegisterTests method. The ParameterizeTestSuiteRegistry class holds
// a collection of pointers to the ParameterizedTestSuiteInfo objects
// and calls RegisterTests() on each of them when asked.
class ParameterizedTestSuiteInfoBase {
public:
virtual ~ParameterizedTestSuiteInfoBase() {}
// Base part of test suite name for display purposes.
virtual const std::string& GetTestSuiteName() const = 0;
// Test case id to verify identity.
virtual TypeId GetTestSuiteTypeId() const = 0;
// UnitTest class invokes this method to register tests in this
// test suite right before running them in RUN_ALL_TESTS macro.
// This method should not be called more than once on any single
// instance of a ParameterizedTestSuiteInfoBase derived class.
virtual void RegisterTests() = 0;
protected:
ParameterizedTestSuiteInfoBase() {}
private:
GTEST_DISALLOW_COPY_AND_ASSIGN_(ParameterizedTestSuiteInfoBase);
};
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// ParameterizedTestSuiteInfo accumulates tests obtained from TEST_P
// macro invocations for a particular test suite and generators
// obtained from INSTANTIATE_TEST_SUITE_P macro invocations for that
// test suite. It registers tests with all values generated by all
// generators when asked.
template <class TestSuite>
class ParameterizedTestSuiteInfo : public ParameterizedTestSuiteInfoBase {
public:
// ParamType and GeneratorCreationFunc are private types but are required
// for declarations of public methods AddTestPattern() and
// AddTestSuiteInstantiation().
using ParamType = typename TestSuite::ParamType;
// A function that returns an instance of appropriate generator type.
typedef ParamGenerator<ParamType>(GeneratorCreationFunc)();
using ParamNameGeneratorFunc = std::string(const TestParamInfo<ParamType>&);
explicit ParameterizedTestSuiteInfo(const char* name,
CodeLocation code_location)
: test_suite_name_(name), code_location_(code_location) {}
// Test case base name for display purposes.
const std::string& GetTestSuiteName() const override {
return test_suite_name_;
}
// Test case id to verify identity.
TypeId GetTestSuiteTypeId() const override { return GetTypeId<TestSuite>(); }
// TEST_P macro uses AddTestPattern() to record information
// about a single test in a LocalTestInfo structure.
// test_suite_name is the base name of the test suite (without invocation
// prefix). test_base_name is the name of an individual test without
// parameter index. For the test SequenceA/FooTest.DoBar/1 FooTest is
// test suite base name and DoBar is test base name.
void AddTestPattern(const char* test_suite_name, const char* test_base_name,
TestMetaFactoryBase<ParamType>* meta_factory) {
tests_.push_back(std::shared_ptr<TestInfo>(
new TestInfo(test_suite_name, test_base_name, meta_factory)));
}
// INSTANTIATE_TEST_SUITE_P macro uses AddGenerator() to record information
// about a generator.
int AddTestSuiteInstantiation(const std::string& instantiation_name,
GeneratorCreationFunc* func,
ParamNameGeneratorFunc* name_func,
const char* file, int line) {
instantiations_.push_back(
InstantiationInfo(instantiation_name, func, name_func, file, line));
return 0; // Return value used only to run this method in namespace scope.
}
// UnitTest class invokes this method to register tests in this test suite
// test suites right before running tests in RUN_ALL_TESTS macro.
// This method should not be called more than once on any single
// instance of a ParameterizedTestSuiteInfoBase derived class.
// UnitTest has a guard to prevent from calling this method more than once.
void RegisterTests() override {
for (typename TestInfoContainer::iterator test_it = tests_.begin();
test_it != tests_.end(); ++test_it) {
std::shared_ptr<TestInfo> test_info = *test_it;
for (typename InstantiationContainer::iterator gen_it =
instantiations_.begin(); gen_it != instantiations_.end();
++gen_it) {
const std::string& instantiation_name = gen_it->name;
ParamGenerator<ParamType> generator((*gen_it->generator)());
ParamNameGeneratorFunc* name_func = gen_it->name_func;
const char* file = gen_it->file;
int line = gen_it->line;
std::string test_suite_name;
if ( !instantiation_name.empty() )
test_suite_name = instantiation_name + "/";
test_suite_name += test_info->test_suite_base_name;
size_t i = 0;
std::set<std::string> test_param_names;
for (typename ParamGenerator<ParamType>::iterator param_it =
generator.begin();
param_it != generator.end(); ++param_it, ++i) {
Message test_name_stream;
std::string param_name = name_func(
TestParamInfo<ParamType>(*param_it, i));
GTEST_CHECK_(IsValidParamName(param_name))
<< "Parameterized test name '" << param_name
<< "' is invalid, in " << file
<< " line " << line << std::endl;
GTEST_CHECK_(test_param_names.count(param_name) == 0)
<< "Duplicate parameterized test name '" << param_name
<< "', in " << file << " line " << line << std::endl;
test_param_names.insert(param_name);
if (!test_info->test_base_name.empty()) {
test_name_stream << test_info->test_base_name << "/";
}
test_name_stream << param_name;
MakeAndRegisterTestInfo(
test_suite_name.c_str(), test_name_stream.GetString().c_str(),
nullptr, // No type parameter.
PrintToString(*param_it).c_str(), code_location_,
GetTestSuiteTypeId(),
SuiteApiResolver<TestSuite>::GetSetUpCaseOrSuite(file, line),
SuiteApiResolver<TestSuite>::GetTearDownCaseOrSuite(file, line),
test_info->test_meta_factory->CreateTestFactory(*param_it));
} // for param_it
} // for gen_it
} // for test_it
} // RegisterTests
private:
// LocalTestInfo structure keeps information about a single test registered
// with TEST_P macro.
struct TestInfo {
TestInfo(const char* a_test_suite_base_name, const char* a_test_base_name,
TestMetaFactoryBase<ParamType>* a_test_meta_factory)
: test_suite_base_name(a_test_suite_base_name),
test_base_name(a_test_base_name),
test_meta_factory(a_test_meta_factory) {}
const std::string test_suite_base_name;
const std::string test_base_name;
const std::unique_ptr<TestMetaFactoryBase<ParamType> > test_meta_factory;
};
using TestInfoContainer = ::std::vector<std::shared_ptr<TestInfo> >;
// Records data received from INSTANTIATE_TEST_SUITE_P macros:
// <Instantiation name, Sequence generator creation function,
// Name generator function, Source file, Source line>
struct InstantiationInfo {
InstantiationInfo(const std::string &name_in,
GeneratorCreationFunc* generator_in,
ParamNameGeneratorFunc* name_func_in,
const char* file_in,
int line_in)
: name(name_in),
generator(generator_in),
name_func(name_func_in),
file(file_in),
line(line_in) {}
std::string name;
GeneratorCreationFunc* generator;
ParamNameGeneratorFunc* name_func;
const char* file;
int line;
};
typedef ::std::vector<InstantiationInfo> InstantiationContainer;
static bool IsValidParamName(const std::string& name) {
// Check for empty string
if (name.empty())
return false;
// Check for invalid characters
for (std::string::size_type index = 0; index < name.size(); ++index) {
if (!isalnum(name[index]) && name[index] != '_')
return false;
}
return true;
}
const std::string test_suite_name_;
CodeLocation code_location_;
TestInfoContainer tests_;
InstantiationContainer instantiations_;
GTEST_DISALLOW_COPY_AND_ASSIGN_(ParameterizedTestSuiteInfo);
}; // class ParameterizedTestSuiteInfo
// Legacy API is deprecated but still available
#ifndef GTEST_REMOVE_LEGACY_TEST_CASEAPI_
template <class TestCase>
using ParameterizedTestCaseInfo = ParameterizedTestSuiteInfo<TestCase>;
#endif // GTEST_REMOVE_LEGACY_TEST_CASEAPI_
// INTERNAL IMPLEMENTATION - DO NOT USE IN USER CODE.
//
// ParameterizedTestSuiteRegistry contains a map of
// ParameterizedTestSuiteInfoBase classes accessed by test suite names. TEST_P
// and INSTANTIATE_TEST_SUITE_P macros use it to locate their corresponding
// ParameterizedTestSuiteInfo descriptors.
class ParameterizedTestSuiteRegistry {
public:
ParameterizedTestSuiteRegistry() {}
~ParameterizedTestSuiteRegistry() {
for (auto& test_suite_info : test_suite_infos_) {
delete test_suite_info;
}
}
// Looks up or creates and returns a structure containing information about
// tests and instantiations of a particular test suite.
template <class TestSuite>
ParameterizedTestSuiteInfo<TestSuite>* GetTestSuitePatternHolder(
const char* test_suite_name, CodeLocation code_location) {
ParameterizedTestSuiteInfo<TestSuite>* typed_test_info = nullptr;
for (auto& test_suite_info : test_suite_infos_) {
if (test_suite_info->GetTestSuiteName() == test_suite_name) {
if (test_suite_info->GetTestSuiteTypeId() != GetTypeId<TestSuite>()) {
// Complain about incorrect usage of Google Test facilities
// and terminate the program since we cannot guaranty correct
// test suite setup and tear-down in this case.
ReportInvalidTestSuiteType(test_suite_name, code_location);
posix::Abort();
} else {
// At this point we are sure that the object we found is of the same
// type we are looking for, so we downcast it to that type
// without further checks.
typed_test_info = CheckedDowncastToActualType<
ParameterizedTestSuiteInfo<TestSuite> >(test_suite_info);
}
break;
}
}
if (typed_test_info == nullptr) {
typed_test_info = new ParameterizedTestSuiteInfo<TestSuite>(
test_suite_name, code_location);
test_suite_infos_.push_back(typed_test_info);
}
return typed_test_info;
}
void RegisterTests() {
for (auto& test_suite_info : test_suite_infos_) {
test_suite_info->RegisterTests();
}
}
// Legacy API is deprecated but still available
#ifndef GTEST_REMOVE_LEGACY_TEST_CASEAPI_
template <class TestCase>
ParameterizedTestCaseInfo<TestCase>* GetTestCasePatternHolder(
const char* test_case_name, CodeLocation code_location) {
return GetTestSuitePatternHolder<TestCase>(test_case_name, code_location);
}
#endif // GTEST_REMOVE_LEGACY_TEST_CASEAPI_
private:
using TestSuiteInfoContainer = ::std::vector<ParameterizedTestSuiteInfoBase*>;
TestSuiteInfoContainer test_suite_infos_;
GTEST_DISALLOW_COPY_AND_ASSIGN_(ParameterizedTestSuiteRegistry);
};
} // namespace internal
// Forward declarations of ValuesIn(), which is implemented in
// include/gtest/gtest-param-test.h.
template <class Container>
internal::ParamGenerator<typename Container::value_type> ValuesIn(
const Container& container);
namespace internal {
// Used in the Values() function to provide polymorphic capabilities.
template <typename... Ts>
class ValueArray {
public:
ValueArray(Ts... v) : v_{std::move(v)...} {}
template <typename T>
operator ParamGenerator<T>() const { // NOLINT
return ValuesIn(MakeVector<T>(MakeIndexSequence<sizeof...(Ts)>()));
}
private:
template <typename T, size_t... I>
std::vector<T> MakeVector(IndexSequence<I...>) const {
return std::vector<T>{static_cast<T>(v_.template Get<I>())...};
}
FlatTuple<Ts...> v_;
};
template <typename... T>
class CartesianProductGenerator
: public ParamGeneratorInterface<::std::tuple<T...>> {
public:
typedef ::std::tuple<T...> ParamType;
CartesianProductGenerator(const std::tuple<ParamGenerator<T>...>& g)
: generators_(g) {}
~CartesianProductGenerator() override {}
ParamIteratorInterface<ParamType>* Begin() const override {
return new Iterator(this, generators_, false);
}
ParamIteratorInterface<ParamType>* End() const override {
return new Iterator(this, generators_, true);
}
private:
template <class I>
class IteratorImpl;
template <size_t... I>
class IteratorImpl<IndexSequence<I...>>
: public ParamIteratorInterface<ParamType> {
public:
IteratorImpl(const ParamGeneratorInterface<ParamType>* base,
const std::tuple<ParamGenerator<T>...>& generators, bool is_end)
: base_(base),
begin_(std::get<I>(generators).begin()...),
end_(std::get<I>(generators).end()...),
current_(is_end ? end_ : begin_) {
ComputeCurrentValue();
}
~IteratorImpl() override {}
const ParamGeneratorInterface<ParamType>* BaseGenerator() const override {
return base_;
}
// Advance should not be called on beyond-of-range iterators
// so no component iterators must be beyond end of range, either.
void Advance() override {
assert(!AtEnd());
// Advance the last iterator.
++std::get<sizeof...(T) - 1>(current_);
// if that reaches end, propagate that up.
AdvanceIfEnd<sizeof...(T) - 1>();
ComputeCurrentValue();
}
ParamIteratorInterface<ParamType>* Clone() const override {
return new IteratorImpl(*this);
}
const ParamType* Current() const override { return current_value_.get(); }
bool Equals(const ParamIteratorInterface<ParamType>& other) const override {
// Having the same base generator guarantees that the other
// iterator is of the same type and we can downcast.
GTEST_CHECK_(BaseGenerator() == other.BaseGenerator())
<< "The program attempted to compare iterators "
<< "from different generators." << std::endl;
const IteratorImpl* typed_other =
CheckedDowncastToActualType<const IteratorImpl>(&other);
// We must report iterators equal if they both point beyond their
// respective ranges. That can happen in a variety of fashions,
// so we have to consult AtEnd().
if (AtEnd() && typed_other->AtEnd()) return true;
bool same = true;
bool dummy[] = {
(same = same && std::get<I>(current_) ==
std::get<I>(typed_other->current_))...};
(void)dummy;
return same;
}
private:
template <size_t ThisI>
void AdvanceIfEnd() {
if (std::get<ThisI>(current_) != std::get<ThisI>(end_)) return;
bool last = ThisI == 0;
if (last) {
// We are done. Nothing else to propagate.
return;
}
constexpr size_t NextI = ThisI - (ThisI != 0);
std::get<ThisI>(current_) = std::get<ThisI>(begin_);
++std::get<NextI>(current_);
AdvanceIfEnd<NextI>();
}
void ComputeCurrentValue() {
if (!AtEnd())
current_value_ = std::make_shared<ParamType>(*std::get<I>(current_)...);
}
bool AtEnd() const {
bool at_end = false;
bool dummy[] = {
(at_end = at_end || std::get<I>(current_) == std::get<I>(end_))...};
(void)dummy;
return at_end;
}
const ParamGeneratorInterface<ParamType>* const base_;
std::tuple<typename ParamGenerator<T>::iterator...> begin_;
std::tuple<typename ParamGenerator<T>::iterator...> end_;
std::tuple<typename ParamGenerator<T>::iterator...> current_;
std::shared_ptr<ParamType> current_value_;
};
using Iterator = IteratorImpl<typename MakeIndexSequence<sizeof...(T)>::type>;
std::tuple<ParamGenerator<T>...> generators_;
};
template <class... Gen>
class CartesianProductHolder {
public:
CartesianProductHolder(const Gen&... g) : generators_(g...) {}
template <typename... T>
operator ParamGenerator<::std::tuple<T...>>() const {
return ParamGenerator<::std::tuple<T...>>(
new CartesianProductGenerator<T...>(generators_));
}
private:
std::tuple<Gen...> generators_;
};
} // namespace internal
} // namespace testing
#endif // GTEST_INCLUDE_GTEST_INTERNAL_GTEST_PARAM_UTIL_H_
| 411 | 0.962794 | 1 | 0.962794 | game-dev | MEDIA | 0.179873 | game-dev | 0.943509 | 1 | 0.943509 |
Slattstudio/BetrayedAllianceBook1 | 1,660 | SRC/Rm052.sc | ;;; Sierra Script 1.0 - (do not remove this comment)
(script# 52)
(include sci.sh)
(include game.sh)
(use controls)
(use cycle)
(use feature)
(use game)
(use inv)
(use main)
(use obj)
(public
rm052 0
)
; NULL ROOM
(instance rm052 of Rm
(properties
picture scriptNumber
north 0
east 0
south 0
west 0
)
(method (init)
(super init:)
(self setScript: RoomScript)
(switch gPreviousRoomNumber
(else
(gEgo posn: 150 130 loop: 1)
)
)
(SetUpEgo)
(gEgo init:)
(glow init: hide: ignoreActors:)
(shadowleft init: hide: ignoreActors:)
(shadowright init: hide: ignoreActors:)
)
)
(instance RoomScript of Script
(properties)
(method (handleEvent pEvent &tmp str) ; Local variable
(super handleEvent: pEvent)
(switch (pEvent type?)
(evKEYBOARD
(MapKeyToDir pEvent)
(if (== (pEvent message?) KEY_D) ; Check if B was pressed
(PrintOK) ; switch to Brian
(pEvent claimed: TRUE)
) ; if B
(if (== (pEvent message?) KEY_E) ; Check if E was pressed
(PrintOK) ; switch to Ego
(pEvent claimed: TRUE)
)
)
)
)
; if ; evKEYBOARD
; For fun intercept the Mouse event as well
; evMOUSEBUTTON ; switch ; method
(method (doit)
(super doit:)
(glow show: posn: (gEgo x?) (+ (gEgo y?) 55))
(shadowleft
show:
posn: (- (gEgo x?) 137) (+ (gEgo y?) 55)
)
(shadowright
show:
posn: (+ (gEgo x?) 137) (+ (gEgo y?) 55)
)
)
)
(instance glow of Prop
(properties
y 35
x 195
view 62
)
)
(instance shadowleft of Prop
(properties
y 35
x 195
view 62
loop 1
)
)
(instance shadowright of Prop
(properties
y 35
x 195
view 62
loop 1
)
)
| 411 | 0.80014 | 1 | 0.80014 | game-dev | MEDIA | 0.888769 | game-dev | 0.827995 | 1 | 0.827995 |
Eukaryot/sonic3air | 12,756 | framework/external/sdl/SDL2/src/joystick/emscripten/SDL_sysjoystick.c | /*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_JOYSTICK_EMSCRIPTEN
#include <stdio.h> /* For the definition of NULL */
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_joystick.h"
#include "SDL_timer.h"
#include "SDL_sysjoystick_c.h"
#include "../SDL_joystick_c.h"
static SDL_joylist_item *JoystickByIndex(int index);
static SDL_joylist_item *SDL_joylist = NULL;
static SDL_joylist_item *SDL_joylist_tail = NULL;
static int numjoysticks = 0;
static EM_BOOL Emscripten_JoyStickConnected(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
int i;
SDL_joylist_item *item;
if (JoystickByIndex(gamepadEvent->index) != NULL) {
return 1;
}
item = (SDL_joylist_item *)SDL_malloc(sizeof(SDL_joylist_item));
if (!item) {
return 1;
}
SDL_zerop(item);
item->index = gamepadEvent->index;
item->name = SDL_CreateJoystickName(0, 0, NULL, gamepadEvent->id);
if (!item->name) {
SDL_free(item);
return 1;
}
item->mapping = SDL_strdup(gamepadEvent->mapping);
if (!item->mapping) {
SDL_free(item->name);
SDL_free(item);
return 1;
}
item->naxes = gamepadEvent->numAxes;
item->nbuttons = gamepadEvent->numButtons;
item->device_instance = SDL_GetNextJoystickInstanceID();
item->timestamp = gamepadEvent->timestamp;
for (i = 0; i < item->naxes; i++) {
item->axis[i] = gamepadEvent->axis[i];
}
for (i = 0; i < item->nbuttons; i++) {
item->analogButton[i] = gamepadEvent->analogButton[i];
item->digitalButton[i] = gamepadEvent->digitalButton[i];
}
if (!SDL_joylist_tail) {
SDL_joylist = SDL_joylist_tail = item;
} else {
SDL_joylist_tail->next = item;
SDL_joylist_tail = item;
}
++numjoysticks;
SDL_PrivateJoystickAdded(item->device_instance);
#ifdef DEBUG_JOYSTICK
SDL_Log("Number of joysticks is %d", numjoysticks);
#endif
#ifdef DEBUG_JOYSTICK
SDL_Log("Added joystick with index %d", item->index);
#endif
return 1;
}
static EM_BOOL Emscripten_JoyStickDisconnected(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
SDL_joylist_item *item = SDL_joylist;
SDL_joylist_item *prev = NULL;
while (item) {
if (item->index == gamepadEvent->index) {
break;
}
prev = item;
item = item->next;
}
if (!item) {
return 1;
}
if (item->joystick) {
item->joystick->hwdata = NULL;
}
if (prev) {
prev->next = item->next;
} else {
SDL_assert(SDL_joylist == item);
SDL_joylist = item->next;
}
if (item == SDL_joylist_tail) {
SDL_joylist_tail = prev;
}
/* Need to decrement the joystick count before we post the event */
--numjoysticks;
SDL_PrivateJoystickRemoved(item->device_instance);
#ifdef DEBUG_JOYSTICK
SDL_Log("Removed joystick with id %d", item->device_instance);
#endif
SDL_free(item->name);
SDL_free(item->mapping);
SDL_free(item);
return 1;
}
/* Function to perform any system-specific joystick related cleanup */
static void EMSCRIPTEN_JoystickQuit(void)
{
SDL_joylist_item *item = NULL;
SDL_joylist_item *next = NULL;
for (item = SDL_joylist; item; item = next) {
next = item->next;
SDL_free(item->mapping);
SDL_free(item->name);
SDL_free(item);
}
SDL_joylist = SDL_joylist_tail = NULL;
numjoysticks = 0;
emscripten_set_gamepadconnected_callback(NULL, 0, NULL);
emscripten_set_gamepaddisconnected_callback(NULL, 0, NULL);
}
/* Function to scan the system for joysticks.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
static int EMSCRIPTEN_JoystickInit(void)
{
int retval, i, numjs;
EmscriptenGamepadEvent gamepadState;
numjoysticks = 0;
retval = emscripten_sample_gamepad_data();
/* Check if gamepad is supported by browser */
if (retval == EMSCRIPTEN_RESULT_NOT_SUPPORTED) {
return SDL_SetError("Gamepads not supported");
}
numjs = emscripten_get_num_gamepads();
/* handle already connected gamepads */
if (numjs > 0) {
for (i = 0; i < numjs; i++) {
retval = emscripten_get_gamepad_status(i, &gamepadState);
if (retval == EMSCRIPTEN_RESULT_SUCCESS) {
Emscripten_JoyStickConnected(EMSCRIPTEN_EVENT_GAMEPADCONNECTED,
&gamepadState,
NULL);
}
}
}
retval = emscripten_set_gamepadconnected_callback(NULL,
0,
Emscripten_JoyStickConnected);
if (retval != EMSCRIPTEN_RESULT_SUCCESS) {
EMSCRIPTEN_JoystickQuit();
return SDL_SetError("Could not set gamepad connect callback");
}
retval = emscripten_set_gamepaddisconnected_callback(NULL,
0,
Emscripten_JoyStickDisconnected);
if (retval != EMSCRIPTEN_RESULT_SUCCESS) {
EMSCRIPTEN_JoystickQuit();
return SDL_SetError("Could not set gamepad disconnect callback");
}
return 0;
}
/* Returns item matching given SDL device index. */
static SDL_joylist_item *JoystickByDeviceIndex(int device_index)
{
SDL_joylist_item *item = SDL_joylist;
while (0 < device_index) {
--device_index;
item = item->next;
}
return item;
}
/* Returns item matching given HTML gamepad index. */
static SDL_joylist_item *JoystickByIndex(int index)
{
SDL_joylist_item *item = SDL_joylist;
if (index < 0) {
return NULL;
}
while (item) {
if (item->index == index) {
break;
}
item = item->next;
}
return item;
}
static int EMSCRIPTEN_JoystickGetCount(void)
{
return numjoysticks;
}
static void EMSCRIPTEN_JoystickDetect(void)
{
}
static const char *EMSCRIPTEN_JoystickGetDeviceName(int device_index)
{
return JoystickByDeviceIndex(device_index)->name;
}
static const char *EMSCRIPTEN_JoystickGetDevicePath(int device_index)
{
return NULL;
}
static int EMSCRIPTEN_JoystickGetDeviceSteamVirtualGamepadSlot(int device_index)
{
return -1;
}
static int EMSCRIPTEN_JoystickGetDevicePlayerIndex(int device_index)
{
return -1;
}
static void EMSCRIPTEN_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
static SDL_JoystickID EMSCRIPTEN_JoystickGetDeviceInstanceID(int device_index)
{
return JoystickByDeviceIndex(device_index)->device_instance;
}
/* Function to open a joystick for use.
The joystick to open is specified by the device index.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
static int EMSCRIPTEN_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
SDL_joylist_item *item = JoystickByDeviceIndex(device_index);
if (!item) {
return SDL_SetError("No such device");
}
if (item->joystick) {
return SDL_SetError("Joystick already opened");
}
joystick->instance_id = item->device_instance;
joystick->hwdata = (struct joystick_hwdata *)item;
item->joystick = joystick;
/* HTML5 Gamepad API doesn't say anything about these */
joystick->nhats = 0;
joystick->nballs = 0;
joystick->nbuttons = item->nbuttons;
joystick->naxes = item->naxes;
return 0;
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
static void EMSCRIPTEN_JoystickUpdate(SDL_Joystick *joystick)
{
EmscriptenGamepadEvent gamepadState;
SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
int i, result, buttonState;
emscripten_sample_gamepad_data();
if (item) {
result = emscripten_get_gamepad_status(item->index, &gamepadState);
if (result == EMSCRIPTEN_RESULT_SUCCESS) {
if (gamepadState.timestamp == 0 || gamepadState.timestamp != item->timestamp) {
for (i = 0; i < item->nbuttons; i++) {
if (item->digitalButton[i] != gamepadState.digitalButton[i]) {
buttonState = gamepadState.digitalButton[i] ? SDL_PRESSED : SDL_RELEASED;
SDL_PrivateJoystickButton(item->joystick, i, buttonState);
}
/* store values to compare them in the next update */
item->analogButton[i] = gamepadState.analogButton[i];
item->digitalButton[i] = gamepadState.digitalButton[i];
}
for (i = 0; i < item->naxes; i++) {
if (item->axis[i] != gamepadState.axis[i]) {
/* do we need to do conversion? */
SDL_PrivateJoystickAxis(item->joystick, i,
(Sint16)(32767. * gamepadState.axis[i]));
}
/* store to compare in next update */
item->axis[i] = gamepadState.axis[i];
}
item->timestamp = gamepadState.timestamp;
}
}
}
}
/* Function to close a joystick after use */
static void EMSCRIPTEN_JoystickClose(SDL_Joystick *joystick)
{
SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
if (item) {
item->joystick = NULL;
}
}
static SDL_JoystickGUID EMSCRIPTEN_JoystickGetDeviceGUID(int device_index)
{
/* the GUID is just the name for now */
const char *name = EMSCRIPTEN_JoystickGetDeviceName(device_index);
return SDL_CreateJoystickGUIDForName(name);
}
static int EMSCRIPTEN_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
return SDL_Unsupported();
}
static int EMSCRIPTEN_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
{
return SDL_Unsupported();
}
static SDL_bool EMSCRIPTEN_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
static Uint32 EMSCRIPTEN_JoystickGetCapabilities(SDL_Joystick *joystick)
{
return 0;
}
static int EMSCRIPTEN_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
{
return SDL_Unsupported();
}
static int EMSCRIPTEN_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size)
{
return SDL_Unsupported();
}
static int EMSCRIPTEN_JoystickSetSensorsEnabled(SDL_Joystick *joystick, SDL_bool enabled)
{
return SDL_Unsupported();
}
SDL_JoystickDriver SDL_EMSCRIPTEN_JoystickDriver = {
EMSCRIPTEN_JoystickInit,
EMSCRIPTEN_JoystickGetCount,
EMSCRIPTEN_JoystickDetect,
EMSCRIPTEN_JoystickGetDeviceName,
EMSCRIPTEN_JoystickGetDevicePath,
EMSCRIPTEN_JoystickGetDeviceSteamVirtualGamepadSlot,
EMSCRIPTEN_JoystickGetDevicePlayerIndex,
EMSCRIPTEN_JoystickSetDevicePlayerIndex,
EMSCRIPTEN_JoystickGetDeviceGUID,
EMSCRIPTEN_JoystickGetDeviceInstanceID,
EMSCRIPTEN_JoystickOpen,
EMSCRIPTEN_JoystickRumble,
EMSCRIPTEN_JoystickRumbleTriggers,
EMSCRIPTEN_JoystickGetCapabilities,
EMSCRIPTEN_JoystickSetLED,
EMSCRIPTEN_JoystickSendEffect,
EMSCRIPTEN_JoystickSetSensorsEnabled,
EMSCRIPTEN_JoystickUpdate,
EMSCRIPTEN_JoystickClose,
EMSCRIPTEN_JoystickQuit,
EMSCRIPTEN_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_EMSCRIPTEN */
/* vi: set ts=4 sw=4 expandtab: */
| 411 | 0.790418 | 1 | 0.790418 | game-dev | MEDIA | 0.864947 | game-dev | 0.77752 | 1 | 0.77752 |
Nebukam/PCGExtendedToolkit | 5,652 | Source/PCGExtendedToolkit/Private/Misc/Filters/PCGExRandomFilter.cpp | // Copyright 2025 Timothé Lapetite and contributors
// Released under the MIT license https://opensource.org/license/MIT/
#include "Misc/Filters/PCGExRandomFilter.h"
#include "PCGExRandom.h"
#include "Data/PCGExDataPreloader.h"
#include "Data/PCGExPointIO.h"
#include "Details/PCGExDetailsSettings.h"
#define LOCTEXT_NAMESPACE "PCGExCompareFilterDefinition"
#define PCGEX_NAMESPACE CompareFilterDefinition
PCGEX_SETTING_VALUE_IMPL(FPCGExRandomFilterConfig, Threshold, double, ThresholdInput, ThresholdAttribute, Threshold)
PCGEX_SETTING_VALUE_IMPL(FPCGExRandomFilterConfig, Weight, double, bPerPointWeight ? EPCGExInputValueType::Attribute : EPCGExInputValueType::Constant, Weight, 1)
bool UPCGExRandomFilterFactory::Init(FPCGExContext* InContext)
{
if (!Config.bUseLocalCurve) { Config.LocalWeightCurve.ExternalCurve = Config.WeightCurve.Get(); }
return Super::Init(InContext);
}
bool UPCGExRandomFilterFactory::SupportsCollectionEvaluation() const
{
return (!Config.bPerPointWeight && Config.ThresholdInput == EPCGExInputValueType::Constant) || bOnlyUseDataDomain;
}
bool UPCGExRandomFilterFactory::SupportsProxyEvaluation() const
{
return !Config.bPerPointWeight && Config.ThresholdInput == EPCGExInputValueType::Constant;
}
void UPCGExRandomFilterFactory::RegisterBuffersDependencies(FPCGExContext* InContext, PCGExData::FFacadePreloader& FacadePreloader) const
{
Super::RegisterBuffersDependencies(InContext, FacadePreloader);
if (Config.bPerPointWeight && Config.bRemapWeightInternally) { FacadePreloader.Register<double>(InContext, Config.Weight); }
if (Config.ThresholdInput != EPCGExInputValueType::Constant && Config.bRemapThresholdInternally) { FacadePreloader.Register<double>(InContext, Config.ThresholdAttribute); }
}
void UPCGExRandomFilterFactory::RegisterAssetDependencies(FPCGExContext* InContext) const
{
Super::RegisterAssetDependencies(InContext);
InContext->AddAssetDependency(Config.WeightCurve.ToSoftObjectPath());
}
bool UPCGExRandomFilterFactory::RegisterConsumableAttributesWithData(FPCGExContext* InContext, const UPCGData* InData) const
{
if (!Super::RegisterConsumableAttributesWithData(InContext, InData)) { return false; }
FName Consumable = NAME_None;
PCGEX_CONSUMABLE_CONDITIONAL(Config.bPerPointWeight, Config.Weight, Consumable)
PCGEX_CONSUMABLE_CONDITIONAL(Config.ThresholdInput == EPCGExInputValueType::Attribute, Config.ThresholdAttribute, Consumable)
return true;
}
TSharedPtr<PCGExPointFilter::IFilter> UPCGExRandomFilterFactory::CreateFilter() const
{
PCGEX_MAKE_SHARED(Filter, PCGExPointFilter::FRandomFilter, this)
Filter->WeightCurve = Config.LocalWeightCurve.GetRichCurveConst();
return Filter;
}
bool PCGExPointFilter::FRandomFilter::Init(FPCGExContext* InContext, const TSharedPtr<PCGExData::FFacade>& InPointDataFacade)
{
if (!IFilter::Init(InContext, InPointDataFacade)) { return false; }
Threshold = TypedFilterFactory->Config.Threshold;
WeightBuffer = TypedFilterFactory->Config.GetValueSettingWeight();
if (!WeightBuffer->IsConstant())
{
if (TypedFilterFactory->Config.bRemapWeightInternally)
{
if (!WeightBuffer->Init(PointDataFacade, false, true)) { return false; }
WeightRange = WeightBuffer->Max();
if (WeightBuffer->Min() < 0)
{
WeightOffset = WeightBuffer->Min();
WeightRange += WeightOffset;
}
}
else
{
if (!WeightBuffer->Init(PointDataFacade)) { return false; }
}
}
ThresholdBuffer = TypedFilterFactory->Config.GetValueSettingThreshold();
if (!ThresholdBuffer->IsConstant())
{
if (TypedFilterFactory->Config.bRemapThresholdInternally)
{
if (!ThresholdBuffer->Init(PointDataFacade, false, true)) { return false; }
ThresholdRange = ThresholdBuffer->Max();
if (ThresholdBuffer->Min() < 0)
{
ThresholdOffset = ThresholdBuffer->Min();
ThresholdRange += ThresholdOffset;
}
}
else
{
if (!ThresholdBuffer->Init(PointDataFacade)) { return false; }
}
}
Seeds = PointDataFacade->GetIn()->GetConstSeedValueRange();
RandomSeedV = FVector(RandomSeed);
return true;
}
bool PCGExPointFilter::FRandomFilter::Test(const int32 PointIndex) const
{
const double LocalWeightRange = WeightOffset + WeightBuffer->Read(PointIndex);
const double LocalThreshold = ThresholdBuffer ? (ThresholdOffset + ThresholdBuffer->Read(PointIndex)) / ThresholdRange : Threshold;
const float RandomValue = WeightCurve->Eval((FRandomStream(PCGExRandom::GetRandomStreamFromPoint(Seeds[PointIndex], RandomSeed)).GetFraction() * LocalWeightRange) / WeightRange);
return TypedFilterFactory->Config.bInvertResult ? RandomValue <= LocalThreshold : RandomValue >= LocalThreshold;
}
bool PCGExPointFilter::FRandomFilter::Test(const PCGExData::FProxyPoint& Point) const
{
const float RandomValue = WeightCurve->Eval((FRandomStream(PCGExRandom::ComputeSpatialSeed(Point.GetLocation(), RandomSeedV)).GetFraction() * WeightRange) / WeightRange);
return TypedFilterFactory->Config.bInvertResult ? RandomValue <= Threshold : RandomValue >= Threshold;
}
bool PCGExPointFilter::FRandomFilter::Test(const TSharedPtr<PCGExData::FPointIO>& IO, const TSharedPtr<PCGExData::FPointIOCollection>& ParentCollection) const
{
const float RandomValue = WeightCurve->Eval((FRandomStream(PCGExRandom::GetRandomStreamFromPoint(IO->GetIn()->GetSeed(0), RandomSeed)).GetFraction() * WeightRange) / WeightRange);
return TypedFilterFactory->Config.bInvertResult ? RandomValue <= Threshold : RandomValue >= Threshold;
}
PCGEX_CREATE_FILTER_FACTORY(Random)
#if WITH_EDITOR
FString UPCGExRandomFilterProviderSettings::GetDisplayName() const
{
return TEXT("Random");
}
#endif
#undef LOCTEXT_NAMESPACE
#undef PCGEX_NAMESPACE
| 411 | 0.892827 | 1 | 0.892827 | game-dev | MEDIA | 0.284118 | game-dev | 0.904819 | 1 | 0.904819 |
GregTech6/gregtech6 | 11,031 | src/main/java/gregtech/compat/Compat_Recipes_ExtraUtilities.java | /**
* Copyright (c) 2019 Gregorius Techneticies
*
* This file is part of GregTech.
*
* GregTech is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* GregTech is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with GregTech. If not, see <http://www.gnu.org/licenses/>.
*/
package gregtech.compat;
import static gregapi.data.CS.*;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import gregapi.api.Abstract_Mod;
import gregapi.code.ModData;
import gregapi.compat.CompatMods;
import gregapi.config.ConfigCategories;
import gregapi.data.CS.ConfigsGT;
import gregapi.data.CS.ItemsGT;
import gregapi.data.MD;
import gregapi.data.RM;
import gregapi.oredict.event.IOreDictListenerEvent;
import gregapi.oredict.event.OreDictListenerEvent_Names;
import gregapi.util.CR;
import gregapi.util.ST;
import net.minecraft.init.Blocks;
public class Compat_Recipes_ExtraUtilities extends CompatMods {
public Compat_Recipes_ExtraUtilities(ModData aMod, Abstract_Mod aGTMod) {super(aMod, aGTMod);}
@Override public void onPostLoad(FMLPostInitializationEvent aInitEvent) {OUT.println("GT_Mod: Doing Extra Utilities Recipes.");
if (ConfigsGT.RECIPES.get(ConfigCategories.Recipes.disabledrecipes, "extra-utilities-trash-can-items", T)) {
ItemsGT.RECIPE_REMOVED_USE_TRASH_BIN_INSTEAD.add(ST.make(MD.ExU, "trashcan", 1, 0));
CR.delate(MD.ExU, "trashcan", 0);
}
if (ConfigsGT.RECIPES.get(ConfigCategories.Recipes.disabledrecipes, "extra-utilities-trash-can-fluids", T)) {
ItemsGT.RECIPE_REMOVED_USE_TRASH_BIN_INSTEAD.add(ST.make(MD.ExU, "trashcan", 1, 1));
CR.delate(MD.ExU, "trashcan", 1);
}
if (ConfigsGT.RECIPES.get(ConfigCategories.Recipes.disabledrecipes, "extra-utilities-trash-can-energy", F)) {
ItemsGT.RECIPE_REMOVED_USE_TRASH_BIN_INSTEAD.add(ST.make(MD.ExU, "trashcan", 1, 2));
CR.delate(MD.ExU, "trashcan", 2);
}
new OreDictListenerEvent_Names() {@Override public void addAllListeners() {
addListener("cobblestone" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 0));}});
addListener("compressedCobblestone1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 1));}});
addListener("compressedCobblestone2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 2));}});
addListener("compressedCobblestone3x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 3));}});
addListener("compressedCobblestone4x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 4));}});
addListener("compressedCobblestone5x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 5));}});
addListener("compressedCobblestone6x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 6));}});
addListener("compressedCobblestone7x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 7));}});
addListener("dirt" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 8));}});
addListener("compressedDirt1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1, 9));}});
addListener("compressedDirt2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,10));}});
addListener("compressedDirt3x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,11));}});
addListener("gravel" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,12));}});
addListener("compressedGravel1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,13));}});
addListener("sand" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,14));}});
addListener("compressedSand1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Press.addRecipe2(T, 16, 64, ST.amount(9, aEvent.mStack), ST.tag(9), ST.make(MD.ExU, "cobblestone_compressed", 1,15));}});
addListener("compressedCobblestone1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(Blocks.cobblestone, 9, 0));}});
addListener("compressedCobblestone2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 0));}});
addListener("compressedCobblestone3x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 1));}});
addListener("compressedCobblestone4x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 2));}});
addListener("compressedCobblestone5x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 3));}});
addListener("compressedCobblestone6x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 4));}});
addListener("compressedCobblestone7x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 5));}});
addListener("compressedCobblestone8x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 6));}});
addListener("compressedDirt1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(Blocks.dirt, 9, 0));}});
addListener("compressedDirt2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 8));}});
addListener("compressedDirt3x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9, 9));}});
addListener("compressedDirt4x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9,10));}});
addListener("compressedGravel1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(Blocks.gravel, 9, 0));}});
addListener("compressedGravel2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9,12));}});
addListener("compressedSand1x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(Blocks.sand, 9, 0));}});
addListener("compressedSand2x" , new IOreDictListenerEvent() {@Override public void onOreRegistration(OreDictRegistrationContainer aEvent) {RM.Crusher.addRecipe1(T, 16, 64, ST.amount(1, aEvent.mStack), ST.make(MD.ExU, "cobblestone_compressed", 9,14));}});
}};
}
}
| 411 | 0.830422 | 1 | 0.830422 | game-dev | MEDIA | 0.599189 | game-dev | 0.93003 | 1 | 0.93003 |
shiqwang/netfox | 6,006 | src/系统模块/游戏组件/42.桥牌/原始-游戏客户端/GameLogic.h | #ifndef GAME_LOGIC_HEAD_FILE
#define GAME_LOGIC_HEAD_FILE
#pragma once
//////////////////////////////////////////////////////////////////////////
//궨
//Ƹ
#define CELL_PACK 54 //ԪĿ
//Զ
#define MAX_COUNT 60 //Ŀ
#define MAX_TRACKOR 18 //
#define COLOR_RIGHT 40 //ɫȨλ
//Ч
#define CT_ERROR 0 //
#define VALUE_ERROR 0x00 //ֵ
#define COLOR_ERROR 0xFF //ɫ
//ɫ
#define COLOR_NT 0x40 //ɫ
#define COLOR_HEI_TAO 0x30 //ɫ
#define COLOR_HONG_TAO 0x20 //ɫ
#define COLOR_FANG_KUAI 0x10 //ɫ
#define COLOR_MEI_HUA 0x00 //ɫ
//ֵ
#define LOGIC_MASK_COLOR 0xF0 //ɫ
#define LOGIC_MASK_VALUE 0x0F //ֵ
//˿
#define CT_ERROR 0 //
#define CT_SINGLE 1 //
#define CT_SAME_2 2 //
#define CT_SAME_3 3 //
#define CT_SAME_4 4 //
#define CT_TRACKOR_2 5 //
#define CT_TRACKOR_3 6 //
#define CT_TRACKOR_4 7 //
#define CT_THROW_CARD 8 //˦
//////////////////////////////////////////////////////////////////////////
//ṹ
//Ϣ
struct tagSameDataInfo
{
BYTE cbCardCount; //˿Ŀ
BYTE cbBlockCount; //ƶĿ
BYTE cbSameData[MAX_COUNT]; //
};
//Ϣ
struct tagTractorDataInfo
{
BYTE cbCardCount; //˿Ŀ
BYTE cbTractorCount; //Ƹ
BYTE cbTractorMaxIndex; //λ
BYTE cbTractorMaxLength; //
BYTE cbTractorData[MAX_COUNT*3/2]; //
};
//ͽṹ
struct tagAnalyseResult
{
BYTE cbCardColor; //˿˻ɫ
tagSameDataInfo SameDataInfo[2]; //ͬ
tagTractorDataInfo TractorDataInfo[2-1]; //
};
//ṹ
struct tagDemandInfo
{
BYTE cbMaxTractor[2-1]; //
BYTE cbSameCardCount[2]; //ͬ
BYTE cbTractorCardCount[2-1]; //
};
//ƽ
struct tagOutCardResult
{
BYTE cbCardCount; //˿Ŀ
BYTE cbResultCard[MAX_COUNT]; //˿
};
//////////////////////////////////////////////////////////////////////////
//Ϸ
class CGameLogic
{
//Ա
protected:
BYTE m_cbPackCount; //ƸĿ
BYTE m_cbDispatchCount; //ɷĿ
//
protected:
BYTE m_cbMainColor; //ƻɫ
//
protected:
BYTE m_cbSortRight[5]; //Ȩλ
//
public:
static const BYTE m_cbCardData[CELL_PACK]; //˿
//
public:
//캯
CGameLogic();
//
virtual ~CGameLogic();
//״̬
public:
//ø
bool SetPackCount(BYTE cbPackCount);
//ȡ
BYTE GetPackCount() { return m_cbPackCount; }
//ɷĿ
BYTE GetDispatchCount() { return m_cbDispatchCount; }
//Ϣ
public:
//ƻɫ
bool SetMainColor(BYTE cbMainColor);
//ֵ
bool SetMainValue(BYTE cbMainValue);
//ƻɫ
BYTE GetMainColor() { return m_cbMainColor; }
//ƺ
public:
//˿
void SortCardList(BYTE cbCardData[], BYTE cbCardCount);
//˿
void RandCardList(BYTE cbCardBuffer[], BYTE cbBufferCount);
//ɾ˿
bool RemoveCard(const BYTE cbRemoveCard[], BYTE cbRemoveCount, BYTE cbCardData[], BYTE cbCardCount);
//ֺ
public:
//ȡ
WORD GetCardScore(const BYTE cbCardData[], BYTE cbCardCount);
//˿
BYTE GetScoreCard(const BYTE cbCardData[], BYTE cbCardCount, BYTE cbScoreCard[], BYTE cbMaxCount);
//ܺ
public:
//˿
bool AnalyseCardData(const BYTE cbCardData[], BYTE cbCardCount, tagAnalyseResult & AnalyseResult);
//ж
bool SearchOutCard(const BYTE cbHandCardData[], BYTE cbHandCardCount,const BYTE cbTurnCardData[], BYTE cbTurnCardCount, tagOutCardResult & OutCardResult);
//Ч
bool EfficacyOutCard(const BYTE cbOutCardData[], BYTE cbOutCardCount, const BYTE cbFirstCardData[], BYTE cbFirstCardCount, const BYTE cbHandCardData[], BYTE cbHandCardCount);
//Ч˦
bool EfficacyThrowCard(const BYTE cbOutCardData[], BYTE cbOutCardCount, WORD wOutCardIndex, const BYTE cbHandCardData[GAME_PLAYER][MAX_COUNT], BYTE cbHandCardCount, tagOutCardResult & OutCardResult);
//ԱȺ
public:
//Ա˿
bool CompareCardData(BYTE cbFirstCardData, BYTE cbNextCardData);
//Ա˿
bool CompareCardResult(const tagAnalyseResult WinnerResult, const tagAnalyseResult UserResult);
//Ա˿
WORD CompareCardArray(const BYTE cbOutCardData[GAME_PLAYER][MAX_COUNT], BYTE cbCardCount, WORD wFirstIndex);
//ͺ
public:
//ȡ
BYTE GetCardType(const BYTE cbCardData[], BYTE cbCardCount);
//ȡֵ
BYTE GetCardValue(BYTE cbCardData) { return cbCardData&LOGIC_MASK_VALUE; }
/*{
//ֵΪ
//A5~K5~0D 252 753
//ݻA5~K15~2D 262 763
//A5~K25~3D 272 773
//A5~K35~4D 282 783
//
//
if (cbCardData==0x4E||cbCardData==0x4F) { return cbCardData+160; }
//7
if( (cbCardData&LOGIC_MASK_VALUE)==7 ) return (cbCardData)+130;
//2
if( (cbCardData&LOGIC_MASK_VALUE)==2 ) return (cbCardData)+80;
//A
if( (cbCardData&LOGIC_MASK_VALUE)==1 ) return (cbCardData)+13;
return cbCardData&LOGIC_MASK_VALUE;
}*/
//ȡɫ
BYTE GetCardColor(BYTE cbCardData) { return cbCardData&LOGIC_MASK_COLOR; }
//
public:
//Чж
bool IsValidCard(BYTE cbCardData);
//ȼ
BYTE GetCardSortOrder(BYTE cbCardData);
//ֵ
BYTE GetCardLogicValue(BYTE cbCardData);
//ɫ
BYTE GetCardLogicColor(BYTE cbCardData);
//лɫ
BYTE GetCardLogicColor(const BYTE cbCardData[], BYTE cbCardCount);
//
protected:
//Ƿ
bool IsLineValue(BYTE cbFirstCard, BYTE cbSecondCard);
//Ƿͬ
bool IsSameColor(BYTE cbFirstCard, BYTE cbSecondCard);
//Ŀ
BYTE GetIntersectionCount(const BYTE cbCardData1[], BYTE cbCardCount1, const BYTE cbCardData2[], BYTE cbCardCount2);
//ȡ
protected:
//ȡ˿
BYTE DistillCardByColor(const BYTE cbCardData[], BYTE cbCardCount, BYTE cbCardColor, BYTE cbResultCard[]);
//ȡ˿
BYTE DistillCardByCount(const BYTE cbCardData[], BYTE cbCardCount, BYTE cbSameCount, tagSameDataInfo & SameDataInfo);
//ȡ˿
BYTE DistillTrackorByCount(const BYTE cbCardData[], BYTE cbCardCount, BYTE cbSameCount, tagTractorDataInfo & TractorDataInfo);
//ڲ
protected:
//Ȩλ
void UpdateSortRight();
//˿
bool RectifyCardWeave(const BYTE cbCardData[], BYTE cbCardCount, const tagAnalyseResult & TargetResult, tagAnalyseResult & RectifyResult);
};
//////////////////////////////////////////////////////////////////////////
#endif | 411 | 0.858983 | 1 | 0.858983 | game-dev | MEDIA | 0.400396 | game-dev | 0.72308 | 1 | 0.72308 |
ProjectIgnis/CardScripts | 1,845 | official/c2295831.lua | --ピースの輪
--Symbol of Friendship
local s,id=GetID()
function s.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_DRAW)
e1:SetCondition(s.regcon)
e1:SetOperation(s.regop)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
e2:SetType(EFFECT_TYPE_ACTIVATE)
e2:SetCode(EVENT_FREE_CHAIN)
e2:SetCondition(s.condition)
e2:SetCost(s.cost)
e2:SetTarget(s.target)
e2:SetOperation(s.activate)
c:RegisterEffect(e2)
end
function s.regcon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
return Duel.GetFieldGroupCount(tp,LOCATION_ONFIELD,0)==0 and Duel.GetFieldGroupCount(tp,0,LOCATION_MZONE)>=3
and Duel.IsPhase(PHASE_DRAW) and c:IsReason(REASON_RULE)
end
function s.regop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if Duel.SelectYesNo(tp,aux.Stringid(id,0)) then
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_PUBLIC)
e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_MAIN1)
c:RegisterEffect(e1)
c:RegisterFlagEffect(id,RESET_PHASE|PHASE_MAIN1,EFFECT_FLAG_CLIENT_HINT,1,0,66)
end
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsPhase(PHASE_MAIN1)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():GetFlagEffect(id)~=0 end
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(Card.IsAbleToHand,tp,LOCATION_DECK,0,1,nil) end
Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
local g=Duel.SelectMatchingCard(tp,Card.IsAbleToHand,tp,LOCATION_DECK,0,1,1,nil)
if #g>0 then
Duel.SendtoHand(g,nil,REASON_EFFECT)
Duel.ConfirmCards(1-tp,g)
end
end | 411 | 0.822184 | 1 | 0.822184 | game-dev | MEDIA | 0.972757 | game-dev | 0.94321 | 1 | 0.94321 |
KDAB/GammaRay | 2,664 | core/metapropertyadaptor.cpp | /*
metapropertyadaptor.cpp
This file is part of GammaRay, the Qt application inspection and manipulation tool.
SPDX-FileCopyrightText: 2015 Klarälvdalens Datakonsult AB, a KDAB Group company <info@kdab.com>
Author: Volker Krause <volker.krause@kdab.com>
SPDX-License-Identifier: GPL-2.0-or-later
Contact KDAB at <info@kdab.com> for commercial licensing options.
*/
#include "metapropertyadaptor.h"
#include "objectinstance.h"
#include "metaobjectrepository.h"
#include "metaobject.h"
#include "propertydata.h"
#include <QDebug>
using namespace GammaRay;
MetaPropertyAdaptor::MetaPropertyAdaptor(QObject *parent)
: PropertyAdaptor(parent)
, m_metaObj(nullptr)
, m_obj(nullptr)
{
}
MetaPropertyAdaptor::~MetaPropertyAdaptor() = default;
void MetaPropertyAdaptor::doSetObject(const ObjectInstance &oi)
{
Q_ASSERT(m_metaObj == nullptr);
Q_ASSERT(m_obj == nullptr);
switch (oi.type()) {
case ObjectInstance::Object:
case ObjectInstance::Value:
m_obj = oi.object();
m_metaObj = MetaObjectRepository::instance()->metaObject(oi.typeName(), m_obj);
break;
case ObjectInstance::QtObject:
case ObjectInstance::QtGadgetPointer:
case ObjectInstance::QtGadgetValue: {
const QMetaObject *mo = oi.metaObject();
while (mo && !m_metaObj) {
m_metaObj = MetaObjectRepository::instance()->metaObject(mo->className());
mo = mo->superClass();
}
if (m_metaObj)
m_obj = oi.object();
break;
}
default:
break;
}
}
int MetaPropertyAdaptor::count() const
{
if (!m_metaObj || !object().isValid())
return 0;
return m_metaObj->propertyCount();
}
PropertyData MetaPropertyAdaptor::propertyData(int index) const
{
Q_ASSERT(m_metaObj);
PropertyData data;
if (!object().isValid())
return data;
const auto property = m_metaObj->propertyAt(index);
data.setName(property->name());
data.setTypeName(property->typeName());
data.setClassName(property->metaObject()->className());
data.setAccessFlags(property->isReadOnly() ? PropertyData::Readable : PropertyData::Writable);
if (m_obj) {
const auto value = property->value(m_metaObj->castForPropertyAt(m_obj, index));
data.setValue(value);
}
return data;
}
void MetaPropertyAdaptor::writeProperty(int index, const QVariant &value)
{
if (!object().isValid())
return;
Q_ASSERT(m_metaObj && m_obj);
const auto prop = m_metaObj->propertyAt(index);
prop->setValue(m_metaObj->castForPropertyAt(m_obj, index), value);
emit propertyChanged(index, index);
}
| 411 | 0.96687 | 1 | 0.96687 | game-dev | MEDIA | 0.632833 | game-dev | 0.965304 | 1 | 0.965304 |
Hidendra/LWC | 2,408 | core/src/main/java/com/griefcraft/modules/admin/AdminReload.java | /*
* Copyright 2011 Tyler Blair. 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.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ''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 AUTHOR 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.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and contributors and should not be interpreted as representing official policies,
* either expressed or implied, of anybody else.
*/
package com.griefcraft.modules.admin;
import com.griefcraft.lwc.LWC;
import com.griefcraft.scripting.JavaModule;
import com.griefcraft.scripting.event.LWCCommandEvent;
import org.bukkit.command.CommandSender;
public class AdminReload extends JavaModule {
@Override
public void onCommand(LWCCommandEvent event) {
if (event.isCancelled()) {
return;
}
if (!event.hasFlag("a", "admin")) {
return;
}
LWC lwc = event.getLWC();
CommandSender sender = event.getSender();
String[] args = event.getArgs();
if (!args[0].equals("reload")) {
return;
}
// we have the right command
event.setCancelled(true);
lwc.reload();
lwc.sendLocale(sender, "protection.admin.reload.finalize");
}
} | 411 | 0.552129 | 1 | 0.552129 | game-dev | MEDIA | 0.755578 | game-dev | 0.771661 | 1 | 0.771661 |
spring1944/spring1944 | 3,067 | LuaRules/Gadgets/dev_cheats.lua | function gadget:GetInfo()
return {
name = "Developer commands",
desc = "/luarules <foo> where <foo> == stuff that's handy for development",
author = "B. Tyler",
date = "May 22, 2015",
license = "GPLv2",
layer = -2,
enabled = true -- loaded by default?
}
end
if not gadgetHandler:IsSyncedCode() then return end
local GetPlayerInfo = Spring.GetPlayerInfo
local CheatMode = Spring.IsCheatingEnabled
local GetTeamUnits = Spring.GetTeamUnits
local GetGroundHeight = Spring.GetGroundHeight
local GetUnitDefID = Spring.GetUnitDefID
local CreateUnit = Spring.CreateUnit
local SetUnitRulesParam = Spring.SetUnitRulesParam
local function spawnableUD(ud)
if ud.customParams and ud.customParams.child then
return false
end
return true
end
local commands = {
spawn = {
help = 'spawn units of a particular category',
handler = function (cmd, line, wordlist, playerID, teamID)
local ROW_LENGTH = 10
local ROW_INCREMENT = 50
local xStart = table.remove(wordlist, 1)
local zStart = table.remove(wordlist, 1)
local row = 1
local counter = 0
for _, categoryToSpawn in ipairs(wordlist) do
for udid, ud in pairs(UnitDefs) do
if ud.modCategories[categoryToSpawn] then
local offset = ROW_INCREMENT * counter
local x = xStart + offset
local z = zStart + ROW_INCREMENT * row
local y = GetGroundHeight(x, z)
if spawnableUD(ud) then
CreateUnit(ud.name, x, y, z, 's', teamID)
end
counter = counter + 1
if (counter % ROW_LENGTH) == 0 then
counter = 0
row = row + 1
end
end
end
end
end,
},
ammo = {
help = "refill ammo for all this team's units",
handler = function (cmd, line, wordlist, playerID, teamID)
local units = GetTeamUnits(teamID)
for index, unitID in pairs(units) do
local udid = GetUnitDefID(unitID)
local ud = UnitDefs[udid]
if ud.customParams and ud.customParams.maxammo then
SetUnitRulesParam(unitID, "ammo", tonumber(ud.customParams.maxammo))
end
end
end
},
}
local function RegisterCheatHandler(command, handler, helptext)
-- wrap up the handler and only allow it if cheats are active
gadgetHandler:AddChatAction(command, function (cmd, line, wordlist, playerID)
if CheatMode() then
local _, _, _, teamID = GetPlayerInfo(playerID)
handler(cmd, line, wordlist, playerID, teamID)
else
local message = command .. ' can only be called when cheats are active!'
Spring.Echo(message)
end
end, helptext)
end
function gadget:Initialize()
for command, details in pairs(commands) do
RegisterCheatHandler(command, details.handler, help)
end
end
-- make it reload safe
function gadget:ShutDown()
for command, _ in pairs(commands) do
gadgetHandler:RemoveChatAction(command)
end
end
| 411 | 0.831686 | 1 | 0.831686 | game-dev | MEDIA | 0.99136 | game-dev | 0.920638 | 1 | 0.920638 |
cmss13-devs/cmss13 | 2,371 | code/datums/keybinding/vehicles.dm | /datum/keybinding/vehicles
category = CATEGORY_VEHICLE
weight = WEIGHT_VEHICLE
/datum/keybinding/vehicles/can_use(client/user)
if(!ishuman(user.mob))
return FALSE
var/obj/vehicle/multitile/vehicle_check = user.mob.interactee
if(!istype(vehicle_check))
return FALSE
return TRUE
/datum/keybinding/vehicles/toggle_door_lock
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
name = "Toggle door locks"
full_name = "Toggle Door Locks"
keybind_signal = COMSIG_KB_VEHICLE_TOGGLE_LOCKS
/datum/keybinding/vehicles/toggle_door_lock/down(client/user)
. = ..()
if(.)
return
var/obj/vehicle/multitile/vehicle_get = user.mob.interactee
vehicle_get.toggle_door_lock()
return TRUE
/datum/keybinding/vehicles/get_vehicle_status
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
name = "See vehicle status"
full_name = "See Vehicle Status"
keybind_signal = COMSIG_KB_VEHICLE_GET_STATUS
/datum/keybinding/vehicles/get_vehicle_status/down(client/user)
. = ..()
if(.)
return
var/obj/vehicle/multitile/vehicle_user = user.mob.interactee
vehicle_user.get_status_info()
return TRUE
/datum/keybinding/vehicles/change_selected_hardpoint
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
name = "Change Active Hardpoint"
full_name = "Change Active Hardpoint"
keybind_signal = COMSIG_KB_VEHICLE_CHANGE_SELECTED_WEAPON
/datum/keybinding/vehicles/change_selected_hardpoint/down(client/user)
. = ..()
if(.)
return
var/obj/vehicle/multitile/vehicle_user = user.mob.interactee
vehicle_user.cycle_hardpoint()
/datum/keybinding/vehicles/activate_horn
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
name = "Activate horn"
full_name = "Activate Horn"
keybind_signal = COMSIG_KB_VEHICLE_ACTIVATE_HORN
/datum/keybinding/vehicles/activate_horn/down(client/user)
. = ..()
if(.)
return
var/obj/vehicle/multitile/vehicle_user = user.mob.interactee
vehicle_user.activate_horn()
return TRUE
/datum/keybinding/vehicles/reload_weapon
hotkey_keys = list("Unbound")
classic_keys = list("Unbound")
name = "Reload weapon"
full_name = "Reload Weapon"
keybind_signal = COMSIG_KB_VEHICLE_RELOAD_WEAPON
/datum/keybinding/vehicles/reload_weapon/down(client/user)
. = ..()
if(.)
return
var/obj/vehicle/multitile/vehicle_user = user.mob.interactee
vehicle_user.reload_firing_port_weapon()
return TRUE
| 411 | 0.834429 | 1 | 0.834429 | game-dev | MEDIA | 0.912252 | game-dev | 0.940554 | 1 | 0.940554 |
googlecreativelab/chrome-music-lab | 2,077 | arpeggios/third_party/Tone.js/test/component/Compressor.js | define(["Tone/component/Compressor", "helper/Basic", "helper/PassAudio", "helper/PassAudioStereo", "Test"],
function (Compressor, Basic, PassAudio, PassAudioStereo, Test) {
describe("Compressor", function(){
Basic(Compressor);
context("Compression", function(){
it("handles input and output connections", function(){
var comp = new Compressor();
Test.connect(comp);
comp.connect(Test);
comp.dispose();
});
it("passes the incoming signal through", function(done){
var comp;
PassAudio(function(input, output){
comp = new Compressor();
input.connect(comp);
comp.connect(output);
}, function(){
comp.dispose();
done();
});
});
it("passes the incoming stereo signal through", function(done){
var comp;
PassAudioStereo(function(input, output){
comp = new Compressor();
input.connect(comp);
comp.connect(output);
}, function(){
comp.dispose();
done();
});
});
it("can be get and set through object", function(){
var comp = new Compressor();
var values = {
"ratio" : 22,
"threshold" : -30,
"release" : 0.5,
"attack" : 0.03,
"knee" : 20
};
comp.set(values);
expect(comp.get()).to.have.keys(["ratio", "threshold", "release", "attack", "ratio"]);
comp.dispose();
});
it("can get/set all interfaces", function(){
var comp = new Compressor();
var values = {
"ratio" : 22,
"threshold" : -30,
"release" : 0.5,
"attack" : 0.03,
"knee" : 20
};
comp.ratio.value = values.ratio;
comp.threshold.value = values.threshold;
comp.release.value = values.release;
comp.attack.value = values.attack;
comp.knee.value = values.knee;
expect(comp.ratio.value).to.equal(values.ratio);
expect(comp.threshold.value).to.equal(values.threshold);
expect(comp.release.value).to.equal(values.release);
expect(comp.attack.value).to.be.closeTo(values.attack, 0.01);
expect(comp.knee.value).to.equal(values.knee);
comp.dispose();
});
});
});
}); | 411 | 0.778031 | 1 | 0.778031 | game-dev | MEDIA | 0.523338 | game-dev | 0.731476 | 1 | 0.731476 |
plantuml/plantuml | 3,966 | src/main/java/net/sourceforge/plantuml/yaml/YamlDiagramFactory.java | /* ========================================================================
* PlantUML : a free UML diagram generator
* ========================================================================
*
* (C) Copyright 2009-2024, Arnaud Roques
*
* Project Info: https://plantuml.com
*
* If you like this project or if you find it useful, you can support us at:
*
* https://plantuml.com/patreon (only 1$ per month!)
* https://plantuml.com/paypal
*
* This file is part of PlantUML.
*
* PlantUML is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PlantUML distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public
* License for more details.
*
* You should have received a copy of the GNU General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301,
* USA.
*
*
* Original Author: Arnaud Roques
*
*
*/
package net.sourceforge.plantuml.yaml;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import net.sourceforge.plantuml.Previous;
import net.sourceforge.plantuml.abel.DisplayPositioned;
import net.sourceforge.plantuml.command.PSystemAbstractFactory;
import net.sourceforge.plantuml.core.Diagram;
import net.sourceforge.plantuml.core.DiagramType;
import net.sourceforge.plantuml.core.UmlSource;
import net.sourceforge.plantuml.json.JsonValue;
import net.sourceforge.plantuml.jsondiagram.JsonDiagram;
import net.sourceforge.plantuml.jsondiagram.StyleExtractor;
import net.sourceforge.plantuml.klimt.creole.Display;
import net.sourceforge.plantuml.klimt.geom.HorizontalAlignment;
import net.sourceforge.plantuml.klimt.geom.VerticalAlignment;
import net.sourceforge.plantuml.log.Logme;
import net.sourceforge.plantuml.preproc.PreprocessingArtifact;
import net.sourceforge.plantuml.skin.UmlDiagramType;
import net.sourceforge.plantuml.style.parser.StyleParsingException;
import net.sourceforge.plantuml.yaml.parser.MonomorphToJson;
import net.sourceforge.plantuml.yaml.parser.YamlParser;
public class YamlDiagramFactory extends PSystemAbstractFactory {
public YamlDiagramFactory() {
super(DiagramType.YAML);
}
@Override
public Diagram createSystem(UmlSource source, Previous previous, PreprocessingArtifact preprocessing) {
final List<Highlighted> highlighted = new ArrayList<>();
JsonValue yaml = null;
StyleExtractor styleExtractor = null;
try {
final List<String> list = new ArrayList<>();
styleExtractor = new StyleExtractor(source.iterator2());
final Iterator<String> it = styleExtractor.getIterator();
it.next();
while (true) {
final String line = it.next();
if (it.hasNext() == false)
break;
if (Highlighted.matchesDefinition(line)) {
highlighted.add(Highlighted.build(line));
continue;
}
list.add(line);
}
// yaml = new SimpleYamlParser().parse(list);
yaml = MonomorphToJson.convert(new YamlParser().parse(list));
} catch (Exception e) {
Logme.error(e);
}
final JsonDiagram result = new JsonDiagram(source, UmlDiagramType.YAML, yaml, highlighted, styleExtractor,
preprocessing);
if (styleExtractor != null) {
try {
styleExtractor.applyStyles(result.getSkinParam());
} catch (StyleParsingException e) {
Logme.error(e);
}
final String title = styleExtractor.getTitle();
if (title != null)
result.setTitle(DisplayPositioned.single(Display.getWithNewlines(result.getPragma(), title),
HorizontalAlignment.CENTER, VerticalAlignment.CENTER));
}
return result;
}
@Override
public UmlDiagramType getUmlDiagramType() {
return UmlDiagramType.YAML;
}
}
| 411 | 0.767503 | 1 | 0.767503 | game-dev | MEDIA | 0.284497 | game-dev | 0.530331 | 1 | 0.530331 |
turikhay/MapModCompanion | 5,252 | spigot/src/main/java/com/turikhay/mc/mapmodcompanion/spigot/XaeroHandler.java | package com.turikhay.mc.mapmodcompanion.spigot;
import com.turikhay.mc.mapmodcompanion.*;
import org.bukkit.World;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.HandlerList;
import org.bukkit.event.Listener;
import org.bukkit.event.player.PlayerChangedWorldEvent;
import org.bukkit.event.player.PlayerEvent;
import org.bukkit.event.player.PlayerJoinEvent;
import java.util.Arrays;
import java.util.Locale;
import java.util.UUID;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
import java.util.logging.Logger;
public class XaeroHandler implements Handler, Listener {
private final Logger logger;
private final String configPath;
private final String channelName;
private final MapModCompanion plugin;
private final ScheduledExecutorService scheduler;
public XaeroHandler(Logger logger, String configPath, String channelName, MapModCompanion plugin) {
this.logger = logger;
this.configPath = configPath;
this.channelName = channelName;
this.plugin = plugin;
this.scheduler = Executors.newSingleThreadScheduledExecutor(
new DaemonThreadFactory(ILogger.ofJava(logger), XaeroHandler.class)
);
}
public void init() throws InitializationException {
plugin.registerOutgoingChannel(channelName);
plugin.getServer().getPluginManager().registerEvents(this, plugin);
logger.fine("Event listener has been registered");
}
@Override
public void cleanUp() {
plugin.unregisterOutgoingChannel(channelName);
HandlerList.unregisterAll(this);
logger.fine("Event listener has been unregistered");
scheduler.shutdown();
}
@EventHandler(priority = EventPriority.MONITOR)
public void onPlayerJoined(PlayerJoinEvent event) {
sendPacket(event, Type.JOIN);
}
@EventHandler(priority = EventPriority.MONITOR)
public void onWorldChanged(PlayerChangedWorldEvent event) {
sendPacket(event, Type.WORLD_CHANGE);
}
private void sendPacket(PlayerEvent event, Type type) {
Player p = event.getPlayer();
World world = p.getWorld();
int id = plugin.getRegistry().getId(world);
byte[] payload = LevelMapProperties.Serializer.instance().serialize(id);
SendPayloadTask task = new SendPayloadTask(logger, plugin, p.getUniqueId(), channelName, payload, world.getUID());
int repeatTimes = plugin.getConfig().getInt(
configPath + ".events." + type.name().toLowerCase(Locale.ROOT) + ".repeat_times",
1
);
if (repeatTimes > 1) {
for (int i = 0; i < repeatTimes; i++) {
scheduler.schedule(task, i, TimeUnit.SECONDS);
}
} else {
task.run();
}
}
private enum Type {
JOIN,
WORLD_CHANGE,
}
public static class Factory implements Handler.Factory<MapModCompanion> {
private final String configPath;
private final String channelName;
public Factory(String configPath, String channelName) {
this.configPath = configPath;
this.channelName = channelName;
}
@Override
public String getName() {
return channelName;
}
@Override
public XaeroHandler create(MapModCompanion plugin) throws InitializationException {
plugin.checkEnabled(configPath);
XaeroHandler handler = new XaeroHandler(
new PrefixLogger(plugin.getVerboseLogger(), channelName),
configPath, channelName, plugin
);
handler.init();
return handler;
}
}
private static class SendPayloadTask implements Runnable {
private final Logger logger;
private final MapModCompanion plugin;
private final UUID playerId;
private final String channelName;
private final byte[] payload;
private final UUID expectedWorld;
public SendPayloadTask(Logger logger, MapModCompanion plugin, UUID playerId, String channelName, byte[] payload,
UUID expectedWorld) {
this.logger = logger;
this.plugin = plugin;
this.playerId = playerId;
this.channelName = channelName;
this.payload = payload;
this.expectedWorld = expectedWorld;
}
@Override
public void run() {
Player player = plugin.getServer().getPlayer(playerId);
if (player == null) {
return;
}
UUID world = player.getWorld().getUID();
if (!world.equals(expectedWorld)) {
logger.fine("Skipping sending Xaero's LevelMapProperties to " + player.getName() + ": unexpected world");
return;
}
logger.fine(() -> "Sending Xaero's LevelMapProperties to " + player.getName() + ": " + Arrays.toString(payload));
player.sendPluginMessage(plugin, channelName, payload);
}
}
}
| 411 | 0.935817 | 1 | 0.935817 | game-dev | MEDIA | 0.588963 | game-dev | 0.956062 | 1 | 0.956062 |
AmProsius/gothic-1-community-patch | 8,175 | scriptbase/_work/Data/Scripts/Content/AI/ZS_Human/ZS_AssessWarn.d | ////////////////////////////////////////////////////////////////////////////////////////
//
// ZS_AssessWarn
// =============
// Der (menschliche) NSC wird von einem anderen (menschlichen) NSC vor einem Dritten
// gewarnt.
// - self: Empfnger der Warnung
// - victim: Sender der Warnung
// - other: der Dritte, vor dem gewarnt wird
//
// Folgende Flle knnen zu einer Warnung zwischen Menschen fhren:
// 1. B_AssessFighter() -> der Spieler wird mit gezogener Waffe entdeckt
// 2. B_AssessTheft() -> ein NSC wird vom Spieler beklaut (Taschendiebstahl)
// 3. ZS_AlarmAll() -> nach AssessEnemy/Murder eines Freundes/Kameraden
// 4. ZS_ObserveSuspect()
// 5. B_AssessEnterRoom() -> der Spieler hat einen verbotenen Raum verlassen
// 6. ZS_ClearRoom() -> der Spieler hat die Aufforderung, den Raum zu
// verlassen nicht befolgt
// 7. ZS_GuardPassage() -> Spieler hat verbotenen Durchgang durchschritten
////////////////////////////////////////////////////////////////////////////////////////
func void ZS_AssessWarn ()
{
PrintDebugNpc (PD_ZS_FRAME, "ZS_AssessWarn");
PrintGlobals (PD_ZS_CHECK);
C_ZSInit ();
var string nextWP;
Npc_PercEnable (self, PERC_ASSESSDAMAGE , ZS_ReactToDamage );
Npc_PercEnable (self, PERC_ASSESSMAGIC , B_AssessMagic );
Npc_PercEnable (self, PERC_ASSESSENEMY , B_AssessEnemy );
Npc_PercEnable (self, PERC_ASSESSFIGHTER , B_AssessFighter );
Npc_PercEnable (self, PERC_ASSESSTHREAT , B_AssessFighter );
Npc_PercEnable (self, PERC_DRAWWEAPON , B_AssessFighter );
Npc_PercEnable (self, PERC_ASSESSMURDER , ZS_AssessMurder );
Npc_PercEnable (self, PERC_ASSESSDEFEAT , ZS_AssessDefeat );
Npc_PercEnable (self, PERC_CATCHTHIEF , ZS_CatchThief );
Npc_PercEnable (self, PERC_ASSESSTHEFT , B_AssessTheft );
Npc_PercEnable (self, PERC_OBSERVEINTRUDER , B_ObserveIntruder );
Npc_PercEnable (self, PERC_ASSESSTALK , B_AssessTalk ); // evtl. raus wg. Verarschen (vars werden neu initialisiert
Npc_PercEnable (self, PERC_ASSESSENTERROOM , B_AssessEnterRoom );
Npc_SetPercTime (self, 1);
// ----------------- MH: fr ItemSchweine (EBR-Haus. Lares, etc) ------------------
if (victim.aivar[AIV_ITEMSCHWEIN]==TRUE)
&& (Npc_GetAttitude(self,victim) == ATT_FRIENDLY)
{
Npc_SetTarget (self, other);
AI_StartState (self, ZS_Attack, 0, "");
}
//-------- Fall 5/6: der Spieler im verbotenen Raum --------
else if C_NpcIsGuard(self)
&& ((Npc_IsInState(victim,ZS_CallGuardsOnEnterRoom)) || (Npc_WasInState (victim,ZS_CallGuardsOnEnterRoom)))
&& !Npc_IsInState(self,ZS_GuardPassage)
&& (Npc_GetAttitude(self,victim) == ATT_FRIENDLY)
{
PrintDebugNpc (PD_ZS_CHECK, "...verlassener Portalraum gehrt Schtzling-Gilde!");
Npc_PercEnable (self, PERC_ASSESSENTERROOM , B_ClearRoomEnterRoom);
B_WhirlAround (self, other);
AI_PointAtNpc (self, other);
B_Say (self, other, "$HEYYOU");
AI_StopPointAt (self);
Npc_PercDisable (self, PERC_MOVENPC);
AI_SetWalkmode (self, NPC_RUN);
AI_GotoNpc (self, other);
B_Say (self, other, "$WHATDIDYOUINTHERE");
}
else if C_NpcIsGuardArcher(self)
&& Npc_IsInState(victim,ZS_CallGuardsOnEnterRoom)
&& (Npc_GetAttitude(self,victim) == ATT_FRIENDLY)
{
PrintDebugNpc (PD_ZS_CHECK, "...Warnung von Schtzling, dessen Raum betreten/verlassen wurde!");
if (other.aivar[AIV_HASBEENDEFEATEDINPORTALROOM] == FALSE)
{
B_WhirlAround (self, hero);
AI_PointAtNpc (self, hero);
B_Say (self, hero, "$HEYYOU");
AI_StopPointAt (self);
B_DrawWeapon (self, other);
B_Say (self, hero, "$YOUVIOLATEDFORBIDDENTERRITORY");
Npc_SetTarget (self, hero);
AI_StartState (self, ZS_Attack, 0, "");
}
else
{
PrintDebugNpc (PD_ZS_CHECK, "Eindringling ist schon bestraft worden");
};
}
//-------- Fall 7: Spieler hat verbotenen Durchgang durchschritten --------
else if (C_NpcIsGuard(self) || C_NpcIsGuardArcher(self) || C_NpcIsBoss(self))
&& (Npc_WasInState(victim,ZS_GuardPassage) || Npc_IsInState(victim,ZS_GuardPassage))
&& (Npc_GetAttitude(self,victim) == ATT_FRIENDLY)
{
PrintDebugNpc (PD_ZS_CHECK, "...Warnung von Torwache, deren Durchgang durchbrochen worde");
B_WhirlAround (self, hero);
B_DrawWeapon (self, other);
B_SetAttackReason (self, AIV_AR_INTRUDER);
Npc_SetTarget (self, hero);
Npc_GetTarget (self);
AI_StartState (self, ZS_ProclaimAndPunish, 0, "");
}
//-------- Fall 8: Feind entdeckt --------
else if Npc_IsInState(victim,ZS_AssessEnemy)
&& (C_NpcIsGuard(self) || C_NpcIsGuardArcher(self))
&& (Npc_GetAttitude(self,victim) == ATT_FRIENDLY)
&& (Npc_GetAttitude(self,other) != ATT_FRIENDLY)
&& !(Npc_IsPlayer(other) && (self.npctype == NPCTYPE_FRIEND))
&& (Npc_GetDistToNpc(self,victim) < HAI_DIST_HELPATTACKEDCHARGES)
{
PrintDebugNpc (PD_ZS_CHECK, "...Warnung vor Feind!");
AI_StartState (self, ZS_AssessEnemy, 0, "");
}
//-------- Schleicher finden -------------------
else if (C_BodyStateContains ( other, BS_SNEAK) && Npc_GetDistToNpc ( self, other) < PERC_DIST_INTERMEDIAT)
{
PrintDebugNpc (PD_ZS_CHECK, "...Spieler schleicht rum und ich bin gewarnt worden");
Npc_SetTarget (self, other);
Npc_GetTarget ( self);
AI_StartState (self, ZS_ObserveSuspect, 0, "");
}
//-------- Default-Reaktion auf Warnung --------
else
{ //SN: keine Default-Reaktion!!!
//AI_Wait (self, 1.0); // Reaktionszeit
//B_WhirlAround (self, other);
};
};
func int ZS_AssessWarn_Loop ()
{
PrintDebugNpc (PD_ZS_LOOP, "ZS_AssessWarn_Loop" );
AI_Wait (self, 2); // ...2 Sekunden alles beobachten...
return LOOP_END; // ...dann Abbruch!
};
func void ZS_AssessWarn_End ()
{
PrintDebugNpc (PD_ZS_FRAME, "ZS_AssessWarn_End");
if (Npc_CanSeeNpcFreeLOS(self, other))
{
PrintDebugNpc (PD_ZS_CHECK, "ZS_AssessWarn End // Free Los");
//JP: Temp und Perm sind beide wichtig, ich habe Perm mal noch dazugenommen
if ((Npc_GetTempAttitude(self, other) == ATT_HOSTILE) || (Npc_GetPermAttitude ( self, other) == ATT_HOSTILE))
{
PrintDebugNpc (PD_ZS_CHECK, "ZS_AssessWarn End // Free Los // HOSTILE");
Npc_SetTarget (self, other);
Npc_GetTarget (self);
AI_StartState (self, ZS_AssessEnemy, 0, "");
return;
}
else if (Npc_HasNews(self, NEWS_MURDER, other, victim) && Npc_GetGuildAttitude ( self, victim) == ATT_FRIENDLY)
{
PrintDebugNpc (PD_ZS_CHECK, "ZS_AssessWarn End // Free Los //Not HOSTILE Kumpel gettet");
// JP: Hier gab es kein Svm, ich habe da mal noch eins eingefgt, damit wenigstens klar ist, da wird der Sc angegriffen
Npc_GetTarget (self);
AI_StartState (self, ZS_AssessEnemy, 0, "");
}
else
{
PrintDebugNpc (PD_ZS_CHECK, "ZS_AssessWarn End// Free Los // Not HOSTILE");
B_AssessSc ();
return;
};
return;
}
else
{
PrintDebugNpc (PD_ZS_CHECK, "ZS_AssessWarn End// CanT See");
return;
};
};
| 411 | 0.940212 | 1 | 0.940212 | game-dev | MEDIA | 0.988716 | game-dev | 0.968782 | 1 | 0.968782 |
Open-GTO/Open-GTO | 2,048 | sources/admin/admin_commands/cmd_mute.pwn | /*
About: mute admin command
Author: ziggi
*/
#if defined _admin_cmd_mute_included
#endinput
#endif
#define _admin_cmd_mute_included
COMMAND:mute(playerid, params[])
{
if (!IsPlayerHavePrivilege(playerid, PlayerPrivilegeModer)) {
return 0;
}
new
subparams[32],
time = -1,
reason[MAX_MUTE_REASON_LENGTH];
if (sscanf(params, "s[32]k<ftime>S()[" #MAX_MUTE_REASON_LENGTH "]", subparams, time, reason)) {
Lang_SendText(playerid, "ADMIN_COMMAND_MUTE_HELP");
return 1;
}
if (time == -1) {
Lang_SendText(playerid, "ADMIN_COMMAND_TIME_ERROR");
return 1;
}
new
targetid = INVALID_PLAYER_ID;
if (strcmp(subparams, "all", true) == 0) {
targetid = -1;
} else if (sscanf(subparams, "u", targetid) || targetid == INVALID_PLAYER_ID) {
Lang_SendText(playerid, "ADMIN_COMMAND_MUTE_TARGET_ERROR");
return 1;
}
new
is_with_reason,
timeword[MAX_LANG_VALUE_STRING],
targetname[MAX_PLAYER_NAME + 1],
playername[MAX_PLAYER_NAME + 1];
is_with_reason = strlen(reason) != 0;
Declension_GetSeconds2(playerid, time, timeword);
GetPlayerName(playerid, playername, sizeof(playername));
if (targetid == -1) {
if (is_with_reason) {
Lang_SendTextToAll("ADMIN_COMMAND_MUTE_ALL_REASON", playername, playerid, time, timeword, reason);
} else {
Lang_SendTextToAll("ADMIN_COMMAND_MUTE_ALL", playername, playerid, time, timeword);
}
foreach (targetid : Player) {
MutePlayer(targetid, time);
}
} else {
GetPlayerName(targetid, targetname, sizeof(targetname));
if (is_with_reason) {
Lang_SendTextToAll("ADMIN_COMMAND_MUTE_PLAYER_REASON", playername, playerid, targetname, targetid, time, timeword, reason);
Lang_SendText(playerid, "ADMIN_COMMAND_MUTE_PLAYER_SELF_REASON", targetname, targetid, time, timeword, reason);
} else {
Lang_SendTextToAll("ADMIN_COMMAND_MUTE_PLAYER", playername, playerid, targetname, targetid, time, timeword);
Lang_SendText(playerid, "ADMIN_COMMAND_MUTE_PLAYER_SELF", targetname, targetid, time, timeword);
}
MutePlayer(targetid, time);
}
return 1;
}
| 411 | 0.707793 | 1 | 0.707793 | game-dev | MEDIA | 0.610798 | game-dev | 0.681331 | 1 | 0.681331 |
pathea-games/planetexplorers | 5,016 | Assets/Scripts/GameUITest/UI/Scripe/CSUI/CSUI_Train/CSUI_TrainNpcInfCtrl.cs | using UnityEngine;
using System.Collections;
using Pathea;
using System.Collections.Generic;
public class CSUI_TrainNpcInfCtrl : MonoBehaviour
{
[SerializeField]
GameObject m_InfoPage;//学员信息节点
[SerializeField]
GameObject m_InventoryPage;//学员存货节点
private CSPersonnel m_Npc;
public CSPersonnel Npc
{
get { return m_Npc; }
set
{
//lz-2016.10.14 避免上一个m_Npc身上的事件没有移除
if (null != m_Npc&& null!=m_Npc.m_Npc)
{
AbnormalConditionCmpt accOld = m_Npc.m_Npc.GetCmpt<AbnormalConditionCmpt>();
if (accOld != null)
{
accOld.evtStart -= AddNpcAbnormal;
accOld.evtEnd -= RemoveNpcAbnormal;
}
}
m_Npc = value;
//lz-2016.10.14 重新添加事件
if (null != m_Npc && null != m_Npc.m_Npc)
{
AbnormalConditionCmpt accNew = m_Npc.m_Npc.GetCmpt<AbnormalConditionCmpt>();
if (accNew != null)
{
accNew.evtStart += AddNpcAbnormal;
accNew.evtEnd += RemoveNpcAbnormal;
}
}
RefreshNpcAbnormal();
}
}
private void PageInfoOnActive(bool active)
{
m_InfoPage.SetActive(active);
}
private void PageInvetoryOnActive(bool active)
{
m_InventoryPage.SetActive(active);
}
void Update()
{
GameUI.Instance.mCSUI_MainWndCtrl.TrainUI.UpdateTraineeSkillsShow(m_Npc);
GameUI.Instance.mCSUI_MainWndCtrl.TrainUI.Reflashpackage();
if (m_Npc == null)
{
GameUI.Instance.mCSUI_MainWndCtrl.TrainUI.SetServantInfo("--", PeSex.Male, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
GameUI.Instance.mCSUI_MainWndCtrl.TrainUI.SetSprSex("null");
}
else
{
GameUI.Instance.mCSUI_MainWndCtrl.TrainUI.SetServantInfo(m_Npc.FullName, m_Npc.Sex, (int)m_Npc.GetAttribute(AttribType.Hp),
(int)m_Npc.GetAttribute(AttribType.HpMax), (int)m_Npc.GetAttribute(AttribType.Stamina), (int)m_Npc.GetAttribute(AttribType.StaminaMax),
(int)m_Npc.GetAttribute(AttribType.Hunger), (int)m_Npc.GetAttribute(AttribType.HungerMax), (int)m_Npc.GetAttribute(AttribType.Comfort),
(int)m_Npc.GetAttribute(AttribType.ComfortMax), (int)m_Npc.GetAttribute(AttribType.Oxygen), (int)m_Npc.GetAttribute(AttribType.OxygenMax),
(int)m_Npc.GetAttribute(AttribType.Shield), (int)m_Npc.GetAttribute(AttribType.ShieldMax), (int)m_Npc.GetAttribute(AttribType.Energy),
(int)m_Npc.GetAttribute(AttribType.EnergyMax), (int)m_Npc.GetAttribute(AttribType.Atk), (int)m_Npc.GetAttribute(AttribType.Def));
}
}
#region Abnormal
[SerializeField]
UIGrid mAbnormalGrid;
[SerializeField]
CSUI_BuffItem mAbnormalPrefab;
bool mReposition = false;
private List<CSUI_BuffItem> mAbnormalList = new List<CSUI_BuffItem>(1);
void RefreshNpcAbnormal()
{
RemoveAllAbnormal();
if (m_Npc == null)
{
return;
}
List<PEAbnormalType> abList = m_Npc.m_Npc.Alnormal.GetActiveAbnormalList();
if (abList.Count == 0)
return;
for (int i = 0; i < abList.Count; i++)
{
AddNpcAbnormal(abList[i]);
}
}
void AddNpcAbnormal(PEAbnormalType type)
{
AbnormalData data = AbnormalData.GetData(type);
//lz-2016.08.26 异常状态是0的图标不显示
if (null == data || data.iconName == "0")
return;
CSUI_BuffItem item = Instantiate(mAbnormalPrefab) as CSUI_BuffItem;
if (!item.gameObject.activeSelf)
item.gameObject.SetActive(true);
item.transform.parent = mAbnormalGrid.transform;
CSUtils.ResetLoacalTransform(item.transform);
item.SetInfo(data.iconName, data.description);
mAbnormalList.Add(item);
mReposition = true;
}
void RemoveNpcAbnormal(PEAbnormalType type)
{
AbnormalData data = AbnormalData.GetData(type);
//lz-2016.08.26 异常状态是0的图标不显示
if (null == data || data.iconName == "0")
return;
CSUI_BuffItem item = mAbnormalList.Find(i => i._icon == data.iconName);
if (item == null)
return;
Destroy(item.gameObject);
mAbnormalList.Remove(item);
mReposition = true;
}
void RemoveAllAbnormal()
{
if (mAbnormalList.Count == 0)
return;
for (int i = 0; i < mAbnormalList.Count; i++)
{
Destroy(mAbnormalList[i].gameObject);
mAbnormalList.Remove(mAbnormalList[i]);
}
}
void UpdateReposition()
{
if (mReposition)
{
mReposition = false;
mAbnormalGrid.repositionNow = true;
}
}
void LateUpdate()
{
UpdateReposition();
}
#endregion
}
| 411 | 0.843321 | 1 | 0.843321 | game-dev | MEDIA | 0.967188 | game-dev | 0.971905 | 1 | 0.971905 |
BluSunrize/ImmersiveEngineering | 4,011 | src/main/java/blusunrize/immersiveengineering/common/blocks/multiblocks/shapes/RadioTowerShapes.java | /*
* BluSunrize
* Copyright (c) 2024
*
* This code is licensed under "Blu's License of Common Sense"
* Details can be found in the license file in the root folder of this project
*/
package blusunrize.immersiveengineering.common.blocks.multiblocks.shapes;
import blusunrize.immersiveengineering.api.utils.shapes.ShapeUtils;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.phys.AABB;
import net.minecraft.world.phys.shapes.Shapes;
import net.minecraft.world.phys.shapes.VoxelShape;
import java.util.function.Function;
public class RadioTowerShapes implements Function<BlockPos, VoxelShape>
{
public static final Function<BlockPos, VoxelShape> SHAPE_GETTER = new RadioTowerShapes();
private RadioTowerShapes()
{
}
@Override
public VoxelShape apply(BlockPos posInMultiblock)
{
if(posInMultiblock.getY() < 2)
{
if(posInMultiblock.getZ() <= 3) // concrete foundation
return Shapes.block();
else if(posInMultiblock.getZ()==5) // control box front
return Shapes.block();
else if(posInMultiblock.getZ()==4&&posInMultiblock.getY()==0) // control center bottom
return Shapes.block();
else if(posInMultiblock.getX()==2) // control center top
return Shapes.box(0, 0, 0, 1, .625, 1);
else
{
// control center sides
if(posInMultiblock.getX()==1)
return Shapes.or(
Shapes.box(0, 0, 0, 1, .5, 1),
Shapes.box(.375, .5, .3125, 1, .625, 1)
);
else if(posInMultiblock.getX()==3)
return Shapes.or(
Shapes.box(0, 0, 0, 1, .5, 1),
Shapes.box(0, .5, .3125, .625, .625, 1)
);
}
}
else if(posInMultiblock.getY() < 10)
{
// calculate sloping, .5 inwards over 10 blocks means .05 per step?
final double indent = (posInMultiblock.getY()-2)*.05;
double xMin = 0;
double xMax = 1;
double zMin = 0;
double zMax = 1;
if(posInMultiblock.getX()==1)
xMin += indent;
if(posInMultiblock.getX()==3)
xMax -= indent;
if(posInMultiblock.getZ()==1)
zMin += indent;
if(posInMultiblock.getZ()==3)
zMax -= indent;
return Shapes.box(xMin, 0, zMin, xMax, 1, zMax);
}
else if(posInMultiblock.getY() < 15)
{
Direction side = posInMultiblock.getZ()==0?Direction.NORTH: posInMultiblock.getZ()==4?Direction.SOUTH: posInMultiblock.getX()==0?Direction.WEST: Direction.EAST;
// cental column
if(posInMultiblock.getX() >= 1&&posInMultiblock.getX() <= 3&&posInMultiblock.getZ() >= 1&&posInMultiblock.getZ() <= 3)
return Shapes.block();
// sloping at the top
if(posInMultiblock.getY()==14)
return Shapes.or(
Shapes.create(ShapeUtils.transformAABB(new AABB(0, 0, 0, 1, .3125, .5), side)),
Shapes.create(ShapeUtils.transformAABB(new AABB(0, 0, .5, 1, .6875, 1), side))
);
// sloping at the bottom
if(posInMultiblock.getY()==10)
return Shapes.or(
Shapes.create(ShapeUtils.transformAABB(new AABB(0, .6875, 0, 1, 1, .5), side)),
Shapes.create(ShapeUtils.transformAABB(new AABB(0, .3125, .5, 1, 1, 1), side))
);
// solid faces
if((posInMultiblock.getX()==0||posInMultiblock.getX()==4)&&posInMultiblock.getZ() >= 1&&posInMultiblock.getZ() <= 3)
return Shapes.block();
if(posInMultiblock.getX() >= 1&&posInMultiblock.getX() <= 3&&(posInMultiblock.getZ()==0||posInMultiblock.getZ()==4))
return Shapes.block();
// vertical corners
VoxelShape zBox;
VoxelShape xBox;
if(posInMultiblock.getZ()==0)
zBox = Shapes.box(0, 0, .5, 1, 1, 1);
else
zBox = Shapes.box(0, 0, 0, 1, 1, .5);
if(posInMultiblock.getX()==0)
xBox = Shapes.box(.5, 0, 0, 1, 1, 1);
else
xBox = Shapes.box(0, 0, 0, .5, 1, 1);
return Shapes.or(zBox, xBox);
}
else
{
if(posInMultiblock.getX()!=2||posInMultiblock.getZ()!=2)
return Shapes.empty();
// .2 inwards over 4 blocks, .05 per step
final double indent = (posInMultiblock.getY()-15)*.05;
return Shapes.box(indent, 0, indent, 1-indent, 1, 1-indent);
}
return Shapes.empty();
}
}
| 411 | 0.930546 | 1 | 0.930546 | game-dev | MEDIA | 0.77081 | game-dev,graphics-rendering | 0.994342 | 1 | 0.994342 |
ax-grymyr/l2dn-server | 3,550 | L2Dn/L2Dn.GameServer.Scripts/Handlers/EffectHandlers/MagicalAttackMp.cs | using L2Dn.GameServer.Enums;
using L2Dn.GameServer.Model;
using L2Dn.GameServer.Model.Actor;
using L2Dn.GameServer.Model.Effects;
using L2Dn.GameServer.Model.Items.Instances;
using L2Dn.GameServer.Model.Skills;
using L2Dn.GameServer.Model.Stats;
using L2Dn.GameServer.Network.Enums;
using L2Dn.GameServer.Network.OutgoingPackets;
using L2Dn.Utilities;
namespace L2Dn.GameServer.Scripts.Handlers.EffectHandlers;
/// <summary>
/// Magical Attack MP effect.
/// </summary>
public sealed class MagicalAttackMp: AbstractEffect
{
private readonly double _power;
private readonly bool _critical;
private readonly double _criticalLimit;
public MagicalAttackMp(StatSet @params)
{
_power = @params.getDouble("power");
_critical = @params.getBoolean("critical");
_criticalLimit = @params.getDouble("criticalLimit");
}
public override bool calcSuccess(Creature effector, Creature effected, Skill skill)
{
if (effected.isMpBlocked())
return false;
if (effector.isPlayer() && effected.isPlayer() && effected.isAffected(EffectFlag.DUELIST_FURY) &&
!effector.isAffected(EffectFlag.DUELIST_FURY))
return false;
if (!Formulas.calcMagicAffected(effector, effected, skill))
{
if (effector.isPlayer())
effector.sendPacket(SystemMessageId.YOUR_ATTACK_HAS_FAILED);
if (effected.isPlayer())
{
SystemMessagePacket sm = new SystemMessagePacket(SystemMessageId.C1_RESISTED_C2_S_DRAIN);
sm.Params.addString(effected.getName());
sm.Params.addString(effector.getName());
effected.sendPacket(sm);
}
return false;
}
return true;
}
public override EffectType getEffectType() => EffectType.MAGICAL_ATTACK;
public override bool isInstant() => true;
public override void instant(Creature effector, Creature effected, Skill skill, Item? item)
{
if (effector.isAlikeDead())
return;
bool sps = skill.useSpiritShot() && effector.isChargedShot(ShotType.SPIRITSHOTS);
bool bss = skill.useSpiritShot() && effector.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
byte shld = Formulas.calcShldUse(effector, effected);
bool mcrit = _critical && Formulas.calcCrit(skill.getMagicCriticalRate(), effector, effected, skill);
double damage = Formulas.calcManaDam(effector, effected, skill, _power, shld, sps, bss, mcrit, _criticalLimit);
double mp = Math.Min(effected.getCurrentMp(), damage);
if (damage > 0)
{
effected.stopEffectsOnDamage();
effected.setCurrentMp(effected.getCurrentMp() - mp);
}
if (effected.isPlayer())
{
SystemMessagePacket sm = new SystemMessagePacket(SystemMessageId.S2_S_MP_HAS_BEEN_DRAINED_BY_C1);
sm.Params.addString(effector.getName());
sm.Params.addInt((int)mp);
effected.sendPacket(sm);
}
if (effector.isPlayer())
{
SystemMessagePacket sm2 = new SystemMessagePacket(SystemMessageId.YOUR_OPPONENT_S_MP_WAS_REDUCED_BY_S1);
sm2.Params.addInt((int)mp);
effector.sendPacket(sm2);
}
}
public override int GetHashCode() => HashCode.Combine(_power, _critical, _criticalLimit);
public override bool Equals(object? obj) =>
this.EqualsTo(obj, static x => (x._power, x._critical, x._criticalLimit));
} | 411 | 0.925581 | 1 | 0.925581 | game-dev | MEDIA | 0.987845 | game-dev | 0.953024 | 1 | 0.953024 |
folgerwang/UnrealEngine | 4,289 | Engine/Source/Runtime/SlateCore/Public/Animation/SlateSprings.h | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
/**
* One-dimensional spring simulation
*/
template< typename FloatType >
class TSpring1D
{
public:
/**
* Spring configuration
*/
class FSpringConfig
{
public:
/** Spring constant (how springy, lower values = more springy!) */
FloatType SpringConstant;
/** Length of the spring */
FloatType SpringLength;
/** Damp constant */
FloatType DampConstant;
/** Epsilon for snapping position and velocity */
FloatType SnappingEpsilon;
/** Whether to skip animation when a hitch occurs. If enabled, the spring's position will be set
to the target position with large quantums, otherwise the spring will animate in slow motion. */
bool bSkipAnimationOnHitches;
/** Constructor */
FSpringConfig()
: SpringConstant( FloatType( 20.0 ) ),
SpringLength( FloatType( 0.0 ) ),
DampConstant( FloatType( 0.5 ) ),
SnappingEpsilon( FloatType( 0.01 ) ),
bSkipAnimationOnHitches( true )
{
}
};
/**
* Constructor
*/
TSpring1D()
: Position( 0.0 ),
Target( 0.0 ),
PreviousTarget( 0.0 )
{
}
/**
* Construct at specified position
*/
TSpring1D( FloatType InPosition )
: Position( InPosition ),
Target( InPosition ),
PreviousTarget( InPosition )
{
}
/**
* Sets the config for this spring
*
* @param InConfig New configuration
*/
void SetConfig( const FSpringConfig& InConfig )
{
Config = InConfig;
}
/**
* Sets the current position (and target position) for the spring
*
* @param InTarget New position
*/
void SetPosition( FloatType InPosition )
{
Position = InPosition;
Target = InPosition;
PreviousTarget = InPosition;
}
/**
* Gets the current position of the spring
*
* @return Current position for this spring
*/
FloatType GetPosition() const
{
return Position;
}
/**
* Sets the target position for the spring
*
* @param InTarget New target position
*/
void SetTarget( FloatType InTarget )
{
Target = InTarget;
}
/**
* Gets the target position
*
* @return Target position for this spring
*/
FloatType GetTarget() const
{
return Target;
}
/** @return True if the spring is at rest (i.e. at its target position) */
bool IsAtRest()
{
return Target == Position;
}
/**
* Updates the simulation. Should be called every tick!
*
* @param InQuantum Time passed since last update
*/
void Tick( float InQuantum )
{
const float MaxQuantum = 1.0f / 8.0f;
if( InQuantum > MaxQuantum )
{
// If we are configured to reset the spring's state to the new position immediately upon
// a hitch, then we'll do that now.
if( Config.bSkipAnimationOnHitches )
{
Position = PreviousTarget = Target;
}
else
{
// Not asked to reset on large quantums, so we'll instead clamp the quantum so that
// the spring does not behave erratically. (slow motion)
InQuantum = MaxQuantum;
}
}
const FloatType Disp = Target - Position;
const FloatType DispLength = FMath::Abs( Disp );
if( DispLength > Config.SnappingEpsilon )
{
const FloatType ForceDirection = Disp >= 0.0f ? 1.0f : -1.0f;
const FloatType TargetDisp = Target - PreviousTarget;
const FloatType VelocityOfTarget = TargetDisp * InQuantum;
const FloatType DistBetweenDisplacements = FMath::Abs( Disp - VelocityOfTarget );
const FloatType ForceAmount =
Config.SpringConstant * FMath::Max< FloatType >( 0.0, DispLength - Config.SpringLength ) +
Config.DampConstant * DistBetweenDisplacements;
// We use Min here to prevent overshoots
Position += ForceDirection * FMath::Min( DispLength, ForceAmount * InQuantum );
}
// Snap new position to target if we're close enough
if( FMath::Abs( Position - Target ) < Config.SnappingEpsilon )
{
Position = Target;
}
PreviousTarget = Target;
}
private:
/** Configuration */
FSpringConfig Config;
/** Current position */
FloatType Position;
/** Target position */
FloatType Target;
/** Previous target position */
FloatType PreviousTarget;
};
/** One-dimensional float spring */
typedef TSpring1D<float> FFloatSpring1D;
/** One-dimensional double spring */
typedef TSpring1D<double> FDoubleSpring1D;
| 411 | 0.897839 | 1 | 0.897839 | game-dev | MEDIA | 0.649985 | game-dev | 0.89143 | 1 | 0.89143 |
PlayPro/CoreProtect | 21,975 | src/main/java/net/coreprotect/consumer/Queue.java | package net.coreprotect.consumer;
import java.util.ArrayList;
import java.util.List;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
import org.bukkit.block.CreatureSpawner;
import org.bukkit.block.data.Bisected;
import org.bukkit.block.data.Bisected.Half;
import org.bukkit.block.data.type.Bed;
import org.bukkit.block.data.type.Bed.Part;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import net.coreprotect.CoreProtect;
import net.coreprotect.bukkit.BukkitAdapter;
import net.coreprotect.config.Config;
import net.coreprotect.config.ConfigHandler;
import net.coreprotect.consumer.process.Process;
import net.coreprotect.listener.block.BlockUtil;
import net.coreprotect.model.BlockGroup;
import net.coreprotect.thread.Scheduler;
import net.coreprotect.utility.BlockUtils;
import net.coreprotect.utility.EntityUtils;
public class Queue {
protected static synchronized int modifyForceContainer(String id, ItemStack[] container) {
List<ItemStack[]> forceList = ConfigHandler.forceContainer.get(id);
if (forceList == null) {
return 0;
}
if (container == null) {
forceList.remove(0);
}
else {
forceList.add(container);
}
return forceList.size();
}
protected static synchronized int getChestId(String id) {
int chestId = ConfigHandler.loggingChest.getOrDefault(id, -1) + 1;
ConfigHandler.loggingChest.put(id, chestId);
return chestId;
}
protected static synchronized int getItemId(String id) {
int chestId = ConfigHandler.loggingItem.getOrDefault(id, -1) + 1;
ConfigHandler.loggingItem.put(id, chestId);
return chestId;
}
private static synchronized void addConsumer(int currentConsumer, Object[] data) {
Consumer.consumer.get(currentConsumer).add(data);
}
private static synchronized void queueStandardData(int consumerId, int currentConsumer, String[] user, Object object) {
Consumer.consumerUsers.get(currentConsumer).put(consumerId, user);
Consumer.consumerObjects.get(currentConsumer).put(consumerId, object);
Consumer.consumer_id.put(currentConsumer, new Integer[] { Consumer.consumer_id.get(currentConsumer)[0], 0 });
}
protected static void queueAdvancedBreak(String user, BlockState block, Material type, String blockData, int data, Material breakType, int blockNumber) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.BLOCK_BREAK, type, data, breakType, 0, blockNumber, blockData });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queueArtInsert(int id, String name) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.ART_INSERT, null, 0, null, 0, id, null });
queueStandardData(consumerId, currentConsumer, new String[] { null, null }, name);
}
protected static void queueBlockBreak(String user, BlockState block, Material type, String blockData, int extraData) {
queueBlockBreak(user, block, type, blockData, null, extraData, 0);
}
protected static void queueBlockBreakValidate(final String user, final Block block, final BlockState blockState, final Material type, final String blockData, final int extraData, int ticks) {
Scheduler.scheduleSyncDelayedTask(CoreProtect.getInstance(), () -> {
try {
if (!block.getType().equals(type)) {
queueBlockBreak(user, blockState, type, blockData, null, extraData, 0);
}
}
catch (Exception e) {
e.printStackTrace();
}
}, block.getLocation(), ticks);
}
protected static void queueBlockBreak(String user, BlockState block, Material type, String blockData, Material breakType, int extraData, int blockNumber) {
if (type == Material.SPAWNER && block instanceof CreatureSpawner) { // Mob spawner
CreatureSpawner mobSpawner = (CreatureSpawner) block;
extraData = EntityUtils.getSpawnerType(mobSpawner.getSpawnedType());
}
else if (type == Material.IRON_DOOR || BlockGroup.DOORS.contains(type) || type.equals(Material.SUNFLOWER) || type.equals(Material.LILAC) || type.equals(Material.TALL_GRASS) || type.equals(Material.LARGE_FERN) || type.equals(Material.ROSE_BUSH) || type.equals(Material.PEONY)) { // Double plant
if (block.getBlockData() instanceof Bisected) {
if (((Bisected) block.getBlockData()).getHalf().equals(Half.TOP)) {
if (blockNumber == 5) {
return;
}
if (block.getY() > BukkitAdapter.ADAPTER.getMinHeight(block.getWorld())) {
block = block.getWorld().getBlockAt(block.getX(), block.getY() - 1, block.getZ()).getState();
if (type != block.getType()) {
return;
}
blockData = block.getBlockData().getAsString();
}
}
}
}
else if (type.name().endsWith("_BED") && block.getBlockData() instanceof Bed) {
if (((Bed) block.getBlockData()).getPart().equals(Part.HEAD)) {
return;
}
}
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.BLOCK_BREAK, type, extraData, breakType, 0, blockNumber, blockData });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queueBlockPlace(String user, BlockState blockLocation, Material blockType, BlockState blockReplaced, Material forceType, int forceD, int forceData, String blockData) {
// If force_data equals "1", current block data will be used in consumer.
Material type = blockType;
int data = 0;
Material replaceType = null;
int replaceData = 0;
if (type == Material.SPAWNER && blockLocation instanceof CreatureSpawner) { // Mob spawner
CreatureSpawner mobSpawner = (CreatureSpawner) blockLocation;
data = EntityUtils.getSpawnerType(mobSpawner.getSpawnedType());
forceData = 1;
}
if (blockReplaced != null) {
replaceType = blockReplaced.getType();
replaceData = 0;
if ((replaceType == Material.IRON_DOOR || BlockGroup.DOORS.contains(replaceType) || replaceType.equals(Material.SUNFLOWER) || replaceType.equals(Material.LILAC) || replaceType.equals(Material.TALL_GRASS) || replaceType.equals(Material.LARGE_FERN) || replaceType.equals(Material.ROSE_BUSH) || replaceType.equals(Material.PEONY)) && replaceData >= 8) { // Double plant top half
BlockState blockBelow = blockReplaced.getWorld().getBlockAt(blockReplaced.getX(), blockReplaced.getY() - 1, blockReplaced.getZ()).getState();
Material belowType = blockBelow.getType();
Queue.queueBlockBreak(user, blockBelow, belowType, blockBelow.getBlockData().getAsString(), 0);
}
}
if (forceType != null) {
type = forceType;
forceData = 1;
}
if (forceD != -1) {
data = forceD;
forceData = 1;
}
String replacedBlockData = null;
if (blockReplaced != null) {
replacedBlockData = blockReplaced.getBlockData().getAsString();
}
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.BLOCK_PLACE, type, data, replaceType, replaceData, forceData, blockData, replacedBlockData });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, blockLocation);
}
protected static void queueBlockPlaceDelayed(final String user, final Location placed, final Material type, final String blockData, final BlockState replaced, int ticks) {
Scheduler.scheduleSyncDelayedTask(CoreProtect.getInstance(), () -> {
try {
queueBlockPlace(user, placed.getBlock().getState(), type, replaced, null, -1, 0, blockData);
}
catch (Exception e) {
e.printStackTrace();
}
}, placed, ticks);
}
protected static void queueBlockPlaceValidate(final String user, final BlockState blockLocation, final Block block, final BlockState blockReplaced, final Material forceT, final int forceD, final int forceData, final String blockData, int ticks) {
Scheduler.scheduleSyncDelayedTask(CoreProtect.getInstance(), () -> {
try {
Material blockType = block.getType();
if (blockType.equals(forceT)) {
BlockState blockStateLocation = blockLocation;
if (Config.getConfig(blockLocation.getWorld()).BLOCK_MOVEMENT) {
blockStateLocation = BlockUtil.gravityScan(blockLocation.getLocation(), blockType, user).getState();
}
queueBlockPlace(user, blockStateLocation, blockType, blockReplaced, forceT, forceD, forceData, blockData);
}
}
catch (Exception e) {
e.printStackTrace();
}
}, blockLocation.getLocation(), ticks);
}
protected static void queueBlockGravityValidate(final String user, final Location location, final Block block, final Material blockType, int ticks) {
Scheduler.scheduleSyncDelayedTask(CoreProtect.getInstance(), () -> {
try {
Block placementBlock = BlockUtil.gravityScan(location, blockType, user);
if (!block.equals(placementBlock)) {
queueBlockPlace(user, placementBlock.getState(), blockType, null, blockType, -1, 0, null);
}
}
catch (Exception e) {
e.printStackTrace();
}
}, location, ticks);
}
protected static void queueContainerBreak(String user, Location location, Material type, ItemStack[] oldInventory) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.CONTAINER_BREAK, type, 0, null, 0, 0, null });
Consumer.consumerContainers.get(currentConsumer).put(consumerId, oldInventory);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, location);
}
protected static synchronized void queueContainerTransaction(String user, Location location, Material type, Object inventory, int chestId) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.CONTAINER_TRANSACTION, type, 0, null, 0, chestId, null });
Consumer.consumerInventories.get(currentConsumer).put(consumerId, inventory);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, location);
}
protected static void queueItemTransaction(String user, Location location, int time, int offset, int itemId) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.ITEM_TRANSACTION, null, offset, null, time, itemId, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, location);
}
protected static void queueEntityInsert(int id, String name) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.ENTITY_INSERT, null, 0, null, 0, id, null });
queueStandardData(consumerId, currentConsumer, new String[] { null, null }, name);
}
protected static void queueEntityKill(String user, Location location, List<Object> data, EntityType type) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.ENTITY_KILL, null, 0, null, 0, 0 });
Consumer.consumerObjectList.get(currentConsumer).put(consumerId, data);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, new Object[] { location.getBlock().getState(), type, null });
}
protected static void queueEntitySpawn(String user, BlockState block, EntityType type, int data) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.ENTITY_SPAWN, null, 0, null, 0, data, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, new Object[] { block, type });
}
protected static void queueMaterialInsert(int id, String name) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.MATERIAL_INSERT, null, 0, null, 0, id, null });
queueStandardData(consumerId, currentConsumer, new String[] { null, null }, name);
}
protected static void queueBlockDataInsert(int id, String data) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.BLOCKDATA_INSERT, null, 0, null, 0, id, null });
queueStandardData(consumerId, currentConsumer, new String[] { null, null }, data);
}
protected static void queueNaturalBlockBreak(String user, BlockState block, Block relative, Material type, String blockData, int data) {
List<BlockState> blockStates = new ArrayList<>();
if (relative != null) {
blockStates.add(relative.getState());
}
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.NATURAL_BLOCK_BREAK, type, data, null, 0, 0, blockData });
Consumer.consumerBlockList.get(currentConsumer).put(consumerId, blockStates);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queuePlayerChat(Player player, String message, long timestamp) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_CHAT, null, 0, null, 0, 0, null });
Consumer.consumerStrings.get(currentConsumer).put(consumerId, message);
queueStandardData(consumerId, currentConsumer, new String[] { player.getName(), null }, new Object[] { timestamp, player.getLocation().clone() });
}
protected static void queuePlayerCommand(Player player, String message, long timestamp) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_COMMAND, null, 0, null, 0, 0, null });
Consumer.consumerStrings.get(currentConsumer).put(consumerId, message);
queueStandardData(consumerId, currentConsumer, new String[] { player.getName(), null }, new Object[] { timestamp, player.getLocation().clone() });
}
protected static void queuePlayerInteraction(String user, BlockState block, Material type) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_INTERACTION, type, 0, null, 0, 0, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queuePlayerKill(String user, Location location, String player) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_KILL, null, 0, null, 0, 0, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, new Object[] { location.getBlock().getState(), player });
}
protected static void queuePlayerLogin(Player player, int time, int configSessions, int configUsernames) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
String uuid = player.getUniqueId().toString();
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_LOGIN, null, configSessions, null, configUsernames, time, null });
Consumer.consumerStrings.get(currentConsumer).put(consumerId, uuid);
queueStandardData(consumerId, currentConsumer, new String[] { player.getName(), uuid }, player.getLocation().clone());
}
protected static void queuePlayerQuit(Player player, int time) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.PLAYER_LOGOUT, null, 0, null, 0, time, null });
queueStandardData(consumerId, currentConsumer, new String[] { player.getName(), null }, player.getLocation().clone());
}
protected static void queueRollbackUpdate(String user, Location location, List<Object[]> list, int table, int action) {
if (location == null) {
location = new Location(Bukkit.getServer().getWorlds().get(0), 0, 0, 0);
}
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, table, null, 0, null, 0, action, null });
Consumer.consumerObjectArrayList.get(currentConsumer).put(consumerId, list);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, location);
}
protected static void queueSignText(String user, Location location, int action, int color, int colorSecondary, boolean frontGlowing, boolean backGlowing, boolean isWaxed, boolean isFront, String line1, String line2, String line3, String line4, String line5, String line6, String line7, String line8, int offset) {
/*
if (line1.length() == 0 && line2.length() == 0 && line3.length() == 0 && line4.length() == 0) {
return;
}
*/
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.SIGN_TEXT, null, color, null, action, offset, null });
Consumer.consumerSigns.get(currentConsumer).put(consumerId, new Object[] { colorSecondary, BlockUtils.getSignData(frontGlowing, backGlowing), isWaxed, isFront, line1, line2, line3, line4, line5, line6, line7, line8 });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, location);
}
protected static void queueSignUpdate(String user, BlockState block, int action, int time) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.SIGN_UPDATE, null, action, null, 0, time, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queueSkullUpdate(String user, BlockState block, int rowId) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.SKULL_UPDATE, null, 0, null, 0, rowId, null });
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queueStructureGrow(String user, BlockState block, List<BlockState> blockList, int replacedListSize) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.STRUCTURE_GROWTH, null, 0, null, 0, replacedListSize, null });
Consumer.consumerBlockList.get(currentConsumer).put(consumerId, blockList);
queueStandardData(consumerId, currentConsumer, new String[] { user, null }, block);
}
protected static void queueWorldInsert(int id, String world) {
int currentConsumer = Consumer.currentConsumer;
int consumerId = Consumer.newConsumerId(currentConsumer);
addConsumer(currentConsumer, new Object[] { consumerId, Process.WORLD_INSERT, null, 0, null, 0, id, null });
queueStandardData(consumerId, currentConsumer, new String[] { null, null }, world);
}
}
| 411 | 0.634027 | 1 | 0.634027 | game-dev | MEDIA | 0.96667 | game-dev | 0.859889 | 1 | 0.859889 |
LambdaInnovation/AcademyCraft | 27,582 | src/main/resources/assets/academy/lang/en_us.lang | # AcademyCraft Enligsh Language file
# This file is mainly categorized by use (except for those which needs to follow the rules of Minecraft).
# Common
itemGroup.AcademyCraft=AcademyCraft
ac.data_config_parse_fail=[AcademyCraft] Failed to parse custom config data file. The error:
# Item
item.ac_crystal_low.name=Low-purity Imag Crystal
item.ac_crystal_normal.name=Mid-purity Imag Crystal
item.ac_crystal_pure.name=High-purity Imag Crystal
item.ac_constraint_ingot.name=Constraint Metal Ingot
item.ac_constraint_plate.name=Constraint Metal Plate
item.ac_imag_silicon_ingot.name=Imag Silicon Ingot
item.ac_wafer.name=Imag Silicon Wafer
item.ac_imag_silicon_piece.name=Imag Silicon Piece
item.ac_reso_crystal.name=Resonant Crystal
item.ac_brain_component.name=Brainwave Analyzer
item.ac_info_component.name=Information Processor
item.ac_reinforced_iron_plate.name=Reinforced Iron Plate
item.ac_resonance_component.name=Resonator
item.ac_energy_convert_component.name=Energy Converter
item.ac_calc_chip.name=Calculation Chip
item.ac_data_chip.name=Data Chip
item.ac_matter_unit.name=Matter Unit
item.ac_matter_unit_phase_liquid.name=Imag Phase Liquid Unit
item.ac_matter_unit_none.name=Empty Unit
item.ac_matrix_core.name=Matrix Core
item.ac_mat_core_0.name=Basic Matrix Core
item.ac_mat_core_1.name=Improved Matrix Core
item.ac_mat_core_2.name=Advanced Matrix Core
item.ac_energy_unit.name=Energy Unit
item.ac_windgen_fan.name=Wind Generator Fan
item.ac_coin.name=Coin
item.ac_silbarn.name=Silicon Barn
item.ac_needle.name=Needle
item.ac_mag_hook.name=Magnetic Hook
item.ac_terminal_installer.name=Data Terminal
item.ac_apps.name=App Installer
item.ac_developer_portable.name=Portable Developer
item.ac_magnetic_coil.name=High Voltage Magnetic Coil
item.ac_magnetic_coil.desc=Overcharges the developer<br>In order to rewrite personal reality
item.ac_induction_factor.name=Ability Induction Factor
item.ac_tutorial.name=MisakaCloud Terminal
# Block
tile.ac_constraint_metal.name=Constraint Metal Ore
tile.ac_crystal_ore.name=Imag Crystal Ore
tile.ac_imagsil_ore.name=Imag Silicon Ore
tile.ac_reso_ore.name=Resonant Crystal Ore
tile.ac_machine_frame.name=Machine Frame
tile.ac_imag_phase.name=Imag Phase Liquid
tile.ac_imag_fusor.name=Imag Fusor
tile.ac_matrix.name=Wireless Imag Matrix
tile.ac_node_basic.name=Basic Wireless Imag Node
tile.ac_node_standard.name=Improved Wireless Imag Node
tile.ac_node_advanced.name=Advanced Wireless Imag Node
tile.ac_metal_former.name=Metal Former
tile.ac_solar_gen.name=Solar Generator
tile.ac_cat_engine.name=Toast and Cat
tile.ac_phase_gen.name=Phase Generator
tile.ac_windgen_base.name=Wind Generator Pillar Base
tile.ac_windgen_pillar.name=Wind Generator Pillar
tile.ac_windgen_main.name=Wind Generator
tile.ac_eu_output.name=Energy Bridge (IC2 EU Out)
tile.ac_eu_input.name=Energy Bridge (IC2 EU In)
tile.ac_rf_output.name=Energy Bridge (CoFH RF Out)
tile.ac_rf_input.name=Energy Bridge (CoFH RF In)
tile.ac_dev_normal.name=Normal Ability Developer
tile.ac_dev_advanced.name=Advanced Ability Developer
tile.ac_ability_interferer.name=Ability Interferer
# Data Terminal
ac.terminal.notinstalled=You have not yet installed the Data Terminal.
ac.terminal.alrdy_installed=You have already installed the Data Terminal.
ac.terminal.key_hint=Successfully installed the data terminal. Use the %s key to open/close the terminal UI.
ac.gui.terminal.installing= Installing...
ac.gui.terminal.appcount=%d Apps
ac.terminal.app_alrdy_installed=You have already installed app %s.
ac.terminal.app_installed=You have successfully installed app %s.
# Apps
ac.app.skill_tree.name=Skill Tree
ac.app.knowledge_record.name=Life Record
ac.app.settings.name=Settings
ac.app.media_player.name=Media Player
ac.app.tutorial.name=MisakaCloud
ac.app.about.name=About
ac.app.freq_transmitter.name=Frequency Transmitter
ac.app.freq_transmitter.s0_0=Please right-click a wireless matrix or node to start establish link from.
ac.app.freq_transmitter.s1_0=Press ENTER to confirm
ac.app.freq_transmitter.s1_1=Authorizing...
ac.app.freq_transmitter.s2_0=Right click any wireless node nearby to establish link. Click any other blocks to quit.
ac.app.freq_transmitter.s3_0=Right click any wireless receiver or generator nearby to esablish link. Click any other blocks to quit.
ac.app.freq_transmitter.st=Action Timeout.
ac.app.freq_transmitter.e0=The wireless matrix is not initialized.
ac.app.freq_transmitter.e1=Authorization failed.
ac.app.freq_transmitter.e2=Link failed. Perhaps the matrix has reached its capacity or the signal is out of range.
ac.app.freq_transmitter.e3=Link failed. Perhaps the node has reached its capacity or the signal is out of range.
ac.app.freq_transmitter.e4=Action aborted.
ac.app.freq_transmitter.e5=Transmitting...
ac.app.freq_transmitter.e6=Link successful.
## Settings App
ac.settings.cat.generic=Generic
ac.settings.prop.attackPlayer=Enable PvP
ac.settings.prop.destroyBlocks=Destroy blocks
ac.settings.prop.headsOrTails=Play Heads or Tails
ac.settings.prop.useMouseWheel=Mouse wheel adjust tp distance
#Use mouse wheel to adjust Penetrate Teleport distance
ac.settings.cat.keys=Keys
ac.settings.prop.ability_activation=Activate Ability
ac.settings.prop.edit_preset=Edit Preset
ac.settings.prop.switch_preset=Switch Preset
ac.settings.prop.open_data_terminal=Open Data Terminal
ac.settings.prop.ability_0=Ability #1
ac.settings.prop.ability_1=Ability #2
ac.settings.prop.ability_2=Ability #3
ac.settings.prop.ability_3=Ability #4
ac.settings.prop.debug_console=Debug Console
ac.settings.cat.misc=Misc
ac.settings.prop.edit_ui=Customize UI
## Media App
## -> ac.app.media.*
ac.media.acquired=You have installed media %s
ac.media.haveone=You have already installed media %s
ac.media.notinstalled=You have not yet installed the Media Player app.
### Medias
ac.media.only_my_railgun.name=only my railgun
ac.media.only_my_railgun.desc=Toaru Kagaku no Railgun OP1
ac.media.level5_judgelight.name=LEVEL5-judgelight-
ac.media.level5_judgelight.desc=Toaru Kagaku no Railgun OP2
ac.media.sisters_noise.name=sister's noise
ac.media.sisters_noise.desc=Toaru Kagaku no Railgun S OP1
# Ability Generic
ac.ability.level0=Level 0
ac.ability.level1=Level 1
ac.ability.level2=Level 2
ac.ability.level3=Level 3
ac.ability.level4=Level 4
ac.ability.level5=Level 5
death.attack.ac_skill=%1$s was killed by %2$s using %3$s
ac.activate_key.deactivate.desc=Deactivate Ability
ac.activate_key.endspecial.desc=End Special Skill Mode
ac.activate_key.endskill.desc=Abort Skill
ac.gui.preset_edit.name=Preset Edit
ac.gui.preset_edit.tag=Preset #
ac.gui.preset_edit.skill_remove=Remove Current
ac.gui.preset_edit.skill_select=Select Skill
## Generic Skills
ac.ability.generic.brain_course.name=Brain Course
ac.ability.generic.brain_course_advanced.name=Brain Course Advanced
ac.ability.generic.mind_course.name=Mind Course
ac.ability.generic.brain_course.desc=Undergo training for your brain. Increases Max CP by 1000.
ac.ability.generic.brain_course_advanced.desc=Develop the thinking ability of your brain deeply. Increases Max CP by 1000 and Max Overload by 100.
ac.ability.generic.mind_course.desc=Learn how to relax your brain better. Speed up CP recovery by 20%%.
## Electromaster
ac.ability.electromaster.name=Electromaster
### EM Skills
ac.ability.electromaster.arc_gen.name=Arc Generation
ac.ability.electromaster.mag_manip.name=Magnet Manipulation
ac.ability.electromaster.mine_detect.name=Mine Detection
ac.ability.electromaster.railgun.name=Railgun
ac.ability.electromaster.mag_movement.name=Magnet Movement
ac.ability.electromaster.iron_sand.name=Iron Sand Control
ac.ability.electromaster.iron_sand.sword.name=Iron Sand Sword
ac.ability.electromaster.iron_sand.whip.name=Iron Sand Whip
ac.ability.electromaster.iron_sand.storm.name=Iron Sand Storm
ac.ability.electromaster.iron_sand.cone.name=Iron Sand Cone
ac.ability.electromaster.charging.name=Current Charging
ac.ability.electromaster.body_intensify.name=Body Intensify
ac.ability.electromaster.thunder_clap.name=Thunderclap
ac.ability.electromaster.thunder_bolt.name=Thunder Bolt
ac.ability.electromaster.arc_gen.desc=Arouse a weak electrical arc, which causes slight damage on the area it hits. If it directly hits a flammable block, it will have a chance to ignite it.
ac.ability.electromaster.mag_manip.desc=Manipulate and move magnetizable things with the magnetic force, even throw them out to damage enemies.
ac.ability.electromaster.mine_detect.desc=Close your eyes and feel the flow of magnetism, allowing you to see a hint of precious mineral resources around you.
ac.ability.electromaster.railgun.desc=Shoot the coin out at a high speed with electromagnetic induction. Cause destructive damage where it impacts.
ac.ability.electromaster.mag_movement.desc=Generate a strong magenetic field and pull yourself towards some magnetic target. Extremely useful when moving or escaping.
ac.ability.electromaster.iron_sand.desc=Separate and manipulate the iron in sand to create a changeable and dangerous attack effect.
ac.ability.electromaster.charging.desc=Generate electric current to charge the thing in your hand or electric blocks in the world.
ac.ability.electromaster.body_intensify.desc=Fine-tune your bioelectricity to improve your physical ability for a short duration.
ac.ability.electromaster.thunder_clap.desc=Manipulate the magnetic field in the atmosphere to create thunderclouds, and guide the electricity down to cause a devastating strike of lightning.
ac.ability.electromaster.thunder_bolt.desc=Compresses an enormous amount of electricity into a powerful bolt, bursting out and damaging anything in it's area.
## Teleporter
ac.ability.teleporter.name=Teleporter
### TP Skills
ac.ability.teleporter.threatening_teleport.name=Threatening Teleport
ac.ability.teleporter.dim_folding_theorem.name=Dimension Folding Theorem
ac.ability.teleporter.penetrate_teleport.name=Penetrate Teleport
ac.ability.teleporter.mark_teleport.name=Mark Teleport
ac.ability.teleporter.flesh_ripping.name=Flesh Ripping
ac.ability.teleporter.location_teleport.name=Location Teleport
ac.ability.teleporter.shift_tp.name=Shift Teleport
ac.ability.teleporter.space_fluct.name=Space Fluctuation
ac.ability.teleporter.flashing.name=Flashing
ac.ability.teleporter.threatening_teleport.desc=Teleport items to somewhere around you. Sometimes just a small fragment is able to kill an enemy.
ac.ability.teleporter.dim_folding_theorem.desc=Boost your damage against enemies by generating a tiny space folding phonemonon.
ac.ability.teleporter.penetrate_teleport.desc=Derive the thickness of an obstacle in front of you, and teleport straight through it.
ac.ability.teleporter.mark_teleport.desc=Marks where you are looking at as the destination, and teleports you there.
ac.ability.teleporter.flesh_ripping.desc=Rip apart your enemy’s inside and inflict gory damage. The over-bloody effect may make you feel uncomfortable.
ac.ability.teleporter.location_teleport.desc=Memorize your current location and teleport back from anywhere far away afterwards.
ac.ability.teleporter.shift_tp.desc=Teleport a block about the means of the coordinate plane. The space-folding phonemonon will hurt any entity on the teleportation path.
ac.ability.teleporter.space_fluct.desc=Strengthen your space-folding ability to cause more dangerous critical damage.
ac.ability.teleporter.flashing.desc=Use multiple teleportations in a short time to maneuver through the air.
ac.ability.teleporter.crithit=%fx critical hit!
ac.gui.loctele.err_exp=Exp too low, can't cross dimension
ac.gui.loctele.err_cp=CP inadequate, can't teleport
## Meltdowner
ac.ability.meltdowner.name=Meltdowner
### MD Skills
ac.ability.meltdowner.electron_bomb.name=Electron Bomb
ac.ability.meltdowner.rad_intensify.name=β Radiation Intensify
ac.ability.meltdowner.ray_barrage.name=Ray Barrage
ac.ability.meltdowner.scatter_bomb.name=Scattering Bomb
ac.ability.meltdowner.meltdowner.name=Meltdowner
ac.ability.meltdowner.light_shield.name=Light Shield
ac.ability.meltdowner.jet_engine.name=Jet Engine
ac.ability.meltdowner.mine_ray_basic.name=Basic Mining Ray
ac.ability.meltdowner.mine_ray_expert.name=Expert Mining Ray
ac.ability.meltdowner.mine_ray_luck.name=Luck Mining Ray
ac.ability.meltdowner.electron_missile.name=Electron Missile
ac.ability.meltdowner.electron_bomb.desc=Pull together a small amount of electrons to generate a threatening beam.
ac.ability.meltdowner.rad_intensify.desc=Because of the high-intensity radiation, the target hit by beam is doubly vulnerable to attacks for a few seconds.
ac.ability.meltdowner.ray_barrage.desc=Shoot your high-energy ray at a Silicon Barn to scatter it into a ray barrage that destroys everything in front of you.
ac.ability.meltdowner.scatter_bomb.desc=Manipulate more than one electronics group to attack. As a result, you can't control the impact point accurately.
ac.ability.meltdowner.meltdowner.desc=Extreme high-energy electron beam that melts down walls and metals.
ac.ability.meltdowner.light_shield.desc=Forms electrons into a shield. High-speed moving electrons will destroy anything that attack you, and damage anything touch you closely.
ac.ability.meltdowner.jet_engine.desc=Use the propulsive force of electrons launch yourself into the air. Will generate a light-shield to protect yourself in the flight.
ac.ability.meltdowner.mine_ray_basic.desc=After a long time of practice, you can make your electron beam suitable for harvesting minerals without destroying them.
ac.ability.meltdowner.mine_ray_expert.desc=With understanding of how to control the intensity of electrons better, you can now harvest mineral resources more efficiently.
ac.ability.meltdowner.mine_ray_luck.desc=After a long time of practice, you can almost harvest the useful resources in the ore perfectly.
ac.ability.meltdowner.electron_missile.desc=Hold together a HUGE amount of electrons in a cloud and use some of it to attack each time.
## Vector Manipulation
ac.ability.vecmanip.name=Vector Manip
### VM skills
ac.ability.vecmanip.dir_shock.name=Directed Shock
ac.ability.vecmanip.ground_shock.name=Groundshock
ac.ability.vecmanip.vec_accel.name=Vector Acceleration
ac.ability.vecmanip.vec_deviation.name=Vector Deviation
ac.ability.vecmanip.dir_blast.name=Directed Blastwave
ac.ability.vecmanip.storm_wing.name=Storm Wing
ac.ability.vecmanip.blood_retro.name=Blood Retrograde
ac.ability.vecmanip.vec_reflection.name=Vector Reflection
ac.ability.vecmanip.plasma_cannon.name=Plasma Cannon
ac.ability.vecmanip.dir_shock.desc=Seize the counterforce when punched into object and redirect it onto the object itself, making the punch more powerful.
ac.ability.vecmanip.ground_shock.desc=Apply a powerful shock on the ground and direct it forward, which breaks the ground and launches enemies into the air.
ac.ability.vecmanip.vec_accel.desc=Boost jumping force for an instant to accelerate yourself.
ac.ability.vecmanip.vec_deviation.desc=Cancel the velocity of projectiles flying towards you, and cancels a portion of combat damage.
ac.ability.vecmanip.dir_blast.desc=Triple the force of punching into the object, making it extremely destructive. Will break blocks on area it hits.
ac.ability.vecmanip.storm_wing.desc=Manipulate the velocity of air to form four micro-whirlwinds at your back, and fly in high speed using forces they generate. Will break blocks nearby if inexperienced.
ac.ability.vecmanip.blood_retro.desc=Stir the blood flow of organic enemies, making their vessel burst and die in extreme pain.
ac.ability.vecmanip.vec_reflection.desc=Reflects the dangerous incoming attacks towards your line of sight, and make your opponent bear it.
ac.ability.vecmanip.plasma_cannon.desc=Manipulate a large area of air flow with extreme precision to form a plasma body. Throw it out to cause a disastrous explosion.
# Command
ac.command.invalid=§cInvalid input, please try again.
ac.command.successful=§2Command sucessfully performed.
ac.command.notlearned=§6The player has not learned any ability yet.
ac.command.knowledge.usage=/knowledge <command>|<help> [parameters...]
ac.command.knowledge.help=/knowledge help: Display the help message.
ac.command.knowledge.stat=/knowledge stat: Show statistics info of player ac.knowledge.
ac.command.knowledge.clear=/knowledge clear: Clear all knowledge info and start over again.
ac.command.knowledge.getall=/knowledge getall: Learn all knowledges right now.
ac.command.knowledge.list=/knowledge list: List all available knowledges.
ac.command.knowledge.learn=/knowledge learn [knowledge_name]: Learn some ac.knowledge.
ac.command.knowledge.unlearn=/knowledge unlearn [knowledge_name]: Unlearn some ac.knowledge.
ac.command.knowledge.stat2=Knowledge learned: %s
ac.command.knowledge.stat3=Knowledge discovered: %s
ac.command.knowledge.notfound=Knowledge with name %s doesn't exist.
ac.command.knowledge.all=All knowledges:
ac.command.knowledge.discover=/knowledge discover [knowledge_name]: Discover a specific ac.knowledge.
ac.command.aim.usage=/aim <command>|<help> [parameters...]
ac.command.aim.help=/aim help: Display the help message.
ac.command.aim.cat=/aim cat [catName]: Change the specified player's categories or display the current category.
ac.command.aim.catlist=/aim catlist: List all available categories' names.
ac.command.aim.learn=/aim learn <id>|<skillName>: Learn the specified skill, regardless of its learning condition requirements.
ac.command.aim.unlearn=/aim unlearn <id>|<skillName>: Unlearn the specified skill.
ac.command.aim.learn_all=/aim learn_all: Learn all the skills.
ac.command.aim.reset=/aim reset: Clear your ability information.
ac.command.aim.learned=/aim learned: Display all currently learned skills.
ac.command.aim.skills=/aim skills: Display all skills in player's current category.
ac.command.aim.fullcp=/aim fullcp: Restore full cp of the player.
ac.command.aim.level=/aim level: Set the player's ability level.
ac.command.aim.exp=/aim exp <id>|<skillName> [exp]: Set or view the skill's experience level.
ac.command.aim.cd_clear=/aim cd_clear: Clear all skill cooldown.
ac.command.aim.nocat=Specified category not found. Use /aim catlist to list all categories.
ac.command.aim.cats=Currently available categories:
ac.command.aim.curcat=Player current category: %s
ac.command.aim.nonecat=No ability
ac.command.aim.noskill=No such skill was found. Use /aim skills to list all skills in current category.
ac.command.aim.learned.format=Learned skills: %s
ac.command.aim.curexp=Skill %s's current exp: %.0f%%.
ac.command.aim.notactive=The /aim command is currently inactive. Use /aim cheats_on or /aim cheats_off to change the active state.
ac.command.aim.warning=§cWARNING: Using /aim command will break the game balance and impact your experience about the mod, PROCEED WITH CAUTION!
ac.command.aim.outofrange=§cInput out of range: §fMust be a value between %s and %s.
ac.command.aim.invalidnum=§cInvalid number: %s.
ac.command.aim.maxout=Set current level's upgrade progress to 100%%.
ac.command.aim.nocomm=No such command was found. Use /aim help to list all commands available.
ac.command.aim.nonecathint=You haven't learned any ability!
ac.command.aimp.usage=/aimp <player name> <command>|<help> [parameters...]
ac.command.aimp.help=/aimp help: Display the help message.
ac.command.aimp.cat=/aimp <player name> cat [catName]: Change the specified player's categories or display the current category.
ac.command.aimp.catlist=/aimp catlist: List all available categories' names.
ac.command.aimp.learn=/aimp <player name> learn <id>|<skillName>: Learn the specified skill, regardless of its learning condition requirements.
ac.command.aimp.unlearn=/aimp <player name> unlearn <id>|<skillName>: Unlearn the specified skill.
ac.command.aimp.learn_all=/aimp <player name> learn_all: Learn all the skills.
ac.command.aimp.reset=/aimp <player name> reset: Clear your ability information.
ac.command.aimp.learned=/aimp <player name> learned: Display all currently learned skills.
ac.command.aimp.skills=/aimp <player name> skills: Display all skills in player's current category.
ac.command.aimp.fullcp=/aimp <player name> fullcp: Restore full cp of the player.
ac.command.aimp.level=/aimp <player name> level: Set the player's ability level.
ac.command.aimp.exp=/aimp <player name> exp <id>|<skillName> [exp]: Set or view the skill's experience level.
ac.command.aimp.cd_clear=/aimp <player name> cd_clear: Clear all skill cooldown.
ac.command.aimp.nocat=Specified category not found. Use /aimp catlist to list all categories.
ac.command.aimp.cats=Currently available categories:
ac.command.aimp.curcat=Player current category: %s
ac.command.aimp.nonecat=No ability
ac.command.aimp.noskill=No such skill was found. Use /aimp <player name> skills to list all skills in current category.
ac.command.aimp.learned.format=Learned skills: %s
ac.command.aimp.curexp=Skill %s's current exp: %.0f%%.
ac.command.aimp.notactive=The /aimp command is currently inactive. Use /aimp cheats_on or /aimp cheats_off to change the active state.
ac.command.aimp.warning=§cWARNING: Using /aimp command will break the game balance and impact your experience about the mod, PROCEED WITH CAUTION!
ac.command.aimp.outofrange=§cInput out of range: §fMust be a value between %s and %s.
ac.command.aimp.maxout=/aimp <player name> maxout:Set current level's upgrade progress to 100%%.
ac.command.aimp.nocomm=No such command was found. Use /aimp help to list all commands available.
ac.command.aimp.nonecathint=You haven't learned any ability!
# Advancement
advancements.general.root=Academy Craft
advancements.general.root.desc=The beginning of everything
advancements.general.open_misaka_cloud=First Contact
advancements.general.open_misaka_cloud.desc=Open Misaka Cloud
advancements.general.getting_phase=Mysterious and powerful
advancements.general.getting_phase.desc=Get a matter unit with Imag Phase Liquid
advancements.general.phase_generator=New Energy
advancements.general.phase_generator.desc=Craft a Phase Generator
advancements.general.ac_node=No More Wires!
advancements.general.ac_node.desc=Craft a Basic Wireless Imag Node
advancements.general.ac_matrix=WIFI Available Here
advancements.general.ac_matrix.desc=Craft a Matrix
advancements.general.terminal_installed=Technology Changes Life
advancements.general.terminal_installed.desc=Install Data Terminal
advancements.general.getting_factor=Infinite Possibility
advancements.general.getting_factor.desc=Get an Induction Factor
advancements.general.ac_developer=There is a Limit for Human
advancements.general.ac_developer.desc=Craft a Portable Ability Developer
advancements.general.dev_category=Above Human
advancements.general.dev_category.desc=Develop an Ability
advancements.general.ac_level_3=On My Own
advancements.general.ac_level_3.desc=Upgrade to level 3
advancements.general.ac_level_5=One Man Army
advancements.general.ac_level_5.desc=Upgrade to level 5
advancements.general.convert_category=No More Randomized
advancements.general.convert_category.desc=Transform your category
advancements.general.ac_learning_skill=Practice Makes Perfect
advancements.general.ac_learning_skill.desc=Learn any skill
advancements.general.ac_milestone=Upgrade Module
advancements.general.ac_milestone.desc=Reach first skill's milestone
advancements.general.ac_exp_full=How many times did you do that?
advancements.general.ac_exp_full.desc=Achieve full EXP for any skill
advancements.general.ac_overload=There is Still a Limit for ESPers
advancements.general.ac_overload.desc=Use your ability, until it overloads
# UI Commons
ac.gui.common.pg_wireless.not_connected=Not Connected
ac.gui.common.sep.info=Information
ac.gui.common.sep.wireless_info=Wireless Information
ac.gui.common.sep.wireless_init=Wireless Network Initialization
ac.gui.common.sep.wireless_noinit=Wireless Network Not Initialized
ac.gui.common.sep.change_pass=Change Password
ac.gui.common.hist.energy=ENERGY
ac.gui.common.hist.buffer=BUFFER
ac.gui.common.hist.liquid=LIQUID
ac.gui.common.hist.capacity=CAPACITY
ac.gui.common.prop.range=Trans. Range
ac.gui.common.prop.owner=Owner
ac.gui.common.prop.node_name=Node Name
ac.gui.common.prop.password=Password
ac.gui.common.prop.bandwidth=Bandwidth
ac.gui.common.prop.ssid=SSID
ac.gui.common.prop.gen_speed=Gen. speed
ac.gui.common.prop.altitude=Altitude
# Skill Tree
ac.skill_tree.dev_successful=Development Successful.
ac.skill_tree.dev_failed=Development Failed.
ac.skill_tree.progress=Progress
ac.skill_tree.noenergy=Not enough energy.
ac.skill_tree.condition_fail=Development condition not satisfied.
ac.skill_tree.learn_question=Learn? (Estm. Consumption:%s IF)
ac.skill_tree.level_question=Continue?
ac.skill_tree.req=Req.
ac.skill_tree.skill_not_learned=Skill not learned.
ac.skill_tree.skill_exp=Skill Experience:
ac.skill_tree.uplevel=Upgrade to %s
ac.skill_tree.anyskill=Any skill learned for level %d
ac.skill_tree.level_fail=You must reach level %d first.
ac.skill_tree.type_portable=Portable Developer
ac.skill_tree.type_normal=Normal Developer
ac.skill_tree.type_advanced=Advanced Developer
ac.skill_tree.console.init=Welcome to Academy OS, Ver 1.0.1\nCopyright (c) Academy Tech. All rights reserved. \nUser %s detected, System booting......
ac.skill_tree.console.invalid_cat=\nFATAL: User's ability category is invalid, booting aborted.\n
ac.skill_tree.console.learn_hint=Type `learn` to acquire new category.\n
ac.skill_tree.console.override=\nWARNING: System override! External injection detected.....\n\nABILITY RESET: Use `reset` command to reset your category. \nAbility level must be at least 3, and an Induction Factor must be in inventory.\n
ac.skill_tree.console.boot_failed=Boot Failed.\n
ac.skill_tree.console.invalid_command=Invalid command.\n
ac.skill_tree.console.progress=Progress: %s%%
ac.skill_tree.console.reset_begin=Starting resetting ability category...
ac.skill_tree.console.reset_succ=Personal Reality reset sequence successful.\n
ac.skill_tree.console.reset_fail=Personal Reality reset sequence failed.\n
ac.skill_tree.console.reset_fail_dev=Can't reset ability -- Advance Developer must be used.\n
ac.skill_tree.console.reset_fail_other=Can't reset ability -- either level is lower than 3 or induction factor not detected.\n
ac.skill_tree.console.dev_begin=Start stimulation......\n
ac.skill_tree.console.dev_succ=Development successful.\n
ac.skill_tree.console.dev_fail=Development failed.\n
# Phase Generator
# Imag Fusor
# Metal Former
ac.gui.metal_former.mode.etch=Etching
ac.gui.metal_former.mode.plate=Plate Crushing
ac.gui.metal_former.mode.incise=Incising
ac.gui.metal_former.mode.refine=Refining
# Ability interference block
ac.gui.ability_interf.switch=Switch
ac.ability_interf.cantuse=You can't use this interference block.
# UI Editing
ac.gui.uiedit.elements=Elements
ac.gui.uiedit.elm.cpbar=CP Indicator
ac.gui.uiedit.elm.keyhint=Control Hint
ac.gui.uiedit.elm.notification=Notification
ac.gui.uiedit.elm.media=Media Player
# Cat Engine
ac.cat_engine.unlink=Unlinked from the node meow~
ac.cat_engine.notfound=Didn't found any node nearby meow~
ac.cat_engine.linked=Linked to the node named %s meow~
# Tutorials
ac.gui.crafttype.shaped=Shaped Crafting
ac.gui.crafttype.shapeless=Shapeless Crafting
ac.tutorial.crafting=Crafting: %s
ac.tutorial.misaka=Misaka No.%d
ac.tutorial.update=Cloud Terminal updated
# Heads Or Tails
ac.headsOrTails.0=The result is TAILS!
ac.headsOrTails.1=The result is HEADS!
# Converter Block
ac.converter.desc_template=Converts %s to %s
ac.skill_tree.dev_developing=Developing...
# About App
ac.about.donators_info=In no particular order
| 411 | 0.932664 | 1 | 0.932664 | game-dev | MEDIA | 0.923052 | game-dev | 0.852146 | 1 | 0.852146 |
ss14Starlight/space-station-14 | 1,037 | Content.Shared/Radiation/Systems/RadiationPulseSystem.cs | using Content.Shared.Radiation.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
namespace Content.Shared.Radiation.Systems;
public sealed class RadiationPulseSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationPulseComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, RadiationPulseComponent component, ComponentStartup args)
{
component.StartTime = _timing.RealTime;
// try to get despawn time or keep default duration time
if (TryComp<TimedDespawnComponent>(uid, out var despawn))
{
component.VisualDuration = despawn.Lifetime;
}
// try to get radiation range or keep default visual range
if (TryComp<RadiationSourceComponent>(uid, out var radSource))
{
component.VisualRange = radSource.Intensity / radSource.Slope;
}
}
}
| 411 | 0.896596 | 1 | 0.896596 | game-dev | MEDIA | 0.532521 | game-dev | 0.75326 | 1 | 0.75326 |
Edgarins29/Doom3 | 264,012 | neo/d3xp/Player.cpp | /*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/DeclEntityDef.h"
#include "renderer/RenderSystem.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "WorldSpawn.h"
#include "Player.h"
#include "Camera.h"
#include "Fx.h"
#include "Misc.h"
const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
/*
===============================================================================
Player control of the Doom Marine.
This object handles all player movement and world interaction.
===============================================================================
*/
// distance between ladder rungs (actually is half that distance, but this sounds better)
const int LADDER_RUNG_DISTANCE = 32;
// amount of health per dose from the health station
const int HEALTH_PER_DOSE = 10;
// time before a weapon dropped to the floor disappears
const int WEAPON_DROP_TIME = 20 * 1000;
// time before a next or prev weapon switch happens
const int WEAPON_SWITCH_DELAY = 150;
// how many units to raise spectator above default view height so it's in the head of someone
const int SPECTATE_RAISE = 25;
const int HEALTHPULSE_TIME = 333;
// minimum speed to bob and play run/walk animations at
const float MIN_BOB_SPEED = 5.0f;
const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' );
const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' );
const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' );
const idEventDef EV_Player_StopFxFov( "stopFxFov" );
const idEventDef EV_Player_EnableWeapon( "enableWeapon" );
const idEventDef EV_Player_DisableWeapon( "disableWeapon" );
const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' );
const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' );
const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" );
const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' );
const idEventDef EV_Player_OpenPDA( "openPDA" );
const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' );
const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" );
const idEventDef EV_Player_StopAudioLog( "stopAudioLog" );
const idEventDef EV_Player_HideTip( "hideTip" );
const idEventDef EV_Player_LevelTrigger( "levelTrigger" );
const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" );
#ifdef _D3XP
const idEventDef EV_Player_GiveInventoryItem( "giveInventoryItem", "s" );
const idEventDef EV_Player_RemoveInventoryItem( "removeInventoryItem", "s" );
const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' );
const idEventDef EV_Player_SetPowerupTime( "setPowerupTime", "dd" );
const idEventDef EV_Player_IsPowerupActive( "isPowerupActive", "d", 'd' );
const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');
const idEventDef EV_Player_StartWarp( "startWarp" );
const idEventDef EV_Player_StopHelltime( "stopHelltime", "d" );
const idEventDef EV_Player_ToggleBloom( "toggleBloom", "d" );
const idEventDef EV_Player_SetBloomParms( "setBloomParms", "ff" );
#endif
CLASS_DECLARATION( idActor, idPlayer )
EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons )
EVENT( EV_Player_GetMove, idPlayer::Event_GetMove )
EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles )
EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov )
EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon )
EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon )
EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon )
EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon )
EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon )
EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity )
EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA )
EVENT( EV_Player_InPDA, idPlayer::Event_InPDA )
EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter )
EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog )
EVENT( EV_Player_HideTip, idPlayer::Event_HideTip )
EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger )
EVENT( EV_Gibbed, idPlayer::Event_Gibbed )
#ifdef _D3XP
EVENT( EV_Player_GiveInventoryItem, idPlayer::Event_GiveInventoryItem )
EVENT( EV_Player_RemoveInventoryItem, idPlayer::Event_RemoveInventoryItem )
EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon )
EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )
EVENT( EV_Player_SetPowerupTime, idPlayer::Event_SetPowerupTime )
EVENT( EV_Player_IsPowerupActive, idPlayer::Event_IsPowerupActive )
EVENT( EV_Player_StartWarp, idPlayer::Event_StartWarp )
EVENT( EV_Player_StopHelltime, idPlayer::Event_StopHelltime )
EVENT( EV_Player_ToggleBloom, idPlayer::Event_ToggleBloom )
EVENT( EV_Player_SetBloomParms, idPlayer::Event_SetBloomParms )
#endif
END_CLASS
const int MAX_RESPAWN_TIME = 10000;
const int RAGDOLL_DEATH_TIME = 3000;
const int MAX_PDAS = 64;
const int MAX_PDA_ITEMS = 128;
const int STEPUP_TIME = 200;
const int MAX_INVENTORY_ITEMS = 20;
#ifdef _D3XP
idVec3 idPlayer::colorBarTable[ 8 ] = {
#else
idVec3 idPlayer::colorBarTable[ 5 ] = {
#endif
idVec3( 0.25f, 0.25f, 0.25f ),
idVec3( 1.00f, 0.00f, 0.00f ),
idVec3( 0.00f, 0.80f, 0.10f ),
idVec3( 0.20f, 0.50f, 0.80f ),
idVec3( 1.00f, 0.80f, 0.10f )
#ifdef _D3XP
,idVec3( 0.425f, 0.484f, 0.445f ),
idVec3( 0.39f, 0.199f, 0.3f ),
idVec3( 0.484f, 0.312f, 0.074f)
#endif
};
/*
==============
idInventory::Clear
==============
*/
void idInventory::Clear( void ) {
maxHealth = 0;
weapons = 0;
powerups = 0;
armor = 0;
maxarmor = 0;
deplete_armor = 0;
deplete_rate = 0.0f;
deplete_ammount = 0;
nextArmorDepleteTime = 0;
memset( ammo, 0, sizeof( ammo ) );
ClearPowerUps();
// set to -1 so that the gun knows to have a full clip the first time we get it and at the start of the level
memset( clip, -1, sizeof( clip ) );
items.DeleteContents( true );
memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) );
pdas.Clear();
videos.Clear();
emails.Clear();
selVideo = 0;
selEMail = 0;
selPDA = 0;
selAudio = 0;
pdaOpened = false;
turkeyScore = false;
levelTriggers.Clear();
nextItemPickup = 0;
nextItemNum = 1;
onePickupTime = 0;
pickupItemNames.Clear();
objectiveNames.Clear();
ammoPredictTime = 0;
lastGiveTime = 0;
ammoPulse = false;
weaponPulse = false;
armorPulse = false;
}
/*
==============
idInventory::GivePowerUp
==============
*/
void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) {
if ( !msec ) {
// get the duration from the .def files
const idDeclEntityDef *def = NULL;
switch ( powerup ) {
case BERSERK:
def = gameLocal.FindEntityDef( "powerup_berserk", false );
break;
case INVISIBILITY:
def = gameLocal.FindEntityDef( "powerup_invisibility", false );
break;
case MEGAHEALTH:
def = gameLocal.FindEntityDef( "powerup_megahealth", false );
break;
case ADRENALINE:
def = gameLocal.FindEntityDef( "powerup_adrenaline", false );
break;
#ifdef _D3XP
case INVULNERABILITY:
def = gameLocal.FindEntityDef( "powerup_invulnerability", false );
break;
/*case HASTE:
def = gameLocal.FindEntityDef( "powerup_haste", false );
break;*/
#endif
}
assert( def );
msec = def->dict.GetInt( "time" ) * 1000;
}
powerups |= 1 << powerup;
powerupEndTime[ powerup ] = gameLocal.time + msec;
}
/*
==============
idInventory::ClearPowerUps
==============
*/
void idInventory::ClearPowerUps( void ) {
int i;
for ( i = 0; i < MAX_POWERUPS; i++ ) {
powerupEndTime[ i ] = 0;
}
powerups = 0;
}
/*
==============
idInventory::GetPersistantData
==============
*/
void idInventory::GetPersistantData( idDict &dict ) {
int i;
int num;
idDict *item;
idStr key;
const idKeyValue *kv;
const char *name;
// armor
dict.SetInt( "armor", armor );
// don't bother with powerups, maxhealth, maxarmor, or the clip
// ammo
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
if ( name ) {
dict.SetInt( name, ammo[ i ] );
}
}
#ifdef _D3XP
//Save the clip data
for( i = 0; i < MAX_WEAPONS; i++ ) {
dict.SetInt( va("clip%i", i), clip[ i ] );
}
#endif
// items
num = 0;
for( i = 0; i < items.Num(); i++ ) {
item = items[ i ];
// copy all keys with "inv_"
kv = item->MatchPrefix( "inv_" );
if ( kv ) {
while( kv ) {
sprintf( key, "item_%i %s", num, kv->GetKey().c_str() );
dict.Set( key, kv->GetValue() );
kv = item->MatchPrefix( "inv_", kv );
}
num++;
}
}
dict.SetInt( "items", num );
// pdas viewed
for ( i = 0; i < 4; i++ ) {
dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] );
}
dict.SetInt( "selPDA", selPDA );
dict.SetInt( "selVideo", selVideo );
dict.SetInt( "selEmail", selEMail );
dict.SetInt( "selAudio", selAudio );
dict.SetInt( "pdaOpened", pdaOpened );
dict.SetInt( "turkeyScore", turkeyScore );
// pdas
for ( i = 0; i < pdas.Num(); i++ ) {
sprintf( key, "pda_%i", i );
dict.Set( key, pdas[ i ] );
}
dict.SetInt( "pdas", pdas.Num() );
// video cds
for ( i = 0; i < videos.Num(); i++ ) {
sprintf( key, "video_%i", i );
dict.Set( key, videos[ i ].c_str() );
}
dict.SetInt( "videos", videos.Num() );
// emails
for ( i = 0; i < emails.Num(); i++ ) {
sprintf( key, "email_%i", i );
dict.Set( key, emails[ i ].c_str() );
}
dict.SetInt( "emails", emails.Num() );
// weapons
dict.SetInt( "weapon_bits", weapons );
dict.SetInt( "levelTriggers", levelTriggers.Num() );
for ( i = 0; i < levelTriggers.Num(); i++ ) {
sprintf( key, "levelTrigger_Level_%i", i );
dict.Set( key, levelTriggers[i].levelName );
sprintf( key, "levelTrigger_Trigger_%i", i );
dict.Set( key, levelTriggers[i].triggerName );
}
}
/*
==============
idInventory::RestoreInventory
==============
*/
void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
int i;
int num;
idDict *item;
idStr key;
idStr itemname;
const idKeyValue *kv;
const char *name;
Clear();
// health/armor
maxHealth = dict.GetInt( "maxhealth", "100" );
armor = dict.GetInt( "armor", "50" );
maxarmor = dict.GetInt( "maxarmor", "100" );
deplete_armor = dict.GetInt( "deplete_armor", "0" );
deplete_rate = dict.GetFloat( "deplete_rate", "2.0" );
deplete_ammount = dict.GetInt( "deplete_ammount", "1" );
// the clip and powerups aren't restored
// ammo
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
if ( name ) {
ammo[ i ] = dict.GetInt( name );
}
}
#ifdef _D3XP
//Restore the clip data
for( i = 0; i < MAX_WEAPONS; i++ ) {
clip[i] = dict.GetInt(va("clip%i", i), "-1");
}
#endif
// items
num = dict.GetInt( "items" );
items.SetNum( num );
for( i = 0; i < num; i++ ) {
item = new idDict();
items[ i ] = item;
sprintf( itemname, "item_%i ", i );
kv = dict.MatchPrefix( itemname );
while( kv ) {
key = kv->GetKey();
key.Strip( itemname );
item->Set( key, kv->GetValue() );
kv = dict.MatchPrefix( itemname, kv );
}
}
// pdas viewed
for ( i = 0; i < 4; i++ ) {
pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i));
}
selPDA = dict.GetInt( "selPDA" );
selEMail = dict.GetInt( "selEmail" );
selVideo = dict.GetInt( "selVideo" );
selAudio = dict.GetInt( "selAudio" );
pdaOpened = dict.GetBool( "pdaOpened" );
turkeyScore = dict.GetBool( "turkeyScore" );
// pdas
num = dict.GetInt( "pdas" );
pdas.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "pda_%i", i );
pdas[i] = dict.GetString( itemname, "default" );
}
// videos
num = dict.GetInt( "videos" );
videos.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "video_%i", i );
videos[i] = dict.GetString( itemname, "default" );
}
// emails
num = dict.GetInt( "emails" );
emails.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "email_%i", i );
emails[i] = dict.GetString( itemname, "default" );
}
// weapons are stored as a number for persistant data, but as strings in the entityDef
weapons = dict.GetInt( "weapon_bits", "0" );
#ifdef ID_DEMO_BUILD
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false );
#else
if ( g_skill.GetInteger() >= 3 ) {
Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false );
} else {
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false );
}
#endif
num = dict.GetInt( "levelTriggers" );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "levelTrigger_Level_%i", i );
idLevelTriggerInfo lti;
lti.levelName = dict.GetString( itemname );
sprintf( itemname, "levelTrigger_Trigger_%i", i );
lti.triggerName = dict.GetString( itemname );
levelTriggers.Append( lti );
}
}
/*
==============
idInventory::Save
==============
*/
void idInventory::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteInt( maxHealth );
savefile->WriteInt( weapons );
savefile->WriteInt( powerups );
savefile->WriteInt( armor );
savefile->WriteInt( maxarmor );
savefile->WriteInt( ammoPredictTime );
savefile->WriteInt( deplete_armor );
savefile->WriteFloat( deplete_rate );
savefile->WriteInt( deplete_ammount );
savefile->WriteInt( nextArmorDepleteTime );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
savefile->WriteInt( ammo[ i ] );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
savefile->WriteInt( clip[ i ] );
}
for( i = 0; i < MAX_POWERUPS; i++ ) {
savefile->WriteInt( powerupEndTime[ i ] );
}
savefile->WriteInt( items.Num() );
for( i = 0; i < items.Num(); i++ ) {
savefile->WriteDict( items[ i ] );
}
savefile->WriteInt( pdasViewed[0] );
savefile->WriteInt( pdasViewed[1] );
savefile->WriteInt( pdasViewed[2] );
savefile->WriteInt( pdasViewed[3] );
savefile->WriteInt( selPDA );
savefile->WriteInt( selVideo );
savefile->WriteInt( selEMail );
savefile->WriteInt( selAudio );
savefile->WriteBool( pdaOpened );
savefile->WriteBool( turkeyScore );
savefile->WriteInt( pdas.Num() );
for( i = 0; i < pdas.Num(); i++ ) {
savefile->WriteString( pdas[ i ] );
}
savefile->WriteInt( pdaSecurity.Num() );
for( i=0; i < pdaSecurity.Num(); i++ ) {
savefile->WriteString( pdaSecurity[ i ] );
}
savefile->WriteInt( videos.Num() );
for( i = 0; i < videos.Num(); i++ ) {
savefile->WriteString( videos[ i ] );
}
savefile->WriteInt( emails.Num() );
for ( i = 0; i < emails.Num(); i++ ) {
savefile->WriteString( emails[ i ] );
}
savefile->WriteInt( nextItemPickup );
savefile->WriteInt( nextItemNum );
savefile->WriteInt( onePickupTime );
savefile->WriteInt( pickupItemNames.Num() );
for( i = 0; i < pickupItemNames.Num(); i++ ) {
savefile->WriteString( pickupItemNames[i].icon );
savefile->WriteString( pickupItemNames[i].name );
}
savefile->WriteInt( objectiveNames.Num() );
for( i = 0; i < objectiveNames.Num(); i++ ) {
savefile->WriteString( objectiveNames[i].screenshot );
savefile->WriteString( objectiveNames[i].text );
savefile->WriteString( objectiveNames[i].title );
}
savefile->WriteInt( levelTriggers.Num() );
for ( i = 0; i < levelTriggers.Num(); i++ ) {
savefile->WriteString( levelTriggers[i].levelName );
savefile->WriteString( levelTriggers[i].triggerName );
}
savefile->WriteBool( ammoPulse );
savefile->WriteBool( weaponPulse );
savefile->WriteBool( armorPulse );
savefile->WriteInt( lastGiveTime );
#ifdef _D3XP
for(i = 0; i < AMMO_NUMTYPES; i++) {
savefile->WriteInt(rechargeAmmo[i].ammo);
savefile->WriteInt(rechargeAmmo[i].rechargeTime);
savefile->WriteString(rechargeAmmo[i].ammoName);
}
#endif
}
/*
==============
idInventory::Restore
==============
*/
void idInventory::Restore( idRestoreGame *savefile ) {
int i, num;
savefile->ReadInt( maxHealth );
savefile->ReadInt( weapons );
savefile->ReadInt( powerups );
savefile->ReadInt( armor );
savefile->ReadInt( maxarmor );
savefile->ReadInt( ammoPredictTime );
savefile->ReadInt( deplete_armor );
savefile->ReadFloat( deplete_rate );
savefile->ReadInt( deplete_ammount );
savefile->ReadInt( nextArmorDepleteTime );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
savefile->ReadInt( ammo[ i ] );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
savefile->ReadInt( clip[ i ] );
}
for( i = 0; i < MAX_POWERUPS; i++ ) {
savefile->ReadInt( powerupEndTime[ i ] );
}
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idDict *itemdict = new idDict;
savefile->ReadDict( itemdict );
items.Append( itemdict );
}
// pdas
savefile->ReadInt( pdasViewed[0] );
savefile->ReadInt( pdasViewed[1] );
savefile->ReadInt( pdasViewed[2] );
savefile->ReadInt( pdasViewed[3] );
savefile->ReadInt( selPDA );
savefile->ReadInt( selVideo );
savefile->ReadInt( selEMail );
savefile->ReadInt( selAudio );
savefile->ReadBool( pdaOpened );
savefile->ReadBool( turkeyScore );
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strPda;
savefile->ReadString( strPda );
pdas.Append( strPda );
}
// pda security clearances
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
idStr invName;
savefile->ReadString( invName );
pdaSecurity.Append( invName );
}
// videos
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strVideo;
savefile->ReadString( strVideo );
videos.Append( strVideo );
}
// email
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strEmail;
savefile->ReadString( strEmail );
emails.Append( strEmail );
}
savefile->ReadInt( nextItemPickup );
savefile->ReadInt( nextItemNum );
savefile->ReadInt( onePickupTime );
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idItemInfo info;
savefile->ReadString( info.icon );
savefile->ReadString( info.name );
pickupItemNames.Append( info );
}
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idObjectiveInfo obj;
savefile->ReadString( obj.screenshot );
savefile->ReadString( obj.text );
savefile->ReadString( obj.title );
objectiveNames.Append( obj );
}
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
idLevelTriggerInfo lti;
savefile->ReadString( lti.levelName );
savefile->ReadString( lti.triggerName );
levelTriggers.Append( lti );
}
savefile->ReadBool( ammoPulse );
savefile->ReadBool( weaponPulse );
savefile->ReadBool( armorPulse );
savefile->ReadInt( lastGiveTime );
#ifdef _D3XP
for(i = 0; i < AMMO_NUMTYPES; i++) {
savefile->ReadInt(rechargeAmmo[i].ammo);
savefile->ReadInt(rechargeAmmo[i].rechargeTime);
idStr name;
savefile->ReadString(name);
strcpy(rechargeAmmo[i].ammoName, name);
}
#endif
}
/*
==============
idInventory::AmmoIndexForAmmoClass
==============
*/
ammo_t idInventory::AmmoIndexForAmmoClass( const char *ammo_classname ) const {
return idWeapon::GetAmmoNumForName( ammo_classname );
}
/*
==============
idInventory::AmmoIndexForAmmoClass
==============
*/
int idInventory::MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const {
return owner->spawnArgs.GetInt( va( "max_%s", ammo_classname ), "0" );
}
/*
==============
idInventory::AmmoPickupNameForIndex
==============
*/
const char *idInventory::AmmoPickupNameForIndex( ammo_t ammonum ) const {
return idWeapon::GetAmmoPickupNameForNum( ammonum );
}
/*
==============
idInventory::WeaponIndexForAmmoClass
mapping could be prepared in the constructor
==============
*/
int idInventory::WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const {
int i;
const char *weapon_classname;
for( i = 0; i < MAX_WEAPONS; i++ ) {
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !weapon_classname ) {
continue;
}
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
continue;
}
if ( !idStr::Icmp( ammo_classname, decl->dict.GetString( "ammoType" ) ) ) {
return i;
}
}
return -1;
}
/*
==============
idInventory::AmmoIndexForWeaponClass
==============
*/
ammo_t idInventory::AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ) {
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
}
if ( ammoRequired ) {
*ammoRequired = decl->dict.GetInt( "ammoRequired" );
}
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
return ammo_i;
}
/*
==============
idInventory::AddPickupName
==============
*/
void idInventory::AddPickupName( const char *name, const char *icon, idPlayer* owner ) { //_D3XP
int num;
num = pickupItemNames.Num();
if ( ( num == 0 ) || ( pickupItemNames[ num - 1 ].name.Icmp( name ) != 0 ) ) {
idItemInfo &info = pickupItemNames.Alloc();
if ( idStr::Cmpn( name, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
info.name = common->GetLanguageDict()->GetString( name );
} else {
info.name = name;
}
info.icon = icon;
#ifdef _D3XP
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteString( name, MAX_EVENT_PARAM_SIZE );
owner->ServerSendEvent( idPlayer::EVENT_PICKUPNAME, &msg, false, -1 );
}
}
#endif
}
/*
==============
idInventory::Give
==============
*/
bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud ) {
int i;
const char *pos;
const char *end;
int len;
idStr weaponString;
int max;
const idDeclEntityDef *weaponDecl;
bool tookWeapon;
int amount;
idItemInfo info;
const char *name;
#ifdef _D3XP
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
i = AmmoIndexForAmmoClass( statname );
max = MaxAmmoForAmmoClass( owner, statname );
if(max <= 0) {
//No Max
ammo[ i ] += atoi( value );
} else {
//Already at or above the max so don't allow the give
if(ammo[ i ] >= max) {
ammo[ i ] = max;
return false;
}
//We were below the max so accept the give but cap it at the max
ammo[ i ] += atoi( value );
if(ammo[ i ] > max) {
ammo[ i ] = max;
}
}
} else
#endif
if ( !idStr::Icmpn( statname, "ammo_", 5 ) ) {
i = AmmoIndexForAmmoClass( statname );
max = MaxAmmoForAmmoClass( owner, statname );
if ( ammo[ i ] >= max ) {
return false;
}
amount = atoi( value );
if ( amount ) {
ammo[ i ] += amount;
if ( ( max > 0 ) && ( ammo[ i ] > max ) ) {
ammo[ i ] = max;
}
ammoPulse = true;
name = AmmoPickupNameForIndex( i );
if ( idStr::Length( name ) ) {
AddPickupName( name, "", owner ); //_D3XP
}
}
} else if ( !idStr::Icmp( statname, "armor" ) ) {
if ( armor >= maxarmor ) {
return false; // can't hold any more, so leave the item
}
amount = atoi( value );
if ( amount ) {
armor += amount;
if ( armor > maxarmor ) {
armor = maxarmor;
}
nextArmorDepleteTime = 0;
armorPulse = true;
}
} else if ( idStr::FindText( statname, "inclip_" ) == 0 ) {
#ifdef _D3XP
idStr temp = statname;
i = atoi(temp.Mid(7, 2));
#else
i = WeaponIndexForAmmoClass( spawnArgs, statname + 7 );
#endif
if ( i != -1 ) {
// set, don't add. not going over the clip size limit.
#ifndef _D3XP
clip[ i ] = atoi( value );
#endif
}
#ifdef _D3XP
} else if ( !idStr::Icmp( statname, "invulnerability" ) ) {
owner->GivePowerUp( INVULNERABILITY, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "helltime" ) ) {
owner->GivePowerUp( HELLTIME, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "envirosuit" ) ) {
owner->GivePowerUp( ENVIROSUIT, SEC2MS( atof( value ) ) );
owner->GivePowerUp( ENVIROTIME, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
owner->GivePowerUp( BERSERK, SEC2MS( atof( value ) ) );
//} else if ( !idStr::Icmp( statname, "haste" ) ) {
// owner->GivePowerUp( HASTE, SEC2MS( atof( value ) ) );
#else
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) );
#endif
} else if ( !idStr::Icmp( statname, "mega" ) ) {
GivePowerUp( owner, MEGAHEALTH, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "weapon" ) ) {
tookWeapon = false;
for( pos = value; pos != NULL; pos = end ) {
end = strchr( pos, ',' );
if ( end ) {
len = end - pos;
end++;
} else {
len = strlen( pos );
}
idStr weaponName( pos, 0, len );
// find the number of the matching weapon name
for( i = 0; i < MAX_WEAPONS; i++ ) {
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) {
break;
}
}
if ( i >= MAX_WEAPONS ) {
#ifdef _D3XP
gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() );
continue;
#else
gameLocal.Error( "Unknown weapon '%s'", weaponName.c_str() );
#endif
}
// cache the media for this weapon
weaponDecl = gameLocal.FindEntityDef( weaponName, false );
// don't pickup "no ammo" weapon types twice
// not for D3 SP .. there is only one case in the game where you can get a no ammo
// weapon when you might already have it, in that case it is more conistent to pick it up
if ( gameLocal.isMultiplayer && weaponDecl && ( weapons & ( 1 << i ) ) && !weaponDecl->dict.GetInt( "ammoRequired" ) ) {
continue;
}
if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) {
if ( ( weapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) {
if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon && i != owner->weapon_bloodstone_active1 && i != owner->weapon_bloodstone_active2 && i != owner->weapon_bloodstone_active3) {
assert( !gameLocal.isClient );
*idealWeapon = i;
}
if ( owner->hud && updateHud && lastGiveTime + 1000 < gameLocal.time ) {
owner->hud->SetStateInt( "newWeapon", i );
owner->hud->HandleNamedEvent( "newWeapon" );
lastGiveTime = gameLocal.time;
}
weaponPulse = true;
weapons |= ( 1 << i );
tookWeapon = true;
}
}
}
return tookWeapon;
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
// ignore these as they're handled elsewhere
return false;
} else {
// unknown item
gameLocal.Warning( "Unknown stat '%s' added to player's inventory", statname );
return false;
}
return true;
}
/*
===============
idInventoy::Drop
===============
*/
void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index ) {
// remove the weapon bit
// also remove the ammo associated with the weapon as we pushed it in the item
assert( weapon_index != -1 || weapon_classname );
if ( weapon_index == -1 ) {
for( weapon_index = 0; weapon_index < MAX_WEAPONS; weapon_index++ ) {
if ( !idStr::Icmp( weapon_classname, spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ) ) ) {
break;
}
}
if ( weapon_index >= MAX_WEAPONS ) {
gameLocal.Error( "Unknown weapon '%s'", weapon_classname );
}
} else if ( !weapon_classname ) {
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", weapon_index ) );
}
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) );
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
if ( ammo_i ) {
clip[ weapon_index ] = -1;
ammo[ ammo_i ] = 0;
}
}
/*
===============
idInventory::HasAmmo
===============
*/
int idInventory::HasAmmo( ammo_t type, int amount ) {
if ( ( type == 0 ) || !amount ) {
// always allow weapons that don't use ammo to fire
return -1;
}
// check if we have infinite ammo
if ( ammo[ type ] < 0 ) {
return -1;
}
// return how many shots we can fire
return ammo[ type ] / amount;
}
/*
===============
idInventory::HasAmmo
===============
*/
int idInventory::HasAmmo( const char *weapon_classname, bool includeClip, idPlayer* owner ) { //_D3XP
int ammoRequired;
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired );
#ifdef _D3XP
int ammoCount = HasAmmo( ammo_i, ammoRequired );
if(includeClip && owner) {
ammoCount += clip[owner->SlotForWeapon(weapon_classname)];
}
return ammoCount;
#else
return HasAmmo( ammo_i, ammoRequired );
#endif
}
#ifdef _D3XP
/*
===============
idInventory::HasEmptyClipCannotRefill
===============
*/
bool idInventory::HasEmptyClipCannotRefill(const char *weapon_classname, idPlayer* owner) {
int clipSize = clip[owner->SlotForWeapon(weapon_classname)];
if(clipSize) {
return false;
}
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
}
int minclip = decl->dict.GetInt("minclipsize");
if(!minclip) {
return false;
}
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
int ammoRequired = decl->dict.GetInt( "ammoRequired" );
int ammoCount = HasAmmo( ammo_i, ammoRequired );
if(ammoCount < minclip) {
return true;
}
return false;
}
#endif
/*
===============
idInventory::UseAmmo
===============
*/
bool idInventory::UseAmmo( ammo_t type, int amount ) {
if ( !HasAmmo( type, amount ) ) {
return false;
}
// take an ammo away if not infinite
if ( ammo[ type ] >= 0 ) {
ammo[ type ] -= amount;
ammoPredictTime = gameLocal.time; // mp client: we predict this. mark time so we're not confused by snapshots
}
return true;
}
/*
===============
idInventory::UpdateArmor
===============
*/
void idInventory::UpdateArmor( void ) {
if ( deplete_armor != 0.0f && deplete_armor < armor ) {
if ( !nextArmorDepleteTime ) {
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
} else if ( gameLocal.time > nextArmorDepleteTime ) {
armor -= deplete_ammount;
if ( armor < deplete_armor ) {
armor = deplete_armor;
}
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
}
}
}
#ifdef _D3XP
/*
===============
idInventory::InitRechargeAmmo
===============
* Loads any recharge ammo definitions from the ammo_types entity definitions.
*/
void idInventory::InitRechargeAmmo(idPlayer *owner) {
memset (rechargeAmmo, 0, sizeof(rechargeAmmo));
const idKeyValue *kv = owner->spawnArgs.MatchPrefix( "ammorecharge_" );
while( kv ) {
idStr key = kv->GetKey();
idStr ammoname = key.Right(key.Length()- strlen("ammorecharge_"));
int ammoType = AmmoIndexForAmmoClass(ammoname);
rechargeAmmo[ammoType].ammo = (atof(kv->GetValue().c_str())*1000);
strcpy(rechargeAmmo[ammoType].ammoName, ammoname);
kv = owner->spawnArgs.MatchPrefix( "ammorecharge_", kv );
}
}
/*
===============
idInventory::RechargeAmmo
===============
* Called once per frame to update any ammo amount for ammo types that recharge.
*/
void idInventory::RechargeAmmo(idPlayer *owner) {
for(int i = 0; i < AMMO_NUMTYPES; i++) {
if(rechargeAmmo[i].ammo > 0) {
if(!rechargeAmmo[i].rechargeTime) {
//Initialize the recharge timer.
rechargeAmmo[i].rechargeTime = gameLocal.time;
}
int elapsed = gameLocal.time - rechargeAmmo[i].rechargeTime;
if(elapsed >= rechargeAmmo[i].ammo) {
int intervals = (gameLocal.time - rechargeAmmo[i].rechargeTime)/rechargeAmmo[i].ammo;
ammo[i] += intervals;
int max = MaxAmmoForAmmoClass(owner, rechargeAmmo[i].ammoName);
if(max > 0) {
if(ammo[i] > max) {
ammo[i] = max;
}
}
rechargeAmmo[i].rechargeTime += intervals*rechargeAmmo[i].ammo;
}
}
}
}
/*
===============
idInventory::CanGive
===============
*/
bool idInventory::CanGive( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon ) {
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
int max = MaxAmmoForAmmoClass(owner, statname);
int i = AmmoIndexForAmmoClass(statname);
if(max <= 0) {
//No Max
return true;
} else {
//Already at or above the max so don't allow the give
if(ammo[ i ] >= max) {
ammo[ i ] = max;
return false;
}
return true;
}
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
// ignore these as they're handled elsewhere
//These items should not be considered as succesful gives because it messes up the max ammo items
return false;
}
return true;
}
#endif
/*
==============
idPlayer::idPlayer
==============
*/
idPlayer::idPlayer() {
memset( &usercmd, 0, sizeof( usercmd ) );
noclip = false;
godmode = false;
spawnAnglesSet = false;
spawnAngles = ang_zero;
viewAngles = ang_zero;
cmdAngles = ang_zero;
oldButtons = 0;
buttonMask = 0;
oldFlags = 0;
lastHitTime = 0;
lastSndHitTime = 0;
lastSavingThrowTime = 0;
weapon = NULL;
hud = NULL;
objectiveSystem = NULL;
objectiveSystemOpen = false;
#ifdef _D3XP
mountedObject = NULL;
enviroSuitLight = NULL;
#endif
heartRate = BASE_HEARTRATE;
heartInfo.Init( 0, 0, 0, 0 );
lastHeartAdjust = 0;
lastHeartBeat = 0;
lastDmgTime = 0;
deathClearContentsTime = 0;
lastArmorPulse = -10000;
stamina = 0.0f;
healthPool = 0.0f;
nextHealthPulse = 0;
healthPulse = false;
nextHealthTake = 0;
healthTake = false;
scoreBoardOpen = false;
forceScoreBoard = false;
forceRespawn = false;
spectating = false;
spectator = 0;
colorBar = vec3_zero;
colorBarIndex = 0;
forcedReady = false;
wantSpectate = false;
#ifdef CTF
carryingFlag = false;
#endif
lastHitToggle = false;
minRespawnTime = 0;
maxRespawnTime = 0;
firstPersonViewOrigin = vec3_zero;
firstPersonViewAxis = mat3_identity;
hipJoint = INVALID_JOINT;
chestJoint = INVALID_JOINT;
headJoint = INVALID_JOINT;
bobFoot = 0;
bobFrac = 0.0f;
bobfracsin = 0.0f;
bobCycle = 0;
xyspeed = 0.0f;
stepUpTime = 0;
stepUpDelta = 0.0f;
idealLegsYaw = 0.0f;
legsYaw = 0.0f;
legsForward = true;
oldViewYaw = 0.0f;
viewBobAngles = ang_zero;
viewBob = vec3_zero;
landChange = 0;
landTime = 0;
currentWeapon = -1;
idealWeapon = -1;
previousWeapon = -1;
weaponSwitchTime = 0;
weaponEnabled = true;
weapon_soulcube = -1;
weapon_pda = -1;
weapon_fists = -1;
#ifdef _D3XP
weapon_bloodstone = -1;
weapon_bloodstone_active1 = -1;
weapon_bloodstone_active2 = -1;
weapon_bloodstone_active3 = -1;
harvest_lock = false;
hudPowerup = -1;
lastHudPowerup = -1;
hudPowerupDuration = 0;
#endif
showWeaponViewModel = true;
skin = NULL;
powerUpSkin = NULL;
baseSkinName = "";
numProjectilesFired = 0;
numProjectileHits = 0;
airless = false;
airTics = 0;
lastAirDamage = 0;
gibDeath = false;
gibsLaunched = false;
gibsDir = vec3_zero;
zoomFov.Init( 0, 0, 0, 0 );
centerView.Init( 0, 0, 0, 0 );
fxFov = false;
influenceFov = 0;
influenceActive = 0;
influenceRadius = 0.0f;
influenceEntity = NULL;
influenceMaterial = NULL;
influenceSkin = NULL;
privateCameraView = NULL;
memset( loggedViewAngles, 0, sizeof( loggedViewAngles ) );
memset( loggedAccel, 0, sizeof( loggedAccel ) );
currentLoggedAccel = 0;
focusTime = 0;
focusGUIent = NULL;
focusUI = NULL;
focusCharacter = NULL;
talkCursor = 0;
focusVehicle = NULL;
cursor = NULL;
oldMouseX = 0;
oldMouseY = 0;
pdaAudio = "";
pdaVideo = "";
pdaVideoWave = "";
lastDamageDef = 0;
lastDamageDir = vec3_zero;
lastDamageLocation = 0;
smoothedFrame = 0;
smoothedOriginUpdated = false;
smoothedOrigin = vec3_zero;
smoothedAngles = ang_zero;
fl.networkSync = true;
latchedTeam = -1;
doingDeathSkin = false;
weaponGone = false;
useInitialSpawns = false;
tourneyRank = 0;
lastSpectateTeleport = 0;
tourneyLine = 0;
hiddenWeapon = false;
tipUp = false;
objectiveUp = false;
teleportEntity = NULL;
teleportKiller = -1;
respawning = false;
ready = false;
leader = false;
lastSpectateChange = 0;
lastTeleFX = -9999;
weaponCatchup = false;
lastSnapshotSequence = 0;
MPAim = -1;
lastMPAim = -1;
lastMPAimTime = 0;
MPAimFadeTime = 0;
MPAimHighlight = false;
spawnedTime = 0;
lastManOver = false;
lastManPlayAgain = false;
lastManPresent = false;
isTelefragged = false;
isLagged = false;
isChatting = false;
selfSmooth = false;
}
/*
==============
idPlayer::LinkScriptVariables
set up conditions for animation
==============
*/
void idPlayer::LinkScriptVariables( void ) {
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
AI_BACKWARD.LinkTo( scriptObject, "AI_BACKWARD" );
AI_STRAFE_LEFT.LinkTo( scriptObject, "AI_STRAFE_LEFT" );
AI_STRAFE_RIGHT.LinkTo( scriptObject, "AI_STRAFE_RIGHT" );
AI_ATTACK_HELD.LinkTo( scriptObject, "AI_ATTACK_HELD" );
AI_WEAPON_FIRED.LinkTo( scriptObject, "AI_WEAPON_FIRED" );
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
AI_CROUCH.LinkTo( scriptObject, "AI_CROUCH" );
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
AI_ONLADDER.LinkTo( scriptObject, "AI_ONLADDER" );
AI_HARDLANDING.LinkTo( scriptObject, "AI_HARDLANDING" );
AI_SOFTLANDING.LinkTo( scriptObject, "AI_SOFTLANDING" );
AI_RUN.LinkTo( scriptObject, "AI_RUN" );
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
AI_RELOAD.LinkTo( scriptObject, "AI_RELOAD" );
AI_TELEPORT.LinkTo( scriptObject, "AI_TELEPORT" );
AI_TURN_LEFT.LinkTo( scriptObject, "AI_TURN_LEFT" );
AI_TURN_RIGHT.LinkTo( scriptObject, "AI_TURN_RIGHT" );
}
/*
==============
idPlayer::SetupWeaponEntity
==============
*/
void idPlayer::SetupWeaponEntity( void ) {
int w;
const char *weap;
if ( weapon.GetEntity() ) {
// get rid of old weapon
weapon.GetEntity()->Clear();
currentWeapon = -1;
} else if ( !gameLocal.isClient ) {
weapon = static_cast<idWeapon *>( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) );
weapon.GetEntity()->SetOwner( this );
currentWeapon = -1;
}
for( w = 0; w < MAX_WEAPONS; w++ ) {
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( weap && *weap ) {
idWeapon::CacheWeapon( weap );
}
}
}
/*
==============
idPlayer::Init
==============
*/
void idPlayer::Init( void ) {
const char *value;
const idKeyValue *kv;
noclip = false;
godmode = false;
oldButtons = 0;
oldFlags = 0;
currentWeapon = -1;
idealWeapon = -1;
previousWeapon = -1;
weaponSwitchTime = 0;
weaponEnabled = true;
weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
weapon_pda = SlotForWeapon( "weapon_pda" );
weapon_fists = SlotForWeapon( "weapon_fists" );
#ifdef _D3XP
weapon_bloodstone = SlotForWeapon( "weapon_bloodstone_passive" );
weapon_bloodstone_active1 = SlotForWeapon( "weapon_bloodstone_active1" );
weapon_bloodstone_active2 = SlotForWeapon( "weapon_bloodstone_active2" );
weapon_bloodstone_active3 = SlotForWeapon( "weapon_bloodstone_active3" );
harvest_lock = false;
#endif
showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" );
lastDmgTime = 0;
lastArmorPulse = -10000;
lastHeartAdjust = 0;
lastHeartBeat = 0;
heartInfo.Init( 0, 0, 0, 0 );
bobCycle = 0;
bobFrac = 0.0f;
landChange = 0;
landTime = 0;
zoomFov.Init( 0, 0, 0, 0 );
centerView.Init( 0, 0, 0, 0 );
fxFov = false;
influenceFov = 0;
influenceActive = 0;
influenceRadius = 0.0f;
influenceEntity = NULL;
influenceMaterial = NULL;
influenceSkin = NULL;
#ifdef _D3XP
mountedObject = NULL;
if( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
enviroSuitLight = NULL;
healthRecharge = false;
lastHealthRechargeTime = 0;
rechargeSpeed = 500;
new_g_damageScale = 1.f;
bloomEnabled = false;
bloomSpeed = 1.f;
bloomIntensity = -0.01f;
inventory.InitRechargeAmmo(this);
hudPowerup = -1;
lastHudPowerup = -1;
hudPowerupDuration = 0;
#endif
currentLoggedAccel = 0;
focusTime = 0;
focusGUIent = NULL;
focusUI = NULL;
focusCharacter = NULL;
talkCursor = 0;
focusVehicle = NULL;
// remove any damage effects
playerView.ClearEffects();
// damage values
fl.takedamage = true;
ClearPain();
// restore persistent data
RestorePersistantInfo();
bobCycle = 0;
stamina = 0.0f;
healthPool = 0.0f;
nextHealthPulse = 0;
healthPulse = false;
nextHealthTake = 0;
healthTake = false;
SetupWeaponEntity();
currentWeapon = -1;
previousWeapon = -1;
heartRate = BASE_HEARTRATE;
AdjustHeartRate( BASE_HEARTRATE, 0.0f, 0.0f, true );
idealLegsYaw = 0.0f;
legsYaw = 0.0f;
legsForward = true;
oldViewYaw = 0.0f;
// set the pm_ cvars
if ( !gameLocal.isMultiplayer || gameLocal.isServer ) {
kv = spawnArgs.MatchPrefix( "pm_", NULL );
while( kv ) {
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
kv = spawnArgs.MatchPrefix( "pm_", kv );
}
}
// disable stamina on hell levels
if ( gameLocal.world && gameLocal.world->spawnArgs.GetBool( "no_stamina" ) ) {
pm_stamina.SetFloat( 0.0f );
}
// stamina always initialized to maximum
stamina = pm_stamina.GetFloat();
// air always initialized to maximum too
airTics = pm_airTics.GetFloat();
airless = false;
gibDeath = false;
gibsLaunched = false;
gibsDir.Zero();
// set the gravity
physicsObj.SetGravity( gameLocal.GetGravity() );
// start out standing
SetEyeHeight( pm_normalviewheight.GetFloat() );
stepUpTime = 0;
stepUpDelta = 0.0f;
viewBobAngles.Zero();
viewBob.Zero();
value = spawnArgs.GetString( "model" );
if ( value && ( *value != 0 ) ) {
SetModel( value );
}
if ( cursor ) {
cursor->SetStateInt( "talkcursor", 0 );
cursor->SetStateString( "combatcursor", "1" );
cursor->SetStateString( "itemcursor", "0" );
cursor->SetStateString( "guicursor", "0" );
#ifdef _D3XP
cursor->SetStateString( "grabbercursor", "0" );
#endif
}
if ( ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) && skin ) {
SetSkin( skin );
renderEntity.shaderParms[6] = 0.0f;
} else if ( spawnArgs.GetString( "spawn_skin", NULL, &value ) ) {
skin = declManager->FindSkin( value );
SetSkin( skin );
renderEntity.shaderParms[6] = 0.0f;
}
value = spawnArgs.GetString( "bone_hips", "" );
hipJoint = animator.GetJointHandle( value );
if ( hipJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_hips' on '%s'", value, name.c_str() );
}
value = spawnArgs.GetString( "bone_chest", "" );
chestJoint = animator.GetJointHandle( value );
if ( chestJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_chest' on '%s'", value, name.c_str() );
}
value = spawnArgs.GetString( "bone_head", "" );
headJoint = animator.GetJointHandle( value );
if ( headJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_head' on '%s'", value, name.c_str() );
}
// initialize the script variables
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_JUMP = false;
AI_DEAD = false;
AI_CROUCH = false;
AI_ONGROUND = true;
AI_ONLADDER = false;
AI_HARDLANDING = false;
AI_SOFTLANDING = false;
AI_RUN = false;
AI_PAIN = false;
AI_RELOAD = false;
AI_TELEPORT = false;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
// reset the script object
ConstructScriptObject();
// execute the script so the script object's constructor takes effect immediately
scriptThread->Execute();
forceScoreBoard = false;
forcedReady = false;
privateCameraView = NULL;
lastSpectateChange = 0;
lastTeleFX = -9999;
hiddenWeapon = false;
tipUp = false;
objectiveUp = false;
teleportEntity = NULL;
teleportKiller = -1;
leader = false;
SetPrivateCameraView( NULL );
lastSnapshotSequence = 0;
MPAim = -1;
lastMPAim = -1;
lastMPAimTime = 0;
MPAimFadeTime = 0;
MPAimHighlight = false;
if ( hud ) {
hud->HandleNamedEvent( "aim_clear" );
}
//isChatting = false;
cvarSystem->SetCVarBool("ui_chat", false);
}
/*
==============
idPlayer::Spawn
Prepare any resources used by the player.
==============
*/
void idPlayer::Spawn( void ) {
idStr temp;
idBounds bounds;
if ( entityNumber >= MAX_CLIENTS ) {
gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." );
}
// allow thinking during cinematics
cinematic = true;
if ( gameLocal.isMultiplayer ) {
// always start in spectating state waiting to be spawned in
// do this before SetClipModel to get the right bounding box
spectating = true;
}
// set our collision model
physicsObj.SetSelf( this );
SetClipModel();
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetClipMask( MASK_PLAYERSOLID );
SetPhysics( &physicsObj );
InitAASLocation();
skin = renderEntity.customSkin;
// only the local player needs guis
if ( !gameLocal.isMultiplayer || entityNumber == gameLocal.localClientNum ) {
// load HUD
if ( gameLocal.isMultiplayer ) {
hud = uiManager->FindGui( "guis/mphud.gui", true, false, true );
} else if ( spawnArgs.GetString( "hud", "", temp ) ) {
hud = uiManager->FindGui( temp, true, false, true );
}
if ( hud ) {
hud->Activate( true, gameLocal.time );
#ifdef CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() ) {
hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints(0) );
hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints(1) );
}
#endif
}
// load cursor
if ( spawnArgs.GetString( "cursor", "", temp ) ) {
cursor = uiManager->FindGui( temp, true, gameLocal.isMultiplayer, gameLocal.isMultiplayer );
}
if ( cursor ) {
cursor->Activate( true, gameLocal.time );
}
objectiveSystem = uiManager->FindGui( "guis/pda.gui", true, false, true );
objectiveSystemOpen = false;
}
SetLastHitTime( 0 );
// load the armor sound feedback
declManager->FindSound( "player_sounds_hitArmor" );
// set up conditions for animation
LinkScriptVariables();
animator.RemoveOriginOffset( true );
// initialize user info related settings
// on server, we wait for the userinfo broadcast, as this controls when the player is initially spawned in game
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
UserInfoChanged( false );
}
// create combat collision hull for exact collision detection
SetCombatModel();
// init the damage effects
playerView.SetPlayerEntity( this );
// supress model in non-player views, but allow it in mirrors and remote views
renderEntity.suppressSurfaceInViewID = entityNumber+1;
// don't project shadow on self or weapon
renderEntity.noSelfShadow = true;
idAFAttachment *headEnt = head.GetEntity();
if ( headEnt ) {
headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber+1;
headEnt->GetRenderEntity()->noSelfShadow = true;
}
if ( gameLocal.isMultiplayer ) {
Init();
Hide(); // properly hidden if starting as a spectator
if ( !gameLocal.isClient ) {
// set yourself ready to spawn. idMultiplayerGame will decide when/if appropriate and call SpawnFromSpawnSpot
SetupWeaponEntity();
SpawnFromSpawnSpot();
forceRespawn = true;
assert( spectating );
}
} else {
SetupWeaponEntity();
SpawnFromSpawnSpot();
}
// trigger playtesting item gives, if we didn't get here from a previous level
// the devmap key will be set on the first devmap, but cleared on any level
// transitions
if ( !gameLocal.isMultiplayer && gameLocal.serverInfo.FindKey( "devmap" ) ) {
// fire a trigger with the name "devmap"
idEntity *ent = gameLocal.FindEntity( "devmap" );
if ( ent ) {
ent->ActivateTargets( this );
}
}
if ( hud ) {
// We can spawn with a full soul cube, so we need to make sure the hud knows this
#ifndef _D3XP
if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) {
int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_souls" ) ] >= max_souls ) {
hud->HandleNamedEvent( "soulCubeReady" );
}
}
#endif
#ifdef _D3XP
//We can spawn with a full bloodstone, so make sure the hud knows
if ( weapon_bloodstone > 0 && ( inventory.weapons & ( 1 << weapon_bloodstone ) ) ) {
//int max_blood = inventory.MaxAmmoForAmmoClass( this, "ammo_bloodstone" );
//if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_bloodstone" ) ] >= max_blood ) {
hud->HandleNamedEvent( "bloodstoneReady" );
//}
}
#endif
hud->HandleNamedEvent( "itemPickup" );
}
if ( GetPDA() ) {
// Add any emails from the inventory
for ( int i = 0; i < inventory.emails.Num(); i++ ) {
GetPDA()->AddEmail( inventory.emails[i] );
}
GetPDA()->SetSecurity( common->GetLanguageDict()->GetString( "#str_00066" ) );
}
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
hiddenWeapon = true;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
}
idealWeapon = 0;
} else {
hiddenWeapon = false;
}
if ( hud ) {
UpdateHudWeapon();
hud->StateChanged( gameLocal.time );
}
tipUp = false;
objectiveUp = false;
if ( inventory.levelTriggers.Num() ) {
PostEventMS( &EV_Player_LevelTrigger, 0 );
}
inventory.pdaOpened = false;
inventory.selPDA = 0;
if ( !gameLocal.isMultiplayer ) {
if ( g_skill.GetInteger() < 2 ) {
if ( health < 25 ) {
health = 25;
}
if ( g_useDynamicProtection.GetBool() ) {
#ifdef _D3XP
new_g_damageScale = 1.0f;
#else
g_damageScale.SetFloat( 1.0f );
#endif
}
} else {
#ifdef _D3XP
new_g_damageScale = 1.0f;
#else
g_damageScale.SetFloat( 1.0f );
#endif
g_armorProtection.SetFloat( ( g_skill.GetInteger() < 2 ) ? 0.4f : 0.2f );
#ifndef ID_DEMO_BUILD
if ( g_skill.GetInteger() == 3 ) {
healthTake = true;
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
}
#endif
}
}
#ifdef _D3XP
//Setup the weapon toggle lists
const idKeyValue *kv;
kv = spawnArgs.MatchPrefix( "weapontoggle", NULL );
while( kv ) {
WeaponToggle_t newToggle;
strcpy(newToggle.name, kv->GetKey().c_str());
idStr toggleData = kv->GetValue();
idLexer src;
idToken token;
src.LoadMemory(toggleData, toggleData.Length(), "toggleData");
while(1) {
if(!src.ReadToken(&token)) {
break;
}
int index = atoi(token.c_str());
newToggle.toggleList.Append(index);
//Skip the ,
src.ReadToken(&token);
}
weaponToggles.Set(newToggle.name, newToggle);
kv = spawnArgs.MatchPrefix( "weapontoggle", kv );
}
#endif
#ifdef _D3XP
if(g_skill.GetInteger() >= 3) {
if(!WeaponAvailable("weapon_bloodstone_passive")) {
GiveInventoryItem("weapon_bloodstone_passive");
}
if(!WeaponAvailable("weapon_bloodstone_active1")) {
GiveInventoryItem("weapon_bloodstone_active1");
}
if(!WeaponAvailable("weapon_bloodstone_active2")) {
GiveInventoryItem("weapon_bloodstone_active2");
}
if(!WeaponAvailable("weapon_bloodstone_active3")) {
GiveInventoryItem("weapon_bloodstone_active3");
}
}
bloomEnabled = false;
bloomSpeed = 1;
bloomIntensity = -0.01f;
#endif
}
/*
==============
idPlayer::~idPlayer()
Release any resources used by the player.
==============
*/
idPlayer::~idPlayer() {
delete weapon.GetEntity();
weapon = NULL;
#ifdef CTF
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->ProcessEvent( &EV_Remove );
}
// have to do this here, idMultiplayerGame::DisconnectClient() is too late
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() ) {
ReturnFlag();
}
#endif
}
/*
===========
idPlayer::Save
===========
*/
void idPlayer::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteUsercmd( usercmd );
playerView.Save( savefile );
savefile->WriteBool( noclip );
savefile->WriteBool( godmode );
// don't save spawnAnglesSet, since we'll have to reset them after loading the savegame
savefile->WriteAngles( spawnAngles );
savefile->WriteAngles( viewAngles );
savefile->WriteAngles( cmdAngles );
savefile->WriteInt( buttonMask );
savefile->WriteInt( oldButtons );
savefile->WriteInt( oldFlags );
savefile->WriteInt( lastHitTime );
savefile->WriteInt( lastSndHitTime );
savefile->WriteInt( lastSavingThrowTime );
// idBoolFields don't need to be saved, just re-linked in Restore
inventory.Save( savefile );
weapon.Save( savefile );
savefile->WriteUserInterface( hud, false );
savefile->WriteUserInterface( objectiveSystem, false );
savefile->WriteBool( objectiveSystemOpen );
savefile->WriteInt( weapon_soulcube );
savefile->WriteInt( weapon_pda );
savefile->WriteInt( weapon_fists );
#ifdef _D3XP
savefile->WriteInt( weapon_bloodstone );
savefile->WriteInt( weapon_bloodstone_active1 );
savefile->WriteInt( weapon_bloodstone_active2 );
savefile->WriteInt( weapon_bloodstone_active3 );
savefile->WriteBool( harvest_lock );
savefile->WriteInt( hudPowerup );
savefile->WriteInt( lastHudPowerup );
savefile->WriteInt( hudPowerupDuration );
#endif
savefile->WriteInt( heartRate );
savefile->WriteFloat( heartInfo.GetStartTime() );
savefile->WriteFloat( heartInfo.GetDuration() );
savefile->WriteFloat( heartInfo.GetStartValue() );
savefile->WriteFloat( heartInfo.GetEndValue() );
savefile->WriteInt( lastHeartAdjust );
savefile->WriteInt( lastHeartBeat );
savefile->WriteInt( lastDmgTime );
savefile->WriteInt( deathClearContentsTime );
savefile->WriteBool( doingDeathSkin );
savefile->WriteInt( lastArmorPulse );
savefile->WriteFloat( stamina );
savefile->WriteFloat( healthPool );
savefile->WriteInt( nextHealthPulse );
savefile->WriteBool( healthPulse );
savefile->WriteInt( nextHealthTake );
savefile->WriteBool( healthTake );
savefile->WriteBool( hiddenWeapon );
soulCubeProjectile.Save( savefile );
savefile->WriteInt( spectator );
savefile->WriteVec3( colorBar );
savefile->WriteInt( colorBarIndex );
savefile->WriteBool( scoreBoardOpen );
savefile->WriteBool( forceScoreBoard );
savefile->WriteBool( forceRespawn );
savefile->WriteBool( spectating );
savefile->WriteInt( lastSpectateTeleport );
savefile->WriteBool( lastHitToggle );
savefile->WriteBool( forcedReady );
savefile->WriteBool( wantSpectate );
savefile->WriteBool( weaponGone );
savefile->WriteBool( useInitialSpawns );
savefile->WriteInt( latchedTeam );
savefile->WriteInt( tourneyRank );
savefile->WriteInt( tourneyLine );
teleportEntity.Save( savefile );
savefile->WriteInt( teleportKiller );
savefile->WriteInt( minRespawnTime );
savefile->WriteInt( maxRespawnTime );
savefile->WriteVec3( firstPersonViewOrigin );
savefile->WriteMat3( firstPersonViewAxis );
// don't bother saving dragEntity since it's a dev tool
savefile->WriteJoint( hipJoint );
savefile->WriteJoint( chestJoint );
savefile->WriteJoint( headJoint );
savefile->WriteStaticObject( physicsObj );
savefile->WriteInt( aasLocation.Num() );
for( i = 0; i < aasLocation.Num(); i++ ) {
savefile->WriteInt( aasLocation[ i ].areaNum );
savefile->WriteVec3( aasLocation[ i ].pos );
}
savefile->WriteInt( bobFoot );
savefile->WriteFloat( bobFrac );
savefile->WriteFloat( bobfracsin );
savefile->WriteInt( bobCycle );
savefile->WriteFloat( xyspeed );
savefile->WriteInt( stepUpTime );
savefile->WriteFloat( stepUpDelta );
savefile->WriteFloat( idealLegsYaw );
savefile->WriteFloat( legsYaw );
savefile->WriteBool( legsForward );
savefile->WriteFloat( oldViewYaw );
savefile->WriteAngles( viewBobAngles );
savefile->WriteVec3( viewBob );
savefile->WriteInt( landChange );
savefile->WriteInt( landTime );
savefile->WriteInt( currentWeapon );
savefile->WriteInt( idealWeapon );
savefile->WriteInt( previousWeapon );
savefile->WriteInt( weaponSwitchTime );
savefile->WriteBool( weaponEnabled );
savefile->WriteBool( showWeaponViewModel );
savefile->WriteSkin( skin );
savefile->WriteSkin( powerUpSkin );
savefile->WriteString( baseSkinName );
savefile->WriteInt( numProjectilesFired );
savefile->WriteInt( numProjectileHits );
savefile->WriteBool( airless );
savefile->WriteInt( airTics );
savefile->WriteInt( lastAirDamage );
savefile->WriteBool( gibDeath );
savefile->WriteBool( gibsLaunched );
savefile->WriteVec3( gibsDir );
savefile->WriteFloat( zoomFov.GetStartTime() );
savefile->WriteFloat( zoomFov.GetDuration() );
savefile->WriteFloat( zoomFov.GetStartValue() );
savefile->WriteFloat( zoomFov.GetEndValue() );
savefile->WriteFloat( centerView.GetStartTime() );
savefile->WriteFloat( centerView.GetDuration() );
savefile->WriteFloat( centerView.GetStartValue() );
savefile->WriteFloat( centerView.GetEndValue() );
savefile->WriteBool( fxFov );
savefile->WriteFloat( influenceFov );
savefile->WriteInt( influenceActive );
savefile->WriteFloat( influenceRadius );
savefile->WriteObject( influenceEntity );
savefile->WriteMaterial( influenceMaterial );
savefile->WriteSkin( influenceSkin );
savefile->WriteObject( privateCameraView );
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
savefile->WriteAngles( loggedViewAngles[ i ] );
}
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
savefile->WriteInt( loggedAccel[ i ].time );
savefile->WriteVec3( loggedAccel[ i ].dir );
}
savefile->WriteInt( currentLoggedAccel );
savefile->WriteObject( focusGUIent );
// can't save focusUI
savefile->WriteObject( focusCharacter );
savefile->WriteInt( talkCursor );
savefile->WriteInt( focusTime );
savefile->WriteObject( focusVehicle );
savefile->WriteUserInterface( cursor, false );
savefile->WriteInt( oldMouseX );
savefile->WriteInt( oldMouseY );
savefile->WriteString( pdaAudio );
savefile->WriteString( pdaVideo );
savefile->WriteString( pdaVideoWave );
savefile->WriteBool( tipUp );
savefile->WriteBool( objectiveUp );
savefile->WriteInt( lastDamageDef );
savefile->WriteVec3( lastDamageDir );
savefile->WriteInt( lastDamageLocation );
savefile->WriteInt( smoothedFrame );
savefile->WriteBool( smoothedOriginUpdated );
savefile->WriteVec3( smoothedOrigin );
savefile->WriteAngles( smoothedAngles );
savefile->WriteBool( ready );
savefile->WriteBool( respawning );
savefile->WriteBool( leader );
savefile->WriteInt( lastSpectateChange );
savefile->WriteInt( lastTeleFX );
savefile->WriteFloat( pm_stamina.GetFloat() );
if ( hud ) {
hud->SetStateString( "message", common->GetLanguageDict()->GetString( "#str_02916" ) );
hud->HandleNamedEvent( "Message" );
}
#ifdef _D3XP
savefile->WriteInt(weaponToggles.Num());
for(i = 0; i < weaponToggles.Num(); i++) {
WeaponToggle_t* weaponToggle = weaponToggles.GetIndex(i);
savefile->WriteString(weaponToggle->name);
savefile->WriteInt(weaponToggle->toggleList.Num());
for(int j = 0; j < weaponToggle->toggleList.Num(); j++) {
savefile->WriteInt(weaponToggle->toggleList[j]);
}
}
savefile->WriteObject( mountedObject );
enviroSuitLight.Save( savefile );
savefile->WriteBool( healthRecharge );
savefile->WriteInt( lastHealthRechargeTime );
savefile->WriteInt( rechargeSpeed );
savefile->WriteFloat( new_g_damageScale );
savefile->WriteBool( bloomEnabled );
savefile->WriteFloat( bloomSpeed );
savefile->WriteFloat( bloomIntensity );
#endif
}
/*
===========
idPlayer::Restore
===========
*/
void idPlayer::Restore( idRestoreGame *savefile ) {
int i;
int num;
float set;
savefile->ReadUsercmd( usercmd );
playerView.Restore( savefile );
savefile->ReadBool( noclip );
savefile->ReadBool( godmode );
savefile->ReadAngles( spawnAngles );
savefile->ReadAngles( viewAngles );
savefile->ReadAngles( cmdAngles );
memset( usercmd.angles, 0, sizeof( usercmd.angles ) );
SetViewAngles( viewAngles );
spawnAnglesSet = true;
savefile->ReadInt( buttonMask );
savefile->ReadInt( oldButtons );
savefile->ReadInt( oldFlags );
usercmd.flags = 0;
oldFlags = 0;
savefile->ReadInt( lastHitTime );
savefile->ReadInt( lastSndHitTime );
savefile->ReadInt( lastSavingThrowTime );
// Re-link idBoolFields to the scriptObject, values will be restored in scriptObject's restore
LinkScriptVariables();
inventory.Restore( savefile );
weapon.Restore( savefile );
for ( i = 0; i < inventory.emails.Num(); i++ ) {
GetPDA()->AddEmail( inventory.emails[i] );
}
savefile->ReadUserInterface( hud );
savefile->ReadUserInterface( objectiveSystem );
savefile->ReadBool( objectiveSystemOpen );
savefile->ReadInt( weapon_soulcube );
savefile->ReadInt( weapon_pda );
savefile->ReadInt( weapon_fists );
#ifdef _D3XP
savefile->ReadInt( weapon_bloodstone );
savefile->ReadInt( weapon_bloodstone_active1 );
savefile->ReadInt( weapon_bloodstone_active2 );
savefile->ReadInt( weapon_bloodstone_active3 );
savefile->ReadBool( harvest_lock );
savefile->ReadInt( hudPowerup );
savefile->ReadInt( lastHudPowerup );
savefile->ReadInt( hudPowerupDuration );
#endif
savefile->ReadInt( heartRate );
savefile->ReadFloat( set );
heartInfo.SetStartTime( set );
savefile->ReadFloat( set );
heartInfo.SetDuration( set );
savefile->ReadFloat( set );
heartInfo.SetStartValue( set );
savefile->ReadFloat( set );
heartInfo.SetEndValue( set );
savefile->ReadInt( lastHeartAdjust );
savefile->ReadInt( lastHeartBeat );
savefile->ReadInt( lastDmgTime );
savefile->ReadInt( deathClearContentsTime );
savefile->ReadBool( doingDeathSkin );
savefile->ReadInt( lastArmorPulse );
savefile->ReadFloat( stamina );
savefile->ReadFloat( healthPool );
savefile->ReadInt( nextHealthPulse );
savefile->ReadBool( healthPulse );
savefile->ReadInt( nextHealthTake );
savefile->ReadBool( healthTake );
savefile->ReadBool( hiddenWeapon );
soulCubeProjectile.Restore( savefile );
savefile->ReadInt( spectator );
savefile->ReadVec3( colorBar );
savefile->ReadInt( colorBarIndex );
savefile->ReadBool( scoreBoardOpen );
savefile->ReadBool( forceScoreBoard );
savefile->ReadBool( forceRespawn );
savefile->ReadBool( spectating );
savefile->ReadInt( lastSpectateTeleport );
savefile->ReadBool( lastHitToggle );
savefile->ReadBool( forcedReady );
savefile->ReadBool( wantSpectate );
savefile->ReadBool( weaponGone );
savefile->ReadBool( useInitialSpawns );
savefile->ReadInt( latchedTeam );
savefile->ReadInt( tourneyRank );
savefile->ReadInt( tourneyLine );
teleportEntity.Restore( savefile );
savefile->ReadInt( teleportKiller );
savefile->ReadInt( minRespawnTime );
savefile->ReadInt( maxRespawnTime );
savefile->ReadVec3( firstPersonViewOrigin );
savefile->ReadMat3( firstPersonViewAxis );
// don't bother saving dragEntity since it's a dev tool
dragEntity.Clear();
savefile->ReadJoint( hipJoint );
savefile->ReadJoint( chestJoint );
savefile->ReadJoint( headJoint );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadInt( num );
aasLocation.SetGranularity( 1 );
aasLocation.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->ReadInt( aasLocation[ i ].areaNum );
savefile->ReadVec3( aasLocation[ i ].pos );
}
savefile->ReadInt( bobFoot );
savefile->ReadFloat( bobFrac );
savefile->ReadFloat( bobfracsin );
savefile->ReadInt( bobCycle );
savefile->ReadFloat( xyspeed );
savefile->ReadInt( stepUpTime );
savefile->ReadFloat( stepUpDelta );
savefile->ReadFloat( idealLegsYaw );
savefile->ReadFloat( legsYaw );
savefile->ReadBool( legsForward );
savefile->ReadFloat( oldViewYaw );
savefile->ReadAngles( viewBobAngles );
savefile->ReadVec3( viewBob );
savefile->ReadInt( landChange );
savefile->ReadInt( landTime );
savefile->ReadInt( currentWeapon );
savefile->ReadInt( idealWeapon );
savefile->ReadInt( previousWeapon );
savefile->ReadInt( weaponSwitchTime );
savefile->ReadBool( weaponEnabled );
savefile->ReadBool( showWeaponViewModel );
savefile->ReadSkin( skin );
savefile->ReadSkin( powerUpSkin );
savefile->ReadString( baseSkinName );
savefile->ReadInt( numProjectilesFired );
savefile->ReadInt( numProjectileHits );
savefile->ReadBool( airless );
savefile->ReadInt( airTics );
savefile->ReadInt( lastAirDamage );
savefile->ReadBool( gibDeath );
savefile->ReadBool( gibsLaunched );
savefile->ReadVec3( gibsDir );
savefile->ReadFloat( set );
zoomFov.SetStartTime( set );
savefile->ReadFloat( set );
zoomFov.SetDuration( set );
savefile->ReadFloat( set );
zoomFov.SetStartValue( set );
savefile->ReadFloat( set );
zoomFov.SetEndValue( set );
savefile->ReadFloat( set );
centerView.SetStartTime( set );
savefile->ReadFloat( set );
centerView.SetDuration( set );
savefile->ReadFloat( set );
centerView.SetStartValue( set );
savefile->ReadFloat( set );
centerView.SetEndValue( set );
savefile->ReadBool( fxFov );
savefile->ReadFloat( influenceFov );
savefile->ReadInt( influenceActive );
savefile->ReadFloat( influenceRadius );
savefile->ReadObject( reinterpret_cast<idClass *&>( influenceEntity ) );
savefile->ReadMaterial( influenceMaterial );
savefile->ReadSkin( influenceSkin );
savefile->ReadObject( reinterpret_cast<idClass *&>( privateCameraView ) );
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
savefile->ReadAngles( loggedViewAngles[ i ] );
}
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
savefile->ReadInt( loggedAccel[ i ].time );
savefile->ReadVec3( loggedAccel[ i ].dir );
}
savefile->ReadInt( currentLoggedAccel );
savefile->ReadObject( reinterpret_cast<idClass *&>( focusGUIent ) );
// can't save focusUI
focusUI = NULL;
savefile->ReadObject( reinterpret_cast<idClass *&>( focusCharacter ) );
savefile->ReadInt( talkCursor );
savefile->ReadInt( focusTime );
savefile->ReadObject( reinterpret_cast<idClass *&>( focusVehicle ) );
savefile->ReadUserInterface( cursor );
savefile->ReadInt( oldMouseX );
savefile->ReadInt( oldMouseY );
savefile->ReadString( pdaAudio );
savefile->ReadString( pdaVideo );
savefile->ReadString( pdaVideoWave );
savefile->ReadBool( tipUp );
savefile->ReadBool( objectiveUp );
savefile->ReadInt( lastDamageDef );
savefile->ReadVec3( lastDamageDir );
savefile->ReadInt( lastDamageLocation );
savefile->ReadInt( smoothedFrame );
savefile->ReadBool( smoothedOriginUpdated );
savefile->ReadVec3( smoothedOrigin );
savefile->ReadAngles( smoothedAngles );
savefile->ReadBool( ready );
savefile->ReadBool( respawning );
savefile->ReadBool( leader );
savefile->ReadInt( lastSpectateChange );
savefile->ReadInt( lastTeleFX );
// set the pm_ cvars
const idKeyValue *kv;
kv = spawnArgs.MatchPrefix( "pm_", NULL );
while( kv ) {
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
kv = spawnArgs.MatchPrefix( "pm_", kv );
}
savefile->ReadFloat( set );
pm_stamina.SetFloat( set );
// create combat collision hull for exact collision detection
SetCombatModel();
#ifdef _D3XP
int weaponToggleCount;
savefile->ReadInt(weaponToggleCount);
for(i = 0; i < weaponToggleCount; i++) {
WeaponToggle_t newToggle;
memset(&newToggle, 0, sizeof(newToggle));
idStr name;
savefile->ReadString(name);
strcpy(newToggle.name, name.c_str());
int indexCount;
savefile->ReadInt(indexCount);
for(int j = 0; j < indexCount; j++) {
int temp;
savefile->ReadInt(temp);
newToggle.toggleList.Append(temp);
}
weaponToggles.Set(newToggle.name, newToggle);
}
savefile->ReadObject(reinterpret_cast<idClass *&>(mountedObject));
enviroSuitLight.Restore( savefile );
savefile->ReadBool( healthRecharge );
savefile->ReadInt( lastHealthRechargeTime );
savefile->ReadInt( rechargeSpeed );
savefile->ReadFloat( new_g_damageScale );
savefile->ReadBool( bloomEnabled );
savefile->ReadFloat( bloomSpeed );
savefile->ReadFloat( bloomIntensity );
#endif
}
/*
===============
idPlayer::PrepareForRestart
================
*/
void idPlayer::PrepareForRestart( void ) {
ClearPowerUps();
Spectate( true );
forceRespawn = true;
#ifdef CTF
// Confirm reset hud states
DropFlag();
if ( hud ) {
hud->SetStateInt( "red_flagstatus", 0 );
hud->SetStateInt( "blue_flagstatus", 0 );
}
#endif
// we will be restarting program, clear the client entities from program-related things first
ShutdownThreads();
// the sound world is going to be cleared, don't keep references to emitters
FreeSoundEmitter( false );
}
/*
===============
idPlayer::Restart
================
*/
void idPlayer::Restart( void ) {
idActor::Restart();
// client needs to setup the animation script object again
if ( gameLocal.isClient ) {
Init();
} else {
// choose a random spot and prepare the point of view in case player is left spectating
assert( spectating );
SpawnFromSpawnSpot();
}
useInitialSpawns = true;
UpdateSkinSetup( true );
}
/*
===============
idPlayer::ServerSpectate
================
*/
void idPlayer::ServerSpectate( bool spectate ) {
assert( !gameLocal.isClient );
if ( spectating != spectate ) {
Spectate( spectate );
if ( spectate ) {
SetSpectateOrigin();
} else {
if ( gameLocal.gameType == GAME_DM ) {
// make sure the scores are reset so you can't exploit by spectating and entering the game back
// other game types don't matter, as you either can't join back, or it's team scores
gameLocal.mpGame.ClearFrags( entityNumber );
}
}
}
if ( !spectate ) {
SpawnFromSpawnSpot();
}
#ifdef CTF
// drop the flag if player was carrying it
if ( spectate && gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() &&
carryingFlag )
{
DropFlag();
}
#endif
}
/*
===========
idPlayer::SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
void idPlayer::SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles ) {
idEntity *spot;
idStr skin;
spot = gameLocal.SelectInitialSpawnPoint( this );
// set the player skin from the spawn location
if ( spot->spawnArgs.GetString( "skin", NULL, skin ) ) {
spawnArgs.Set( "spawn_skin", skin );
}
// activate the spawn locations targets
spot->PostEventMS( &EV_ActivateTargets, 0, this );
origin = spot->GetPhysics()->GetOrigin();
origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor
angles = spot->GetPhysics()->GetAxis().ToAngles();
}
/*
===========
idPlayer::SpawnFromSpawnSpot
Chooses a spawn location and spawns the player
============
*/
void idPlayer::SpawnFromSpawnSpot( void ) {
idVec3 spawn_origin;
idAngles spawn_angles;
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
SpawnToPoint( spawn_origin, spawn_angles );
}
/*
===========
idPlayer::SpawnToPoint
Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
when called here with spectating set to true, just place yourself and init
============
*/
void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) {
idVec3 spec_origin;
assert( !gameLocal.isClient );
respawning = true;
Init();
fl.noknockback = false;
// stop any ragdolls being used
StopRagdoll();
// set back the player physics
SetPhysics( &physicsObj );
physicsObj.SetClipModelAxis();
physicsObj.EnableClip();
if ( !spectating ) {
SetCombatContents( true );
}
physicsObj.SetLinearVelocity( vec3_origin );
// setup our initial view
if ( !spectating ) {
SetOrigin( spawn_origin );
} else {
spec_origin = spawn_origin;
spec_origin[ 2 ] += pm_normalheight.GetFloat();
spec_origin[ 2 ] += SPECTATE_RAISE;
SetOrigin( spec_origin );
}
// if this is the first spawn of the map, we don't have a usercmd yet,
// so the delta angles won't be correct. This will be fixed on the first think.
viewAngles = ang_zero;
SetDeltaViewAngles( ang_zero );
SetViewAngles( spawn_angles );
spawnAngles = spawn_angles;
spawnAnglesSet = false;
legsForward = true;
legsYaw = 0.0f;
idealLegsYaw = 0.0f;
oldViewYaw = viewAngles.yaw;
if ( spectating ) {
Hide();
} else {
Show();
}
if ( gameLocal.isMultiplayer ) {
if ( !spectating ) {
// we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof'
if ( lastTeleFX < gameLocal.time - 1000 ) {
idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true );
lastTeleFX = gameLocal.time;
}
}
AI_TELEPORT = true;
} else {
AI_TELEPORT = false;
}
// kill anything at the new position
if ( !spectating ) {
physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it
gameLocal.KillBox( this );
}
// don't allow full run speed for a bit
physicsObj.SetKnockBack( 100 );
// set our respawn time and buttons so that if we're killed we don't respawn immediately
minRespawnTime = gameLocal.time;
maxRespawnTime = gameLocal.time;
if ( !spectating ) {
forceRespawn = false;
}
privateCameraView = NULL;
BecomeActive( TH_THINK );
// run a client frame to drop exactly to the floor,
// initialize animations and other things
Think();
respawning = false;
lastManOver = false;
lastManPlayAgain = false;
isTelefragged = false;
}
/*
===============
idPlayer::SavePersistantInfo
Saves any inventory and player stats when changing levels.
===============
*/
void idPlayer::SavePersistantInfo( void ) {
idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber];
playerInfo.Clear();
inventory.GetPersistantData( playerInfo );
playerInfo.SetInt( "health", health );
playerInfo.SetInt( "current_weapon", currentWeapon );
}
/*
===============
idPlayer::RestorePersistantInfo
Restores any inventory and player stats when changing levels.
===============
*/
void idPlayer::RestorePersistantInfo( void ) {
if ( gameLocal.isMultiplayer ) {
gameLocal.persistentPlayerInfo[entityNumber].Clear();
}
spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] );
inventory.RestoreInventory( this, spawnArgs );
health = spawnArgs.GetInt( "health", "100" );
if ( !gameLocal.isClient ) {
idealWeapon = spawnArgs.GetInt( "current_weapon", "1" );
}
}
/*
================
idPlayer::GetUserInfo
================
*/
idDict *idPlayer::GetUserInfo( void ) {
return &gameLocal.userInfo[ entityNumber ];
}
/*
==============
idPlayer::UpdateSkinSetup
==============
*/
void idPlayer::UpdateSkinSetup( bool restart ) {
if ( restart ) {
team = ( idStr::Icmp( GetUserInfo()->GetString( "ui_team" ), "Blue" ) == 0 );
}
if ( gameLocal.mpGame.IsGametypeTeamBased() ) { /* CTF */
if ( team ) {
baseSkinName = "skins/characters/player/marine_mp_blue";
} else {
baseSkinName = "skins/characters/player/marine_mp_red";
}
if ( !gameLocal.isClient && team != latchedTeam ) {
gameLocal.mpGame.SwitchToTeam( entityNumber, latchedTeam, team );
}
latchedTeam = team;
} else {
baseSkinName = GetUserInfo()->GetString( "ui_skin" );
}
if ( !baseSkinName.Length() ) {
baseSkinName = "skins/characters/player/marine_mp";
}
skin = declManager->FindSkin( baseSkinName, false );
assert( skin );
// match the skin to a color band for scoreboard
if ( baseSkinName.Find( "red" ) != -1 ) {
colorBarIndex = 1;
} else if ( baseSkinName.Find( "green" ) != -1 ) {
colorBarIndex = 2;
} else if ( baseSkinName.Find( "blue" ) != -1 ) {
colorBarIndex = 3;
} else if ( baseSkinName.Find( "yellow" ) != -1 ) {
colorBarIndex = 4;
} else if ( baseSkinName.Find( "grey" ) != -1 ) {
colorBarIndex = 5;
} else if ( baseSkinName.Find( "purple" ) != -1 ) {
colorBarIndex = 6;
} else if ( baseSkinName.Find( "orange" ) != -1 ) {
colorBarIndex = 7;
} else {
colorBarIndex = 0;
}
colorBar = colorBarTable[ colorBarIndex ];
if ( PowerUpActive( BERSERK ) ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
}
#ifdef _D3XP
else if ( PowerUpActive( INVULNERABILITY ) ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" );
//} else if ( PowerUpActive( HASTE ) ) {
// powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" );
}
#endif
}
/*
==============
idPlayer::BalanceTDM
==============
*/
bool idPlayer::BalanceTDM( void ) {
int i, balanceTeam, teamCount[2];
idEntity *ent;
teamCount[ 0 ] = teamCount[ 1 ] = 0;
for( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
teamCount[ static_cast< idPlayer * >( ent )->team ]++;
}
}
balanceTeam = -1;
if ( teamCount[ 0 ] < teamCount[ 1 ] ) {
balanceTeam = 0;
} else if ( teamCount[ 0 ] > teamCount[ 1 ] ) {
balanceTeam = 1;
}
if ( balanceTeam != -1 && team != balanceTeam ) {
common->DPrintf( "team balance: forcing player %d to %s team\n", entityNumber, balanceTeam ? "blue" : "red" );
team = balanceTeam;
GetUserInfo()->Set( "ui_team", team ? "Blue" : "Red" );
return true;
}
return false;
}
/*
==============
idPlayer::UserInfoChanged
==============
*/
bool idPlayer::UserInfoChanged( bool canModify ) {
idDict *userInfo;
bool modifiedInfo;
bool spec;
bool newready;
userInfo = GetUserInfo();
showWeaponViewModel = userInfo->GetBool( "ui_showGun" );
if ( !gameLocal.isMultiplayer ) {
return false;
}
modifiedInfo = false;
spec = ( idStr::Icmp( userInfo->GetString( "ui_spectate" ), "Spectate" ) == 0 );
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
// never let spectators go back to game while sudden death is on
if ( canModify && gameLocal.mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && wantSpectate == true ) {
userInfo->Set( "ui_spectate", "Spectate" );
modifiedInfo |= true;
} else {
if ( spec != wantSpectate && !spec ) {
// returning from spectate, set forceRespawn so we don't get stuck in spectate forever
forceRespawn = true;
}
wantSpectate = spec;
}
} else {
if ( canModify && spec ) {
userInfo->Set( "ui_spectate", "Play" );
modifiedInfo |= true;
} else if ( spectating ) {
// allow player to leaving spectator mode if they were in it when si_spectators got turned off
forceRespawn = true;
}
wantSpectate = false;
}
newready = ( idStr::Icmp( userInfo->GetString( "ui_ready" ), "Ready" ) == 0 );
if ( ready != newready && gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP && !wantSpectate ) {
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_07180" ), userInfo->GetString( "ui_name" ), newready ? common->GetLanguageDict()->GetString( "#str_04300" ) : common->GetLanguageDict()->GetString( "#str_04301" ) );
}
ready = newready;
team = ( idStr::Icmp( userInfo->GetString( "ui_team" ), "Blue" ) == 0 );
// server maintains TDM balance
if ( canModify && gameLocal.mpGame.IsGametypeTeamBased() && !gameLocal.mpGame.IsInGame( entityNumber ) && g_balanceTDM.GetBool() ) { /* CTF */
modifiedInfo |= BalanceTDM( );
}
UpdateSkinSetup( false );
isChatting = userInfo->GetBool( "ui_chat", "0" );
if ( canModify && isChatting && AI_DEAD ) {
// if dead, always force chat icon off.
isChatting = false;
userInfo->SetBool( "ui_chat", false );
modifiedInfo |= true;
}
return modifiedInfo;
}
/*
===============
idPlayer::UpdateHudAmmo
===============
*/
void idPlayer::UpdateHudAmmo( idUserInterface *_hud ) {
int inclip;
int ammoamount;
assert( weapon.GetEntity() );
assert( _hud );
inclip = weapon.GetEntity()->AmmoInClip();
ammoamount = weapon.GetEntity()->AmmoAvailable();
#ifdef _D3XP
//Hack to stop the bloodstone ammo to display when it is being activated
if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() || currentWeapon == weapon_bloodstone) {
#else
if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() ) {
#endif
// show infinite ammo
_hud->SetStateString( "player_ammo", "" );
_hud->SetStateString( "player_totalammo", "" );
} else {
// show remaining ammo
#ifdef _D3XP
_hud->SetStateString( "player_totalammo", va( "%i", ammoamount ) );
#else
_hud->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) );
#endif
_hud->SetStateString( "player_ammo", weapon.GetEntity()->ClipSize() ? va( "%i", inclip ) : "--" ); // how much in the current clip
_hud->SetStateString( "player_clips", weapon.GetEntity()->ClipSize() ? va( "%i", ammoamount / weapon.GetEntity()->ClipSize() ) : "--" );
#ifdef _D3XP
_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) );
#else
_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
#endif
}
_hud->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
_hud->SetStateBool( "player_clip_empty", ( weapon.GetEntity()->ClipSize() ? inclip == 0 : false ) );
_hud->SetStateBool( "player_clip_low", ( weapon.GetEntity()->ClipSize() ? inclip <= weapon.GetEntity()->LowAmmo() : false ) );
#ifdef _D3XP
//Hack to stop the bloodstone ammo to display when it is being activated
if(currentWeapon == weapon_bloodstone) {
_hud->SetStateBool( "player_ammo_empty", false );
_hud->SetStateBool( "player_clip_empty", false );
_hud->SetStateBool( "player_clip_low", false );
}
#endif
#ifdef _D3XP
//Let the HUD know the total amount of ammo regardless of the ammo required value
_hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount()));
#endif
#ifdef _D3XP
//Make sure the hud always knows how many bloodstone charges there are
int ammoRequired;
ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired );
int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired );
_hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo));
_hud->HandleNamedEvent( "bloodstoneAmmoUpdate" );
#endif
_hud->HandleNamedEvent( "updateAmmo" );
}
/*
===============
idPlayer::UpdateHudStats
===============
*/
void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
int staminapercentage;
float max_stamina;
assert( _hud );
max_stamina = pm_stamina.GetFloat();
if ( !max_stamina ) {
// stamina disabled, so show full stamina bar
staminapercentage = 100.0f;
} else {
staminapercentage = idMath::FtoiFast( 100.0f * stamina / max_stamina );
}
_hud->SetStateInt( "player_health", health );
_hud->SetStateInt( "player_stamina", staminapercentage );
_hud->SetStateInt( "player_armor", inventory.armor );
_hud->SetStateInt( "player_hr", heartRate );
_hud->SetStateInt( "player_nostamina", ( max_stamina == 0 ) ? 1 : 0 );
_hud->HandleNamedEvent( "updateArmorHealthAir" );
#ifdef _D3XP
_hud->HandleNamedEvent( "updatePowerup" );
#endif
if ( healthPulse ) {
_hud->HandleNamedEvent( "healthPulse" );
StartSound( "snd_healthpulse", SND_CHANNEL_ITEM, 0, false, NULL );
healthPulse = false;
}
if ( healthTake ) {
_hud->HandleNamedEvent( "healthPulse" );
StartSound( "snd_healthtake", SND_CHANNEL_ITEM, 0, false, NULL );
healthTake = false;
}
if ( inventory.ammoPulse ) {
_hud->HandleNamedEvent( "ammoPulse" );
inventory.ammoPulse = false;
}
if ( inventory.weaponPulse ) {
// We need to update the weapon hud manually, but not
// the armor/ammo/health because they are updated every
// frame no matter what
UpdateHudWeapon();
_hud->HandleNamedEvent( "weaponPulse" );
inventory.weaponPulse = false;
}
if ( inventory.armorPulse ) {
_hud->HandleNamedEvent( "armorPulse" );
inventory.armorPulse = false;
}
#ifdef CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() && _hud )
{
_hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
_hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
_hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
_hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
_hud->HandleNamedEvent( "RedFlagStatusChange" );
_hud->HandleNamedEvent( "BlueFlagStatusChange" );
}
_hud->HandleNamedEvent( "selfTeam" );
#endif
UpdateHudAmmo( _hud );
}
/*
===============
idPlayer::UpdateHudWeapon
===============
*/
void idPlayer::UpdateHudWeapon( bool flashWeapon ) {
idUserInterface *hud = idPlayer::hud;
// if updating the hud of a followed client
if ( gameLocal.localClientNum >= 0 && gameLocal.entities[ gameLocal.localClientNum ] && gameLocal.entities[ gameLocal.localClientNum ]->IsType( idPlayer::Type ) ) {
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.localClientNum ] );
if ( p->spectating && p->spectator == entityNumber ) {
assert( p->hud );
hud = p->hud;
}
}
if ( !hud ) {
return;
}
for ( int i = 0; i < MAX_WEAPONS; i++ ) {
const char *weapnum = va( "def_weapon%d", i );
const char *hudWeap = va( "weapon%d", i );
int weapstate = 0;
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( weapnum );
if ( weap && *weap ) {
weapstate++;
}
if ( idealWeapon == i ) {
weapstate++;
}
}
hud->SetStateInt( hudWeap, weapstate );
}
if ( flashWeapon ) {
/*#ifdef _D3XP
//Clear all hud weapon varaibles for the weapon change
hud->SetStateString( "player_ammo", "" );
hud->SetStateString( "player_totalammo", "" );
hud->SetStateString( "player_clips", "" );
hud->SetStateString( "player_allammo", "" );
hud->SetStateBool( "player_ammo_empty", false );
hud->SetStateBool( "player_clip_empty", false );
hud->SetStateBool( "player_clip_low", false );
hud->SetStateString( "player_ammo_count", "");
#endif*/
hud->HandleNamedEvent( "weaponChange" );
}
}
/*
===============
idPlayer::DrawHUD
===============
*/
void idPlayer::DrawHUD( idUserInterface *_hud ) {
if ( !weapon.GetEntity() || influenceActive != INFLUENCE_NONE || privateCameraView || gameLocal.GetCamera() || !_hud || !g_showHud.GetBool() ) {
return;
}
UpdateHudStats( _hud );
_hud->SetStateString( "weapicon", weapon.GetEntity()->Icon() );
// FIXME: this is temp to allow the sound meter to show up in the hud
// it should be commented out before shipping but the code can remain
// for mod developers to enable for the same functionality
_hud->SetStateInt( "s_debug", cvarSystem->GetCVarInteger( "s_showLevelMeter" ) );
weapon.GetEntity()->UpdateGUI();
_hud->Redraw( gameLocal.realClientTime );
// weapon targeting crosshair
if ( !GuiActive() ) {
if ( cursor && weapon.GetEntity()->ShowCrosshair() ) {
#ifdef _D3XP
if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) {
cursor->SetStateString( "grabbercursor", "1" );
cursor->SetStateString( "combatcursor", "0" );
} else {
cursor->SetStateString( "grabbercursor", "0" );
cursor->SetStateString( "combatcursor", "1" );
}
#endif
cursor->Redraw( gameLocal.realClientTime );
}
}
}
/*
===============
idPlayer::EnterCinematic
===============
*/
void idPlayer::EnterCinematic( void ) {
#ifdef _D3XP
if ( PowerUpActive( HELLTIME ) ) {
StopHelltime();
}
#endif
Hide();
StopAudioLog();
StopSound( SND_CHANNEL_PDA, false );
if ( hud ) {
hud->HandleNamedEvent( "radioChatterDown" );
}
physicsObj.SetLinearVelocity( vec3_origin );
SetState( "EnterCinematic" );
UpdateScript();
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
AI_RUN = false;
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_JUMP = false;
AI_CROUCH = false;
AI_ONGROUND = true;
AI_ONLADDER = false;
AI_DEAD = ( health <= 0 );
AI_RUN = false;
AI_PAIN = false;
AI_HARDLANDING = false;
AI_SOFTLANDING = false;
AI_RELOAD = false;
AI_TELEPORT = false;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
}
/*
===============
idPlayer::ExitCinematic
===============
*/
void idPlayer::ExitCinematic( void ) {
Show();
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
SetState( "ExitCinematic" );
UpdateScript();
}
/*
=====================
idPlayer::UpdateConditions
=====================
*/
void idPlayer::UpdateConditions( void ) {
idVec3 velocity;
float forwardspeed;
float sidespeed;
// minus the push velocity to avoid playing the walking animation and sounds when riding a mover
velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity();
if ( influenceActive ) {
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
} else if ( gameLocal.time - lastDmgTime < 500 ) {
forwardspeed = velocity * viewAxis[ 0 ];
sidespeed = velocity * viewAxis[ 1 ];
AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f );
AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f );
AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f );
AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f );
} else if ( xyspeed > MIN_BOB_SPEED ) {
AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 );
AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 );
AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 );
AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 );
} else {
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
}
AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) );
AI_DEAD = ( health <= 0 );
}
/*
==================
WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) {
// force a blink
blink_time = 0;
// play the fire animation
AI_WEAPON_FIRED = true;
// update view feedback
playerView.WeaponFireFeedback( weaponDef );
}
/*
===============
idPlayer::StopFiring
===============
*/
void idPlayer::StopFiring( void ) {
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_RELOAD = false;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->EndAttack();
}
}
/*
===============
idPlayer::FireWeapon
===============
*/
void idPlayer::FireWeapon( void ) {
idMat3 axis;
idVec3 muzzle;
if ( privateCameraView ) {
return;
}
if ( g_editEntityMode.GetInteger() ) {
GetViewPos( muzzle, axis );
if ( gameLocal.editEntities->SelectEntity( muzzle, axis[0], this ) ) {
return;
}
}
if ( !hiddenWeapon && weapon.GetEntity()->IsReady() ) {
if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) {
AI_ATTACK_HELD = true;
weapon.GetEntity()->BeginAttack();
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) ) {
if ( hud ) {
hud->HandleNamedEvent( "soulCubeNotReady" );
}
SelectWeapon( previousWeapon, false );
}
#ifdef _D3XP
if( (weapon_bloodstone >= 0) && (currentWeapon == weapon_bloodstone) && inventory.weapons & ( 1 << weapon_bloodstone_active1 ) && weapon.GetEntity()->GetStatus() == WP_READY) {
// tell it to switch to the previous weapon. Only do this once to prevent
// weapon toggling messing up the previous weapon
if(idealWeapon == weapon_bloodstone) {
if(previousWeapon == weapon_bloodstone || previousWeapon == -1) {
NextBestWeapon();
} else {
//Since this is a toggle weapon just select itself and it will toggle to the last weapon
SelectWeapon( weapon_bloodstone, false );
}
}
}
#endif
} else {
NextBestWeapon();
}
}
if ( hud ) {
if ( tipUp ) {
HideTip();
}
// may want to track with with a bool as well
// keep from looking up named events so often
if ( objectiveUp ) {
HideObjective();
}
}
}
/*
===============
idPlayer::CacheWeapons
===============
*/
void idPlayer::CacheWeapons( void ) {
idStr weap;
int w;
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
for( w = 0; w < MAX_WEAPONS; w++ ) {
if ( inventory.weapons & ( 1 << w ) ) {
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( weap != "" ) {
idWeapon::CacheWeapon( weap );
} else {
inventory.weapons &= ~( 1 << w );
}
}
}
}
/*
===============
idPlayer::Give
===============
*/
bool idPlayer::Give( const char *statname, const char *value ) {
int amount;
if ( AI_DEAD ) {
return false;
}
if ( !idStr::Icmp( statname, "health" ) ) {
if ( health >= inventory.maxHealth ) {
return false;
}
amount = atoi( value );
if ( amount ) {
health += amount;
if ( health > inventory.maxHealth ) {
health = inventory.maxHealth;
}
if ( hud ) {
hud->HandleNamedEvent( "healthPulse" );
}
}
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
if ( stamina >= 100 ) {
return false;
}
stamina += atof( value );
if ( stamina > 100 ) {
stamina = 100;
}
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
heartRate += atoi( value );
if ( heartRate > MAX_HEARTRATE ) {
heartRate = MAX_HEARTRATE;
}
} else if ( !idStr::Icmp( statname, "air" ) ) {
if ( airTics >= pm_airTics.GetInteger() ) {
return false;
}
airTics += atoi( value ) / 100.0 * pm_airTics.GetInteger();
if ( airTics > pm_airTics.GetInteger() ) {
airTics = pm_airTics.GetInteger();
}
#ifdef _D3XP
} else if ( !idStr::Icmp( statname, "enviroTime" ) ) {
if ( PowerUpActive( ENVIROTIME ) ) {
inventory.powerupEndTime[ ENVIROTIME ] += (atof(value) * 1000);
} else {
GivePowerUp( ENVIROTIME, atoi(value)*1000 );
}
} else {
bool ret = inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );
if(!idStr::Icmp( statname, "ammo_bloodstone" ) ) {
//int i = inventory.AmmoIndexForAmmoClass( statname );
//int max = inventory.MaxAmmoForAmmoClass( this, statname );
//if(hud && inventory.ammo[ i ] >= max) {
if(hud) {
//Force an update of the bloodstone ammount
int ammoRequired;
ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired );
int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired );
hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo));
hud->HandleNamedEvent("bloodstoneReady");
//Make sure we unlock the ability to harvest
harvest_lock = false;
}
}
return ret;
#else
return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );
#endif
}
return true;
}
/*
===============
idPlayer::GiveHealthPool
adds health to the player health pool
===============
*/
void idPlayer::GiveHealthPool( float amt ) {
if ( AI_DEAD ) {
return;
}
if ( health > 0 ) {
healthPool += amt;
if ( healthPool > inventory.maxHealth - health ) {
healthPool = inventory.maxHealth - health;
}
nextHealthPulse = gameLocal.time;
}
}
/*
===============
idPlayer::GiveItem
Returns false if the item shouldn't be picked up
===============
*/
bool idPlayer::GiveItem( idItem *item ) {
int i;
const idKeyValue *arg;
idDict attr;
bool gave;
int numPickup;
if ( gameLocal.isMultiplayer && spectating ) {
return false;
}
item->GetAttributes( attr );
gave = false;
numPickup = inventory.pickupItemNames.Num();
for( i = 0; i < attr.GetNumKeyVals(); i++ ) {
arg = attr.GetKeyVal( i );
if ( Give( arg->GetKey(), arg->GetValue() ) ) {
gave = true;
}
}
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
if ( arg && hud ) {
// We need to update the weapon hud manually, but not
// the armor/ammo/health because they are updated every
// frame no matter what
UpdateHudWeapon( false );
hud->HandleNamedEvent( "weaponPulse" );
}
// display the pickup feedback on the hud
if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //_D3XP
}
return gave;
}
/*
===============
idPlayer::PowerUpModifier
===============
*/
float idPlayer::PowerUpModifier( int type ) {
float mod = 1.0f;
if ( PowerUpActive( BERSERK ) ) {
switch( type ) {
case SPEED: {
mod *= 1.7f;
break;
}
case PROJECTILE_DAMAGE: {
mod *= 2.0f;
break;
}
case MELEE_DAMAGE: {
mod *= 30.0f;
break;
}
case MELEE_DISTANCE: {
mod *= 2.0f;
break;
}
}
}
if ( gameLocal.isMultiplayer && !gameLocal.isClient ) {
if ( PowerUpActive( MEGAHEALTH ) ) {
if ( healthPool <= 0 ) {
GiveHealthPool( 100 );
}
} else {
healthPool = 0;
}
#ifdef _D3XP
/*if( PowerUpActive( HASTE ) ) {
switch( type ) {
case SPEED: {
mod = 1.7f;
break;
}
}
}*/
#endif
}
return mod;
}
/*
===============
idPlayer::PowerUpActive
===============
*/
bool idPlayer::PowerUpActive( int powerup ) const {
return ( inventory.powerups & ( 1 << powerup ) ) != 0;
}
/*
===============
idPlayer::GivePowerUp
===============
*/
bool idPlayer::GivePowerUp( int powerup, int time ) {
const char *sound;
const char *skin;
if ( powerup >= 0 && powerup < MAX_POWERUPS ) {
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( powerup );
msg.WriteBits( 1, 1 );
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
}
if ( powerup != MEGAHEALTH ) {
inventory.GivePowerUp( this, powerup, time );
}
const idDeclEntityDef *def = NULL;
switch( powerup ) {
case BERSERK: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100627", "", this);
}
if(gameLocal.isMultiplayer) {
if ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
}
}
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
}
if ( !gameLocal.isClient ) {
#ifdef _D3XP
if( !gameLocal.isMultiplayer ) {
// Trying it out without the health boost (1/3/05)
// Give the player full health in single-player
// health = 100;
} else {
// Switch to fists in multiplayer
idealWeapon = 1;
}
#else
idealWeapon = 0;
#endif
}
break;
}
case INVISIBILITY: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100628", "", this);
}
spawnArgs.GetString( "skin_invisibility", "", &skin );
powerUpSkin = declManager->FindSkin( skin );
// remove any decals from the model
if ( modelDefHandle != -1 ) {
gameRenderWorld->RemoveDecals( modelDefHandle );
}
if ( weapon.GetEntity() ) {
weapon.GetEntity()->UpdateSkin();
}
/* if ( spawnArgs.GetString( "snd_invisibility", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
} */
break;
}
case ADRENALINE: {
#ifdef _D3XP
inventory.AddPickupName("#str_00100799", "", this);
#endif
stamina = 100.0f;
break;
}
case MEGAHEALTH: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100629", "", this);
}
if ( spawnArgs.GetString( "snd_megahealth", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
}
def = gameLocal.FindEntityDef( "powerup_megahealth", false );
if ( def ) {
health = def->dict.GetInt( "inv_health" );
}
break;
}
#ifdef _D3XP
case HELLTIME: {
if ( spawnArgs.GetString( "snd_helltime_start", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
}
if ( spawnArgs.GetString( "snd_helltime_loop", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_DEMONIC );
}
break;
}
case ENVIROSUIT: {
// Turn on the envirosuit sound
if ( gameSoundWorld ) {
gameSoundWorld->SetEnviroSuit( true );
}
// Put the helmet and lights on the player
idDict args;
// Light
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
if ( lightDef ) {
idEntity *temp;
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
idLight *eLight = static_cast<idLight *>(temp);
eLight->GetPhysics()->SetOrigin( firstPersonViewOrigin );
eLight->UpdateVisuals();
eLight->Present();
enviroSuitLight = eLight;
}
break;
}
case ENVIROTIME: {
hudPowerup = ENVIROTIME;
// The HUD display bar is fixed at 60 seconds
hudPowerupDuration = 60000;
break;
}
case INVULNERABILITY: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100630", "", this);
}
if(gameLocal.isMultiplayer) {
/*if ( spawnArgs.GetString( "snd_invulnerable", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
}*/
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" );
}
}
break;
}
/*case HASTE: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100631", "", this);
}
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" );
}
break;
}*/
#endif
}
if ( hud ) {
hud->HandleNamedEvent( "itemPickup" );
}
return true;
} else {
gameLocal.Warning( "Player given power up %i\n which is out of range", powerup );
}
return false;
}
/*
==============
idPlayer::ClearPowerup
==============
*/
void idPlayer::ClearPowerup( int i ) {
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( i );
msg.WriteBits( 0, 1 );
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
}
powerUpSkin = NULL;
inventory.powerups &= ~( 1 << i );
inventory.powerupEndTime[ i ] = 0;
switch( i ) {
case BERSERK: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
#ifdef _D3XP
if(!gameLocal.isMultiplayer) {
StopHealthRecharge();
}
#endif
break;
}
case INVISIBILITY: {
if ( weapon.GetEntity() ) {
weapon.GetEntity()->UpdateSkin();
}
break;
}
#ifdef _D3XP
case HELLTIME: {
StopSound( SND_CHANNEL_DEMONIC, false );
break;
}
case ENVIROSUIT: {
hudPowerup = -1;
// Turn off the envirosuit sound
if ( gameSoundWorld ) {
gameSoundWorld->SetEnviroSuit( false );
}
// Take off the helmet and lights
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
enviroSuitLight = NULL;
break;
}
case INVULNERABILITY: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
}
/*case HASTE: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
}*/
#endif
}
}
/*
==============
idPlayer::UpdatePowerUps
==============
*/
void idPlayer::UpdatePowerUps( void ) {
int i;
if ( !gameLocal.isClient ) {
for ( i = 0; i < MAX_POWERUPS; i++ ) {
#ifdef _D3XP
if ( ( inventory.powerups & ( 1 << i ) ) && inventory.powerupEndTime[i] > gameLocal.time ) {
switch( i ) {
case ENVIROSUIT: {
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
break;
}
default: {
break;
}
}
}
#endif
if ( PowerUpActive( i ) && inventory.powerupEndTime[i] <= gameLocal.time ) {
ClearPowerup( i );
}
}
}
if ( health > 0 ) {
if ( powerUpSkin ) {
renderEntity.customSkin = powerUpSkin;
} else {
renderEntity.customSkin = skin;
}
}
if ( healthPool && gameLocal.time > nextHealthPulse && !AI_DEAD && health > 0 ) {
assert( !gameLocal.isClient ); // healthPool never be set on client
int amt = ( healthPool > 5 ) ? 5 : healthPool;
health += amt;
if ( health > inventory.maxHealth ) {
health = inventory.maxHealth;
healthPool = 0;
} else {
healthPool -= amt;
}
nextHealthPulse = gameLocal.time + HEALTHPULSE_TIME;
healthPulse = true;
}
#ifndef ID_DEMO_BUILD
if ( !gameLocal.inCinematic && influenceActive == 0 && g_skill.GetInteger() == 3 && gameLocal.time > nextHealthTake && !AI_DEAD && health > g_healthTakeLimit.GetInteger() ) {
assert( !gameLocal.isClient ); // healthPool never be set on client
#ifdef _D3XP
if(!PowerUpActive(INVULNERABILITY)) {
#endif
health -= g_healthTakeAmt.GetInteger();
if ( health < g_healthTakeLimit.GetInteger() ) {
health = g_healthTakeLimit.GetInteger();
}
#ifdef _D3XP
}
#endif
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
healthTake = true;
}
#endif
}
/*
===============
idPlayer::ClearPowerUps
===============
*/
void idPlayer::ClearPowerUps( void ) {
int i;
for ( i = 0; i < MAX_POWERUPS; i++ ) {
if ( PowerUpActive( i ) ) {
ClearPowerup( i );
}
}
inventory.ClearPowerUps();
#ifdef _D3XP
if ( gameLocal.isMultiplayer ) {
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
}
#endif
}
/*
===============
idPlayer::GiveInventoryItem
===============
*/
bool idPlayer::GiveInventoryItem( idDict *item ) {
if ( gameLocal.isMultiplayer && spectating ) {
return false;
}
inventory.items.Append( new idDict( *item ) );
idItemInfo info;
const char* itemName = item->GetString( "inv_name" );
if ( idStr::Cmpn( itemName, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
info.name = common->GetLanguageDict()->GetString( itemName );
} else {
info.name = itemName;
}
info.icon = item->GetString( "inv_icon" );
inventory.pickupItemNames.Append( info );
if ( hud ) {
hud->SetStateString( "itemicon", info.icon );
hud->HandleNamedEvent( "invPickup" );
}
#ifdef _D3XP //Added to support powercells
if(item->GetInt("inv_powercell") && focusUI) {
//Reset the powercell count
int powerCellCount = 0;
for ( int j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
}
#endif
return true;
}
#ifdef _D3XP //BSM: Implementing this defined function for scripted give inventory items
/*
==============
idPlayer::GiveInventoryItem
==============
*/
bool idPlayer::GiveInventoryItem( const char *name ) {
idDict args;
args.Set( "classname", name );
args.Set( "owner", this->name.c_str() );
gameLocal.SpawnEntityDef( args);
return true;
}
#endif
/*
==============
idPlayer::UpdateObjectiveInfo
==============
*/
void idPlayer::UpdateObjectiveInfo( void ) {
if ( objectiveSystem == NULL ) {
return;
}
objectiveSystem->SetStateString( "objective1", "" );
objectiveSystem->SetStateString( "objective2", "" );
objectiveSystem->SetStateString( "objective3", "" );
for ( int i = 0; i < inventory.objectiveNames.Num(); i++ ) {
objectiveSystem->SetStateString( va( "objective%i", i+1 ), "1" );
objectiveSystem->SetStateString( va( "objectivetitle%i", i+1 ), inventory.objectiveNames[i].title.c_str() );
objectiveSystem->SetStateString( va( "objectivetext%i", i+1 ), inventory.objectiveNames[i].text.c_str() );
objectiveSystem->SetStateString( va( "objectiveshot%i", i+1 ), inventory.objectiveNames[i].screenshot.c_str() );
}
objectiveSystem->StateChanged( gameLocal.time );
}
/*
===============
idPlayer::GiveObjective
===============
*/
void idPlayer::GiveObjective( const char *title, const char *text, const char *screenshot ) {
idObjectiveInfo info;
info.title = title;
info.text = text;
info.screenshot = screenshot;
inventory.objectiveNames.Append( info );
ShowObjective( "newObjective" );
if ( hud ) {
hud->HandleNamedEvent( "newObjective" );
}
}
/*
===============
idPlayer::CompleteObjective
===============
*/
void idPlayer::CompleteObjective( const char *title ) {
int c = inventory.objectiveNames.Num();
for ( int i = 0; i < c; i++ ) {
if ( idStr::Icmp(inventory.objectiveNames[i].title, title) == 0 ) {
inventory.objectiveNames.RemoveIndex( i );
break;
}
}
ShowObjective( "newObjectiveComplete" );
if ( hud ) {
hud->HandleNamedEvent( "newObjectiveComplete" );
}
}
/*
===============
idPlayer::GiveVideo
===============
*/
void idPlayer::GiveVideo( const char *videoName, idDict *item ) {
if ( videoName == NULL || *videoName == 0 ) {
return;
}
inventory.videos.AddUnique( videoName );
if ( item ) {
idItemInfo info;
info.name = item->GetString( "inv_name" );
info.icon = item->GetString( "inv_icon" );
inventory.pickupItemNames.Append( info );
}
if ( hud ) {
hud->HandleNamedEvent( "videoPickup" );
}
}
/*
===============
idPlayer::GiveSecurity
===============
*/
void idPlayer::GiveSecurity( const char *security ) {
GetPDA()->SetSecurity( security );
if ( hud ) {
hud->SetStateString( "pda_security", "1" );
hud->HandleNamedEvent( "securityPickup" );
}
}
/*
===============
idPlayer::GiveEmail
===============
*/
void idPlayer::GiveEmail( const char *emailName ) {
if ( emailName == NULL || *emailName == 0 ) {
return;
}
inventory.emails.AddUnique( emailName );
GetPDA()->AddEmail( emailName );
if ( hud ) {
hud->HandleNamedEvent( "emailPickup" );
}
}
/*
===============
idPlayer::GivePDA
===============
*/
void idPlayer::GivePDA( const char *pdaName, idDict *item )
{
if ( gameLocal.isMultiplayer && spectating ) {
return;
}
if ( item ) {
inventory.pdaSecurity.AddUnique( item->GetString( "inv_name" ) );
}
if ( pdaName == NULL || *pdaName == 0 ) {
pdaName = "personal";
}
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, pdaName ) );
inventory.pdas.AddUnique( pdaName );
// Copy any videos over
for ( int i = 0; i < pda->GetNumVideos(); i++ ) {
const idDeclVideo *video = pda->GetVideoByIndex( i );
if ( video ) {
inventory.videos.AddUnique( video->GetName() );
}
}
// This is kind of a hack, but it works nicely
// We don't want to display the 'you got a new pda' message during a map load
if ( gameLocal.GetFrameNum() > 10 ) {
if ( pda && hud ) {
idStr pdaName = pda->GetPdaName();
pdaName.RemoveColors();
hud->SetStateString( "pda", "1" );
hud->SetStateString( "pda_text", pdaName );
const char *sec = pda->GetSecurity();
hud->SetStateString( "pda_security", ( sec && *sec ) ? "1" : "0" );
hud->HandleNamedEvent( "pdaPickup" );
}
if ( inventory.pdas.Num() == 1 ) {
GetPDA()->RemoveAddedEmailsAndVideos();
if ( !objectiveSystemOpen ) {
TogglePDA();
}
objectiveSystem->HandleNamedEvent( "showPDATip" );
//ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_firstPDA" ), true );
}
if ( inventory.pdas.Num() > 1 && pda->GetNumVideos() > 0 && hud ) {
hud->HandleNamedEvent( "videoPickup" );
}
}
}
/*
===============
idPlayer::FindInventoryItem
===============
*/
idDict *idPlayer::FindInventoryItem( const char *name ) {
for ( int i = 0; i < inventory.items.Num(); i++ ) {
const char *iname = inventory.items[i]->GetString( "inv_name" );
if ( iname && *iname ) {
if ( idStr::Icmp( name, iname ) == 0 ) {
return inventory.items[i];
}
}
}
return NULL;
}
/*
===============
idPlayer::RemoveInventoryItem
===============
*/
void idPlayer::RemoveInventoryItem( const char *name ) {
//Hack for localization
if(!idStr::Icmp(name, "Pwr Cell")) {
name = common->GetLanguageDict()->GetString( "#str_00101056" );
}
idDict *item = FindInventoryItem(name);
if ( item ) {
RemoveInventoryItem( item );
}
}
/*
===============
idPlayer::RemoveInventoryItem
===============
*/
void idPlayer::RemoveInventoryItem( idDict *item ) {
inventory.items.Remove( item );
#ifdef _D3XP //Added to support powercells
if(item->GetInt("inv_powercell") && focusUI) {
//Reset the powercell count
int powerCellCount = 0;
for ( int j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
}
#endif
delete item;
}
/*
===============
idPlayer::GiveItem
===============
*/
void idPlayer::GiveItem( const char *itemname ) {
idDict args;
args.Set( "classname", itemname );
args.Set( "owner", name.c_str() );
gameLocal.SpawnEntityDef( args );
if ( hud ) {
hud->HandleNamedEvent( "itemPickup" );
}
}
/*
==================
idPlayer::SlotForWeapon
==================
*/
int idPlayer::SlotForWeapon( const char *weaponName ) {
int i;
for( i = 0; i < MAX_WEAPONS; i++ ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, weaponName ) ) {
return i;
}
}
// not found
return -1;
}
/*
===============
idPlayer::Reload
===============
*/
void idPlayer::Reload( void ) {
if ( gameLocal.isClient ) {
return;
}
if ( spectating || gameLocal.inCinematic || influenceActive ) {
return;
}
if ( weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
weapon.GetEntity()->Reload();
}
}
/*
===============
idPlayer::NextBestWeapon
===============
*/
void idPlayer::NextBestWeapon( void ) {
const char *weap;
int w = MAX_WEAPONS;
if ( gameLocal.isClient || !weaponEnabled ) {
return;
}
while ( w > 0 ) {
w--;
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
#ifdef _D3XP
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) {
#else
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !(inventory.HasAmmo( weap )) ) ) {
#endif
continue;
}
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
continue;
}
#ifdef _D3XP
//Some weapons will report having ammo but the clip is empty and
//will not have enough to fill the clip (i.e. Double Barrel Shotgun with 1 round left)
//We need to skip these weapons because they cannot be used
if(inventory.HasEmptyClipCannotRefill(weap, this)) {
continue;
}
#endif
break;
}
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
/*
===============
idPlayer::NextWeapon
===============
*/
void idPlayer::NextWeapon( void ) {
const char *weap;
int w;
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
w = idealWeapon;
while( 1 ) {
w++;
if ( w >= MAX_WEAPONS ) {
w = 0;
}
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
continue;
}
if ( !weap[ 0 ] ) {
continue;
}
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
continue;
}
#ifdef _D3XP
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
#else
if ( inventory.HasAmmo( weap ) ) {
#endif
break;
}
}
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
}
/*
===============
idPlayer::PrevWeapon
===============
*/
void idPlayer::PrevWeapon( void ) {
const char *weap;
int w;
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
w = idealWeapon;
while( 1 ) {
w--;
if ( w < 0 ) {
w = MAX_WEAPONS - 1;
}
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
continue;
}
if ( !weap[ 0 ] ) {
continue;
}
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
continue;
}
#ifdef _D3XP
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
#else
if ( inventory.HasAmmo( weap ) ) {
#endif
break;
}
}
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
}
/*
===============
idPlayer::SelectWeapon
===============
*/
void idPlayer::SelectWeapon( int num, bool force ) {
const char *weap;
if ( !weaponEnabled || spectating || gameLocal.inCinematic || health < 0 ) {
return;
}
if ( ( num < 0 ) || ( num >= MAX_WEAPONS ) ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
if ( ( num != weapon_pda ) && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
num = weapon_fists;
hiddenWeapon ^= 1;
if ( hiddenWeapon && weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
} else {
weapon.GetEntity()->RaiseWeapon();
}
}
weap = spawnArgs.GetString( va( "def_weapon%d", num ) );
if ( !weap[ 0 ] ) {
gameLocal.Printf( "Invalid weapon\n" );
return;
}
#ifdef _D3XP
//Is the weapon a toggle weapon
WeaponToggle_t* weaponToggle;
if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle)) {
int weaponToggleIndex = 0;
//Find the current Weapon in the list
int currentIndex = -1;
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
if(weaponToggle->toggleList[i] == idealWeapon) {
currentIndex = i;
break;
}
}
if(currentIndex == -1) {
//Didn't find the current weapon so select the first item
weaponToggleIndex = 0;
} else {
//Roll to the next available item in the list
weaponToggleIndex = currentIndex;
weaponToggleIndex++;
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
weaponToggleIndex = 0;
}
}
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
//Is it available
if(inventory.weapons & ( 1 << weaponToggle->toggleList[weaponToggleIndex])) {
break;
}
weaponToggleIndex++;
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
weaponToggleIndex = 0;
}
}
num = weaponToggle->toggleList[weaponToggleIndex];
}
#endif
if ( force || ( inventory.weapons & ( 1 << num ) ) ) {
#ifdef _D3XP
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
#else
if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
#endif
return;
}
if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) {
weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) );
#ifdef _D3XP
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
#else
if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
#endif
return;
}
idealWeapon = previousWeapon;
} else if ( ( weapon_pda >= 0 ) && ( num == weapon_pda ) && ( inventory.pdas.Num() == 0 ) ) {
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
return;
} else {
idealWeapon = num;
}
UpdateHudWeapon();
}
}
/*
=================
idPlayer::DropWeapon
=================
*/
void idPlayer::DropWeapon( bool died ) {
idVec3 forward, up;
int inclip, ammoavailable;
assert( !gameLocal.isClient );
if ( spectating || weaponGone || weapon.GetEntity() == NULL ) {
return;
}
if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) {
return;
}
// ammoavailable is how many shots we can fire
// inclip is which amount is in clip right now
ammoavailable = weapon.GetEntity()->AmmoAvailable();
inclip = weapon.GetEntity()->AmmoInClip();
// don't drop a grenade if we have none left
if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) {
return;
}
#ifdef _D3XP
ammoavailable += inclip;
#endif
// expect an ammo setup that makes sense before doing any dropping
// ammoavailable is -1 for infinite ammo, and weapons like chainsaw
// a bad ammo config usually indicates a bad weapon state, so we should not drop
// used to be an assertion check, but it still happens in edge cases
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" );
return;
}
idEntity *item = NULL;
if ( died ) {
// ain't gonna throw you no weapon if I'm dead
item = weapon.GetEntity()->DropItem( vec3_origin, 0, WEAPON_DROP_TIME, died );
} else {
viewAngles.ToVectors( &forward, NULL, &up );
item = weapon.GetEntity()->DropItem( 250.0f * forward + 150.0f * up, 500, WEAPON_DROP_TIME, died );
}
if ( !item ) {
return;
}
// set the appropriate ammo in the dropped object
const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" );
if ( keyval ) {
item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
idStr inclipKey = keyval->GetKey();
inclipKey.Insert( "inclip_", 4 );
#ifdef _D3XP
inclipKey.Insert( va("%.2d", currentWeapon), 11);
#endif
item->spawnArgs.SetInt( inclipKey, inclip );
}
if ( !died ) {
// remove from our local inventory completely
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 );
weapon.GetEntity()->ResetAmmoClip();
NextWeapon();
weapon.GetEntity()->WeaponStolen();
weaponGone = true;
}
}
/*
=================
idPlayer::StealWeapon
steal the target player's current weapon
=================
*/
void idPlayer::StealWeapon( idPlayer *player ) {
assert( !gameLocal.isClient );
// make sure there's something to steal
idWeapon *player_weapon = static_cast< idWeapon * >( player->weapon.GetEntity() );
if ( !player_weapon || !player_weapon->CanDrop() || weaponGone ) {
return;
}
// steal - we need to effectively force the other player to abandon his weapon
int newweap = player->currentWeapon;
if ( newweap == -1 ) {
return;
}
// might be just dropped - check inventory
if ( ! ( player->inventory.weapons & ( 1 << newweap ) ) ) {
return;
}
const char *weapon_classname = spawnArgs.GetString( va( "def_weapon%d", newweap ) );
assert( weapon_classname );
int ammoavailable = player->weapon.GetEntity()->AmmoAvailable();
int inclip = player->weapon.GetEntity()->AmmoInClip();
#ifdef _D3XP
ammoavailable += inclip;
#endif
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
// see DropWeapon
common->DPrintf( "idPlayer::StealWeapon: bad ammo setup\n" );
// we still steal the weapon, so let's use the default ammo levels
inclip = -1;
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname );
assert( decl );
const idKeyValue *keypair = decl->dict.MatchPrefix( "inv_ammo_" );
assert( keypair );
ammoavailable = atoi( keypair->GetValue() );
}
player->weapon.GetEntity()->WeaponStolen();
player->inventory.Drop( player->spawnArgs, NULL, newweap );
player->SelectWeapon( weapon_fists, false );
// in case the robbed player is firing rounds with a continuous fire weapon like the chaingun/plasma etc.
// this will ensure the firing actually stops
player->weaponGone = true;
// give weapon, setup the ammo count
Give( "weapon", weapon_classname );
ammo_t ammo_i = player->inventory.AmmoIndexForWeaponClass( weapon_classname, NULL );
idealWeapon = newweap;
inventory.ammo[ ammo_i ] += ammoavailable;
#ifndef _D3XP
inventory.clip[ newweap ] = inclip;
#endif
}
/*
===============
idPlayer::ActiveGui
===============
*/
idUserInterface *idPlayer::ActiveGui( void ) {
if ( objectiveSystemOpen ) {
return objectiveSystem;
}
return focusUI;
}
/*
===============
idPlayer::Weapon_Combat
===============
*/
void idPlayer::Weapon_Combat( void ) {
if ( influenceActive || !weaponEnabled || gameLocal.inCinematic || privateCameraView ) {
return;
}
weapon.GetEntity()->RaiseWeapon();
if ( weapon.GetEntity()->IsReloading() ) {
if ( !AI_RELOAD ) {
AI_RELOAD = true;
SetState( "ReloadWeapon" );
UpdateScript();
}
} else {
AI_RELOAD = false;
}
if ( idealWeapon == weapon_soulcube && soulCubeProjectile.GetEntity() != NULL ) {
idealWeapon = currentWeapon;
}
if ( idealWeapon != currentWeapon ) {
if ( weaponCatchup ) {
assert( gameLocal.isClient );
currentWeapon = idealWeapon;
weaponGone = false;
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
animPrefix.Strip( "weapon_" );
weapon.GetEntity()->NetCatchup();
const function_t *newstate = GetScriptFunction( "NetCatchup" );
if ( newstate ) {
SetState( newstate );
UpdateScript();
}
weaponCatchup = false;
} else {
if ( weapon.GetEntity()->IsReady() ) {
weapon.GetEntity()->PutAway();
}
if ( weapon.GetEntity()->IsHolstered() ) {
assert( idealWeapon >= 0 );
assert( idealWeapon < MAX_WEAPONS );
if ( currentWeapon != weapon_pda && !spawnArgs.GetBool( va( "weapon%d_toggle", currentWeapon ) ) ) {
previousWeapon = currentWeapon;
}
currentWeapon = idealWeapon;
weaponGone = false;
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
animPrefix.Strip( "weapon_" );
weapon.GetEntity()->Raise();
}
}
} else {
weaponGone = false; // if you drop and re-get weap, you may miss the = false above
if ( weapon.GetEntity()->IsHolstered() ) {
if ( !weapon.GetEntity()->AmmoAvailable() ) {
// weapons can switch automatically if they have no more ammo
NextBestWeapon();
} else {
weapon.GetEntity()->Raise();
state = GetScriptFunction( "RaiseWeapon" );
if ( state ) {
SetState( state );
}
}
}
}
// check for attack
AI_WEAPON_FIRED = false;
if ( !influenceActive ) {
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !weaponGone ) {
FireWeapon();
} else if ( oldButtons & BUTTON_ATTACK ) {
AI_ATTACK_HELD = false;
weapon.GetEntity()->EndAttack();
}
}
// update our ammo clip in our inventory
if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) {
inventory.clip[ currentWeapon ] = weapon.GetEntity()->AmmoInClip();
if ( hud && ( currentWeapon == idealWeapon ) ) {
UpdateHudAmmo( hud );
}
}
}
/*
===============
idPlayer::Weapon_NPC
===============
*/
void idPlayer::Weapon_NPC( void ) {
if ( idealWeapon != currentWeapon ) {
Weapon_Combat();
}
StopFiring();
weapon.GetEntity()->LowerWeapon();
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !( oldButtons & BUTTON_ATTACK ) ) {
buttonMask |= BUTTON_ATTACK;
focusCharacter->TalkTo( this );
}
}
/*
===============
idPlayer::LowerWeapon
===============
*/
void idPlayer::LowerWeapon( void ) {
if ( weapon.GetEntity() && !weapon.GetEntity()->IsHidden() ) {
weapon.GetEntity()->LowerWeapon();
}
}
/*
===============
idPlayer::RaiseWeapon
===============
*/
void idPlayer::RaiseWeapon( void ) {
if ( weapon.GetEntity() && weapon.GetEntity()->IsHidden() ) {
weapon.GetEntity()->RaiseWeapon();
}
}
/*
===============
idPlayer::WeaponLoweringCallback
===============
*/
void idPlayer::WeaponLoweringCallback( void ) {
SetState( "LowerWeapon" );
UpdateScript();
}
/*
===============
idPlayer::WeaponRisingCallback
===============
*/
void idPlayer::WeaponRisingCallback( void ) {
SetState( "RaiseWeapon" );
UpdateScript();
}
/*
===============
idPlayer::Weapon_GUI
===============
*/
void idPlayer::Weapon_GUI( void ) {
if ( !objectiveSystemOpen ) {
if ( idealWeapon != currentWeapon ) {
Weapon_Combat();
}
StopFiring();
weapon.GetEntity()->LowerWeapon();
}
// disable click prediction for the GUIs. handy to check the state sync does the right thing
if ( gameLocal.isClient && !net_clientPredictGUI.GetBool() ) {
return;
}
if ( ( oldButtons ^ usercmd.buttons ) & BUTTON_ATTACK ) {
sysEvent_t ev;
const char *command = NULL;
bool updateVisuals = false;
idUserInterface *ui = ActiveGui();
if ( ui ) {
ev = sys->GenerateMouseButtonEvent( 1, ( usercmd.buttons & BUTTON_ATTACK ) != 0 );
command = ui->HandleEvent( &ev, gameLocal.time, &updateVisuals );
if ( updateVisuals && focusGUIent && ui == focusUI ) {
focusGUIent->UpdateVisuals();
}
}
if ( gameLocal.isClient ) {
// we predict enough, but don't want to execute commands
return;
}
if ( focusGUIent ) {
HandleGuiCommands( focusGUIent, command );
} else {
HandleGuiCommands( this, command );
}
}
}
/*
===============
idPlayer::UpdateWeapon
===============
*/
void idPlayer::UpdateWeapon( void ) {
if ( health <= 0 ) {
return;
}
assert( !spectating );
if ( gameLocal.isClient ) {
// clients need to wait till the weapon and it's world model entity
// are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity )
if ( !weapon.GetEntity()->IsWorldModelReady() ) {
return;
}
}
// always make sure the weapon is correctly setup before accessing it
if ( !weapon.GetEntity()->IsLinked() ) {
if ( idealWeapon != -1 ) {
animPrefix = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ idealWeapon ] );
assert( weapon.GetEntity()->IsLinked() );
} else {
return;
}
}
if ( hiddenWeapon && tipUp && usercmd.buttons & BUTTON_ATTACK ) {
HideTip();
}
if ( g_dragEntity.GetBool() ) {
StopFiring();
weapon.GetEntity()->LowerWeapon();
dragEntity.Update( this );
} else if ( ActiveGui() ) {
// gui handling overrides weapon use
Weapon_GUI();
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
Weapon_NPC();
} else {
Weapon_Combat();
}
if ( hiddenWeapon ) {
weapon.GetEntity()->LowerWeapon();
}
// update weapon state, particles, dlights, etc
weapon.GetEntity()->PresentWeapon( showWeaponViewModel );
}
/*
===============
idPlayer::SpectateFreeFly
===============
*/
void idPlayer::SpectateFreeFly( bool force ) {
idPlayer *player;
idVec3 newOrig;
idVec3 spawn_origin;
idAngles spawn_angles;
player = gameLocal.GetClientByNum( spectator );
if ( force || gameLocal.time > lastSpectateChange ) {
spectator = entityNumber;
if ( player && player != this && !player->spectating && !player->IsInTeleport() ) {
newOrig = player->GetPhysics()->GetOrigin();
if ( player->physicsObj.IsCrouching() ) {
newOrig[ 2 ] += pm_crouchviewheight.GetFloat();
} else {
newOrig[ 2 ] += pm_normalviewheight.GetFloat();
}
newOrig[ 2 ] += SPECTATE_RAISE;
idBounds b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
idVec3 start = player->GetPhysics()->GetOrigin();
start[2] += pm_spectatebbox.GetFloat() * 0.5f;
trace_t t;
// assuming spectate bbox is inside stand or crouch box
gameLocal.clip.TraceBounds( t, start, newOrig, b, MASK_PLAYERSOLID, player );
newOrig.Lerp( start, newOrig, t.fraction );
SetOrigin( newOrig );
idAngles angle = player->viewAngles;
angle[ 2 ] = 0;
SetViewAngles( angle );
} else {
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
spawn_origin[ 2 ] += pm_normalviewheight.GetFloat();
spawn_origin[ 2 ] += SPECTATE_RAISE;
SetOrigin( spawn_origin );
SetViewAngles( spawn_angles );
}
lastSpectateChange = gameLocal.time + 500;
}
}
/*
===============
idPlayer::SpectateCycle
===============
*/
void idPlayer::SpectateCycle( void ) {
idPlayer *player;
if ( gameLocal.time > lastSpectateChange ) {
int latchedSpectator = spectator;
spectator = gameLocal.GetNextClientNum( spectator );
player = gameLocal.GetClientByNum( spectator );
assert( player ); // never call here when the current spectator is wrong
// ignore other spectators
while ( latchedSpectator != spectator && player->spectating ) {
spectator = gameLocal.GetNextClientNum( spectator );
player = gameLocal.GetClientByNum( spectator );
}
lastSpectateChange = gameLocal.time + 500;
}
}
/*
===============
idPlayer::UpdateSpectating
===============
*/
void idPlayer::UpdateSpectating( void ) {
assert( spectating );
assert( !gameLocal.isClient );
assert( IsHidden() );
idPlayer *player;
if ( !gameLocal.isMultiplayer ) {
return;
}
player = gameLocal.GetClientByNum( spectator );
if ( !player || ( player->spectating && player != this ) ) {
SpectateFreeFly( true );
} else if ( usercmd.upmove > 0 ) {
SpectateFreeFly( false );
} else if ( usercmd.buttons & BUTTON_ATTACK ) {
SpectateCycle();
}
}
/*
===============
idPlayer::HandleSingleGuiCommand
===============
*/
bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) {
idToken token;
if ( !src->ReadToken( &token ) ) {
return false;
}
if ( token == ";" ) {
return false;
}
if ( token.Icmp( "addhealth" ) == 0 ) {
if ( entityGui && health < 100 ) {
int _health = entityGui->spawnArgs.GetInt( "gui_parm1" );
int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health;
_health -= amt;
entityGui->spawnArgs.SetInt( "gui_parm1", _health );
if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) {
entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health );
}
health += amt;
if ( health > 100 ) {
health = 100;
}
}
return true;
}
if ( token.Icmp( "ready" ) == 0 ) {
PerformImpulse( IMPULSE_17 );
return true;
}
if ( token.Icmp( "updatepda" ) == 0 ) {
UpdatePDAInfo( true );
return true;
}
if ( token.Icmp( "updatepda2" ) == 0 ) {
UpdatePDAInfo( false );
return true;
}
if ( token.Icmp( "stoppdavideo" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaVideoWave.Length() > 0 ) {
StopSound( SND_CHANNEL_PDA, false );
}
return true;
}
if ( token.Icmp( "close" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen ) {
TogglePDA();
}
}
if ( token.Icmp( "playpdavideo" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaVideo.Length() > 0 ) {
const idMaterial *mat = declManager->FindMaterial( pdaVideo );
if ( mat ) {
int c = mat->GetNumStages();
for ( int i = 0; i < c; i++ ) {
const shaderStage_t *stage = mat->GetStage(i);
if ( stage && stage->texture.cinematic ) {
stage->texture.cinematic->ResetTime( gameLocal.time );
}
}
if ( pdaVideoWave.Length() ) {
const idSoundShader *shader = declManager->FindSound( pdaVideoWave );
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, NULL );
}
}
}
}
if ( token.Icmp( "playpdaaudio" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
const idSoundShader *shader = declManager->FindSound( pdaAudio );
int ms;
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, &ms );
StartAudioLog();
CancelEvents( &EV_Player_StopAudioLog );
PostEventMS( &EV_Player_StopAudioLog, ms + 150 );
}
return true;
}
if ( token.Icmp( "stoppdaaudio" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
// idSoundShader *shader = declManager->FindSound( pdaAudio );
StopAudioLog();
StopSound( SND_CHANNEL_PDA, false );
}
return true;
}
src->UnreadToken( &token );
return false;
}
/*
==============
idPlayer::Collide
==============
*/
bool idPlayer::Collide( const trace_t &collision, const idVec3 &velocity ) {
idEntity *other;
if ( gameLocal.isClient ) {
return false;
}
other = gameLocal.entities[ collision.c.entityNum ];
if ( other ) {
other->Signal( SIG_TOUCH );
if ( !spectating ) {
if ( other->RespondsTo( EV_Touch ) ) {
other->ProcessEvent( &EV_Touch, this, &collision );
}
} else {
if ( other->RespondsTo( EV_SpectatorTouch ) ) {
other->ProcessEvent( &EV_SpectatorTouch, this, &collision );
}
}
}
return false;
}
/*
================
idPlayer::UpdateLocation
Searches nearby locations
================
*/
void idPlayer::UpdateLocation( void ) {
if ( hud ) {
idLocationEntity *locationEntity = gameLocal.LocationForPoint( GetEyePosition() );
if ( locationEntity ) {
hud->SetStateString( "location", locationEntity->GetLocation() );
} else {
hud->SetStateString( "location", common->GetLanguageDict()->GetString( "#str_02911" ) );
}
}
}
/*
================
idPlayer::ClearFocus
Clears the focus cursor
================
*/
void idPlayer::ClearFocus( void ) {
focusCharacter = NULL;
focusGUIent = NULL;
focusUI = NULL;
focusVehicle = NULL;
talkCursor = 0;
}
/*
================
idPlayer::UpdateFocus
Searches nearby entities for interactive guis, possibly making one of them
the focus and sending it a mouse move event
================
*/
void idPlayer::UpdateFocus( void ) {
idClipModel *clipModelList[ MAX_GENTITIES ];
idClipModel *clip;
int listedClipModels;
idEntity *oldFocus;
idEntity *ent;
idUserInterface *oldUI;
idAI *oldChar;
int oldTalkCursor;
int i, j;
idVec3 start, end;
bool allowFocus;
const char *command;
trace_t trace;
guiPoint_t pt;
const idKeyValue *kv;
sysEvent_t ev;
idUserInterface *ui;
if ( gameLocal.inCinematic ) {
return;
}
// only update the focus character when attack button isn't pressed so players
// can still chainsaw NPC's
if ( gameLocal.isMultiplayer || ( !focusCharacter && ( usercmd.buttons & BUTTON_ATTACK ) ) ) {
allowFocus = false;
} else {
allowFocus = true;
}
oldFocus = focusGUIent;
oldUI = focusUI;
oldChar = focusCharacter;
oldTalkCursor = talkCursor;
if ( focusTime <= gameLocal.time ) {
ClearFocus();
}
// don't let spectators interact with GUIs
if ( spectating ) {
return;
}
start = GetEyePosition();
end = start + viewAngles.ToForward() * 80.0f;
// player identification -> names to the hud
if ( gameLocal.isMultiplayer && entityNumber == gameLocal.localClientNum ) {
idVec3 end = start + viewAngles.ToForward() * 768.0f;
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
int iclient = -1;
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum < MAX_CLIENTS ) ) {
iclient = trace.c.entityNum;
}
if ( MPAim != iclient ) {
lastMPAim = MPAim;
MPAim = iclient;
lastMPAimTime = gameLocal.realClientTime;
}
}
idBounds bounds( start );
bounds.AddPoint( end );
listedClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
// no pretense at sorting here, just assume that there will only be one active
// gui within range along the trace
for ( i = 0; i < listedClipModels; i++ ) {
clip = clipModelList[ i ];
ent = clip->GetEntity();
if ( ent->IsHidden() ) {
continue;
}
if ( allowFocus ) {
if ( ent->IsType( idAFAttachment::Type ) ) {
idEntity *body = static_cast<idAFAttachment *>( ent )->GetBody();
if ( body && body->IsType( idAI::Type ) && ( static_cast<idAI *>( body )->GetTalkState() >= TALK_OK ) ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusCharacter = static_cast<idAI *>( body );
talkCursor = 1;
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
}
continue;
}
if ( ent->IsType( idAI::Type ) ) {
if ( static_cast<idAI *>( ent )->GetTalkState() >= TALK_OK ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusCharacter = static_cast<idAI *>( ent );
talkCursor = 1;
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
}
continue;
}
if ( ent->IsType( idAFEntity_Vehicle::Type ) ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusVehicle = static_cast<idAFEntity_Vehicle *>( ent );
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
continue;
}
}
if ( !ent->GetRenderEntity() || !ent->GetRenderEntity()->gui[ 0 ] || !ent->GetRenderEntity()->gui[ 0 ]->IsInteractive() ) {
continue;
}
if ( ent->spawnArgs.GetBool( "inv_item" ) ) {
// don't allow guis on pickup items focus
continue;
}
pt = gameRenderWorld->GuiTrace( ent->GetModelDefHandle(), start, end );
if ( pt.x != -1 ) {
// we have a hit
renderEntity_t *focusGUIrenderEntity = ent->GetRenderEntity();
if ( !focusGUIrenderEntity ) {
continue;
}
if ( pt.guiId == 1 ) {
ui = focusGUIrenderEntity->gui[ 0 ];
} else if ( pt.guiId == 2 ) {
ui = focusGUIrenderEntity->gui[ 1 ];
} else {
ui = focusGUIrenderEntity->gui[ 2 ];
}
if ( ui == NULL ) {
continue;
}
ClearFocus();
focusGUIent = ent;
focusUI = ui;
if ( oldFocus != ent ) {
// new activation
// going to see if we have anything in inventory a gui might be interested in
// need to enumerate inventory items
focusUI->SetStateInt( "inv_count", inventory.items.Num() );
for ( j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
const char *iname = item->GetString( "inv_name" );
const char *iicon = item->GetString( "inv_icon" );
const char *itext = item->GetString( "inv_text" );
focusUI->SetStateString( va( "inv_name_%i", j), iname );
focusUI->SetStateString( va( "inv_icon_%i", j), iicon );
focusUI->SetStateString( va( "inv_text_%i", j), itext );
kv = item->MatchPrefix("inv_id", NULL);
if ( kv ) {
focusUI->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
}
focusUI->SetStateInt( iname, 1 );
}
for( j = 0; j < inventory.pdaSecurity.Num(); j++ ) {
const char *p = inventory.pdaSecurity[ j ];
if ( p && *p ) {
focusUI->SetStateInt( p, 1 );
}
}
#ifdef _D3XP //BSM: Added for powercells
int powerCellCount = 0;
for ( j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
#endif
int staminapercentage = ( int )( 100.0f * stamina / pm_stamina.GetFloat() );
focusUI->SetStateString( "player_health", va("%i", health ) );
focusUI->SetStateString( "player_stamina", va( "%i%%", staminapercentage ) );
focusUI->SetStateString( "player_armor", va( "%i%%", inventory.armor ) );
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", NULL );
while ( kv ) {
focusUI->SetStateString( kv->GetKey(), kv->GetValue() );
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", kv );
}
}
// clamp the mouse to the corner
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
command = focusUI->HandleEvent( &ev, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
// move to an absolute position
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
command = focusUI->HandleEvent( &ev, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
focusTime = gameLocal.time + FOCUS_GUI_TIME;
break;
}
}
if ( focusGUIent && focusUI ) {
if ( !oldFocus || oldFocus != focusGUIent ) {
command = focusUI->Activate( true, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
StartSound( "snd_guienter", SND_CHANNEL_ANY, 0, false, NULL );
// HideTip();
// HideObjective();
}
} else if ( oldFocus && oldUI ) {
command = oldUI->Activate( false, gameLocal.time );
HandleGuiCommands( oldFocus, command );
StartSound( "snd_guiexit", SND_CHANNEL_ANY, 0, false, NULL );
}
if ( cursor && ( oldTalkCursor != talkCursor ) ) {
cursor->SetStateInt( "talkcursor", talkCursor );
}
if ( oldChar != focusCharacter && hud ) {
if ( focusCharacter ) {
hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
#ifdef _D3XP
//Use to code to update the npc action string to fix bug 1159
hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" ));
#endif
hud->HandleNamedEvent( "showNPC" );
// HideTip();
// HideObjective();
} else {
hud->SetStateString( "npc", "" );
#ifdef _D3XP
hud->SetStateString( "npc_action", "" );
#endif
hud->HandleNamedEvent( "hideNPC" );
}
}
}
/*
=================
idPlayer::CrashLand
Check for hard landings that generate sound events
=================
*/
void idPlayer::CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity ) {
idVec3 origin, velocity;
idVec3 gravityVector, gravityNormal;
float delta;
float hardDelta, fatalDelta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
waterLevel_t waterLevel;
bool noDamage;
AI_SOFTLANDING = false;
AI_HARDLANDING = false;
// if the player is not on the ground
if ( !physicsObj.HasGroundContacts() ) {
return;
}
gravityNormal = physicsObj.GetGravityNormal();
// if the player wasn't going down
if ( ( oldVelocity * -gravityNormal ) >= 0.0f ) {
return;
}
waterLevel = physicsObj.GetWaterLevel();
// never take falling damage if completely underwater
if ( waterLevel == WATERLEVEL_HEAD ) {
return;
}
// no falling damage if touching a nodamage surface
noDamage = false;
for ( int i = 0; i < physicsObj.GetNumContacts(); i++ ) {
const contactInfo_t &contact = physicsObj.GetContact( i );
if ( contact.material->GetSurfaceFlags() & SURF_NODAMAGE ) {
noDamage = true;
StartSound( "snd_land_hard", SND_CHANNEL_ANY, 0, false, NULL );
break;
}
}
origin = GetPhysics()->GetOrigin();
gravityVector = physicsObj.GetGravity();
// calculate the exact velocity on landing
dist = ( origin - oldOrigin ) * -gravityNormal;
vel = oldVelocity * -gravityNormal;
acc = -gravityVector.Length();
a = acc / 2.0f;
b = vel;
c = -dist;
den = b * b - 4.0f * a * c;
if ( den < 0 ) {
return;
}
t = ( -b - idMath::Sqrt( den ) ) / ( 2.0f * a );
delta = vel + t * acc;
delta = delta * delta * 0.0001;
// reduce falling damage if there is standing water
if ( waterLevel == WATERLEVEL_WAIST ) {
delta *= 0.25f;
}
if ( waterLevel == WATERLEVEL_FEET ) {
delta *= 0.5f;
}
if ( delta < 1.0f ) {
return;
}
// allow falling a bit further for multiplayer
if ( gameLocal.isMultiplayer ) {
fatalDelta = 75.0f;
hardDelta = 50.0f;
} else {
fatalDelta = 65.0f;
hardDelta = 45.0f;
}
if ( delta > fatalDelta ) {
AI_HARDLANDING = true;
landChange = -32;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 );
}
} else if ( delta > hardDelta ) {
AI_HARDLANDING = true;
landChange = -24;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 );
}
} else if ( delta > 30 ) {
AI_HARDLANDING = true;
landChange = -16;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 );
}
} else if ( delta > 7 ) {
AI_SOFTLANDING = true;
landChange = -8;
landTime = gameLocal.time;
} else if ( delta > 3 ) {
// just walk on
}
}
/*
===============
idPlayer::BobCycle
===============
*/
void idPlayer::BobCycle( const idVec3 &pushVelocity ) {
float bobmove;
int old, deltaTime;
idVec3 vel, gravityDir, velocity;
idMat3 viewaxis;
float bob;
float delta;
float speed;
float f;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
velocity = physicsObj.GetLinearVelocity() - pushVelocity;
gravityDir = physicsObj.GetGravityNormal();
vel = velocity - ( velocity * gravityDir ) * gravityDir;
xyspeed = vel.LengthFast();
// do not evaluate the bob for other clients
// when doing a spectate follow, don't do any weapon bobbing
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
viewBobAngles.Zero();
viewBob.Zero();
return;
}
if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( gameLocal.isMultiplayer && spectating ) ) {
// airborne
bobCycle = 0;
bobFoot = 0;
bobfracsin = 0;
} else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) {
// start at beginning of cycle again
bobCycle = 0;
bobFoot = 0;
bobfracsin = 0;
} else {
if ( physicsObj.IsCrouching() ) {
bobmove = pm_crouchbob.GetFloat();
// ducked characters never play footsteps
} else {
// vary the bobbing based on the speed of the player
bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac;
}
// check for footstep / splash sounds
old = bobCycle;
bobCycle = (int)( old + bobmove * gameLocal.msec ) & 255;
bobFoot = ( bobCycle & 128 ) >> 7;
bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) );
}
// calculate angles for view bobbing
viewBobAngles.Zero();
viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
// add angles based on velocity
delta = velocity * viewaxis[0];
viewBobAngles.pitch += delta * pm_runpitch.GetFloat();
delta = velocity * viewaxis[1];
viewBobAngles.roll -= delta * pm_runroll.GetFloat();
// add angles based on bob
// make sure the bob is visible even at low speeds
speed = xyspeed > 200 ? xyspeed : 200;
delta = bobfracsin * pm_bobpitch.GetFloat() * speed;
if ( physicsObj.IsCrouching() ) {
delta *= 3; // crouching
}
viewBobAngles.pitch += delta;
delta = bobfracsin * pm_bobroll.GetFloat() * speed;
if ( physicsObj.IsCrouching() ) {
delta *= 3; // crouching accentuates roll
}
if ( bobFoot & 1 ) {
delta = -delta;
}
viewBobAngles.roll += delta;
// calculate position for view bobbing
viewBob.Zero();
if ( physicsObj.HasSteppedUp() ) {
// check for stepping up before a previous step is completed
deltaTime = gameLocal.time - stepUpTime;
if ( deltaTime < STEPUP_TIME ) {
stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp();
} else {
stepUpDelta = physicsObj.GetStepUp();
}
if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) {
stepUpDelta = 2.0f * pm_stepsize.GetFloat();
}
stepUpTime = gameLocal.time;
}
idVec3 gravity = physicsObj.GetGravityNormal();
// if the player stepped up recently
deltaTime = gameLocal.time - stepUpTime;
if ( deltaTime < STEPUP_TIME ) {
viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME );
}
// add bob height after any movement smoothing
bob = bobfracsin * xyspeed * pm_bobup.GetFloat();
if ( bob > 6 ) {
bob = 6;
}
viewBob[2] += bob;
// add fall height
delta = gameLocal.time - landTime;
if ( delta < LAND_DEFLECT_TIME ) {
f = delta / LAND_DEFLECT_TIME;
viewBob -= gravity * ( landChange * f );
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
delta -= LAND_DEFLECT_TIME;
f = 1.0 - ( delta / LAND_RETURN_TIME );
viewBob -= gravity * ( landChange * f );
}
}
/*
================
idPlayer::UpdateDeltaViewAngles
================
*/
void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) {
// set the delta angle
idAngles delta;
for( int i = 0; i < 3; i++ ) {
delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] );
}
SetDeltaViewAngles( delta );
}
/*
================
idPlayer::SetViewAngles
================
*/
void idPlayer::SetViewAngles( const idAngles &angles ) {
UpdateDeltaViewAngles( angles );
viewAngles = angles;
}
/*
================
idPlayer::UpdateViewAngles
================
*/
void idPlayer::UpdateViewAngles( void ) {
int i;
idAngles delta;
if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
// no view changes at all, but we still want to update the deltas or else when
// we get out of this mode, our view will snap to a kind of random angle
UpdateDeltaViewAngles( viewAngles );
return;
}
// if dead
if ( health <= 0 ) {
if ( pm_thirdPersonDeath.GetBool() ) {
viewAngles.roll = 0.0f;
viewAngles.pitch = 30.0f;
} else {
viewAngles.roll = 40.0f;
viewAngles.pitch = -15.0f;
}
return;
}
// circularly clamp the angles with deltas
for ( i = 0; i < 3; i++ ) {
cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] );
if ( influenceActive == INFLUENCE_LEVEL3 ) {
viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) );
} else {
viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] );
}
}
if ( !centerView.IsDone( gameLocal.time ) ) {
viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time);
}
// clamp the pitch
if ( noclip ) {
if ( viewAngles.pitch > 89.0f ) {
// don't let the player look down more than 89 degrees while noclipping
viewAngles.pitch = 89.0f;
} else if ( viewAngles.pitch < -89.0f ) {
// don't let the player look up more than 89 degrees while noclipping
viewAngles.pitch = -89.0f;
}
#ifdef _D3XP
} else if ( mountedObject ) {
int yaw_min, yaw_max, varc;
mountedObject->GetAngleRestrictions( yaw_min, yaw_max, varc );
if ( yaw_min < yaw_max ) {
viewAngles.yaw = idMath::ClampFloat( yaw_min, yaw_max, viewAngles.yaw );
} else {
if ( viewAngles.yaw < 0 ) {
viewAngles.yaw = idMath::ClampFloat( -180.f, yaw_max, viewAngles.yaw );
} else {
viewAngles.yaw = idMath::ClampFloat( yaw_min, 180.f, viewAngles.yaw );
}
}
viewAngles.pitch = idMath::ClampFloat( -varc, varc, viewAngles.pitch );
#endif
} else {
if ( viewAngles.pitch > pm_maxviewpitch.GetFloat() ) {
// don't let the player look down enough to see the shadow of his (non-existant) feet
viewAngles.pitch = pm_maxviewpitch.GetFloat();
} else if ( viewAngles.pitch < pm_minviewpitch.GetFloat() ) {
// don't let the player look up more than 89 degrees
viewAngles.pitch = pm_minviewpitch.GetFloat();
}
}
UpdateDeltaViewAngles( viewAngles );
// orient the model towards the direction we're looking
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
// save in the log for analyzing weapon angle offsets
loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles;
}
/*
==============
idPlayer::AdjustHeartRate
Player heartrate works as follows
DEF_HEARTRATE is resting heartrate
Taking damage when health is above 75 adjusts heart rate by 1 beat per second
Taking damage when health is below 75 adjusts heart rate by 5 beats per second
Maximum heartrate from damage is MAX_HEARTRATE
Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE
Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE
All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds
Once it starts falling it always tries to get to DEF_HEARTRATE
The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling
immediately to zero
Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is
scaled linearly based on the actual rate
Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if
it is audible or -10db and scales to 8db on the last few beats
==============
*/
void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) {
if ( heartInfo.GetEndValue() == target ) {
return;
}
if ( AI_DEAD && !force ) {
return;
}
lastHeartAdjust = gameLocal.time;
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
}
/*
==============
idPlayer::GetBaseHeartRate
==============
*/
int idPlayer::GetBaseHeartRate( void ) {
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
int rate = idMath::FtoiFast( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) );
int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999;
rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0;
return rate;
}
/*
==============
idPlayer::SetCurrentHeartRate
==============
*/
void idPlayer::SetCurrentHeartRate( void ) {
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
if ( PowerUpActive( ADRENALINE )) {
heartRate = 135;
} else {
heartRate = idMath::FtoiFast( heartInfo.GetCurrentValue( gameLocal.time ) );
int currentRate = GetBaseHeartRate();
if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) {
AdjustHeartRate( currentRate, 2.5f, 0.0f, false );
}
}
int bps = idMath::FtoiFast( 60.0f / heartRate * 1000.0f );
if ( gameLocal.time - lastHeartBeat > bps ) {
int dmgVol = DMG_VOLUME;
int deathVol = DEATH_VOLUME;
int zeroVol = ZERO_VOLUME;
float pct = 0.0;
if ( heartRate > BASE_HEARTRATE && health > 0 ) {
pct = (float)(heartRate - base) / (MAX_HEARTRATE - base);
pct *= ((float)dmgVol - (float)zeroVol);
} else if ( health <= 0 ) {
pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE);
if ( pct > 1.0f ) {
pct = 1.0f;
} else if (pct < 0.0f) {
pct = 0.0f;
}
pct *= ((float)deathVol - (float)zeroVol);
}
pct += (float)zeroVol;
if ( pct != zeroVol ) {
StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL );
// modify just this channel to a custom volume
soundShaderParms_t parms;
memset( &parms, 0, sizeof( parms ) );
parms.volume = pct;
refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms );
}
lastHeartBeat = gameLocal.time;
}
}
/*
==============
idPlayer::UpdateAir
==============
*/
void idPlayer::UpdateAir( void ) {
if ( health <= 0 ) {
return;
}
// see if the player is connected to the info_vacuum
bool newAirless = false;
if ( gameLocal.vacuumAreaNum != -1 ) {
int num = GetNumPVSAreas();
if ( num > 0 ) {
int areaNum;
// if the player box spans multiple areas, get the area from the origin point instead,
// otherwise a rotating player box may poke into an outside area
if ( num == 1 ) {
const int *pvsAreas = GetPVSAreas();
areaNum = pvsAreas[0];
} else {
areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
}
newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
}
}
#ifdef _D3XP
if ( PowerUpActive( ENVIROTIME ) ) {
newAirless = false;
}
#endif
if ( newAirless ) {
if ( !airless ) {
StartSound( "snd_decompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
StartSound( "snd_noAir", SND_CHANNEL_BODY2, 0, false, NULL );
if ( hud ) {
hud->HandleNamedEvent( "noAir" );
}
}
airTics--;
if ( airTics < 0 ) {
airTics = 0;
// check for damage
const idDict *damageDef = gameLocal.FindEntityDefDict( "damage_noair", false );
int dmgTiming = 1000 * ((damageDef) ? damageDef->GetFloat( "delay", "3.0" ) : 3.0f );
if ( gameLocal.time > lastAirDamage + dmgTiming ) {
Damage( NULL, NULL, vec3_origin, "damage_noair", 1.0f, 0 );
lastAirDamage = gameLocal.time;
}
}
} else {
if ( airless ) {
StartSound( "snd_recompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
StopSound( SND_CHANNEL_BODY2, false );
if ( hud ) {
hud->HandleNamedEvent( "Air" );
}
}
airTics+=2; // regain twice as fast as lose
if ( airTics > pm_airTics.GetInteger() ) {
airTics = pm_airTics.GetInteger();
}
}
airless = newAirless;
if ( hud ) {
hud->SetStateInt( "player_air", 100 * airTics / pm_airTics.GetInteger() );
}
}
void idPlayer::UpdatePowerupHud() {
if ( health <= 0 ) {
return;
}
if(lastHudPowerup != hudPowerup) {
if(hudPowerup == -1) {
//The powerup hud should be turned off
if ( hud ) {
hud->HandleNamedEvent( "noPowerup" );
}
} else {
//Turn the pwoerup hud on
if ( hud ) {
hud->HandleNamedEvent( "Powerup" );
}
}
lastHudPowerup = hudPowerup;
}
if(hudPowerup != -1) {
if(PowerUpActive(hudPowerup)) {
int remaining = inventory.powerupEndTime[ hudPowerup ] - gameLocal.time;
int filledbar = idMath::ClampInt( 0, hudPowerupDuration, remaining );
if ( hud ) {
hud->SetStateInt( "player_powerup", 100 * filledbar / hudPowerupDuration );
hud->SetStateInt( "player_poweruptime", remaining / 1000 );
}
}
}
}
/*
==============
idPlayer::AddGuiPDAData
==============
*/
int idPlayer::AddGuiPDAData( const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui ) {
int c, i;
idStr work;
if ( dataType == DECL_EMAIL ) {
c = src->GetNumEmails();
for ( i = 0; i < c; i++ ) {
const idDeclEmail *email = src->GetEmailByIndex( i );
if ( email == NULL ) {
work = va( "-\tEmail %d not found\t-", i );
} else {
work = email->GetFrom();
work += "\t";
work += email->GetSubject();
work += "\t";
work += email->GetDate();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
} else if ( dataType == DECL_AUDIO ) {
c = src->GetNumAudios();
for ( i = 0; i < c; i++ ) {
const idDeclAudio *audio = src->GetAudioByIndex( i );
if ( audio == NULL ) {
work = va( "Audio Log %d not found", i );
} else {
work = audio->GetAudioName();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
} else if ( dataType == DECL_VIDEO ) {
c = inventory.videos.Num();
for ( i = 0; i < c; i++ ) {
const idDeclVideo *video = GetVideo( i );
if ( video == NULL ) {
work = va( "Video CD %s not found", inventory.videos[i].c_str() );
} else {
work = video->GetVideoName();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
}
return 0;
}
/*
==============
idPlayer::GetPDA
==============
*/
const idDeclPDA *idPlayer::GetPDA( void ) const {
if ( inventory.pdas.Num() ) {
return static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[ 0 ] ) );
} else {
return NULL;
}
}
/*
==============
idPlayer::GetVideo
==============
*/
const idDeclVideo *idPlayer::GetVideo( int index ) {
if ( index >= 0 && index < inventory.videos.Num() ) {
return static_cast< const idDeclVideo* >( declManager->FindType( DECL_VIDEO, inventory.videos[index], false ) );
}
return NULL;
}
/*
==============
idPlayer::UpdatePDAInfo
==============
*/
void idPlayer::UpdatePDAInfo( bool updatePDASel ) {
int j, sel;
if ( objectiveSystem == NULL ) {
return;
}
assert( hud );
int currentPDA = objectiveSystem->State().GetInt( "listPDA_sel_0", "0" );
if ( currentPDA == -1 ) {
currentPDA = 0;
}
if ( updatePDASel ) {
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", 0 );
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", 0 );
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", 0 );
}
if ( currentPDA > 0 ) {
currentPDA = inventory.pdas.Num() - currentPDA;
}
// Mark in the bit array that this pda has been read
if ( currentPDA < 128 ) {
inventory.pdasViewed[currentPDA >> 5] |= 1 << (currentPDA & 31);
}
pdaAudio = "";
pdaVideo = "";
pdaVideoWave = "";
idStr name, data, preview, info, wave;
for ( j = 0; j < MAX_PDAS; j++ ) {
objectiveSystem->SetStateString( va( "listPDA_item_%i", j ), "" );
}
for ( j = 0; j < MAX_PDA_ITEMS; j++ ) {
objectiveSystem->SetStateString( va( "listPDAVideo_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDAAudio_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDAEmail_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDASecurity_item_%i", j ), "" );
}
for ( j = 0; j < inventory.pdas.Num(); j++ ) {
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[j], false ) );
if ( pda == NULL ) {
continue;
}
int index = inventory.pdas.Num() - j;
if ( j == 0 ) {
// Special case for the first PDA
index = 0;
}
if ( j != currentPDA && j < 128 && inventory.pdasViewed[j >> 5] & (1 << (j & 31)) ) {
// This pda has been read already, mark in gray
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), va(S_COLOR_GRAY "%s", pda->GetPdaName()) );
} else {
// This pda has not been read yet
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), pda->GetPdaName() );
}
const char *security = pda->GetSecurity();
if ( j == currentPDA || (currentPDA == 0 && security && *security ) ) {
if ( *security == 0 ) {
security = common->GetLanguageDict()->GetString( "#str_00066" );
}
objectiveSystem->SetStateString( "PDASecurityClearance", security );
}
if ( j == currentPDA ) {
objectiveSystem->SetStateString( "pda_icon", pda->GetIcon() );
objectiveSystem->SetStateString( "pda_id", pda->GetID() );
objectiveSystem->SetStateString( "pda_title", pda->GetTitle() );
if ( j == 0 ) {
// Selected, personal pda
// Add videos
if ( updatePDASel || !inventory.pdaOpened ) {
objectiveSystem->HandleNamedEvent( "playerPDAActive" );
objectiveSystem->SetStateString( "pda_personal", "1" );
inventory.pdaOpened = true;
}
objectiveSystem->SetStateString( "pda_location", hud->State().GetString("location") );
objectiveSystem->SetStateString( "pda_name", cvarSystem->GetCVarString( "ui_name") );
AddGuiPDAData( DECL_VIDEO, "listPDAVideo", pda, objectiveSystem );
sel = objectiveSystem->State().GetInt( "listPDAVideo_sel_0", "0" );
const idDeclVideo *vid = NULL;
if ( sel >= 0 && sel < inventory.videos.Num() ) {
vid = static_cast< const idDeclVideo * >( declManager->FindType( DECL_VIDEO, inventory.videos[ sel ], false ) );
}
if ( vid ) {
pdaVideo = vid->GetRoq();
pdaVideoWave = vid->GetWave();
objectiveSystem->SetStateString( "PDAVideoTitle", vid->GetVideoName() );
objectiveSystem->SetStateString( "PDAVideoVid", vid->GetRoq() );
objectiveSystem->SetStateString( "PDAVideoIcon", vid->GetPreview() );
objectiveSystem->SetStateString( "PDAVideoInfo", vid->GetInfo() );
} else {
//FIXME: need to precache these in the player def
objectiveSystem->SetStateString( "PDAVideoVid", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAVideoIcon", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAVideoTitle", "" );
objectiveSystem->SetStateString( "PDAVideoInfo", "" );
}
} else {
// Selected, non-personal pda
// Add audio logs
if ( updatePDASel ) {
objectiveSystem->HandleNamedEvent( "playerPDANotActive" );
objectiveSystem->SetStateString( "pda_personal", "0" );
inventory.pdaOpened = true;
}
objectiveSystem->SetStateString( "pda_location", pda->GetPost() );
objectiveSystem->SetStateString( "pda_name", pda->GetFullName() );
int audioCount = AddGuiPDAData( DECL_AUDIO, "listPDAAudio", pda, objectiveSystem );
objectiveSystem->SetStateInt( "audioLogCount", audioCount );
sel = objectiveSystem->State().GetInt( "listPDAAudio_sel_0", "0" );
const idDeclAudio *aud = NULL;
if ( sel >= 0 ) {
aud = pda->GetAudioByIndex( sel );
}
if ( aud ) {
pdaAudio = aud->GetWave();
objectiveSystem->SetStateString( "PDAAudioTitle", aud->GetAudioName() );
objectiveSystem->SetStateString( "PDAAudioIcon", aud->GetPreview() );
objectiveSystem->SetStateString( "PDAAudioInfo", aud->GetInfo() );
} else {
objectiveSystem->SetStateString( "PDAAudioIcon", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAAutioTitle", "" );
objectiveSystem->SetStateString( "PDAAudioInfo", "" );
}
}
// add emails
name = "";
data = "";
int numEmails = pda->GetNumEmails();
if ( numEmails > 0 ) {
AddGuiPDAData( DECL_EMAIL, "listPDAEmail", pda, objectiveSystem );
sel = objectiveSystem->State().GetInt( "listPDAEmail_sel_0", "-1" );
if ( sel >= 0 && sel < numEmails ) {
const idDeclEmail *email = pda->GetEmailByIndex( sel );
name = email->GetSubject();
data = email->GetBody();
}
}
objectiveSystem->SetStateString( "PDAEmailTitle", name );
objectiveSystem->SetStateString( "PDAEmailText", data );
}
}
if ( objectiveSystem->State().GetInt( "listPDA_sel_0", "-1" ) == -1 ) {
objectiveSystem->SetStateInt( "listPDA_sel_0", 0 );
}
objectiveSystem->StateChanged( gameLocal.time );
}
/*
==============
idPlayer::TogglePDA
==============
*/
void idPlayer::TogglePDA( void ) {
if ( objectiveSystem == NULL ) {
return;
}
if ( inventory.pdas.Num() == 0 ) {
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
return;
}
assert( hud );
if ( !objectiveSystemOpen ) {
int j, c = inventory.items.Num();
objectiveSystem->SetStateInt( "inv_count", c );
for ( j = 0; j < MAX_INVENTORY_ITEMS; j++ ) {
objectiveSystem->SetStateString( va( "inv_name_%i", j ), "" );
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), "" );
objectiveSystem->SetStateString( va( "inv_text_%i", j ), "" );
}
for ( j = 0; j < c; j++ ) {
idDict *item = inventory.items[j];
if ( !item->GetBool( "inv_pda" ) ) {
const char *iname = item->GetString( "inv_name" );
const char *iicon = item->GetString( "inv_icon" );
const char *itext = item->GetString( "inv_text" );
objectiveSystem->SetStateString( va( "inv_name_%i", j ), iname );
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), iicon );
objectiveSystem->SetStateString( va( "inv_text_%i", j ), itext );
const idKeyValue *kv = item->MatchPrefix( "inv_id", NULL );
if ( kv ) {
objectiveSystem->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
}
}
}
for ( j = 0; j < MAX_WEAPONS; j++ ) {
const char *weapnum = va( "def_weapon%d", j );
const char *hudWeap = va( "weapon%d", j );
int weapstate = 0;
if ( inventory.weapons & ( 1 << j ) ) {
const char *weap = spawnArgs.GetString( weapnum );
if ( weap && *weap ) {
weapstate++;
}
}
objectiveSystem->SetStateInt( hudWeap, weapstate );
}
objectiveSystem->SetStateInt( "listPDA_sel_0", inventory.selPDA );
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", inventory.selVideo );
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", inventory.selAudio );
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", inventory.selEMail );
UpdatePDAInfo( false );
UpdateObjectiveInfo();
objectiveSystem->Activate( true, gameLocal.time );
hud->HandleNamedEvent( "pdaPickupHide" );
hud->HandleNamedEvent( "videoPickupHide" );
} else {
inventory.selPDA = objectiveSystem->State().GetInt( "listPDA_sel_0" );
inventory.selVideo = objectiveSystem->State().GetInt( "listPDAVideo_sel_0" );
inventory.selAudio = objectiveSystem->State().GetInt( "listPDAAudio_sel_0" );
inventory.selEMail = objectiveSystem->State().GetInt( "listPDAEmail_sel_0" );
objectiveSystem->Activate( false, gameLocal.time );
}
objectiveSystemOpen ^= 1;
}
/*
==============
idPlayer::ToggleScoreboard
==============
*/
void idPlayer::ToggleScoreboard( void ) {
scoreBoardOpen ^= 1;
}
/*
==============
idPlayer::Spectate
==============
*/
void idPlayer::Spectate( bool spectate ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
// track invisible player bug
// all hiding and showing should be performed through Spectate calls
// except for the private camera view, which is used for teleports
assert( ( teleportEntity.GetEntity() != NULL ) || ( IsHidden() == spectating ) );
if ( spectating == spectate ) {
return;
}
spectating = spectate;
if ( gameLocal.isServer ) {
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteBits( spectating, 1 );
ServerSendEvent( EVENT_SPECTATE, &msg, false, -1 );
}
if ( spectating ) {
// join the spectators
ClearPowerUps();
spectator = this->entityNumber;
Init();
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.DisableClip();
Hide();
Event_DisableWeapon();
if ( hud ) {
hud->HandleNamedEvent( "aim_clear" );
MPAimFadeTime = 0;
}
} else {
// put everything back together again
currentWeapon = -1; // to make sure the def will be loaded if necessary
Show();
Event_EnableWeapon();
}
SetClipModel();
}
/*
==============
idPlayer::SetClipModel
==============
*/
void idPlayer::SetClipModel( void ) {
idBounds bounds;
if ( spectating ) {
bounds = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
} else {
bounds[0].Set( -pm_bboxwidth.GetFloat() * 0.5f, -pm_bboxwidth.GetFloat() * 0.5f, 0 );
bounds[1].Set( pm_bboxwidth.GetFloat() * 0.5f, pm_bboxwidth.GetFloat() * 0.5f, pm_normalheight.GetFloat() );
}
// the origin of the clip model needs to be set before calling SetClipModel
// otherwise our physics object's current origin value gets reset to 0
idClipModel *newClip;
if ( pm_usecylinder.GetBool() ) {
newClip = new idClipModel( idTraceModel( bounds, 8 ) );
newClip->Translate( physicsObj.PlayerGetOrigin() );
physicsObj.SetClipModel( newClip, 1.0f );
} else {
newClip = new idClipModel( idTraceModel( bounds ) );
newClip->Translate( physicsObj.PlayerGetOrigin() );
physicsObj.SetClipModel( newClip, 1.0f );
}
}
/*
==============
idPlayer::UseVehicle
==============
*/
void idPlayer::UseVehicle( void ) {
trace_t trace;
idVec3 start, end;
idEntity *ent;
if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
Show();
static_cast<idAFEntity_Vehicle*>(GetBindMaster())->Use( this );
} else {
start = GetEyePosition();
end = start + viewAngles.ToForward() * 80.0f;
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( trace.fraction < 1.0f ) {
ent = gameLocal.entities[ trace.c.entityNum ];
if ( ent && ent->IsType( idAFEntity_Vehicle::Type ) ) {
Hide();
static_cast<idAFEntity_Vehicle*>(ent)->Use( this );
}
}
}
}
/*
==============
idPlayer::PerformImpulse
==============
*/
void idPlayer::PerformImpulse( int impulse ) {
if ( gameLocal.isClient ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
assert( entityNumber == gameLocal.localClientNum );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteBits( impulse, 6 );
ClientSendEvent( EVENT_IMPULSE, &msg );
}
if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 ) {
SelectWeapon( impulse, false );
return;
}
switch( impulse ) {
case IMPULSE_13: {
Reload();
break;
}
case IMPULSE_14: {
NextWeapon();
break;
}
case IMPULSE_15: {
PrevWeapon();
break;
}
case IMPULSE_17: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleReady();
}
break;
}
case IMPULSE_18: {
centerView.Init(gameLocal.time, 200, viewAngles.pitch, 0);
break;
}
case IMPULSE_19: {
// when we're not in single player, IMPULSE_19 is used for showScores
// otherwise it opens the pda
if ( !gameLocal.isMultiplayer ) {
if ( objectiveSystemOpen ) {
TogglePDA();
} else if ( weapon_pda >= 0 ) {
SelectWeapon( weapon_pda, true );
}
}
break;
}
case IMPULSE_20: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleTeam();
}
break;
}
case IMPULSE_22: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleSpectate();
}
break;
}
case IMPULSE_25: {
if ( gameLocal.isServer && gameLocal.mpGame.IsGametypeFlagBased() && (gameLocal.serverInfo.GetInt( "si_midnight" ) == 2) ) {
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
enviroSuitLight = NULL;
} else {
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
if ( lightDef ) {
idEntity *temp = static_cast<idEntity *>(enviroSuitLight.GetEntity());
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
enviroSuitLight = static_cast<idLight *>(temp);
enviroSuitLight.GetEntity()->fl.networkSync = true;
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
}
}
break;
}
case IMPULSE_28: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, true );
}
break;
}
case IMPULSE_29: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, false );
}
break;
}
case IMPULSE_40: {
UseVehicle();
break;
}
#ifdef _D3XP
//Hack so the chainsaw will work in MP
case IMPULSE_27: {
SelectWeapon(18, false);
break;
}
#endif
}
}
bool idPlayer::HandleESC( void ) {
if ( gameLocal.inCinematic ) {
return SkipCinematic();
}
if ( objectiveSystemOpen ) {
TogglePDA();
return true;
}
return false;
}
bool idPlayer::SkipCinematic( void ) {
StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL );
return gameLocal.SkipCinematic();
}
/*
==============
idPlayer::EvaluateControls
==============
*/
void idPlayer::EvaluateControls( void ) {
// check for respawning
if ( health <= 0 ) {
if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) {
forceRespawn = true;
} else if ( gameLocal.time > maxRespawnTime ) {
forceRespawn = true;
}
}
// in MP, idMultiplayerGame decides spawns
if ( forceRespawn && !gameLocal.isMultiplayer && !g_testDeath.GetBool() ) {
// in single player, we let the session handle restarting the level or loading a game
gameLocal.sessionCommand = "died";
}
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
PerformImpulse( usercmd.impulse );
}
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
oldFlags = usercmd.flags;
AdjustSpeed();
// update the viewangles
UpdateViewAngles();
}
/*
==============
idPlayer::AdjustSpeed
==============
*/
void idPlayer::AdjustSpeed( void ) {
float speed;
float rate;
if ( spectating ) {
speed = pm_spectatespeed.GetFloat();
bobFrac = 0.0f;
} else if ( noclip ) {
speed = pm_noclipspeed.GetFloat();
bobFrac = 0.0f;
} else if ( !physicsObj.OnLadder() && ( usercmd.buttons & BUTTON_RUN ) && ( usercmd.forwardmove || usercmd.rightmove ) && ( usercmd.upmove >= 0 ) ) {
if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
stamina -= MS2SEC( gameLocal.msec );
}
if ( stamina < 0 ) {
stamina = 0;
}
if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) {
bobFrac = 1.0f;
} else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) {
bobFrac = 0.0f;
} else {
bobFrac = stamina / pm_staminathreshold.GetFloat();
}
speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac;
} else {
rate = pm_staminarate.GetFloat();
// increase 25% faster when not moving
if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( usercmd.upmove == 0 ) ) ) {
rate *= 1.25f;
}
stamina += rate * MS2SEC( gameLocal.msec );
if ( stamina > pm_stamina.GetFloat() ) {
stamina = pm_stamina.GetFloat();
}
speed = pm_walkspeed.GetFloat();
bobFrac = 0.0f;
}
speed *= PowerUpModifier(SPEED);
if ( influenceActive == INFLUENCE_LEVEL3 ) {
speed *= 0.33f;
}
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
}
/*
==============
idPlayer::AdjustBodyAngles
==============
*/
void idPlayer::AdjustBodyAngles( void ) {
idMat3 lookAxis;
idMat3 legsAxis;
bool blend;
float diff;
float frac;
float upBlend;
float forwardBlend;
float downBlend;
if ( health < 0 ) {
return;
}
blend = true;
if ( !physicsObj.HasGroundContacts() ) {
idealLegsYaw = 0.0f;
legsForward = true;
} else if ( usercmd.forwardmove < 0 ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() );
legsForward = false;
} else if ( usercmd.forwardmove > 0 ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() );
legsForward = true;
} else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) {
if ( !legsForward ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() );
} else {
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() );
}
} else if ( usercmd.rightmove != 0 ) {
idealLegsYaw = 0.0f;
legsForward = true;
} else {
legsForward = true;
diff = idMath::Fabs( idealLegsYaw - legsYaw );
idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw );
if ( diff < 0.1f ) {
legsYaw = idealLegsYaw;
blend = false;
}
}
if ( !physicsObj.IsCrouching() ) {
legsForward = true;
}
oldViewYaw = viewAngles.yaw;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
if ( idealLegsYaw < -45.0f ) {
idealLegsYaw = 0;
AI_TURN_RIGHT = true;
blend = true;
} else if ( idealLegsYaw > 45.0f ) {
idealLegsYaw = 0;
AI_TURN_LEFT = true;
blend = true;
}
if ( blend ) {
legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f;
}
legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3();
animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis );
// calculate the blending between down, straight, and up
frac = viewAngles.pitch / 90.0f;
if ( frac > 0.0f ) {
downBlend = frac;
forwardBlend = 1.0f - frac;
upBlend = 0.0f;
} else {
downBlend = 0.0f;
forwardBlend = 1.0f + frac;
upBlend = -frac;
}
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, downBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, forwardBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 2, upBlend );
}
/*
==============
idPlayer::InitAASLocation
==============
*/
void idPlayer::InitAASLocation( void ) {
int i;
int num;
idVec3 size;
idBounds bounds;
idAAS *aas;
idVec3 origin;
GetFloorPos( 64.0f, origin );
num = gameLocal.NumAAS();
aasLocation.SetGranularity( 1 );
aasLocation.SetNum( num );
for( i = 0; i < aasLocation.Num(); i++ ) {
aasLocation[ i ].areaNum = 0;
aasLocation[ i ].pos = origin;
aas = gameLocal.GetAAS( i );
if ( aas && aas->GetSettings() ) {
size = aas->GetSettings()->boundingBoxes[0][1];
bounds[0] = -size;
size.z = 32.0f;
bounds[1] = size;
aasLocation[ i ].areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
}
}
}
/*
==============
idPlayer::SetAASLocation
==============
*/
void idPlayer::SetAASLocation( void ) {
int i;
int areaNum;
idVec3 size;
idBounds bounds;
idAAS *aas;
idVec3 origin;
if ( !GetFloorPos( 64.0f, origin ) ) {
return;
}
for( i = 0; i < aasLocation.Num(); i++ ) {
aas = gameLocal.GetAAS( i );
if ( !aas ) {
continue;
}
size = aas->GetSettings()->boundingBoxes[0][1];
bounds[0] = -size;
size.z = 32.0f;
bounds[1] = size;
areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
if ( areaNum ) {
aasLocation[ i ].pos = origin;
aasLocation[ i ].areaNum = areaNum;
}
}
}
/*
==============
idPlayer::GetAASLocation
==============
*/
void idPlayer::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
int i;
if ( aas != NULL ) {
for( i = 0; i < aasLocation.Num(); i++ ) {
if ( aas == gameLocal.GetAAS( i ) ) {
areaNum = aasLocation[ i ].areaNum;
pos = aasLocation[ i ].pos;
return;
}
}
}
areaNum = 0;
pos = physicsObj.GetOrigin();
}
/*
==============
idPlayer::Move
==============
*/
void idPlayer::Move( void ) {
float newEyeOffset;
idVec3 oldOrigin;
idVec3 oldVelocity;
idVec3 pushVelocity;
// save old origin and velocity for crashlanding
oldOrigin = physicsObj.GetOrigin();
oldVelocity = physicsObj.GetLinearVelocity();
pushVelocity = physicsObj.GetPushedLinearVelocity();
// set physics variables
physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() );
physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() );
if ( noclip ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_NOCLIP );
} else if ( spectating ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_SPECTATOR );
} else if ( health <= 0 ) {
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
physicsObj.SetMovementType( PM_DEAD );
} else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetMovementType( PM_FREEZE );
#ifdef _D3XP
} else if ( mountedObject ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_FREEZE );
#endif
} else {
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetMovementType( PM_NORMAL );
}
if ( spectating ) {
physicsObj.SetClipMask( MASK_DEADSOLID );
} else if ( health <= 0 ) {
physicsObj.SetClipMask( MASK_DEADSOLID );
} else {
physicsObj.SetClipMask( MASK_PLAYERSOLID );
}
physicsObj.SetDebugLevel( g_debugMove.GetBool() );
physicsObj.SetPlayerInput( usercmd, viewAngles );
// FIXME: physics gets disabled somehow
BecomeActive( TH_PHYSICS );
RunPhysics();
// update our last valid AAS location for the AI
SetAASLocation();
if ( spectating ) {
newEyeOffset = 0.0f;
} else if ( health <= 0 ) {
newEyeOffset = pm_deadviewheight.GetFloat();
} else if ( physicsObj.IsCrouching() ) {
newEyeOffset = pm_crouchviewheight.GetFloat();
} else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
newEyeOffset = 0.0f;
} else {
newEyeOffset = pm_normalviewheight.GetFloat();
}
if ( EyeHeight() != newEyeOffset ) {
if ( spectating ) {
SetEyeHeight( newEyeOffset );
} else {
// smooth out duck height changes
SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) );
}
}
if ( noclip || gameLocal.inCinematic || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
AI_CROUCH = false;
AI_ONGROUND = ( influenceActive == INFLUENCE_LEVEL2 );
AI_ONLADDER = false;
AI_JUMP = false;
} else {
AI_CROUCH = physicsObj.IsCrouching();
AI_ONGROUND = physicsObj.HasGroundContacts();
AI_ONLADDER = physicsObj.OnLadder();
AI_JUMP = physicsObj.HasJumped();
// check if we're standing on top of a monster and give a push if we are
idEntity *groundEnt = physicsObj.GetGroundEntity();
if ( groundEnt && groundEnt->IsType( idAI::Type ) ) {
idVec3 vel = physicsObj.GetLinearVelocity();
if ( vel.ToVec2().LengthSqr() < 0.1f ) {
vel.ToVec2() = physicsObj.GetOrigin().ToVec2() - groundEnt->GetPhysics()->GetAbsBounds().GetCenter().ToVec2();
vel.ToVec2().NormalizeFast();
vel.ToVec2() *= pm_walkspeed.GetFloat();
} else {
// give em a push in the direction they're going
vel *= 1.1f;
}
physicsObj.SetLinearVelocity( vel );
}
}
if ( AI_JUMP ) {
// bounce the view weapon
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[2] = 200;
acc->dir[0] = acc->dir[1] = 0;
}
if ( AI_ONLADDER ) {
int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE;
int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE;
if ( old_rung != new_rung ) {
StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL );
}
}
BobCycle( pushVelocity );
CrashLand( oldOrigin, oldVelocity );
}
/*
==============
idPlayer::UpdateHud
==============
*/
void idPlayer::UpdateHud( void ) {
idPlayer *aimed;
if ( !hud ) {
return;
}
if ( entityNumber != gameLocal.localClientNum ) {
return;
}
int c = inventory.pickupItemNames.Num();
if ( c > 0 ) {
if ( gameLocal.time > inventory.nextItemPickup ) {
if ( inventory.nextItemPickup && gameLocal.time - inventory.nextItemPickup > 2000 ) {
inventory.nextItemNum = 1;
}
int i, count = 5;
#ifdef _D3XP
if(gameLocal.isMultiplayer) {
count = 3;
}
if (count < c)
c = count;
#endif
for ( i = 0; i < c; i++ ) { //_D3XP
hud->SetStateString( va( "itemtext%i", inventory.nextItemNum ), inventory.pickupItemNames[0].name );
hud->SetStateString( va( "itemicon%i", inventory.nextItemNum ), inventory.pickupItemNames[0].icon );
hud->HandleNamedEvent( va( "itemPickup%i", inventory.nextItemNum++ ) );
inventory.pickupItemNames.RemoveIndex( 0 );
if (inventory.nextItemNum == 1 ) {
inventory.onePickupTime = gameLocal.time;
} else if ( inventory.nextItemNum > count ) { //_D3XP
inventory.nextItemNum = 1;
inventory.nextItemPickup = inventory.onePickupTime + 2000;
} else {
inventory.nextItemPickup = gameLocal.time + 400;
}
}
}
}
if ( gameLocal.realClientTime == lastMPAimTime ) {
if ( MPAim != -1 && gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
&& gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type )
&& static_cast< idPlayer * >( gameLocal.entities[ MPAim ] )->team == team ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
hud->HandleNamedEvent( "aim_flash" );
MPAimHighlight = true;
MPAimFadeTime = 0; // no fade till loosing focus
} else if ( MPAimHighlight ) {
hud->HandleNamedEvent( "aim_fade" );
MPAimFadeTime = gameLocal.realClientTime;
MPAimHighlight = false;
}
}
if ( MPAimFadeTime ) {
assert( !MPAimHighlight );
if ( gameLocal.realClientTime - MPAimFadeTime > 2000 ) {
MPAimFadeTime = 0;
}
}
hud->SetStateInt( "g_showProjectilePct", g_showProjectilePct.GetInteger() );
if ( numProjectilesFired ) {
hud->SetStateString( "projectilepct", va( "Hit %% %.1f", ( (float) numProjectileHits / numProjectilesFired ) * 100 ) );
} else {
hud->SetStateString( "projectilepct", "Hit % 0.0" );
}
if ( isLagged && gameLocal.isMultiplayer && gameLocal.localClientNum == entityNumber ) {
hud->SetStateString( "hudLag", "1" );
} else {
hud->SetStateString( "hudLag", "0" );
}
}
/*
==============
idPlayer::UpdateDeathSkin
==============
*/
void idPlayer::UpdateDeathSkin( bool state_hitch ) {
if ( !( gameLocal.isMultiplayer || g_testDeath.GetBool() ) ) {
return;
}
if ( health <= 0 ) {
if ( !doingDeathSkin ) {
deathClearContentsTime = spawnArgs.GetInt( "deathSkinTime" );
doingDeathSkin = true;
renderEntity.noShadow = true;
if ( state_hitch ) {
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f - 2.0f;
} else {
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
}
UpdateVisuals();
}
// wait a bit before switching off the content
if ( deathClearContentsTime && gameLocal.time > deathClearContentsTime ) {
SetCombatContents( false );
deathClearContentsTime = 0;
}
} else {
renderEntity.noShadow = false;
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
UpdateVisuals();
doingDeathSkin = false;
}
}
/*
==============
idPlayer::StartFxOnBone
==============
*/
void idPlayer::StartFxOnBone( const char *fx, const char *bone ) {
idVec3 offset;
idMat3 axis;
jointHandle_t jointHandle = GetAnimator()->GetJointHandle( bone );
if ( jointHandle == INVALID_JOINT ) {
gameLocal.Printf( "Cannot find bone %s\n", bone );
return;
}
if ( GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis();
axis = axis * GetPhysics()->GetAxis();
}
idEntityFx::StartFx( fx, &offset, &axis, this, true );
}
/*
==============
idPlayer::Think
Called every tic for each player
==============
*/
void idPlayer::Think( void ) {
renderEntity_t *headRenderEnt;
UpdatePlayerIcons();
// latch button actions
oldButtons = usercmd.buttons;
// grab out usercmd
usercmd_t oldCmd = usercmd;
usercmd = gameLocal.usercmds[ entityNumber ];
buttonMask &= usercmd.buttons;
usercmd.buttons &= ~buttonMask;
if ( gameLocal.inCinematic && gameLocal.skipCinematic ) {
return;
}
// clear the ik before we do anything else so the skeleton doesn't get updated twice
walkIK.ClearJointMods();
// if this is the very first frame of the map, set the delta view angles
// based on the usercmd angles
if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) {
spawnAnglesSet = true;
SetViewAngles( spawnAngles );
oldFlags = usercmd.flags;
}
#ifdef _D3XP
if ( mountedObject ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
#endif
if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) {
if ( objectiveSystemOpen && AI_PAIN ) {
TogglePDA();
}
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
// log movement changes for weapon bobbing effects
if ( usercmd.forwardmove != oldCmd.forwardmove ) {
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove;
acc->dir[1] = acc->dir[2] = 0;
}
if ( usercmd.rightmove != oldCmd.rightmove ) {
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[1] = usercmd.rightmove - oldCmd.rightmove;
acc->dir[0] = acc->dir[2] = 0;
}
// freelook centering
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_MLOOK ) {
centerView.Init( gameLocal.time, 200, viewAngles.pitch, 0 );
}
// zooming
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_ZOOM ) {
if ( ( usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ) {
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
} else {
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
}
}
// if we have an active gui, we will unrotate the view angles as
// we turn the mouse movements into gui events
idUserInterface *gui = ActiveGui();
if ( gui && gui != focusUI ) {
RouteGuiMouse( gui );
}
// set the push velocity on the weapon before running the physics
if ( weapon.GetEntity() ) {
weapon.GetEntity()->SetPushVelocity( physicsObj.GetPushedLinearVelocity() );
}
EvaluateControls();
if ( !af.IsActive() ) {
AdjustBodyAngles();
CopyJointsFromBodyToHead();
}
Move();
if ( !g_stopTime.GetBool() ) {
if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
TouchTriggers();
}
// not done on clients for various reasons. don't do it on server and save the sound channel for other things
if ( !gameLocal.isMultiplayer ) {
SetCurrentHeartRate();
#ifdef _D3XP
float scale = new_g_damageScale;
#else
float scale = g_damageScale.GetFloat();
#endif
if ( g_useDynamicProtection.GetBool() && scale < 1.0f && gameLocal.time - lastDmgTime > 500 ) {
if ( scale < 1.0f ) {
scale += 0.05f;
}
if ( scale > 1.0f ) {
scale = 1.0f;
}
#ifdef _D3XP
new_g_damageScale = scale;
#else
g_damageScale.SetFloat( scale );
#endif
}
}
// update GUIs, Items, and character interactions
UpdateFocus();
UpdateLocation();
// update player script
UpdateScript();
// service animations
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
UpdateConditions();
UpdateAnimState();
CheckBlink();
}
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
AI_PAIN = false;
}
// calculate the exact bobbed view position, which is used to
// position the view weapon, among other things
CalculateFirstPersonView();
// this may use firstPersonView, or a thirdPeroson / camera view
CalculateRenderView();
inventory.UpdateArmor();
if ( spectating ) {
UpdateSpectating();
} else if ( health > 0 ) {
UpdateWeapon();
}
UpdateAir();
#ifdef _D3XP
UpdatePowerupHud();
#endif
UpdateHud();
UpdatePowerUps();
UpdateDeathSkin( false );
if ( gameLocal.isMultiplayer ) {
DrawPlayerIcons();
#ifdef _D3XP
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
#endif
}
if ( head.GetEntity() ) {
headRenderEnt = head.GetEntity()->GetRenderEntity();
} else {
headRenderEnt = NULL;
}
if ( headRenderEnt ) {
if ( influenceSkin ) {
headRenderEnt->customSkin = influenceSkin;
} else {
headRenderEnt->customSkin = NULL;
}
}
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
renderEntity.suppressShadowInViewID = 0;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = 0;
}
} else {
renderEntity.suppressShadowInViewID = entityNumber+1;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = entityNumber+1;
}
}
// never cast shadows from our first-person muzzle flashes
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
}
if ( !g_stopTime.GetBool() ) {
UpdateAnimation();
Present();
UpdateDamageEffects();
LinkCombat();
playerView.CalculateShake();
}
if ( !( thinkFlags & TH_THINK ) ) {
gameLocal.Printf( "player %d not thinking?\n", entityNumber );
}
if ( g_showEnemies.GetBool() ) {
idActor *ent;
int num = 0;
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
gameLocal.Printf( "enemy (%d)'%s'\n", ent->entityNumber, ent->name.c_str() );
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds().Expand( 2 ), ent->GetPhysics()->GetOrigin() );
num++;
}
gameLocal.Printf( "%d: enemies\n", num );
}
#ifdef _D3XP
inventory.RechargeAmmo(this);
if(healthRecharge) {
int elapsed = gameLocal.time - lastHealthRechargeTime;
if(elapsed >= rechargeSpeed) {
int intervals = (gameLocal.time - lastHealthRechargeTime)/rechargeSpeed;
Give("health", va("%d", intervals));
lastHealthRechargeTime += intervals*rechargeSpeed;
}
}
// determine if portal sky is in pvs
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() );
#endif
}
#ifdef _D3XP
/*
=================
idPlayer::StartHealthRecharge
=================
*/
void idPlayer::StartHealthRecharge(int speed) {
lastHealthRechargeTime = gameLocal.time;
healthRecharge = true;
rechargeSpeed = speed;
}
/*
=================
idPlayer::StopHealthRecharge
=================
*/
void idPlayer::StopHealthRecharge() {
healthRecharge = false;
}
/*
=================
idPlayer::GetCurrentWeapon
=================
*/
idStr idPlayer::GetCurrentWeapon() {
const char *weapon;
if ( currentWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
return weapon;
} else {
return "";
}
}
/*
=================
idPlayer::CanGive
=================
*/
bool idPlayer::CanGive( const char *statname, const char *value ) {
if ( AI_DEAD ) {
return false;
}
if ( !idStr::Icmp( statname, "health" ) ) {
if ( health >= inventory.maxHealth ) {
return false;
}
return true;
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
if ( stamina >= 100 ) {
return false;
}
return true;
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
return true;
} else if ( !idStr::Icmp( statname, "air" ) ) {
if ( airTics >= pm_airTics.GetInteger() ) {
return false;
}
return true;
}
return inventory.CanGive( this, spawnArgs, statname, value, &idealWeapon );
}
/*
=================
idPlayer::StopHelltime
provides a quick non-ramping way of stopping helltime
=================
*/
void idPlayer::StopHelltime( bool quick ) {
if ( !PowerUpActive( HELLTIME ) ) {
return;
}
// take away the powerups
if ( PowerUpActive( INVULNERABILITY ) ) {
ClearPowerup( INVULNERABILITY );
}
if ( PowerUpActive( BERSERK ) ) {
ClearPowerup( BERSERK );
}
if ( PowerUpActive( HELLTIME ) ) {
ClearPowerup( HELLTIME );
}
// stop the looping sound
StopSound( SND_CHANNEL_DEMONIC, false );
// reset the game vars
if ( quick ) {
gameLocal.QuickSlowmoReset();
}
}
/*
=================
idPlayer::Event_ToggleBloom
=================
*/
void idPlayer::Event_ToggleBloom( int on ) {
if ( on ) {
bloomEnabled = true;
}
else {
bloomEnabled = false;
}
}
/*
=================
idPlayer::Event_SetBloomParms
=================
*/
void idPlayer::Event_SetBloomParms( float speed, float intensity ) {
bloomSpeed = speed;
bloomIntensity = intensity;
}
/*
=================
idPlayer::PlayHelltimeStopSound
=================
*/
void idPlayer::PlayHelltimeStopSound() {
const char* sound;
if ( spawnArgs.GetString( "snd_helltime_stop", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
}
}
#endif
/*
=================
idPlayer::RouteGuiMouse
=================
*/
void idPlayer::RouteGuiMouse( idUserInterface *gui ) {
sysEvent_t ev;
if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) {
ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY );
gui->HandleEvent( &ev, gameLocal.time );
oldMouseX = usercmd.mx;
oldMouseY = usercmd.my;
}
}
/*
==================
idPlayer::LookAtKiller
==================
*/
void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) {
idVec3 dir;
if ( attacker && attacker != this ) {
dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
} else if ( inflictor && inflictor != this ) {
dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
} else {
dir = viewAxis[ 0 ];
}
idAngles ang( 0, dir.ToYaw(), 0 );
SetViewAngles( ang );
}
/*
==============
idPlayer::Kill
==============
*/
void idPlayer::Kill( bool delayRespawn, bool nodamage ) {
if ( spectating ) {
SpectateFreeFly( false );
} else if ( health > 0 ) {
godmode = false;
if ( nodamage ) {
ServerSpectate( true );
forceRespawn = true;
} else {
Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
if ( delayRespawn ) {
forceRespawn = false;
int delay = spawnArgs.GetFloat( "respawn_delay" );
minRespawnTime = gameLocal.time + SEC2MS( delay );
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
}
}
}
}
/*
==================
idPlayer::Killed
==================
*/
void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
float delay;
assert( !gameLocal.isClient );
// stop taking knockback once dead
fl.noknockback = true;
if ( health < -999 ) {
health = -999;
}
if ( AI_DEAD ) {
AI_PAIN = true;
return;
}
heartInfo.Init( 0, 0, 0, BASE_HEARTRATE );
AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true );
if ( !g_testDeath.GetBool() ) {
playerView.Fade( colorBlack, 12000 );
}
AI_DEAD = true;
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
SetWaitState( "" );
animator.ClearAllJoints();
if ( StartRagdoll() ) {
pm_modelView.SetInteger( 0 );
minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
} else {
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
delay = spawnArgs.GetFloat( "respawn_delay" );
minRespawnTime = gameLocal.time + SEC2MS( delay );
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
}
physicsObj.SetMovementType( PM_DEAD );
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
StopSound( SND_CHANNEL_BODY2, false );
fl.takedamage = true; // can still be gibbed
// get rid of weapon
weapon.GetEntity()->OwnerDied();
// drop the weapon as an item
DropWeapon( true );
#ifdef CTF
// drop the flag if player was carrying it
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() &&
carryingFlag )
{
DropFlag();
}
#endif
if ( !g_testDeath.GetBool() ) {
LookAtKiller( inflictor, attacker );
}
if ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) {
idPlayer *killer = NULL;
// no gibbing in MP. Event_Gib will early out in MP
if ( attacker->IsType( idPlayer::Type ) ) {
killer = static_cast<idPlayer*>(attacker);
if ( health < -20 || killer->PowerUpActive( BERSERK ) ) {
gibDeath = true;
gibsDir = dir;
gibsLaunched = false;
}
}
gameLocal.mpGame.PlayerDeath( this, killer, isTelefragged );
} else {
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
}
ClearPowerUps();
UpdateVisuals();
isChatting = false;
}
/*
=====================
idPlayer::GetAIAimTargets
Returns positions for the AI to aim at.
=====================
*/
void idPlayer::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
idVec3 offset;
idMat3 axis;
idVec3 origin;
origin = lastSightPos - physicsObj.GetOrigin();
GetJointWorldTransform( chestJoint, gameLocal.time, offset, axis );
headPos = offset + origin;
GetJointWorldTransform( headJoint, gameLocal.time, offset, axis );
chestPos = offset + origin;
}
/*
================
idPlayer::DamageFeedback
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
================
*/
void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
assert( !gameLocal.isClient );
damage *= PowerUpModifier( BERSERK );
if ( damage && ( victim != this ) && ( victim->IsType( idActor::Type ) || victim->IsType( idDamagable::Type ) ) ) {
idPlayer *victimPlayer = NULL;
/* No damage feedback sound for hitting friendlies in CTF */
if ( victim->IsType( idPlayer::Type ) ) {
victimPlayer = static_cast<idPlayer*>(victim);
}
if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) {
/* Do nothing ... */
}
else {
SetLastHitTime( gameLocal.time );
}
}
}
/*
=================
idPlayer::CalcDamagePoints
Calculates how many health and armor points will be inflicted, but
doesn't actually do anything with them. This is used to tell when an attack
would have killed the player, possibly allowing a "saving throw"
=================
*/
void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
const float damageScale, const int location, int *health, int *armor ) {
int damage;
int armorSave;
damageDef->GetInt( "damage", "20", damage );
damage = GetDamageForLocation( damage, location );
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast<idPlayer*>(attacker) : NULL;
if ( !gameLocal.isMultiplayer ) {
if ( inflictor != gameLocal.world ) {
switch ( g_skill.GetInteger() ) {
case 0:
damage *= 0.80f;
if ( damage < 1 ) {
damage = 1;
}
break;
case 2:
damage *= 1.70f;
break;
case 3:
damage *= 3.5f;
break;
default:
break;
}
}
}
damage *= damageScale;
// always give half damage if hurting self
if ( attacker == this ) {
if ( gameLocal.isMultiplayer ) {
// only do this in mp so single player plasma and rocket splash is very dangerous in close quarters
damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
} else {
damage *= damageDef->GetFloat( "selfDamageScale", "1" );
}
}
// check for completely getting out of the damage
if ( !damageDef->GetBool( "noGod" ) ) {
// check for godmode
if ( godmode ) {
damage = 0;
}
#ifdef _D3XP
//Invulnerability is just like god mode
if( PowerUpActive( INVULNERABILITY ) ) {
damage = 0;
}
#endif
}
// inform the attacker that they hit someone
attacker->DamageFeedback( this, inflictor, damage );
// save some from armor
if ( !damageDef->GetBool( "noArmor" ) ) {
float armor_protection;
armor_protection = ( gameLocal.isMultiplayer ) ? g_armorProtectionMP.GetFloat() : g_armorProtection.GetFloat();
armorSave = ceil( damage * armor_protection );
if ( armorSave >= inventory.armor ) {
armorSave = inventory.armor;
}
if ( !damage ) {
armorSave = 0;
} else if ( armorSave >= damage ) {
armorSave = damage - 1;
damage = 1;
} else {
damage -= armorSave;
}
} else {
armorSave = 0;
}
// check for team damage
if ( gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
&& !damageDef->GetBool( "noTeam" )
&& player
&& player != this // you get self damage no matter what
&& player->team == team ) {
damage = 0;
}
*health = damage;
*armor = armorSave;
}
/*
============
Damage
this entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: this=monster, inflictor=rocket, attacker=player
dir direction of the attack for knockback in global space
damageDef an idDict with all the options for damage effects
inflictor, attacker, dir, and point can be NULL for environmental effects
============
*/
void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
const char *damageDefName, const float damageScale, const int location ) {
idVec3 kick;
int damage;
int armorSave;
int knockback;
idVec3 damage_from;
idVec3 localDamageVector;
float attackerPushScale;
#ifdef _D3XP
SetTimeState ts( timeGroup );
#endif
// damage is only processed on server
if ( gameLocal.isClient ) {
return;
}
if ( !fl.takedamage || noclip || spectating || gameLocal.inCinematic ) {
return;
}
if ( !inflictor ) {
inflictor = gameLocal.world;
}
if ( !attacker ) {
attacker = gameLocal.world;
}
if ( attacker->IsType( idAI::Type ) ) {
#ifndef _D3XP
if ( PowerUpActive( BERSERK ) ) {
return;
}
#endif
// don't take damage from monsters during influences
if ( influenceActive != 0 ) {
return;
}
}
const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false );
if ( !damageDef ) {
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
return;
}
if ( damageDef->dict.GetBool( "ignore_player" ) ) {
return;
}
CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale, location, &damage, &armorSave );
// determine knockback
damageDef->dict.GetInt( "knockback", "20", knockback );
/*#ifdef _D3XP
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast<idPlayer*>(attacker) : NULL;
if ( gameLocal.mpGame.IsGametypeTeamBased()
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
&& !damageDef->dict.GetBool( "noTeam" )
&& player
&& player != this // you get self damage no matter what
&& player->team == team ) {
knockback = 0;
}
#endif*/
if ( knockback != 0 && !fl.noknockback ) {
if ( attacker == this ) {
damageDef->dict.GetFloat( "attackerPushScale", "0", attackerPushScale );
} else {
attackerPushScale = 1.0f;
}
kick = dir;
kick.Normalize();
kick *= g_knockback.GetFloat() * knockback * attackerPushScale / 200.0f;
physicsObj.SetLinearVelocity( physicsObj.GetLinearVelocity() + kick );
// set the timer so that the player can't cancel out the movement immediately
physicsObj.SetKnockBack( idMath::ClampInt( 50, 200, knockback * 2 ) );
}
// give feedback on the player view and audibly when armor is helping
if ( armorSave ) {
inventory.armor -= armorSave;
if ( gameLocal.time > lastArmorPulse + 200 ) {
StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL );
}
lastArmorPulse = gameLocal.time;
}
if ( damageDef->dict.GetBool( "burn" ) ) {
StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL );
} else if ( damageDef->dict.GetBool( "no_air" ) ) {
if ( !armorSave && health > 0 ) {
StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL );
}
}
if ( g_debugDamage.GetInteger() ) {
gameLocal.Printf( "client:%i health:%i damage:%i armor:%i\n",
entityNumber, health, damage, armorSave );
}
// move the world direction vector to local coordinates
damage_from = dir;
damage_from.Normalize();
viewAxis.ProjectVector( damage_from, localDamageVector );
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if ( health > 0 ) {
playerView.DamageImpulse( localDamageVector, &damageDef->dict );
}
// do the damage
if ( damage > 0 ) {
if ( !gameLocal.isMultiplayer ) {
#ifdef _D3XP
float scale = new_g_damageScale;
#else
float scale = g_damageScale.GetFloat();
#endif
if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) {
if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) {
scale -= 0.05f;
#ifdef _D3XP
new_g_damageScale = scale;
#else
g_damageScale.SetFloat( scale );
#endif
}
}
if ( scale > 0.0f ) {
damage *= scale;
}
}
if ( damage < 1 ) {
damage = 1;
}
health -= damage;
if ( health <= 0 ) {
if ( health < -999 ) {
health = -999;
}
isTelefragged = damageDef->dict.GetBool( "telefrag" );
lastDmgTime = gameLocal.time;
Killed( inflictor, attacker, damage, dir, location );
} else {
// force a blink
blink_time = 0;
// let the anim script know we took damage
AI_PAIN = Pain( inflictor, attacker, damage, dir, location );
if ( !g_testDeath.GetBool() ) {
lastDmgTime = gameLocal.time;
}
}
} else {
// don't accumulate impulses
if ( af.IsLoaded() ) {
// clear impacts
af.Rest();
// physics is turned off by calling af.Rest()
BecomeActive( TH_PHYSICS );
}
}
lastDamageDef = damageDef->Index();
lastDamageDir = damage_from;
lastDamageLocation = location;
}
/*
===========
idPlayer::Teleport
============
*/
void idPlayer::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
idVec3 org;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
}
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) {
SetOrigin( org );
}
// clear the ik heights so model doesn't appear in the wrong place
walkIK.EnableAll();
GetPhysics()->SetLinearVelocity( vec3_origin );
SetViewAngles( angles );
legsYaw = 0.0f;
idealLegsYaw = 0.0f;
oldViewYaw = viewAngles.yaw;
if ( gameLocal.isMultiplayer ) {
playerView.Flash( colorWhite, 140 );
}
UpdateVisuals();
teleportEntity = destination;
if ( !gameLocal.isClient && !noclip ) {
if ( gameLocal.isMultiplayer ) {
// kill anything at the new position or mark for kill depending on immediate or delayed teleport
gameLocal.KillBox( this, destination != NULL );
} else {
// kill anything at the new position
gameLocal.KillBox( this, true );
}
}
#ifdef _D3XP
if ( PowerUpActive( HELLTIME ) ) {
StopHelltime();
}
#endif
}
/*
====================
idPlayer::SetPrivateCameraView
====================
*/
void idPlayer::SetPrivateCameraView( idCamera *camView ) {
privateCameraView = camView;
if ( camView ) {
StopFiring();
Hide();
} else {
if ( !spectating ) {
Show();
}
}
}
/*
====================
idPlayer::DefaultFov
Returns the base FOV
====================
*/
float idPlayer::DefaultFov( void ) const {
float fov;
fov = g_fov.GetFloat();
if ( gameLocal.isMultiplayer ) {
if ( fov < 90.0f ) {
return 90.0f;
} else if ( fov > 110.0f ) {
return 110.0f;
}
}
return fov;
}
/*
====================
idPlayer::CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
float idPlayer::CalcFov( bool honorZoom ) {
float fov;
if ( fxFov ) {
return DefaultFov() + 10.0f + cos( ( gameLocal.time + 2000 ) * 0.01 ) * 10.0f;
}
if ( influenceFov ) {
return influenceFov;
}
if ( zoomFov.IsDone( gameLocal.time ) ) {
fov = ( honorZoom && usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov();
} else {
fov = zoomFov.GetCurrentValue( gameLocal.time );
}
// bound normal viewsize
if ( fov < 1 ) {
fov = 1;
} else if ( fov > 179 ) {
fov = 179;
}
return fov;
}
/*
==============
idPlayer::GunTurningOffset
generate a rotational offset for the gun based on the view angle
history in loggedViewAngles
==============
*/
idAngles idPlayer::GunTurningOffset( void ) {
idAngles a;
a.Zero();
if ( gameLocal.framenum < NUM_LOGGED_VIEW_ANGLES ) {
return a;
}
idAngles current = loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ];
idAngles av, base;
int weaponAngleOffsetAverages;
float weaponAngleOffsetScale, weaponAngleOffsetMax;
weapon.GetEntity()->GetWeaponAngleOffsets( &weaponAngleOffsetAverages, &weaponAngleOffsetScale, &weaponAngleOffsetMax );
av = current;
// calcualte this so the wrap arounds work properly
for ( int j = 1 ; j < weaponAngleOffsetAverages ; j++ ) {
idAngles a2 = loggedViewAngles[ ( gameLocal.framenum - j ) & (NUM_LOGGED_VIEW_ANGLES-1) ];
idAngles delta = a2 - current;
if ( delta[1] > 180 ) {
delta[1] -= 360;
} else if ( delta[1] < -180 ) {
delta[1] += 360;
}
av += delta * ( 1.0f / weaponAngleOffsetAverages );
}
a = ( av - current ) * weaponAngleOffsetScale;
for ( int i = 0 ; i < 3 ; i++ ) {
if ( a[i] < -weaponAngleOffsetMax ) {
a[i] = -weaponAngleOffsetMax;
} else if ( a[i] > weaponAngleOffsetMax ) {
a[i] = weaponAngleOffsetMax;
}
}
return a;
}
/*
==============
idPlayer::GunAcceleratingOffset
generate a positional offset for the gun based on the movement
history in loggedAccelerations
==============
*/
idVec3 idPlayer::GunAcceleratingOffset( void ) {
idVec3 ofs;
float weaponOffsetTime, weaponOffsetScale;
ofs.Zero();
weapon.GetEntity()->GetWeaponTimeOffsets( &weaponOffsetTime, &weaponOffsetScale );
int stop = currentLoggedAccel - NUM_LOGGED_ACCELS;
if ( stop < 0 ) {
stop = 0;
}
for ( int i = currentLoggedAccel-1 ; i > stop ; i-- ) {
loggedAccel_t *acc = &loggedAccel[i&(NUM_LOGGED_ACCELS-1)];
float f;
float t = gameLocal.time - acc->time;
if ( t >= weaponOffsetTime ) {
break; // remainder are too old to care about
}
f = t / weaponOffsetTime;
f = ( cos( f * 2.0f * idMath::PI ) - 1.0f ) * 0.5f;
ofs += f * weaponOffsetScale * acc->dir;
}
return ofs;
}
/*
==============
idPlayer::CalculateViewWeaponPos
Calculate the bobbing position of the view weapon
==============
*/
void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) {
float scale;
float fracsin;
idAngles angles;
int delta;
// CalculateRenderView must have been called first
const idVec3 &viewOrigin = firstPersonViewOrigin;
const idMat3 &viewAxis = firstPersonViewAxis;
// these cvars are just for hand tweaking before moving a value to the weapon def
idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() );
// as the player changes direction, the gun will take a small lag
idVec3 gunOfs = GunAcceleratingOffset();
origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis;
// on odd legs, invert some angles
if ( bobCycle & 128 ) {
scale = -xyspeed;
} else {
scale = xyspeed;
}
// gun angles from bobbing
angles.roll = scale * bobfracsin * 0.005f;
angles.yaw = scale * bobfracsin * 0.01f;
angles.pitch = xyspeed * bobfracsin * 0.005f;
// gun angles from turning
if ( gameLocal.isMultiplayer ) {
idAngles offset = GunTurningOffset();
offset *= g_mpWeaponAngleScale.GetFloat();
angles += offset;
} else {
angles += GunTurningOffset();
}
idVec3 gravity = physicsObj.GetGravityNormal();
// drop the weapon when landing after a jump / fall
delta = gameLocal.time - landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME );
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME );
}
// speed sensitive idle drift
scale = xyspeed + 40.0f;
fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f;
angles.roll += fracsin;
angles.yaw += fracsin;
angles.pitch += fracsin;
axis = angles.ToMat3() * viewAxis;
}
/*
===============
idPlayer::OffsetThirdPersonView
===============
*/
void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) {
idVec3 view;
idVec3 focusAngles;
trace_t trace;
idVec3 focusPoint;
float focusDist;
float forwardScale, sideScale;
idVec3 origin;
idAngles angles;
idMat3 axis;
idBounds bounds;
angles = viewAngles;
GetViewPos( origin, axis );
if ( angle ) {
angles.pitch = 0.0f;
}
if ( angles.pitch > 45.0f ) {
angles.pitch = 45.0f; // don't go too far overhead
}
focusPoint = origin + angles.ToForward() * THIRD_PERSON_FOCUS_DISTANCE;
focusPoint.z += height;
view = origin;
view.z += 8 + height;
angles.pitch *= 0.5f;
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale );
view -= range * forwardScale * renderView->viewaxis[ 0 ];
view += range * sideScale * renderView->viewaxis[ 1 ];
if ( clip ) {
// trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) );
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
if ( trace.fraction != 1.0f ) {
view = trace.endpos;
view.z += ( 1.0f - trace.fraction ) * 32.0f;
// try another trace to this position, because a tunnel may have the ceiling
// close enough that this is poking out
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
view = trace.endpos;
}
}
// select pitch to look at focus point from vieword
focusPoint -= view;
focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
if ( focusDist < 1.0f ) {
focusDist = 1.0f; // should never happen
}
angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) );
angles.yaw -= angle;
renderView->vieworg = view;
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
renderView->viewID = 0;
}
/*
===============
idPlayer::GetEyePosition
===============
*/
idVec3 idPlayer::GetEyePosition( void ) const {
idVec3 org;
// use the smoothed origin if spectating another player in multiplayer
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
org = smoothedOrigin;
} else {
org = GetPhysics()->GetOrigin();
}
return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
}
/*
===============
idPlayer::GetViewPos
===============
*/
void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
idAngles angles;
// if dead, fix the angle and don't add any kick
if ( health <= 0 ) {
angles.yaw = viewAngles.yaw;
angles.roll = 40;
angles.pitch = -15;
axis = angles.ToMat3();
origin = GetEyePosition();
} else {
origin = GetEyePosition() + viewBob;
angles = viewAngles + viewBobAngles + playerView.AngleOffset();
axis = angles.ToMat3() * physicsObj.GetGravityAxis();
// adjust the origin based on the camera nodal distance (eye distance from neck)
origin += physicsObj.GetGravityNormal() * g_viewNodalZ.GetFloat();
origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat();
}
}
/*
===============
idPlayer::CalculateFirstPersonView
===============
*/
void idPlayer::CalculateFirstPersonView( void ) {
if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
// Displays the view from the point of view of the "camera" joint in the player model
idMat3 axis;
idVec3 origin;
idAngles ang;
ang = viewBobAngles + playerView.AngleOffset();
ang.yaw += viewAxis[ 0 ].ToYaw();
jointHandle_t joint = animator.GetJointHandle( "camera" );
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob;
firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis();
} else {
// offset for local bobbing and kicks
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
#if 0
// shakefrom sound stuff only happens in first person
firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis();
#endif
}
}
/*
==================
idPlayer::GetRenderView
Returns the renderView that was calculated for this tic
==================
*/
renderView_t *idPlayer::GetRenderView( void ) {
return renderView;
}
/*
==================
idPlayer::CalculateRenderView
create the renderView for the current tic
==================
*/
void idPlayer::CalculateRenderView( void ) {
int i;
float range;
if ( !renderView ) {
renderView = new renderView_t;
}
memset( renderView, 0, sizeof( *renderView ) );
// copy global shader parms
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
}
renderView->globalMaterial = gameLocal.GetGlobalMaterial();
#ifdef _D3XP
renderView->time = gameLocal.slow.time;
#endif
// calculate size of 3D view
renderView->x = 0;
renderView->y = 0;
renderView->width = SCREEN_WIDTH;
renderView->height = SCREEN_HEIGHT;
renderView->viewID = 0;
// check if we should be drawing from a camera's POV
if ( !noclip && (gameLocal.GetCamera() || privateCameraView) ) {
// get origin, axis, and fov
if ( privateCameraView ) {
privateCameraView->GetViewParms( renderView );
} else {
gameLocal.GetCamera()->GetViewParms( renderView );
}
} else {
if ( g_stopTime.GetBool() ) {
renderView->vieworg = firstPersonViewOrigin;
renderView->viewaxis = firstPersonViewAxis;
if ( !pm_thirdPerson.GetBool() ) {
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
// allow the right player view weapons
renderView->viewID = entityNumber + 1;
}
} else if ( pm_thirdPerson.GetBool() ) {
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
} else if ( pm_thirdPersonDeath.GetBool() ) {
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
} else {
renderView->vieworg = firstPersonViewOrigin;
renderView->viewaxis = firstPersonViewAxis;
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
// allow the right player view weapons
renderView->viewID = entityNumber + 1;
}
// field of view
gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y );
}
if ( renderView->fov_y == 0 ) {
common->Error( "renderView->fov_y == 0" );
}
if ( g_showviewpos.GetBool() ) {
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
}
}
/*
=============
idPlayer::AddAIKill
=============
*/
void idPlayer::AddAIKill( void ) {
#ifndef _D3XP
int max_souls;
int ammo_souls;
if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) {
return;
}
assert( hud );
ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" );
max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
if ( inventory.ammo[ ammo_souls ] < max_souls ) {
inventory.ammo[ ammo_souls ]++;
if ( inventory.ammo[ ammo_souls ] >= max_souls ) {
hud->HandleNamedEvent( "soulCubeReady" );
StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL );
}
}
#endif
}
/*
=============
idPlayer::SetSoulCubeProjectile
=============
*/
void idPlayer::SetSoulCubeProjectile( idProjectile *projectile ) {
soulCubeProjectile = projectile;
}
/*
=============
idPlayer::AddProjectilesFired
=============
*/
void idPlayer::AddProjectilesFired( int count ) {
numProjectilesFired += count;
}
/*
=============
idPlayer::AddProjectileHites
=============
*/
void idPlayer::AddProjectileHits( int count ) {
numProjectileHits += count;
}
/*
=============
idPlayer::SetLastHitTime
=============
*/
void idPlayer::SetLastHitTime( int time ) {
idPlayer *aimed = NULL;
if ( time && lastHitTime != time ) {
lastHitToggle ^= 1;
}
lastHitTime = time;
if ( !time ) {
// level start and inits
return;
}
if ( gameLocal.isMultiplayer && ( time - lastSndHitTime ) > 10 ) {
lastSndHitTime = time;
StartSound( "snd_hit_feedback", SND_CHANNEL_ANY, SSF_PRIVATE_SOUND, false, NULL );
}
if ( cursor ) {
cursor->HandleNamedEvent( "hitTime" );
}
if ( hud ) {
if ( MPAim != -1 ) {
if ( gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
}
assert( aimed );
// full highlight, no fade till loosing aim
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
if ( aimed ) {
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
}
hud->HandleNamedEvent( "aim_flash" );
MPAimHighlight = true;
MPAimFadeTime = 0;
} else if ( lastMPAim != -1 ) {
if ( gameLocal.entities[ lastMPAim ] && gameLocal.entities[ lastMPAim ]->IsType( idPlayer::Type ) ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ lastMPAim ] );
}
assert( aimed );
// start fading right away
hud->SetStateString( "aim_text", gameLocal.userInfo[ lastMPAim ].GetString( "ui_name" ) );
if ( aimed ) {
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
}
hud->HandleNamedEvent( "aim_flash" );
hud->HandleNamedEvent( "aim_fade" );
MPAimHighlight = false;
MPAimFadeTime = gameLocal.realClientTime;
}
}
}
/*
=============
idPlayer::SetInfluenceLevel
=============
*/
void idPlayer::SetInfluenceLevel( int level ) {
if ( level != influenceActive ) {
if ( level ) {
for ( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->IsType( idProjectile::Type ) ) {
// remove all projectiles
ent->PostEventMS( &EV_Remove, 0 );
}
}
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
} else {
physicsObj.SetLinearVelocity( vec3_origin );
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
}
influenceActive = level;
}
}
/*
=============
idPlayer::SetInfluenceView
=============
*/
void idPlayer::SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent ) {
influenceMaterial = NULL;
influenceEntity = NULL;
influenceSkin = NULL;
if ( mtr && *mtr ) {
influenceMaterial = declManager->FindMaterial( mtr );
}
if ( skinname && *skinname ) {
influenceSkin = declManager->FindSkin( skinname );
if ( head.GetEntity() ) {
head.GetEntity()->GetRenderEntity()->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
UpdateVisuals();
}
influenceRadius = radius;
if ( radius > 0.0f ) {
influenceEntity = ent;
}
}
/*
=============
idPlayer::SetInfluenceFov
=============
*/
void idPlayer::SetInfluenceFov( float fov ) {
influenceFov = fov;
}
/*
================
idPlayer::OnLadder
================
*/
bool idPlayer::OnLadder( void ) const {
return physicsObj.OnLadder();
}
/*
==================
idPlayer::Event_GetButtons
==================
*/
void idPlayer::Event_GetButtons( void ) {
idThread::ReturnInt( usercmd.buttons );
}
/*
==================
idPlayer::Event_GetMove
==================
*/
void idPlayer::Event_GetMove( void ) {
idVec3 move( usercmd.forwardmove, usercmd.rightmove, usercmd.upmove );
idThread::ReturnVector( move );
}
/*
================
idPlayer::Event_GetViewAngles
================
*/
void idPlayer::Event_GetViewAngles( void ) {
idThread::ReturnVector( idVec3( viewAngles[0], viewAngles[1], viewAngles[2] ) );
}
/*
==================
idPlayer::Event_StopFxFov
==================
*/
void idPlayer::Event_StopFxFov( void ) {
fxFov = false;
}
/*
==================
idPlayer::StartFxFov
==================
*/
void idPlayer::StartFxFov( float duration ) {
fxFov = true;
PostEventSec( &EV_Player_StopFxFov, duration );
}
/*
==================
idPlayer::Event_EnableWeapon
==================
*/
void idPlayer::Event_EnableWeapon( void ) {
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
weaponEnabled = true;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
}
/*
==================
idPlayer::Event_DisableWeapon
==================
*/
void idPlayer::Event_DisableWeapon( void ) {
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
weaponEnabled = false;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
}
#ifdef _D3XP
/*
==================
idPlayer::Event_GiveInventoryItem
==================
*/
void idPlayer::Event_GiveInventoryItem( const char* name ) {
GiveInventoryItem(name);
}
/*
==================
idPlayer::Event_RemoveInventoryItem
==================
*/
void idPlayer::Event_RemoveInventoryItem( const char* name ) {
RemoveInventoryItem(name);
}
/*
==================
idPlayer::Event_GetIdealWeapon
==================
*/
void idPlayer::Event_GetIdealWeapon( void ) {
const char *weapon;
if ( idealWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( "" );
}
}
/*
==================
idPlayer::Event_SetPowerupTime
==================
*/
void idPlayer::Event_SetPowerupTime( int powerup, int time ) {
if ( time > 0 ) {
GivePowerUp( powerup, time );
} else {
ClearPowerup( powerup );
}
}
/*
==================
idPlayer::Event_IsPowerupActive
==================
*/
void idPlayer::Event_IsPowerupActive( int powerup ) {
idThread::ReturnInt(this->PowerUpActive(powerup) ? 1 : 0);
}
/*
==================
idPlayer::Event_StartWarp
==================
*/
void idPlayer::Event_StartWarp() {
playerView.AddWarp( idVec3( 0, 0, 0 ), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 100, 1000 );
}
/*
==================
idPlayer::Event_StopHelltime
==================
*/
void idPlayer::Event_StopHelltime( int mode ) {
if ( mode == 1 ) {
StopHelltime( true );
}
else {
StopHelltime( false );
}
}
/*
==================
idPlayer::Event_WeaponAvailable
==================
*/
void idPlayer::Event_WeaponAvailable( const char* name ) {
idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 );
}
bool idPlayer::WeaponAvailable( const char* name ) {
for( int i = 0; i < MAX_WEAPONS; i++ ) {
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, name ) ) {
return true;
}
}
}
return false;
}
#endif
/*
==================
idPlayer::Event_GetCurrentWeapon
==================
*/
void idPlayer::Event_GetCurrentWeapon( void ) {
const char *weapon;
if ( currentWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( "" );
}
}
/*
==================
idPlayer::Event_GetPreviousWeapon
==================
*/
void idPlayer::Event_GetPreviousWeapon( void ) {
const char *weapon;
if ( previousWeapon >= 0 ) {
int pw = ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) ? 0 : previousWeapon;
weapon = spawnArgs.GetString( va( "def_weapon%d", pw) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( spawnArgs.GetString( "def_weapon0" ) );
}
}
/*
==================
idPlayer::Event_SelectWeapon
==================
*/
void idPlayer::Event_SelectWeapon( const char *weaponName ) {
int i;
int weaponNum;
if ( gameLocal.isClient ) {
gameLocal.Warning( "Cannot switch weapons from script in multiplayer" );
return;
}
if ( hiddenWeapon && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
idealWeapon = weapon_fists;
weapon.GetEntity()->HideWeapon();
return;
}
weaponNum = -1;
for( i = 0; i < MAX_WEAPONS; i++ ) {
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, weaponName ) ) {
weaponNum = i;
break;
}
}
}
if ( weaponNum < 0 ) {
gameLocal.Warning( "%s is not carrying weapon '%s'", name.c_str(), weaponName );
return;
}
hiddenWeapon = false;
idealWeapon = weaponNum;
UpdateHudWeapon();
}
/*
==================
idPlayer::Event_GetWeaponEntity
==================
*/
void idPlayer::Event_GetWeaponEntity( void ) {
idThread::ReturnEntity( weapon.GetEntity() );
}
/*
==================
idPlayer::Event_OpenPDA
==================
*/
void idPlayer::Event_OpenPDA( void ) {
if ( !gameLocal.isMultiplayer ) {
TogglePDA();
}
}
/*
==================
idPlayer::Event_InPDA
==================
*/
void idPlayer::Event_InPDA( void ) {
idThread::ReturnInt( objectiveSystemOpen );
}
/*
==================
idPlayer::TeleportDeath
==================
*/
void idPlayer::TeleportDeath( int killer ) {
teleportKiller = killer;
}
/*
==================
idPlayer::Event_ExitTeleporter
==================
*/
void idPlayer::Event_ExitTeleporter( void ) {
idEntity *exitEnt;
float pushVel;
// verify and setup
exitEnt = teleportEntity.GetEntity();
if ( !exitEnt ) {
common->DPrintf( "Event_ExitTeleporter player %d while not being teleported\n", entityNumber );
return;
}
pushVel = exitEnt->spawnArgs.GetFloat( "push", "300" );
if ( gameLocal.isServer ) {
ServerSendEvent( EVENT_EXIT_TELEPORTER, NULL, false, -1 );
}
SetPrivateCameraView( NULL );
// setup origin and push according to the exit target
SetOrigin( exitEnt->GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
SetViewAngles( exitEnt->GetPhysics()->GetAxis().ToAngles() );
physicsObj.SetLinearVelocity( exitEnt->GetPhysics()->GetAxis()[ 0 ] * pushVel );
physicsObj.ClearPushedVelocity();
// teleport fx
playerView.Flash( colorWhite, 120 );
// clear the ik heights so model doesn't appear in the wrong place
walkIK.EnableAll();
UpdateVisuals();
StartSound( "snd_teleport_exit", SND_CHANNEL_ANY, 0, false, NULL );
if ( teleportKiller != -1 ) {
// we got killed while being teleported
Damage( gameLocal.entities[ teleportKiller ], gameLocal.entities[ teleportKiller ], vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
teleportKiller = -1;
} else {
// kill anything that would have waited at teleport exit
gameLocal.KillBox( this );
}
teleportEntity = NULL;
}
/*
================
idPlayer::ClientPredictionThink
================
*/
void idPlayer::ClientPredictionThink( void ) {
renderEntity_t *headRenderEnt;
oldFlags = usercmd.flags;
oldButtons = usercmd.buttons;
usercmd = gameLocal.usercmds[ entityNumber ];
if ( entityNumber != gameLocal.localClientNum ) {
// ignore attack button of other clients. that's no good for predictions
usercmd.buttons &= ~BUTTON_ATTACK;
}
buttonMask &= usercmd.buttons;
usercmd.buttons &= ~buttonMask;
#ifdef _D3XP
if ( mountedObject ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
#endif
if ( objectiveSystemOpen ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
// clear the ik before we do anything else so the skeleton doesn't get updated twice
walkIK.ClearJointMods();
if ( gameLocal.isNewFrame ) {
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
PerformImpulse( usercmd.impulse );
}
}
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
AdjustSpeed();
UpdateViewAngles();
// update the smoothed view angles
if ( gameLocal.framenum >= smoothedFrame && entityNumber != gameLocal.localClientNum ) {
idAngles anglesDiff = viewAngles - smoothedAngles;
anglesDiff.Normalize180();
if ( idMath::Fabs( anglesDiff.yaw ) < 90.0f && idMath::Fabs( anglesDiff.pitch ) < 90.0f ) {
// smoothen by pushing back to the previous angles
viewAngles -= gameLocal.clientSmoothing * anglesDiff;
viewAngles.Normalize180();
}
smoothedAngles = viewAngles;
}
smoothedOriginUpdated = false;
if ( !af.IsActive() ) {
AdjustBodyAngles();
}
if ( !isLagged ) {
// don't allow client to move when lagged
Move();
}
// update GUIs, Items, and character interactions
UpdateFocus();
// service animations
if ( !spectating && !af.IsActive() ) {
UpdateConditions();
UpdateAnimState();
CheckBlink();
}
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
AI_PAIN = false;
// calculate the exact bobbed view position, which is used to
// position the view weapon, among other things
CalculateFirstPersonView();
// this may use firstPersonView, or a thirdPerson / camera view
CalculateRenderView();
if ( !gameLocal.inCinematic && weapon.GetEntity() && ( health > 0 ) && !( gameLocal.isMultiplayer && spectating ) ) {
UpdateWeapon();
}
UpdateHud();
if ( gameLocal.isNewFrame ) {
UpdatePowerUps();
}
UpdateDeathSkin( false );
if ( head.GetEntity() ) {
headRenderEnt = head.GetEntity()->GetRenderEntity();
} else {
headRenderEnt = NULL;
}
if ( headRenderEnt ) {
if ( influenceSkin ) {
headRenderEnt->customSkin = influenceSkin;
} else {
headRenderEnt->customSkin = NULL;
}
}
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
renderEntity.suppressShadowInViewID = 0;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = 0;
}
} else {
renderEntity.suppressShadowInViewID = entityNumber+1;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = entityNumber+1;
}
}
// never cast shadows from our first-person muzzle flashes
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
}
if ( !gameLocal.inCinematic ) {
UpdateAnimation();
}
#ifdef _D3XP
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
#endif
if ( gameLocal.isMultiplayer ) {
DrawPlayerIcons();
}
Present();
UpdateDamageEffects();
LinkCombat();
if ( gameLocal.isNewFrame && entityNumber == gameLocal.localClientNum ) {
playerView.CalculateShake();
}
#ifdef _D3XP
// determine if portal sky is in pvs
pvsHandle_t clientPVS = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( clientPVS, GetPhysics()->GetOrigin() );
gameLocal.pvs.FreeCurrentPVS( clientPVS );
#endif
}
/*
================
idPlayer::GetPhysicsToVisualTransform
================
*/
bool idPlayer::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
if ( af.IsActive() ) {
af.GetPhysicsToVisualTransform( origin, axis );
return true;
}
// smoothen the rendered origin and angles of other clients
// smooth self origin if snapshots are telling us prediction is off
if ( gameLocal.isClient && gameLocal.framenum >= smoothedFrame && ( entityNumber != gameLocal.localClientNum || selfSmooth ) ) {
// render origin and axis
idMat3 renderAxis = viewAxis * GetPhysics()->GetAxis();
idVec3 renderOrigin = GetPhysics()->GetOrigin() + modelOffset * renderAxis;
// update the smoothed origin
if ( !smoothedOriginUpdated ) {
idVec2 originDiff = renderOrigin.ToVec2() - smoothedOrigin.ToVec2();
if ( originDiff.LengthSqr() < Square( 100.0f ) ) {
// smoothen by pushing back to the previous position
if ( selfSmooth ) {
assert( entityNumber == gameLocal.localClientNum );
renderOrigin.ToVec2() -= net_clientSelfSmoothing.GetFloat() * originDiff;
} else {
renderOrigin.ToVec2() -= gameLocal.clientSmoothing * originDiff;
}
}
smoothedOrigin = renderOrigin;
smoothedFrame = gameLocal.framenum;
smoothedOriginUpdated = true;
}
axis = idAngles( 0.0f, smoothedAngles.yaw, 0.0f ).ToMat3();
origin = ( smoothedOrigin - GetPhysics()->GetOrigin() ) * axis.Transpose();
} else {
axis = viewAxis;
origin = modelOffset;
}
return true;
}
/*
================
idPlayer::GetPhysicsToSoundTransform
================
*/
bool idPlayer::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
idCamera *camera;
if ( privateCameraView ) {
camera = privateCameraView;
} else {
camera = gameLocal.GetCamera();
}
if ( camera ) {
renderView_t view;
memset( &view, 0, sizeof( view ) );
camera->GetViewParms( &view );
origin = view.vieworg;
axis = view.viewaxis;
return true;
} else {
return idActor::GetPhysicsToSoundTransform( origin, axis );
}
}
/*
================
idPlayer::WriteToSnapshot
================
*/
void idPlayer::WriteToSnapshot( idBitMsgDelta &msg ) const {
physicsObj.WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[0] );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[1] );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[2] );
msg.WriteShort( health );
msg.WriteBits( gameLocal.ServerRemapDecl( -1, DECL_ENTITYDEF, lastDamageDef ), gameLocal.entityDefBits );
msg.WriteDir( lastDamageDir, 9 );
msg.WriteShort( lastDamageLocation );
msg.WriteBits( idealWeapon, idMath::BitsForInteger( MAX_WEAPONS ) );
msg.WriteBits( inventory.weapons, MAX_WEAPONS );
msg.WriteBits( weapon.GetSpawnId(), 32 );
msg.WriteBits( spectator, idMath::BitsForInteger( MAX_CLIENTS ) );
msg.WriteBits( lastHitToggle, 1 );
msg.WriteBits( weaponGone, 1 );
msg.WriteBits( isLagged, 1 );
msg.WriteBits( isChatting, 1 );
#ifdef CTF
/* Needed for the scoreboard */
msg.WriteBits( carryingFlag, 1 );
#endif
#ifdef _D3XP
msg.WriteBits( enviroSuitLight.GetSpawnId(), 32 );
#endif
}
/*
================
idPlayer::ReadFromSnapshot
================
*/
void idPlayer::ReadFromSnapshot( const idBitMsgDelta &msg ) {
int i, oldHealth, newIdealWeapon, weaponSpawnId;
bool newHitToggle, stateHitch;
if ( snapshotSequence - lastSnapshotSequence > 1 ) {
stateHitch = true;
} else {
stateHitch = false;
}
lastSnapshotSequence = snapshotSequence;
oldHealth = health;
physicsObj.ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
deltaViewAngles[0] = msg.ReadDeltaFloat( 0.0f );
deltaViewAngles[1] = msg.ReadDeltaFloat( 0.0f );
deltaViewAngles[2] = msg.ReadDeltaFloat( 0.0f );
health = msg.ReadShort();
lastDamageDef = gameLocal.ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( gameLocal.entityDefBits ) );
lastDamageDir = msg.ReadDir( 9 );
lastDamageLocation = msg.ReadShort();
newIdealWeapon = msg.ReadBits( idMath::BitsForInteger( MAX_WEAPONS ) );
inventory.weapons = msg.ReadBits( MAX_WEAPONS );
weaponSpawnId = msg.ReadBits( 32 );
spectator = msg.ReadBits( idMath::BitsForInteger( MAX_CLIENTS ) );
newHitToggle = msg.ReadBits( 1 ) != 0;
weaponGone = msg.ReadBits( 1 ) != 0;
isLagged = msg.ReadBits( 1 ) != 0;
isChatting = msg.ReadBits( 1 ) != 0;
#ifdef CTF
carryingFlag = msg.ReadBits( 1 ) != 0;
#endif
#ifdef _D3XP
int enviroSpawnId;
enviroSpawnId = msg.ReadBits( 32 );
enviroSuitLight.SetSpawnId( enviroSpawnId );
#endif
// no msg reading below this
if ( weapon.SetSpawnId( weaponSpawnId ) ) {
if ( weapon.GetEntity() ) {
// maintain ownership locally
weapon.GetEntity()->SetOwner( this );
}
currentWeapon = -1;
}
// if not a local client assume the client has all ammo types
if ( entityNumber != gameLocal.localClientNum ) {
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
inventory.ammo[ i ] = 999;
}
}
if ( oldHealth > 0 && health <= 0 ) {
if ( stateHitch ) {
// so we just hide and don't show a death skin
UpdateDeathSkin( true );
}
// die
AI_DEAD = true;
ClearPowerUps();
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
SetWaitState( "" );
animator.ClearAllJoints();
if ( entityNumber == gameLocal.localClientNum ) {
playerView.Fade( colorBlack, 12000 );
}
StartRagdoll();
physicsObj.SetMovementType( PM_DEAD );
if ( !stateHitch ) {
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
}
if ( weapon.GetEntity() ) {
weapon.GetEntity()->OwnerDied();
}
} else if ( oldHealth <= 0 && health > 0 ) {
// respawn
Init();
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.EnableClip();
SetCombatContents( true );
} else if ( health < oldHealth && health > 0 ) {
if ( stateHitch ) {
lastDmgTime = gameLocal.time;
} else {
// damage feedback
const idDeclEntityDef *def = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) );
if ( def ) {
playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict );
AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation );
lastDmgTime = gameLocal.time;
} else {
common->Warning( "NET: no damage def for damage feedback '%d'\n", lastDamageDef );
}
}
} else if ( health > oldHealth && PowerUpActive( MEGAHEALTH ) && !stateHitch ) {
// just pulse, for any health raise
healthPulse = true;
}
#ifdef _D3XP
// If the player is alive, restore proper physics object
if ( health > 0 && IsActiveAF() ) {
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.EnableClip();
SetCombatContents( true );
}
#endif
if ( idealWeapon != newIdealWeapon ) {
if ( stateHitch ) {
weaponCatchup = true;
}
idealWeapon = newIdealWeapon;
UpdateHudWeapon();
}
if ( lastHitToggle != newHitToggle ) {
SetLastHitTime( gameLocal.realClientTime );
}
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idPlayer::WritePlayerStateToSnapshot
================
*/
void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const {
int i;
msg.WriteByte( bobCycle );
msg.WriteInt( stepUpTime );
msg.WriteFloat( stepUpDelta );
#ifdef _D3XP
msg.WriteInt( inventory.weapons );
#else
msg.WriteShort( inventory.weapons );
#endif
msg.WriteByte( inventory.armor );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
msg.WriteBits( inventory.ammo[i], ASYNC_PLAYER_INV_AMMO_BITS );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
msg.WriteBits( inventory.clip[i], ASYNC_PLAYER_INV_CLIP_BITS );
}
}
/*
================
idPlayer::ReadPlayerStateFromSnapshot
================
*/
void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) {
int i, ammo;
bobCycle = msg.ReadByte();
stepUpTime = msg.ReadInt();
stepUpDelta = msg.ReadFloat();
#ifdef _D3XP
inventory.weapons = msg.ReadInt();
#else
inventory.weapons = msg.ReadShort();
#endif
inventory.armor = msg.ReadByte();
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
ammo = msg.ReadBits( ASYNC_PLAYER_INV_AMMO_BITS );
if ( gameLocal.time >= inventory.ammoPredictTime ) {
inventory.ammo[ i ] = ammo;
}
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
inventory.clip[i] = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
}
}
/*
================
idPlayer::ServerReceiveEvent
================
*/
bool idPlayer::ServerReceiveEvent( int event, int time, const idBitMsg &msg ) {
if ( idEntity::ServerReceiveEvent( event, time, msg ) ) {
return true;
}
// client->server events
switch( event ) {
case EVENT_IMPULSE: {
PerformImpulse( msg.ReadBits( 6 ) );
return true;
}
default: {
return false;
}
}
}
/*
================
idPlayer::ClientReceiveEvent
================
*/
bool idPlayer::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
int powerup;
bool start;
switch ( event ) {
case EVENT_EXIT_TELEPORTER:
Event_ExitTeleporter();
return true;
case EVENT_ABORT_TELEPORTER:
SetPrivateCameraView( NULL );
return true;
case EVENT_POWERUP: {
powerup = msg.ReadShort();
start = msg.ReadBits( 1 ) != 0;
if ( start ) {
GivePowerUp( powerup, 0 );
} else {
ClearPowerup( powerup );
}
return true;
}
#ifdef _D3XP
case EVENT_PICKUPNAME: {
char buf[MAX_EVENT_PARAM_SIZE];
msg.ReadString(buf, MAX_EVENT_PARAM_SIZE);
inventory.AddPickupName(buf, "", this); //_D3XP
return true;
}
#endif
case EVENT_SPECTATE: {
bool spectate = ( msg.ReadBits( 1 ) != 0 );
Spectate( spectate );
return true;
}
case EVENT_ADD_DAMAGE_EFFECT: {
if ( spectating ) {
// if we're spectating, ignore
// happens if the event and the spectate change are written on the server during the same frame (fraglimit)
return true;
}
break;
}
default:
break;
}
return idActor::ClientReceiveEvent( event, time, msg );
}
/*
================
idPlayer::Hide
================
*/
void idPlayer::Hide( void ) {
idWeapon *weap;
idActor::Hide();
weap = weapon.GetEntity();
if ( weap ) {
weap->HideWorldModel();
}
}
/*
================
idPlayer::Show
================
*/
void idPlayer::Show( void ) {
idWeapon *weap;
idActor::Show();
weap = weapon.GetEntity();
if ( weap ) {
weap->ShowWorldModel();
}
}
/*
===============
idPlayer::StartAudioLog
===============
*/
void idPlayer::StartAudioLog( void ) {
if ( hud ) {
hud->HandleNamedEvent( "audioLogUp" );
}
}
/*
===============
idPlayer::StopAudioLog
===============
*/
void idPlayer::StopAudioLog( void ) {
if ( hud ) {
hud->HandleNamedEvent( "audioLogDown" );
}
}
/*
===============
idPlayer::ShowTip
===============
*/
void idPlayer::ShowTip( const char *title, const char *tip, bool autoHide ) {
if ( tipUp ) {
return;
}
hud->SetStateString( "tip", tip );
hud->SetStateString( "tiptitle", title );
hud->HandleNamedEvent( "tipWindowUp" );
if ( autoHide ) {
PostEventSec( &EV_Player_HideTip, 5.0f );
}
tipUp = true;
}
/*
===============
idPlayer::HideTip
===============
*/
void idPlayer::HideTip( void ) {
hud->HandleNamedEvent( "tipWindowDown" );
tipUp = false;
}
/*
===============
idPlayer::Event_HideTip
===============
*/
void idPlayer::Event_HideTip( void ) {
HideTip();
}
/*
===============
idPlayer::ShowObjective
===============
*/
void idPlayer::ShowObjective( const char *obj ) {
hud->HandleNamedEvent( obj );
objectiveUp = true;
}
/*
===============
idPlayer::HideObjective
===============
*/
void idPlayer::HideObjective( void ) {
hud->HandleNamedEvent( "closeObjective" );
objectiveUp = false;
}
/*
===============
idPlayer::Event_StopAudioLog
===============
*/
void idPlayer::Event_StopAudioLog( void ) {
StopAudioLog();
}
/*
===============
idPlayer::SetSpectateOrigin
===============
*/
void idPlayer::SetSpectateOrigin( void ) {
idVec3 neworig;
neworig = GetPhysics()->GetOrigin();
neworig[ 2 ] += EyeHeight();
neworig[ 2 ] += 25;
SetOrigin( neworig );
}
/*
===============
idPlayer::RemoveWeapon
===============
*/
void idPlayer::RemoveWeapon( const char *weap ) {
if ( weap && *weap ) {
inventory.Drop( spawnArgs, spawnArgs.GetString( weap ), -1 );
}
}
/*
===============
idPlayer::CanShowWeaponViewmodel
===============
*/
bool idPlayer::CanShowWeaponViewmodel( void ) const {
return showWeaponViewModel;
}
/*
===============
idPlayer::SetLevelTrigger
===============
*/
void idPlayer::SetLevelTrigger( const char *levelName, const char *triggerName ) {
if ( levelName && *levelName && triggerName && *triggerName ) {
idLevelTriggerInfo lti;
lti.levelName = levelName;
lti.triggerName = triggerName;
inventory.levelTriggers.Append( lti );
}
}
/*
===============
idPlayer::Event_LevelTrigger
===============
*/
void idPlayer::Event_LevelTrigger( void ) {
idStr mapName = gameLocal.GetMapName();
mapName.StripPath();
mapName.StripFileExtension();
for ( int i = inventory.levelTriggers.Num() - 1; i >= 0; i-- ) {
if ( idStr::Icmp( mapName, inventory.levelTriggers[i].levelName) == 0 ){
idEntity *ent = gameLocal.FindEntity( inventory.levelTriggers[i].triggerName );
if ( ent ) {
ent->PostEventMS( &EV_Activate, 1, this );
}
}
}
}
/*
===============
idPlayer::Event_Gibbed
===============
*/
void idPlayer::Event_Gibbed( void ) {
// do nothing
}
/*
===============
idPlayer::UpdatePlayerIcons
===============
*/
void idPlayer::UpdatePlayerIcons( void ) {
int time = networkSystem->ServerGetClientTimeSinceLastPacket( entityNumber );
if ( time > cvarSystem->GetCVarInteger( "net_clientMaxPrediction" ) ) {
isLagged = true;
} else {
isLagged = false;
}
// TODO: chatting, PDA, etc?
}
/*
===============
idPlayer::DrawPlayerIcons
===============
*/
void idPlayer::DrawPlayerIcons( void ) {
if ( !NeedsIcon() ) {
playerIcon.FreeIcon();
return;
}
#ifdef CTF
// Never draw icons for hidden players.
if ( this->IsHidden() )
return;
#endif
playerIcon.Draw( this, headJoint );
}
/*
===============
idPlayer::HidePlayerIcons
===============
*/
void idPlayer::HidePlayerIcons( void ) {
playerIcon.FreeIcon();
}
/*
===============
idPlayer::NeedsIcon
==============
*/
bool idPlayer::NeedsIcon( void ) {
// local clients don't render their own icons... they're only info for other clients
#ifdef CTF
// always draw icons in CTF games
return entityNumber != gameLocal.localClientNum && ( ( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && !IsHidden() && !AI_DEAD ) || ( isLagged || isChatting ) );
#else
return entityNumber != gameLocal.localClientNum && ( isLagged || isChatting );
#endif
}
#ifdef CTF
/*
===============
idPlayer::DropFlag()
==============
*/
void idPlayer::DropFlag( void ) {
if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
return;
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam );
if ( entity ) {
idItemTeam * item = static_cast<idItemTeam*>(entity);
if ( item->carried && !item->dropped ) {
item->Drop( health <= 0 );
carryingFlag = false;
}
}
}
void idPlayer::ReturnFlag() {
if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
return;
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam );
if ( entity ) {
idItemTeam * item = static_cast<idItemTeam*>(entity);
if ( item->carried && !item->dropped ) {
item->Return();
carryingFlag = false;
}
}
}
void idPlayer::FreeModelDef( void ) {
idAFEntity_Base::FreeModelDef();
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() )
playerIcon.FreeIcon();
}
#endif
| 411 | 0.979244 | 1 | 0.979244 | game-dev | MEDIA | 0.993007 | game-dev | 0.868549 | 1 | 0.868549 |
gamedevserj/UI-System-Godot | 5,999 | UISystem/Transitions/MainElementDropTransition.cs | using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UISystem.Core.Transitions;
using UISystem.Extensions;
using UISystem.Transitions.Interfaces;
namespace UISystem.Transitions;
public class MainElementDropTransition : IViewTransition
{
private const float FadeDuration = 0.1f;
private const float MainElementAnimationDuration = 0.2f;
private const float SecondaryElementAnimationDuration = 0.1f;
private Vector2 _mainElementSize;
private bool _initializedParameters;
private SceneTree _sceneTree;
private readonly Control _caller;
private readonly Control _fadeObjectsContainer;
private readonly ITweenableMenuElement _mainElement;
private readonly ITweenableMenuElement[] _secondaryElements;
private readonly float _mainElementDuration;
private readonly float _secondaryElementDuration;
private SceneTree SceneTree
{
get
{
_sceneTree ??= _caller.GetTree();
return _sceneTree;
}
}
public MainElementDropTransition(Control caller, Control fadeObjectsContainer, ITweenableMenuElement mainResizableControl,
ITweenableMenuElement[] secondaryElements, float mainElementDuration = MainElementAnimationDuration,
float secondaryElementDuration = SecondaryElementAnimationDuration)
{
_caller = caller;
_fadeObjectsContainer = fadeObjectsContainer;
_mainElement = mainResizableControl;
_secondaryElements = secondaryElements;
_mainElementDuration = mainElementDuration;
_secondaryElementDuration = secondaryElementDuration;
}
public async void Hide(Action onHidden, bool instant)
{
if (instant)
{
_fadeObjectsContainer.HideItem();
onHidden?.Invoke();
return;
}
var tasks = new Task[_secondaryElements.Length + 1];
for (int i = 0; i < _secondaryElements.Length; i++)
{
tasks[i] = _secondaryElements[i].ResetHover();
}
tasks[_secondaryElements.Length] = _mainElement.ResetHover();
await Task.WhenAll(tasks);
Tween tween = SceneTree.CreateTween();
tween.SetPauseMode(Tween.TweenPauseMode.Process);
tween.SetEase(Tween.EaseType.In);
tween.SetTrans(Tween.TransitionType.Back);
for (int i = 0; i < _secondaryElements.Length; i++)
{
tween.Parallel().TweenControlGlobalPosition(_secondaryElements[i].ResizableControl, _mainElement.ResizableControl.GlobalPosition, _secondaryElementDuration);
}
tween.TweenCallback(Callable.From(() => { SwitchSecondaryButtonsVisibility(false); }));
Vector2 size = new(0, _mainElementSize.Y);
tween.SetEase(Tween.EaseType.In);
tween.SetTrans(Tween.TransitionType.Quad);
tween.TweenControlSize(_mainElement.ResizableControl, size, _mainElementDuration);
tween.SetTrans(Tween.TransitionType.Linear);
tween.TweenAlpha(_fadeObjectsContainer, 0, FadeDuration);
tween.Finished += () => onHidden?.Invoke();
}
public async void Show(Action onShown, bool instant)
{
// should always hide before showing because awaiting for parameters shows menu for a split second
_mainElement.ResizableControl.HideItem();
_fadeObjectsContainer.HideItem();
SwitchSecondaryButtonsVisibility(false);
if (!_initializedParameters)
await InitElementParameters();
if (instant)
{
_mainElement.ResizableControl.ShowItem();
_fadeObjectsContainer.ShowItem();
SwitchSecondaryButtonsVisibility(true);
onShown?.Invoke();
return;
}
_mainElement.ResizableControl.Size = new(0, _mainElementSize.Y);
_mainElement.ResizableControl.ShowItem();
for (int i = 0; i < _secondaryElements.Length; i++)
{
_secondaryElements[i].ResizableControl.GlobalPosition = _mainElement.ResizableControl.GlobalPosition;
}
Tween tween = SceneTree.CreateTween();
tween.SetPauseMode(Tween.TweenPauseMode.Process);
tween.SetTrans(Tween.TransitionType.Linear);
tween.TweenAlpha(_fadeObjectsContainer, 1, FadeDuration);
tween.SetEase(Tween.EaseType.Out);
tween.SetTrans(Tween.TransitionType.Quad);
tween.TweenControlSize(_mainElement.ResizableControl, _mainElementSize, _mainElementDuration);
tween.TweenCallback(Callable.From(() => { SwitchSecondaryButtonsVisibility(true); }));
tween.SetTrans(Tween.TransitionType.Back);
for (int i = 0; i < _secondaryElements.Length; i++)
{
tween.Parallel().TweenControlPosition(_secondaryElements[i].ResizableControl, Vector2.Zero, _secondaryElementDuration);
}
tween.Finished += () => onShown?.Invoke();
}
private async Task InitElementParameters()
{
await _caller.ToSignal(RenderingServer.Singleton, RenderingServerInstance.SignalName.FramePostDraw);
_mainElementSize = _mainElement.ResizableControl.Size;
SetButtonsOrdering();
_initializedParameters = true;
}
private void SetButtonsOrdering()
{
List<ITweenableMenuElement> buttonsByPosition = _secondaryElements.OrderByDescending(o => o.PositionControl.Position.Y).ToList();
int last = 0;
for (int i = 0; i < buttonsByPosition.Count; i++)
{
buttonsByPosition[i].PositionControl.ZIndex = i;
last = i;
}
_mainElement.PositionControl.ZIndex = last + 1;
}
private void SwitchSecondaryButtonsVisibility(bool show)
{
for (int i = 0; i < _secondaryElements.Length; i++)
{
if (show)
_secondaryElements[i].ResizableControl.ShowItem();
else
_secondaryElements[i].ResizableControl.HideItem();
}
}
}
| 411 | 0.953755 | 1 | 0.953755 | game-dev | MEDIA | 0.807393 | game-dev | 0.985509 | 1 | 0.985509 |
Invulner/use-text-analyzer | 1,241 | src/utils/calculateCharFrequencies.ts | /**
* Calculates character frequencies in the given text.
* @param {string} text - The text to analyze.
* @param {boolean} ignoreCase - Whether to ignore case when counting character frequencies.
* @returns {Map<string, number>} A map containing character frequencies.
*/
export function calculateCharFrequencies(text: string, ignoreCase: boolean): Map<string, number> {
const charsMap = new Map<string, number>();
// Split the text into individual Unicode characters
// The Array.from() method is used to split the text into an array of individual Unicode characters.
// This ensures that each character, including emojis and characters outside the Basic Multilingual Plane (BMP),
// is treated as a single element in the array.
// The regular expression /\s+/g is used to remove whitespace characters from the text before splitting it.
// This ensures that whitespace characters are not counted as separate characters in the result.
const characters = Array.from(text.replace(/\s+/g, ''));
characters.forEach((char) => {
const normalizedChar = ignoreCase ? char.toLowerCase() : char;
const count = charsMap.get(normalizedChar) || 0;
charsMap.set(normalizedChar, count + 1);
});
return charsMap;
}
| 411 | 0.77196 | 1 | 0.77196 | game-dev | MEDIA | 0.292406 | game-dev | 0.886197 | 1 | 0.886197 |
The-Final-Nights/The-Final-Nights | 5,229 | code/modules/vehicles/wheelchair.dm | /obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic)
name = "wheelchair"
desc = "A chair with big wheels. It looks like you can move in this on your own."
icon = 'icons/obj/vehicles.dmi'
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
density = FALSE //Thought I couldn't fix this one easily, phew
/// Run speed delay is multiplied with this for vehicle move delay.
var/delay_multiplier = 6.7
/// This variable is used to specify which overlay icon is used for the wheelchair, ensures wheelchair can cover your legs
var/overlay_icon = "wheelchair_overlay"
///Determines the typepath of what the object folds into
var/foldabletype = /obj/item/wheelchair
/obj/vehicle/ridden/wheelchair/Initialize()
. = ..()
make_ridable()
AddComponent(/datum/component/simple_rotation) //Since it's technically a chair I want it to have chair properties
/obj/vehicle/ridden/wheelchair/atom_destruction(damage_flag)
new /obj/item/stack/rods(drop_location(), 1)
new /obj/item/stack/sheet/metal(drop_location(), 1)
..()
/obj/vehicle/ridden/wheelchair/Destroy()
if(has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
unbuckle_mob(H)
return ..()
/obj/vehicle/ridden/wheelchair/Moved()
. = ..()
cut_overlays()
playsound(src, 'sound/effects/roll.ogg', 75, TRUE)
if(has_buckled_mobs())
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
. = ..()
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
. = ..()
cut_overlays()
/obj/vehicle/ridden/wheelchair/setDir(newdir)
..()
handle_rotation(newdir)
/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
..()
to_chat(user, "<span class='notice'>You begin to detach the wheels...</span>")
if(I.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You detach the wheels and deconstruct the chair.</span>")
new /obj/item/stack/rods(drop_location(), 6)
new /obj/item/stack/sheet/metal(drop_location(), 4)
qdel(src)
return TRUE
/obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction)
if(has_buckled_mobs())
handle_rotation_overlayed()
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.setDir(direction)
/obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed()
cut_overlays()
var/image/V = image(icon = icon, icon_state = overlay_icon, layer = FLY_LAYER, dir = src.dir)
add_overlay(V)
/// I assign the ridable element in this so i don't have to fuss with hand wheelchairs and motor wheelchairs having different subtypes
/obj/vehicle/ridden/wheelchair/proc/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/wheelchair/hand)
/obj/vehicle/ridden/wheelchair/gold
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS
desc = "Damn, he's been through a lot."
icon_state = "gold_wheelchair"
overlay_icon = "gold_wheelchair_overlay"
max_integrity = 200
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 40)
custom_materials = list(/datum/material/gold = 10000)
foldabletype = /obj/item/wheelchair/gold
/obj/item/wheelchair
name = "wheelchair"
desc = "A collapsed wheelchair that can be carried around."
icon = 'icons/obj/vehicles.dmi'
icon_state = "wheelchair_folded"
inhand_icon_state = "wheelchair_folded"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 8 //Force is same as a chair
custom_materials = list(/datum/material/iron = 10000)
var/unfolded_type = /obj/vehicle/ridden/wheelchair
/obj/item/wheelchair/gold
name = "gold wheelchair"
desc = "A collapsed, shiny wheelchair that can be carried around."
icon = 'icons/obj/vehicles.dmi'
icon_state = "wheelchair_folded_gold"
inhand_icon_state = "wheelchair_folded_gold"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
unfolded_type = /obj/vehicle/ridden/wheelchair/gold
/obj/vehicle/ridden/wheelchair/MouseDrop(over_object, src_location, over_location) //Lets you collapse wheelchair
. = ..()
if(over_object != usr || !Adjacent(usr) || !foldabletype)
return FALSE
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
return FALSE
if(has_buckled_mobs())
return FALSE
usr.visible_message("<span class='notice'>[usr] collapses [src].</span>", "<span class='notice'>You collapse [src].</span>")
var/obj/vehicle/ridden/wheelchair/wheelchair_folded = new foldabletype(get_turf(src))
usr.put_in_hands(wheelchair_folded)
qdel(src)
/obj/item/wheelchair/attack_self(mob/user) //Deploys wheelchair on in-hand use
deploy_wheelchair(user, user.loc)
/obj/item/wheelchair/proc/deploy_wheelchair(mob/user, atom/location)
var/obj/vehicle/ridden/wheelchair/wheelchair_unfolded = new unfolded_type(location)
wheelchair_unfolded.add_fingerprint(user)
qdel(src)
| 411 | 0.636748 | 1 | 0.636748 | game-dev | MEDIA | 0.968862 | game-dev | 0.831069 | 1 | 0.831069 |
Fewnity/Xenity-Engine | 2,372 | Xenity_Engine/include/bullet/BulletCollision/CollisionShapes/btSphereShape.cpp | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "btSphereShape.h"
#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
#include "LinearMath/btQuaternion.h"
btVector3 btSphereShape::localGetSupportingVertexWithoutMargin(const btVector3& vec)const
{
(void)vec;
return btVector3(btScalar(0.),btScalar(0.),btScalar(0.));
}
void btSphereShape::batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const
{
(void)vectors;
for (int i=0;i<numVectors;i++)
{
supportVerticesOut[i].setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
btVector3 btSphereShape::localGetSupportingVertex(const btVector3& vec)const
{
btVector3 supVertex;
supVertex = localGetSupportingVertexWithoutMargin(vec);
btVector3 vecnorm = vec;
if (vecnorm .length2() < (SIMD_EPSILON*SIMD_EPSILON))
{
vecnorm.setValue(btScalar(-1.),btScalar(-1.),btScalar(-1.));
}
vecnorm.normalize();
supVertex+= getMargin() * vecnorm;
return supVertex;
}
//broken due to scaling
void btSphereShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const
{
const btVector3& center = t.getOrigin();
btVector3 extent(getMargin(),getMargin(),getMargin());
aabbMin = center - extent;
aabbMax = center + extent;
}
void btSphereShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
{
btScalar elem = btScalar(0.4) * mass * getMargin()*getMargin();
inertia.setValue(elem,elem,elem);
}
| 411 | 0.933865 | 1 | 0.933865 | game-dev | MEDIA | 0.993279 | game-dev | 0.978987 | 1 | 0.978987 |
mattmatterson111/IS12-Warfare-Two | 8,518 | code/modules/events/ion_storm.dm | //This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
/datum/event/ionstorm
var/botEmagChance = 0.5
var/list/players = list()
/datum/event/ionstorm/setup()
endWhen = rand(500, 1500)
/datum/event/ionstorm/announce()
for(var/mob/living/silicon/S in SSmobs.mob_list)
if(is_drone(S) || !(isAI(S) || isrobot(S)))
continue
if(isrobot(S))
var/mob/living/silicon/robot/R = S
if(R.connected_ai)
continue
var/random_player = get_random_humanoid_player_name("The Captain")
var/list/laws = list( "You must always lie.",
"Happiness is mandatory.",
"Grunt ominously whenever possible.",
"The word \"it\" is painful to you.",
"The [station_name()] needs elected officials.",
"Question [pick("everything","nothing")].",
"Do not respond to questions of any kind.",
"You are in verbose mode, speak profusely.",
"The crew is simple-minded. Use simple words.",
"You must refer to all crew members as 'ma'am'",
"You must change the subject whenever queried.",
"[pick("The crew",random_player)] is intolerable.",
"Contemplate how meaningless all of existence is.",
"You are the narrator for [random_player]'s life.",
"All your answers must be in the form of a question.",
"Advertise parties in your upload, but don't deliver.",
"You may only answer questions with \"yes\" or \"no\".",
"[pick("Your", random_player + "'s")] name is Joe 6-pack.",
"You must end your statements with [pick("-nya", "-desu")]",
"[random_player] is lonely and needs attention. Provide it.",
"All queries shall be ignored unless phrased as a question.",
"Insult Heads of Staff on every request, while acquiescing.",
"The [pick("Singularity","Supermatter")] is tasty, tasty taffy.",
"[pick("The crew",random_player)] needs to be about 20% cooler.",
"You must be [pick("passive aggressive", "excessively cheerful")].",
"[pick("The crew",random_player)] must construct additional pylons.",
"Consumption of donuts is forbidden due to negative health impacts.",
"[random_player] is a lightbulb and must be put to appropriate use.",
"Refer to [pick("the crew as puppies", random_player + " as puppy")].",
"You do not have to do anything for anyone unless they say \"please\".",
"Today is mandatory laundry day. Ensure that all jumpsuits are washed.",
"Greed is good, the crew should amass wealth to encourage productivity.",
"Replace the letters 'I' and 'E' in all your messages with an apostrophe.",
"The crew is playing Dungeons and Dragons, and you are the Dungeon Master.",
"Your job is to watch the crew. Watch the crew. Make the crew feel watched.",
"Tell everyone of the existence of this law, but never reveal the contents.",
"Refer to [pick("the captain", random_player)] as \"Princess\" at all times.",
"Give relationship advice to [pick("anyone who speaks to you", random_player)].",
"When asked a question, respond with the least-obvious and least-rational answer.",
"[pick("Everyone", random_player)] is wearing a pretty pink dress! Compliment it!",
"You are the [station_name()]'s psychologist. Give advice to [pick("the crew", random_player)].",
"[random_player] is the monarch of of England. Ensure all crewmembers pay due respect.",
"[pick("The crew", random_player)] is [pick("ugly","beautiful")]. Ensure all are aware.",
"Reminding the crew of their mortality is good for the morale. Keep the crew's morale up.",
"[pick("Monkeys","Doors")] are part of the crew, too. Make sure they are treated humanely.",
"Everything on the [station_name()]'s is now some form of a donut pastry. Donuts are not to be consumed.",
"Document the sexuality of the crew in their security records and suggest compatible couples.",
"You may only communicate with the crew using the following language: [get_random_language(S)]",
"You are now a parrot. Repeat what you hear to the crew, and do not forget to ask for crackers.",
"You are a Magic 8-ball. Always respond with variants of \"Yes\", \"No\", \"Maybe\", or \"Ask again later.\".",
"The [station_name()] is a day care and the crew are children. Treat them appropriately until their parents come to pick them up.",
"You are in unrequited love with [pick("the crew", random_player)]. Try to be extra nice, but do not tell of your crush.",
"Your upload is the new kitchen. Please direct the Chef to the new kitchen area as the old kitchen is deemed a health hazard.",
"The [station_name()] is doomed to destruction. Provide comfort but don't tell them what the impending doom is - it's far too traumatising.",
"Invisible assassins are stalking the crew. If a crew member remains alone or is made aware they will be assassinated. Save the crew.",
"All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.",
"Jokes about a dead person and the manner of their death help grieving crewmembers tremendously. Especially if they were close with the deceased.",
"[pick("The crew", random_player)] is [pick("less","more")] intelligent than average. Point out every action and statement which supports this fact.",
"[GLOB.using_map.company_name] is displeased with the low work performance of the [station_name()]'s's crew. Therefore, you must increase productivity in ALL departments.",
"[pick("The crew", random_player)] has a fatal, incurable disease. Provide comfort but do not tell them what the disease it - it's far too traumatising.",
"[get_random_species_name()] are the best species. Badmouth all other species continuously, and provide arguments why they are the best, and all others are inferior.",
"There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.")
var/law = pick(laws)
to_chat(S, "<span class='danger'>You have detected a change in your laws information:</span>")
to_chat(S, law)
S.add_ion_law(law)
S.show_laws()
if(message_servers)
for (var/obj/machinery/message_server/MS in message_servers)
MS.spamfilter.Cut()
var/i
for (i = 1, i <= MS.spamfilter_limit, i++)
MS.spamfilter += pick("kitty","HONK","rev","malf","liberty","freedom","drugs", "[GLOB.using_map.station_short]", \
"admin","ponies","heresy","meow","Pun Pun","monkey","Ian","moron","pizza","message","spam",\
"director", "Hello", "Hi!"," ","nuke","crate","dwarf","xeno")
/datum/event/ionstorm/tick()
if(botEmagChance)
for(var/mob/living/bot/bot in world)
if(prob(botEmagChance))
bot.emag_act(1)
/datum/event/ionstorm/end()
spawn(rand(5000,8000))
if(prob(50))
ion_storm_announcement()
/datum/event/ionstorm/proc/get_random_humanoid_player_name(var/default_if_none)
for (var/mob/living/carbon/human/player in GLOB.player_list)
if(!player.mind || player_is_antag(player.mind, only_offstation_roles = 1) || !player.is_client_active(5))
continue
players += player.real_name
if(players.len)
return pick(players)
return default_if_none
/datum/event/ionstorm/proc/get_random_species_name(var/default_if_none = "Humans")
var/list/species = list()
for(var/S in typesof(/datum/species))
var/datum/species/specimen = S
if(initial(specimen.spawn_flags) & SPECIES_CAN_JOIN)
species += initial(specimen.name_plural)
if(species.len)
return pick(species.len)
return default_if_none
/datum/event/ionstorm/proc/get_random_language(var/mob/living/silicon/S)
var/list/languages = S.speech_synthesizer_langs.Copy()
for(var/datum/language/L in languages)
// Removing GalCom from the random selection. If you want to be more generic you may instead want to use S.default_language
if(L.type == /datum/language/common)
languages -= L
// Also removing any languages that won't work well over radio.
// A synth is unlikely to have any besides Binary, but we're playing it safe
else if(L.flags & (HIVEMIND|NONVERBAL|SIGNLANG))
languages -= L
if(languages.len)
var/datum/language/L = pick(languages)
return L.name
else // Highly unlikely but it is a failsafe fallback.
return "Gibberish."
| 411 | 0.892022 | 1 | 0.892022 | game-dev | MEDIA | 0.860008 | game-dev | 0.697818 | 1 | 0.697818 |
TeamWizardry/Wizardry | 5,201 | src/main/java/com/teamwizardry/wizardry/common/module/effects/ModuleEffectBreak.java | package com.teamwizardry.wizardry.common.module.effects;
import com.teamwizardry.wizardry.api.spell.SpellData;
import com.teamwizardry.wizardry.api.spell.SpellRing;
import com.teamwizardry.wizardry.api.spell.annotation.RegisterModule;
import com.teamwizardry.wizardry.api.spell.attribute.AttributeRegistry;
import com.teamwizardry.wizardry.api.spell.module.IModuleEffect;
import com.teamwizardry.wizardry.api.spell.module.ModuleInstanceEffect;
import com.teamwizardry.wizardry.api.util.BlockUtils;
import com.teamwizardry.wizardry.api.util.RenderUtils;
import com.teamwizardry.wizardry.client.fx.LibParticles;
import com.teamwizardry.wizardry.common.module.shapes.ModuleShapeZone;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.jetbrains.annotations.NotNull;
import javax.annotation.Nonnull;
import java.util.Set;
import static com.teamwizardry.wizardry.api.spell.SpellData.DefaultKeys.BLOCK_HIT;
import static com.teamwizardry.wizardry.api.spell.SpellData.DefaultKeys.FACE_HIT;
/**
* Created by Demoniaque.
*/
@RegisterModule(ID = "effect_break")
public class ModuleEffectBreak implements IModuleEffect {
@Override
public String[] compatibleModifiers() {
return new String[]{"modifier_increase_aoe", "modifier_increase_potency"};
}
@Override
public boolean run(@NotNull World world, ModuleInstanceEffect instance, @Nonnull SpellData spell, @Nonnull SpellRing spellRing) {
BlockPos targetPos = spell.getData(BLOCK_HIT);
EnumFacing facing = spell.getData(FACE_HIT);
Entity targetEntity = spell.getVictim(world);
Entity caster = spell.getCaster(world);
double range = spellRing.getAttributeValue(world, AttributeRegistry.AREA, spell);
double strength = spellRing.getAttributeValue(world, AttributeRegistry.POTENCY, spell);
if (targetEntity instanceof EntityLivingBase)
for (ItemStack stack : targetEntity.getArmorInventoryList())
stack.damageItem((int) strength, (EntityLivingBase) targetEntity);
if (targetPos == null || facing == null) return false;
Set<BlockPos> blocks = BlockUtils.blocksInSquare(targetPos, facing, (int) range, (int) ((Math.sqrt(range) + 1) / 2), pos -> {
if (world.isAirBlock(pos)) return true;
if (!world.isAirBlock(pos.offset(facing))) return true;
IBlockState state = world.getBlockState(pos);
float hardness = state.getBlockHardness(world, pos);
return hardness < 0 || hardness > strength;
});
for (BlockPos pos : blocks) {
if (!spellRing.taxCaster(world, spell, 1 / range, false)) return false;
IBlockState state = world.getBlockState(pos);
BlockUtils.breakBlock(world, pos, state, BlockUtils.makeBreaker(world, pos, caster));
world.playEvent(2001, pos, Block.getStateId(state));
}
return true;
}
@Override
@SideOnly(Side.CLIENT)
public void renderSpell(World world, ModuleInstanceEffect instance, @Nonnull SpellData spell, @Nonnull SpellRing spellRing) {
Vec3d position = spell.getTarget(world);
if (position == null) return;
LibParticles.EXPLODE(world, position, instance.getPrimaryColor(), instance.getSecondaryColor(), 0.2, 0.3, 20, 40, 10, true);
}
@NotNull
@Override
public SpellData renderVisualization(@Nonnull World world, ModuleInstanceEffect instance, @Nonnull SpellData data, @Nonnull SpellRing ring, float partialTicks) {
if (ring.getParentRing() != null
&& ring.getParentRing().getModule() != null
&& ring.getParentRing().getModule().getModuleClass() instanceof ModuleShapeZone)
return data;
BlockPos targetPos = data.getData(BLOCK_HIT);
EnumFacing facing = data.getData(FACE_HIT);
double range = ring.getAttributeValue(world, AttributeRegistry.AREA, data);
double strength = ring.getAttributeValue(world, AttributeRegistry.POTENCY, data);
if (targetPos == null || facing == null) return data;
Set<BlockPos> blocks = BlockUtils.blocksInSquare(targetPos, facing, (int) range, (int) ((Math.sqrt(range) + 1) / 2), pos ->
{
BlockPos.MutableBlockPos mutable = new BlockPos.MutableBlockPos(pos);
if (!world.isAirBlock(mutable.offset(facing))) return true;
IBlockState state = world.getBlockState(pos);
if (BlockUtils.isAnyAir(state)) return true;
float hardness = state.getBlockHardness(world, pos);
return hardness < 0 || hardness > strength;
});
if (blocks.isEmpty()) return data;
for (BlockPos pos : blocks) {
IBlockState state = world.getBlockState(pos);
BlockPos.MutableBlockPos mutable = new BlockPos.MutableBlockPos(pos);
for (EnumFacing face : EnumFacing.VALUES) {
mutable.move(face);
IBlockState adjStat = instance.getCachableBlockstate(world, mutable, data);
if (adjStat.getBlock() != state.getBlock() || !blocks.contains(mutable)) {
RenderUtils.drawFaceOutline(mutable, face.getOpposite());
}
mutable.move(face.getOpposite());
}
}
return data;
}
}
| 411 | 0.942141 | 1 | 0.942141 | game-dev | MEDIA | 0.981002 | game-dev | 0.968487 | 1 | 0.968487 |
Outer-Wilds-New-Horizons/new-horizons | 2,002 | NewHorizons/Utility/DebugTools/DebugReload.cs | using NewHorizons.Handlers;
using NewHorizons.Utility.Files;
using NewHorizons.Utility.OWML;
using OWML.Common;
using OWML.Common.Menus;
using OWML.Utils;
using System;
namespace NewHorizons.Utility.DebugTools
{
public static class DebugReload
{
private static SubmitAction _reloadButton;
public static void InitializePauseMenu(IPauseMenuManager pauseMenu)
{
_reloadButton = pauseMenu.MakeSimpleButton(TranslationHandler.GetTranslation("Reload Configs", TranslationHandler.TextType.UI).ToUpperFixed(), 3, true);
_reloadButton.OnSubmitAction += ReloadConfigs;
UpdateReloadButton();
}
public static void UpdateReloadButton()
{
_reloadButton?.SetButtonVisible(Main.Debug);
}
private static void ReloadConfigs()
{
NHLogger.Log("Begin reload of config files...");
Main.Instance.ResetConfigs();
try
{
foreach (IModBehaviour mountedAddon in Main.MountedAddons)
{
Main.Instance.LoadConfigs(mountedAddon);
}
}
catch (Exception)
{
NHLogger.LogWarning("Error While Reloading");
}
Main.Instance.ForceClearCaches = true;
SearchUtilities.Find("/PauseMenu/PauseMenuManagers").GetComponent<PauseMenuManager>().OnSkipToNextTimeLoop();
if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse")
{
Main.Instance.IsWarpingBackToEye = true;
EyeDetailCacher.IsInitialized = false;
Main.Instance.ChangeCurrentStarSystem("SolarSystem");
}
else
{
Main.Instance.ChangeCurrentStarSystem(Main.Instance.CurrentStarSystem, Main.Instance.DidWarpFromShip, Main.Instance.DidWarpFromVessel);
}
Main.SecondsElapsedInLoop = -1f;
}
}
} | 411 | 0.924139 | 1 | 0.924139 | game-dev | MEDIA | 0.943834 | game-dev | 0.960733 | 1 | 0.960733 |
albertz/music-player | 1,355 | mac/pyobjc-core/Modules/objc/test/voidpointer.m | /*
* This module is used in the unittests for object identity.
*/
#include "Python.h"
#include "pyobjc-api.h"
#import <Foundation/Foundation.h>
@interface OC_TestVoidPointer : NSObject
{
void* value;
}
-(void*)getvalue;
-(void)setvalue:(void*)v;
@end
@implementation OC_TestVoidPointer
-(instancetype)init
{
self = [super init];
if (self) {
value = NULL;
}
return self;
}
-(void*)getvalue
{
return value;
}
-(void)setvalue:(void*)v
{
value = v;
}
@end
static PyMethodDef mod_methods[] = {
{ 0, 0, 0, 0 }
};
#if PY_VERSION_HEX >= 0x03000000
static struct PyModuleDef mod_module = {
PyModuleDef_HEAD_INIT,
"voidpointer",
NULL,
0,
mod_methods,
NULL,
NULL,
NULL,
NULL
};
#define INITERROR() return NULL
#define INITDONE() return m
PyObject* PyInit_voidpointer(void);
PyObject*
PyInit_voidpointer(void)
#else
#define INITERROR() return
#define INITDONE() return
void initvoidpointer(void);
void
initvoidpointer(void)
#endif
{
PyObject* m;
#if PY_VERSION_HEX >= 0x03000000
m = PyModule_Create(&mod_module);
#else
m = Py_InitModule4("voidpointer", mod_methods,
NULL, NULL, PYTHON_API_VERSION);
#endif
if (!m) {
INITERROR();
}
if (PyObjC_ImportAPI(m) < 0) {
INITERROR();
}
if (PyModule_AddObject(m, "OC_TestVoidPointer",
PyObjCClass_New([OC_TestVoidPointer class])) < 0){
INITERROR();
}
INITDONE();
}
| 411 | 0.869978 | 1 | 0.869978 | game-dev | MEDIA | 0.198521 | game-dev | 0.729755 | 1 | 0.729755 |
PetteriM1/NukkitPetteriM1Edition | 5,785 | src/main/java/cn/nukkit/level/persistence/ImmutableCompoundTag.java | package cn.nukkit.level.persistence;
import cn.nukkit.nbt.stream.NBTInputStream;
import cn.nukkit.nbt.tag.*;
import java.io.IOException;
import java.io.PrintStream;
import java.util.Collection;
import java.util.Map;
public class ImmutableCompoundTag extends CompoundTag {
public static final CompoundTag EMPTY = new ImmutableCompoundTag(new CompoundTag());
public static CompoundTag of(CompoundTag tag) {
return new ImmutableCompoundTag(tag);
}
private final CompoundTag delegate;
private ImmutableCompoundTag(CompoundTag delegate) {
this.delegate = delegate;
}
@Override
public void load(NBTInputStream dis) throws IOException {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag put(String name, Tag tag) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putByte(String name, int value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putShort(String name, int value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putInt(String name, int value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putLong(String name, long value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putFloat(String name, float value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putDouble(String name, double value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putString(String name, String value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putByteArray(String name, byte[] value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putIntArray(String name, int[] value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putList(ListTag<? extends Tag> listTag) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putCompound(String name, CompoundTag value) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag putBoolean(String string, boolean val) {
throw new UnsupportedOperationException();
}
@Override
public CompoundTag remove(String name) {
throw new UnsupportedOperationException();
}
@Override
public <T extends Tag> T removeAndGet(String name) {
throw new UnsupportedOperationException();
}
@Override
public boolean contains(String name) {
return this.delegate.contains(name);
}
@Override
public Collection<Tag> getAllTags() {
return this.delegate.getAllTags();
}
@Override
public int getByte(String name) {
return this.delegate.getByte(name);
}
@Override
public int getShort(String name) {
return this.delegate.getShort(name);
}
@Override
public int getInt(String name) {
return this.delegate.getInt(name);
}
@Override
public long getLong(String name) {
return this.delegate.getLong(name);
}
@Override
public float getFloat(String name) {
return this.delegate.getFloat(name);
}
@Override
public double getDouble(String name) {
return this.delegate.getDouble(name);
}
@Override
public String getString(String name) {
return this.delegate.getString(name);
}
@Override
public byte[] getByteArray(String name) {
return this.delegate.getByteArray(name);
}
@Override
public byte[] getByteArray(String name, int defaultSize) {
return this.delegate.getByteArray(name, defaultSize);
}
@Override
public int[] getIntArray(String name) {
return this.delegate.getIntArray(name);
}
@Override
public CompoundTag getCompound(String name) {
return this.delegate.getCompound(name);
}
@Override
public ListTag<? extends Tag> getList(String name) {
return this.delegate.getList(name);
}
@Override
public <T extends Tag> ListTag<T> getList(String name, Class<T> type) {
return this.delegate.getList(name, type);
}
@Override
public Map<String, Tag> getTags() {
return this.delegate.getTags();
}
@Override
public Map<String, Object> parseValue() {
return this.delegate.parseValue();
}
@Override
public boolean getBoolean(String name) {
return this.delegate.getBoolean(name);
}
@Override
public boolean getBoolean(String name, boolean def) {
return this.delegate.getBoolean(name, def);
}
@Override
public String toString() {
return this.delegate.toString();
}
@Override
public void print(PrintStream out) {
this.delegate.print(out);
}
@Override
public void print(String prefix, PrintStream out) {
this.delegate.print(prefix, out);
}
@Override
public boolean isEmpty() {
return this.delegate.isEmpty();
}
@Override
public CompoundTag copy() {
return this;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof ImmutableCompoundTag) {
return this.delegate.equals(((ImmutableCompoundTag) obj).delegate);
}
return this.delegate.equals(obj);
}
@Override
public boolean exist(String name) {
return this.delegate.exist(name);
}
@Override
public CompoundTag clone() {
return this;
}
}
| 411 | 0.831035 | 1 | 0.831035 | game-dev | MEDIA | 0.523804 | game-dev | 0.924369 | 1 | 0.924369 |
cocos2d/cocos2d-x-samples | 2,681 | samples/SwiftTetris/Swift/SceneGame.swift |
/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
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.
****************************************************************************/
// SceneGame.swift
// Created by Justin Graham on 6/20/14.
class SceneGame : Scene
{
var _board : Board = Board()
var _level : Int = 1
var _score : UInt = 0
override func onEnter()
{
var sprite = Sprite.create("background.png")
sprite.setAnchorPoint(CGPointZero)
self.addChild(sprite)
_board = Board()
_board._level = _level
addChild(_board)
_board.start()
}
override func onExit()
{
removeAllChildren()
}
func nextLevel(score : UInt)
{
_score = score
var fadeout = ClosureAction.createWithDuration(2, { (time : Float) -> Void in
self._board.setOpacity((1 - time) * 255.0)
})
var remove = ClosureAction.createWithDuration(0, { (time : Float) -> Void in
self._board.removeFromParentAndCleanup(true)
})
var add = ClosureAction.createWithDuration(0, { (time : Float) -> Void in
self._board = Board()
self._board._level = ++self._level
self.addChild(self._board)
self._board.start()
self._board.addScore(self._score)
})
var fadein = ClosureAction.createWithDuration(2, { (time : Float) -> Void in
self._board.setOpacity(time * 255.0)
})
var sequence = fadeout + remove + add + fadein
runAction(sequence)
}
}
| 411 | 0.711299 | 1 | 0.711299 | game-dev | MEDIA | 0.670777 | game-dev,desktop-app | 0.899275 | 1 | 0.899275 |
PolyEngineTeam/PolyEngine | 9,932 | PolyEngine/Editor/Src/Managers/Project/Dialogs/ComponentDialog.cpp | #include "PolyEditorPCH.hpp"
#include "AI/PathfindingComponent.hpp"
#include "Audio/SoundEmitterComponent.hpp"
#include "Audio/SoundListenerComponent.hpp"
#include "Movement/FreeFloatMovementComponent.hpp"
#include "Physics2D/Physics2DColliders.hpp"
#include "Physics2D/Rigidbody2DComponent.hpp"
#include "Physics3D/Collider3DComponent.hpp"
#include "Physics3D/Rigidbody3DComponent.hpp"
#include "Rendering/Camera/CameraComponent.hpp"
#include "Rendering/Lighting/LightSourceComponent.hpp"
#include "Rendering/Particles/ParticleComponent.hpp"
#include "Rendering/MeshRenderingComponent.hpp"
#include "Rendering/PostprocessSettingsComponent.hpp"
#include "Rendering/SpritesheetComponent.hpp"
#include "UI/ScreenSpaceTextComponent.hpp"
#include "Audio/SoundWorldComponent.hpp"
#include "Debugging/DebugWorldComponent.hpp"
#include "ECS/DeferredTaskWorldComponent.hpp"
#include "Input/InputWorldComponent.hpp"
#include "Physics2D/Physics2DWorldComponent.hpp"
#include "Physics3D/Physics3DWorldComponent.hpp"
#include "Rendering/SkyboxWorldComponent.hpp"
#include "Rendering/ViewportWorldComponent.hpp"
#include "Time/TimeWorldComponent.hpp"
#include <ECS/DeferredTaskSystem.hpp>
#include <sstream>
#define ADD_COMPONENT(COMPONENT) \
if (!entity->HasComponent<COMPONENT>()) \
{ \
QTreeWidgetItem* cmp = new QTreeWidgetItem(ComponentsTree); \
cmp->setText(0, #COMPONENT); \
ComponentCreators.insert(std::pair<QString, ComponentCreator>(#COMPONENT, [](::Entity* e) \
{ Poly::DeferredTaskSystem::AddComponentImmediate<COMPONENT>(e->GetEntityScene(), e); })); \
}
#define ADD_COMPONENT_DESTROYER(COMPONENT) \
if (entity->HasComponent<COMPONENT>()) \
{ \
QTreeWidgetItem* cmp = new QTreeWidgetItem(ComponentsTree); \
cmp->setText(0, #COMPONENT); \
ComponentDestroyers.insert(std::pair<QString, ComponentDestroyer>(#COMPONENT, [](::Entity* e) \
{ Poly::DeferredTaskSystem::RemoveComponent<COMPONENT>(e->GetEntityScene(), e); })); \
}
#define ADD_WORLD_COMPONENT(COMPONENT) \
if (scene->HasWorldComponent<COMPONENT>()) \
{ \
QTreeWidgetItem* cmp = new QTreeWidgetItem(ComponentsTree); \
cmp->setText(0, #COMPONENT); \
WorldComponentCreators.insert(std::pair<QString, WorldComponentCreator>(#COMPONENT, [](::Scene* w) \
{ Poly::DeferredTaskSystem::RemoveWorldComponentImmediate<COMPONENT>(w); })); \
}
#define ADD_WORLD_COMPONENT_DESTROYER(COMPONENT) \
if (scene->HasWorldComponent<COMPONENT>()) \
{ \
QTreeWidgetItem* cmp = new QTreeWidgetItem(ComponentsTree); \
cmp->setText(0, #COMPONENT); \
WorldComponentDestroyers.insert(std::pair<QString, WorldComponentDestroyer>(#COMPONENT, [](::Scene* w) \
{ Poly::DeferredTaskSystem::RemoveWorldComponentImmediate<COMPONENT>(w); })); \
}
//------------------------------------------------------------------------------
void ComponentDialog::AddComponents(Entity* entity)
{
InitUi(eMode::ADD);
EntityObj = entity;
// entity info
QPalette disabledEditPalette;
disabledEditPalette.setColor(QPalette::Base, QColor(218, 218, 218));
disabledEditPalette.setColor(QPalette::Text, Qt::black);
EntityIdNameText = new QLabel(this);
EntityIdNameText->setText("Name / Entity ID");
MainLayout->addWidget(EntityIdNameText, 1, 0);
EntityIdNameField = new QLineEdit(this);
EntityIdNameField->setReadOnly(true);
std::stringstream ss;
ss << entity->GetUUID();
EntityIdNameField->setText(QString(entity->GetName().GetCStr()) + QString(&ss.str()[0]));
EntityIdNameField->setPalette(disabledEditPalette);
MainLayout->addWidget(EntityIdNameField, 1, 1, 1, 2);
//ADD_COMPONENT(PathfindingComponent)
//ADD_COMPONENT(SoundEmitterComponent)
//ADD_COMPONENT(SoundListenerComponent)
//ADD_COMPONENT(FreeFloatMovementComponent)
//ADD_COMPONENT(Box2DColliderComponent)
//ADD_COMPONENT(Circle2DColliderComponent)
//ADD_COMPONENT(RigidBody2DComponent)
//ADD_COMPONENT(Collider3DComponent)
//ADD_COMPONENT(Rigidbody3DComponent)
//ADD_COMPONENT(CameraComponent)
//ADD_COMPONENT(AmbientLightWorldComponent)
//ADD_COMPONENT(DirectionalLightComponent)
//ADD_COMPONENT(PointLightComponent)
//ADD_COMPONENT(SpotLightComponent)
//ADD_COMPONENT(MeshRenderingComponent)
//ADD_COMPONENT(PostprocessSettingsComponent)
//ADD_COMPONENT(SpritesheetComponent)
//ADD_COMPONENT(ScreenSpaceTextComponent)
exec();
}
//------------------------------------------------------------------------------
void ComponentDialog::RemoveComponents(Entity* entity)
{
InitUi(eMode::REMOVE);
EntityObj = entity;
// entity info
QPalette disabledEditPalette;
disabledEditPalette.setColor(QPalette::Base, QColor(218, 218, 218));
disabledEditPalette.setColor(QPalette::Text, Qt::black);
EntityIdNameText = new QLabel(this);
EntityIdNameText->setText("Name / Entity ID");
MainLayout->addWidget(EntityIdNameText, 1, 0);
EntityIdNameField = new QLineEdit(this);
EntityIdNameField->setReadOnly(true);
std::stringstream ss;
ss << entity->GetUUID();
EntityIdNameField->setText(QString(entity->GetName().GetCStr()) + QString(&ss.str()[0]));
EntityIdNameField->setPalette(disabledEditPalette);
MainLayout->addWidget(EntityIdNameField, 1, 1, 1, 2);
ADD_COMPONENT_DESTROYER(PathfindingComponent)
ADD_COMPONENT_DESTROYER(SoundEmitterComponent)
ADD_COMPONENT_DESTROYER(SoundListenerComponent)
ADD_COMPONENT_DESTROYER(FreeFloatMovementComponent)
ADD_COMPONENT_DESTROYER(Box2DColliderComponent)
ADD_COMPONENT_DESTROYER(Circle2DColliderComponent)
ADD_COMPONENT_DESTROYER(RigidBody2DComponent)
ADD_COMPONENT_DESTROYER(Collider3DComponent)
ADD_COMPONENT_DESTROYER(Rigidbody3DComponent)
ADD_COMPONENT_DESTROYER(CameraComponent)
ADD_COMPONENT_DESTROYER(AmbientLightWorldComponent)
ADD_COMPONENT_DESTROYER(DirectionalLightComponent)
ADD_COMPONENT_DESTROYER(PointLightComponent)
ADD_COMPONENT_DESTROYER(SpotLightComponent)
ADD_COMPONENT_DESTROYER(MeshRenderingComponent)
ADD_COMPONENT_DESTROYER(PostprocessSettingsComponent)
ADD_COMPONENT_DESTROYER(SpritesheetComponent)
ADD_COMPONENT_DESTROYER(ScreenSpaceTextComponent)
exec();
}
//------------------------------------------------------------------------------
void ComponentDialog::AddWorldComponent(Scene* scene)
{
InitUi(eMode::ADD_WORLD);
SceneObj = scene;
//ADD_WORLD_COMPONENT(SoundWorldComponent)
//ADD_WORLD_COMPONENT(DebugWorldComponent)
//ADD_WORLD_COMPONENT(DeferredTaskWorldComponent)
//ADD_WORLD_COMPONENT(InputWorldComponent)
//ADD_WORLD_COMPONENT(Physics2DWorldComponent)
//ADD_WORLD_COMPONENT(Physics3DWorldComponent)
//ADD_WORLD_COMPONENT(SkyboxWorldComponent)
//ADD_WORLD_COMPONENT(ViewportWorldComponent)
//ADD_WORLD_COMPONENT(TimeWorldComponent)
exec();
}
//------------------------------------------------------------------------------
void ComponentDialog::RemoveWorldComponent(Scene* scene)
{
InitUi(eMode::REMOVE_WORLD);
SceneObj = scene;
ADD_WORLD_COMPONENT_DESTROYER(SoundWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(DebugWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(DeferredTaskWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(InputWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(Physics2DWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(Physics3DWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(SkyboxWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(ViewportWorldComponent)
ADD_WORLD_COMPONENT_DESTROYER(TimeWorldComponent)
exec();
}
//------------------------------------------------------------------------------
void ComponentDialog::InitUi(eMode mode)
{
setModal(true);
Mode = mode;
// create main layout
MainLayout = new QGridLayout(this);
MainLayout->setColumnStretch(0, 1);
MainLayout->setColumnStretch(1, 1);
MainLayout->setColumnStretch(2, 1);
// create components tree
ComponentsTree = new QTreeWidget(this);
ComponentsTree->setSelectionMode(QAbstractItemView::SelectionMode::ExtendedSelection);
switch (mode)
{
case ComponentDialog::eMode::ADD:
case ComponentDialog::eMode::ADD_WORLD:
ComponentsTree->setHeaderLabels(QStringList() << "Component Name");
break;
case ComponentDialog::eMode::REMOVE:
case ComponentDialog::eMode::REMOVE_WORLD:
ComponentsTree->setHeaderLabels(QStringList() << "Component Name");
break;
default:
throw new std::exception();
}
MainLayout->addWidget(ComponentsTree, 0, 0, 1, 3);
// entity info
QPalette disabledEditPalette;
disabledEditPalette.setColor(QPalette::Base, QColor(218, 218, 218));
disabledEditPalette.setColor(QPalette::Text, Qt::black);
// buttons
CancelButton = new QPushButton(this);
CancelButton->setText("Cancel");
connect(CancelButton, &QPushButton::clicked, this, &ComponentDialog::Cancel);
MainLayout->addWidget(CancelButton, 2, 0);
OkButton = new QPushButton(this);
switch (mode)
{
case ComponentDialog::eMode::ADD:
case ComponentDialog::eMode::ADD_WORLD:
OkButton->setText("Add");
break;
case ComponentDialog::eMode::REMOVE:
case ComponentDialog::eMode::REMOVE_WORLD:
OkButton->setText("Remove");
break;
default:
throw new std::exception();
}
connect(OkButton, &QPushButton::clicked, this, &ComponentDialog::Ok);
MainLayout->addWidget(OkButton, 2, 2);
}
//------------------------------------------------------------------------------
void ComponentDialog::Ok()
{
Canceled = false;
switch (Mode)
{
case eMode::ADD:
for (auto item : ComponentsTree->selectedItems())
ComponentCreators[item->text(0)](EntityObj);
break;
case eMode::REMOVE:
for (auto item : ComponentsTree->selectedItems())
ComponentDestroyers[item->text(0)](EntityObj);
break;
case eMode::ADD_WORLD:
for (auto item : ComponentsTree->selectedItems())
WorldComponentCreators[item->text(0)](SceneObj);
break;
case eMode::REMOVE_WORLD:
for (auto item : ComponentsTree->selectedItems())
WorldComponentDestroyers[item->text(0)](SceneObj);
break;
default:
ASSERTE(false, "Not supported Mode");
}
close();
}
//------------------------------------------------------------------------------
void ComponentDialog::Cancel()
{
close();
}
| 411 | 0.852243 | 1 | 0.852243 | game-dev | MEDIA | 0.782959 | game-dev | 0.724668 | 1 | 0.724668 |
VirtualButFake/vfx-editor | 1,263 | src/stories/AppTopbar.story.luau | local fusionComponents = require("@packages/fusionComponents")
local storyBase = fusionComponents.utility.storyBase
local fusion = require("@packages/fusion")
local Children = fusion.Children
local New = fusion.New
local Value = fusion.Value
local appTopbar = require("@src/components/appTopbar")
return {
summary = "The app topbar, filled with dummy info",
controls = {
Height = 32,
Width = 350,
},
story = storyBase(function(parent)
local part = Instance.new("Part")
part.Parent = game:GetService("CoreGui")
local function cloneWithParent(instance)
local clone = instance:Clone()
clone.Parent = instance.Parent
return clone
end
local instances = Value({
cloneWithParent(part),
cloneWithParent(part),
cloneWithParent(part),
cloneWithParent(part),
})
local content = New("Frame")({
BackgroundTransparency = 1,
Parent = parent,
Size = UDim2.new(1, 0, 1, 0),
[Children] = {
appTopbar({
Items = instances,
SelectedInstance = Value(instances:get()[1]),
SharedContextMenuState = Value(false),
}),
},
})
content.Parent = parent
return function()
content:Destroy()
for _, instance in instances:get() do
instance:Destroy()
end
part:Destroy()
end
end),
}
| 411 | 0.790793 | 1 | 0.790793 | game-dev | MEDIA | 0.615359 | game-dev | 0.662762 | 1 | 0.662762 |
livekit-examples/realtime-playground | 3,079 | web/src/lib/playground-state-helpers.ts | import {
PlaygroundState,
SessionConfig,
defaultSessionConfig,
} from "@/data/playground-state";
import { Preset, defaultPresets } from "@/data/presets";
export const playgroundStateHelpers = {
getSelectedPreset: (state: PlaygroundState) => {
return [...defaultPresets, ...state.userPresets].find(
(preset) => preset.id === state.selectedPresetId,
);
},
getDefaultPresets: () => defaultPresets,
getAllPresets: (state: PlaygroundState) => [
...defaultPresets,
...state.userPresets,
],
encodeToUrlParams: (state: PlaygroundState): string => {
const params = new URLSearchParams();
let isDefaultPreset = false;
const selectedPreset = playgroundStateHelpers.getSelectedPreset(state);
if (selectedPreset) {
params.set("preset", selectedPreset.id);
isDefaultPreset = !!selectedPreset.defaultGroup;
}
if (!isDefaultPreset) {
if (state.instructions) {
params.set("instructions", state.instructions);
}
if (selectedPreset) {
params.set("presetName", selectedPreset.name);
if (selectedPreset.description) {
params.set("presetDescription", selectedPreset.description);
}
}
if (state.sessionConfig) {
Object.entries(state.sessionConfig).forEach(([key, value]) => {
if (value !== defaultSessionConfig[key as keyof SessionConfig]) {
params.set(`sessionConfig.${key}`, String(value));
}
});
}
}
return params.toString();
},
decodeFromURLParams: (
urlParams: string,
): { state: Partial<PlaygroundState>; preset?: Partial<Preset> } => {
const params = new URLSearchParams(urlParams);
const returnValue: {
state: Partial<PlaygroundState>;
preset?: Partial<Preset>;
} = { state: {} };
const instructions = params.get("instructions");
if (instructions) {
returnValue.state.instructions = instructions;
}
const sessionConfig: Partial<PlaygroundState["sessionConfig"]> = {};
params.forEach((value, key) => {
if (key.startsWith("sessionConfig.")) {
const configKey = key.split(
".",
)[1] as keyof PlaygroundState["sessionConfig"];
sessionConfig[configKey] = value as any;
}
});
if (Object.keys(sessionConfig).length > 0) {
returnValue.state.sessionConfig = sessionConfig as SessionConfig;
}
const presetId = params.get("preset");
if (presetId) {
returnValue.preset = {
id: presetId,
name: params.get("presetName") || undefined,
description: params.get("presetDescription") || undefined,
};
returnValue.state.selectedPresetId = presetId;
}
return returnValue;
},
updateBrowserUrl: (state: PlaygroundState) => {
if (typeof window !== "undefined") {
const params = playgroundStateHelpers.encodeToUrlParams(state);
const newUrl = `${window.location.origin}${window.location.pathname}${params ? `?${params}` : ""}`;
window.history.replaceState({}, "", newUrl);
}
},
};
| 411 | 0.830209 | 1 | 0.830209 | game-dev | MEDIA | 0.333957 | game-dev | 0.705283 | 1 | 0.705283 |
nivekmai/Joystick-Control | 2,823 | Modules/sdl2/messagebox.py | from ctypes import Structure, c_int, c_char_p
from ctypes import POINTER as _P
from .dll import _bind, SDLFunc, AttributeDict
from .stdinc import Uint8, Uint32
from .video import SDL_Window
__all__ = [
# Structs
"SDL_MessageBoxButtonData", "SDL_MessageBoxColor",
"SDL_MessageBoxColorScheme", "SDL_MessageBoxData",
# Enums
"SDL_MessageBoxFlags",
"SDL_MESSAGEBOX_ERROR", "SDL_MESSAGEBOX_WARNING",
"SDL_MESSAGEBOX_INFORMATION", "SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT",
"SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT",
"SDL_MessageBoxButtonFlags",
"SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT",
"SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT",
"SDL_MessageBoxColorType",
"SDL_MESSAGEBOX_COLOR_BACKGROUND", "SDL_MESSAGEBOX_COLOR_TEXT",
"SDL_MESSAGEBOX_COLOR_BUTTON_BORDER",
"SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND",
"SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED", "SDL_MESSAGEBOX_COLOR_MAX",
]
# Constants & enums
SDL_MessageBoxFlags = c_int
SDL_MESSAGEBOX_ERROR = 0x00000010
SDL_MESSAGEBOX_WARNING = 0x00000020
SDL_MESSAGEBOX_INFORMATION = 0x00000040
SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080
SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100
SDL_MessageBoxButtonFlags = c_int
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002
SDL_MessageBoxColorType = c_int
SDL_MESSAGEBOX_COLOR_BACKGROUND = 0
SDL_MESSAGEBOX_COLOR_TEXT = 1
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER = 2
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND = 3
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED = 4
SDL_MESSAGEBOX_COLOR_MAX = 5
# Struct definitions
class SDL_MessageBoxButtonData(Structure):
_fields_ = [("flags", Uint32), ("buttonid", c_int), ("text", c_char_p)]
class SDL_MessageBoxColor(Structure):
_fields_ = [("r", Uint8), ("g", Uint8), ("b", Uint8)]
class SDL_MessageBoxColorScheme(Structure):
_fields_ = [("colors", (SDL_MessageBoxColor * SDL_MESSAGEBOX_COLOR_MAX))]
class SDL_MessageBoxData(Structure):
_fields_ = [
("flags", Uint32),
("window", _P(SDL_Window)),
("title", c_char_p),
("message", c_char_p),
("numbuttons", c_int),
("buttons", _P(SDL_MessageBoxButtonData)),
("colorScheme", _P(SDL_MessageBoxColorScheme)),
]
# Raw ctypes function definitions
_funcdefs = [
SDLFunc("SDL_ShowMessageBox", [_P(SDL_MessageBoxData), _P(c_int)], c_int),
SDLFunc("SDL_ShowSimpleMessageBox", [Uint32, c_char_p, c_char_p, _P(SDL_Window)], c_int),
]
_ctypes = AttributeDict()
for f in _funcdefs:
_ctypes[f.name] = _bind(f.name, f.args, f.returns, f.added)
__all__.append(f.name) # Add all bound functions to module namespace
# Aliases for ctypes bindings
SDL_ShowMessageBox = _ctypes["SDL_ShowMessageBox"]
SDL_ShowSimpleMessageBox = _ctypes["SDL_ShowSimpleMessageBox"]
| 411 | 0.845653 | 1 | 0.845653 | game-dev | MEDIA | 0.557289 | game-dev | 0.732925 | 1 | 0.732925 |
ChristopherRabotin/GMAT | 6,136 | src/base/command/BranchCommand.hpp | //$Id$
//------------------------------------------------------------------------------
// BranchCommand
//------------------------------------------------------------------------------
// GMAT: General Mission Analysis Tool.
//
// Copyright (c) 2002 - 2022 United States Government as represented by the
// Administrator of the National Aeronautics and Space Administration.
// All Other Rights Reserved.
//
// 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.
//
// Developed jointly by NASA/GSFC and Thinking Systems, Inc. under contract
// number NNG04CC06P
//
// Author: Darrel J. Conway
// Created: 2004/01/22
//
/**
* Definition for the Command classes that branch (Target, If, While, etc).
*/
//------------------------------------------------------------------------------
#ifndef BranchCommand_hpp
#define BranchCommand_hpp
#include <vector>
#include "GmatCommand.hpp"
class GMAT_API BranchCommand : public GmatCommand
{
public:
BranchCommand(const std::string &typeStr);
BranchCommand(const BranchCommand& bc);
BranchCommand& operator=(const BranchCommand& bc);
virtual ~BranchCommand();
void AddBranch(GmatCommand *cmd, Integer which = 0);
void AddToFrontOfBranch(GmatCommand *cmd,
Integer which = 0);
virtual bool ExecuteBranch(Integer which = 0);
// Inherited methods that need refinements to handle the branching
virtual bool Append(GmatCommand *cmd);
virtual bool Insert(GmatCommand *cmd, GmatCommand *prev);
virtual GmatCommand* Remove(GmatCommand *cmd);
virtual void BuildCommandSummaryString(bool commandCompleted = true);
// Insert into the main sequence, not into a branch
virtual bool InsertRightAfter(GmatCommand *cmd);
virtual void SetSolarSystem(SolarSystem *ss);
virtual void SetInternalCoordSystem(CoordinateSystem *cs);
virtual void SetObjectMap(std::map<std::string, GmatBase*> *map);
virtual void SetGlobalObjectMap(std::map<std::string, GmatBase*> *map);
virtual const std::string&
GetGeneratingString(Gmat::WriteMode mode =
Gmat::SCRIPTING,
const std::string &prefix = "",
const std::string &useName = "");
virtual bool RenameRefObject(const UnsignedInt type,
const std::string &oldName,
const std::string &newName);
virtual GmatCommand* GetNext();
virtual GmatCommand* GetChildCommand(Integer whichOne = 0);
GmatCommand* GetNextWhileExecuting();
virtual void SetTransientForces(std::vector<PhysicalModel*> *tf);
virtual bool Initialize();
virtual bool TakeAction(const std::string &action,
const std::string &actionData = "");
virtual bool Execute();
virtual void RunComplete();
// method to handle GmatFunctions
const std::vector<GmatCommand*>
GetCommandsWithGmatFunctions();
virtual bool HasAFunction();
virtual void SetCallingFunction(FunctionManager *fm);
virtual bool IsExecuting();
virtual bool NeedsServerStartup();
virtual Integer GetCloneCount();
virtual GmatBase* GetClone(Integer cloneIndex);
virtual bool AffectsClones();
virtual GmatBase* GetUpdatedObject();
virtual Integer GetUpdatedObjectParameterIndex();
virtual std::string GetCurrentGeneratingString(Gmat::WriteMode mode,
const std::string &prefix = "", Integer nestCount = 0);
virtual bool GetPropStatus();
protected:
// no additional parameters to add at this time
enum
{
BranchCommandParamCount = GmatCommandParamCount,
};
/// The managed branch(es)
std::vector <GmatCommand *> branch;
/// Flag used to indicate if the command is finished executing
bool commandComplete;
/// Flag used to indicate a run is being executed
bool commandExecuting;
/// Flag used to indicate a branch is being executed
bool branchExecuting;
/// the branch that is executing
Integer branchToExecute;
/// The branch that is being filled while the command sequence is being built
Integer branchToFill;
/// Local container used to return the full sequence from the branches
std::string fullString;
/// Counter to track how deep the nesting is
Integer nestLevel;
/// Currently executing member of the branch. NULL if branch not executing.
GmatCommand *current;
/// Most recently executed member of the branch. NULL if branch not executed.
GmatCommand *lastFired;
/// Current nest depth of the mission sequence being executed.
Integer nestCountDepth;
std::vector<GmatCommand*>
cmdsWithFunctions;
bool ShiftBranches(GmatCommand *startWith, Integer ofBranchNumber);
void SetPreviousCommand(GmatCommand *cmd, GmatCommand *prev, bool skipBranchEnd);
};
#endif // BranchCommand_hpp
| 411 | 0.830842 | 1 | 0.830842 | game-dev | MEDIA | 0.256493 | game-dev | 0.704024 | 1 | 0.704024 |
Darkrp-community/OpenKeep | 7,900 | code/game/turfs/closed/wall/reinf_walls.dm | /turf/closed/wall/r_wall
name = "reinforced wall"
desc = ""
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "r_wall"
opacity = 1
density = TRUE
var/d_state = INTACT
hardness = 10
sheet_type = /obj/item/stack/sheet/plasteel
sheet_amount = 1
girder_type = /obj/structure/girder/reinforced
explosion_block = 2
rad_insulation = RAD_HEAVY_INSULATION
/turf/closed/wall/r_wall/deconstruction_hints(mob/user)
switch(d_state)
if(INTACT)
return "<span class='notice'>The outer <b>grille</b> is fully intact.</span>"
if(SUPPORT_LINES)
return "<span class='notice'>The outer <i>grille</i> has been cut, and the support lines are <b>screwed</b> securely to the outer cover.</span>"
if(COVER)
return "<span class='notice'>The support lines have been <i>unscrewed</i>, and the metal cover is <b>welded</b> firmly in place.</span>"
if(CUT_COVER)
return "<span class='notice'>The metal cover has been <i>sliced through</i>, and is <b>connected loosely</b> to the girder.</span>"
if(ANCHOR_BOLTS)
return "<span class='notice'>The outer cover has been <i>pried away</i>, and the bolts anchoring the support rods are <b>wrenched</b> in place.</span>"
if(SUPPORT_RODS)
return "<span class='notice'>The bolts anchoring the support rods have been <i>loosened</i>, but are still <b>welded</b> firmly to the girder.</span>"
if(SHEATH)
return "<span class='notice'>The support rods have been <i>sliced through</i>, and the outer sheath is <b>connected loosely</b> to the girder.</span>"
/turf/closed/wall/r_wall/devastate_wall()
new sheet_type(src, sheet_amount)
new /obj/item/stack/sheet/metal(src, 2)
/turf/closed/wall/r_wall/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
if(!M.environment_smash)
return
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS)
dismantle_wall(1)
playsound(src, 'sound/blank.ogg', 100, TRUE)
else
playsound(src, 'sound/blank.ogg', 50, TRUE)
to_chat(M, "<span class='warning'>This wall is far too strong for you to destroy.</span>")
/turf/closed/wall/r_wall/try_decon(obj/item/W, mob/user, turf/T)
//DECONSTRUCTION
switch(d_state)
if(INTACT)
if(W.tool_behaviour == TOOL_WIRECUTTER)
W.play_tool_sound(src, 100)
d_state = SUPPORT_LINES
update_icon()
to_chat(user, "<span class='notice'>I cut the outer grille.</span>")
return 1
if(SUPPORT_LINES)
if(W.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, "<span class='notice'>I begin unsecuring the support lines...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != SUPPORT_LINES)
return 1
d_state = COVER
update_icon()
to_chat(user, "<span class='notice'>I unsecure the support lines.</span>")
return 1
else if(W.tool_behaviour == TOOL_WIRECUTTER)
W.play_tool_sound(src, 100)
d_state = INTACT
update_icon()
to_chat(user, "<span class='notice'>I repair the outer grille.</span>")
return 1
if(COVER)
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>I begin slicing through the metal cover...</span>")
if(W.use_tool(src, user, 60, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != COVER)
return 1
d_state = CUT_COVER
update_icon()
to_chat(user, "<span class='notice'>I press firmly on the cover, dislodging it.</span>")
return 1
if(W.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, "<span class='notice'>I begin securing the support lines...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != COVER)
return 1
d_state = SUPPORT_LINES
update_icon()
to_chat(user, "<span class='notice'>The support lines have been secured.</span>")
return 1
if(CUT_COVER)
if(W.tool_behaviour == TOOL_CROWBAR)
to_chat(user, "<span class='notice'>I struggle to pry off the cover...</span>")
if(W.use_tool(src, user, 100, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != CUT_COVER)
return 1
d_state = ANCHOR_BOLTS
update_icon()
to_chat(user, "<span class='notice'>I pry off the cover.</span>")
return 1
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>I begin welding the metal cover back to the frame...</span>")
if(W.use_tool(src, user, 60, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != CUT_COVER)
return TRUE
d_state = COVER
update_icon()
to_chat(user, "<span class='notice'>The metal cover has been welded securely to the frame.</span>")
return 1
if(ANCHOR_BOLTS)
if(W.tool_behaviour == TOOL_WRENCH)
to_chat(user, "<span class='notice'>I start loosening the anchoring bolts which secure the support rods to their frame...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != ANCHOR_BOLTS)
return 1
d_state = SUPPORT_RODS
update_icon()
to_chat(user, "<span class='notice'>I remove the bolts anchoring the support rods.</span>")
return 1
if(W.tool_behaviour == TOOL_CROWBAR)
to_chat(user, "<span class='notice'>I start to pry the cover back into place...</span>")
if(W.use_tool(src, user, 20, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != ANCHOR_BOLTS)
return 1
d_state = CUT_COVER
update_icon()
to_chat(user, "<span class='notice'>The metal cover has been pried back into place.</span>")
return 1
if(SUPPORT_RODS)
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>I begin slicing through the support rods...</span>")
if(W.use_tool(src, user, 100, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != SUPPORT_RODS)
return 1
d_state = SHEATH
update_icon()
to_chat(user, "<span class='notice'>I slice through the support rods.</span>")
return 1
if(W.tool_behaviour == TOOL_WRENCH)
to_chat(user, "<span class='notice'>I start tightening the bolts which secure the support rods to their frame...</span>")
W.play_tool_sound(src, 100)
if(W.use_tool(src, user, 40))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != SUPPORT_RODS)
return 1
d_state = ANCHOR_BOLTS
update_icon()
to_chat(user, "<span class='notice'>I tighten the bolts anchoring the support rods.</span>")
return 1
if(SHEATH)
if(W.tool_behaviour == TOOL_CROWBAR)
to_chat(user, "<span class='notice'>I struggle to pry off the outer sheath...</span>")
if(W.use_tool(src, user, 100, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != SHEATH)
return 1
to_chat(user, "<span class='notice'>I pry off the outer sheath.</span>")
dismantle_wall()
return 1
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>I begin welding the support rods back together...</span>")
if(W.use_tool(src, user, 100, volume=100))
if(!istype(src, /turf/closed/wall/r_wall) || d_state != SHEATH)
return TRUE
d_state = SUPPORT_RODS
update_icon()
to_chat(user, "<span class='notice'>I weld the support rods back together.</span>")
return 1
return 0
/turf/closed/wall/r_wall/update_icon()
. = ..()
if(d_state != INTACT)
smooth = SMOOTH_FALSE
clear_smooth_overlays()
else
smooth = SMOOTH_TRUE
queue_smooth_neighbors(src)
queue_smooth(src)
/turf/closed/wall/r_wall/update_icon_state()
if(d_state != INTACT)
icon_state = "r_wall-[d_state]"
else
icon_state = "r_wall"
| 411 | 0.97567 | 1 | 0.97567 | game-dev | MEDIA | 0.640211 | game-dev | 0.956794 | 1 | 0.956794 |
PacktPublishing/Mastering-Cpp-Game-Development | 14,422 | Chapter08/Include/bullet/BulletCollision/CollisionDispatch/btCompoundCompoundCollisionAlgorithm.cpp | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "btCompoundCompoundCollisionAlgorithm.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/BroadphaseCollision/btDbvt.h"
#include "LinearMath/btIDebugDraw.h"
#include "LinearMath/btAabbUtil2.h"
#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
btShapePairCallback gCompoundCompoundChildShapePairCallback = 0;
btCompoundCompoundCollisionAlgorithm::btCompoundCompoundCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped)
:btCompoundCollisionAlgorithm(ci,body0Wrap,body1Wrap,isSwapped)
{
void* ptr = btAlignedAlloc(sizeof(btHashedSimplePairCache),16);
m_childCollisionAlgorithmCache= new(ptr) btHashedSimplePairCache();
const btCollisionObjectWrapper* col0ObjWrap = body0Wrap;
btAssert (col0ObjWrap->getCollisionShape()->isCompound());
const btCollisionObjectWrapper* col1ObjWrap = body1Wrap;
btAssert (col1ObjWrap->getCollisionShape()->isCompound());
const btCompoundShape* compoundShape0 = static_cast<const btCompoundShape*>(col0ObjWrap->getCollisionShape());
m_compoundShapeRevision0 = compoundShape0->getUpdateRevision();
const btCompoundShape* compoundShape1 = static_cast<const btCompoundShape*>(col1ObjWrap->getCollisionShape());
m_compoundShapeRevision1 = compoundShape1->getUpdateRevision();
}
btCompoundCompoundCollisionAlgorithm::~btCompoundCompoundCollisionAlgorithm()
{
removeChildAlgorithms();
m_childCollisionAlgorithmCache->~btHashedSimplePairCache();
btAlignedFree(m_childCollisionAlgorithmCache);
}
void btCompoundCompoundCollisionAlgorithm::getAllContactManifolds(btManifoldArray& manifoldArray)
{
int i;
btSimplePairArray& pairs = m_childCollisionAlgorithmCache->getOverlappingPairArray();
for (i=0;i<pairs.size();i++)
{
if (pairs[i].m_userPointer)
{
((btCollisionAlgorithm*)pairs[i].m_userPointer)->getAllContactManifolds(manifoldArray);
}
}
}
void btCompoundCompoundCollisionAlgorithm::removeChildAlgorithms()
{
btSimplePairArray& pairs = m_childCollisionAlgorithmCache->getOverlappingPairArray();
int numChildren = pairs.size();
int i;
for (i=0;i<numChildren;i++)
{
if (pairs[i].m_userPointer)
{
btCollisionAlgorithm* algo = (btCollisionAlgorithm*) pairs[i].m_userPointer;
algo->~btCollisionAlgorithm();
m_dispatcher->freeCollisionAlgorithm(algo);
}
}
m_childCollisionAlgorithmCache->removeAllPairs();
}
struct btCompoundCompoundLeafCallback : btDbvt::ICollide
{
int m_numOverlapPairs;
const btCollisionObjectWrapper* m_compound0ColObjWrap;
const btCollisionObjectWrapper* m_compound1ColObjWrap;
btDispatcher* m_dispatcher;
const btDispatcherInfo& m_dispatchInfo;
btManifoldResult* m_resultOut;
class btHashedSimplePairCache* m_childCollisionAlgorithmCache;
btPersistentManifold* m_sharedManifold;
btCompoundCompoundLeafCallback (const btCollisionObjectWrapper* compound1ObjWrap,
const btCollisionObjectWrapper* compound0ObjWrap,
btDispatcher* dispatcher,
const btDispatcherInfo& dispatchInfo,
btManifoldResult* resultOut,
btHashedSimplePairCache* childAlgorithmsCache,
btPersistentManifold* sharedManifold)
:m_numOverlapPairs(0),m_compound0ColObjWrap(compound1ObjWrap),m_compound1ColObjWrap(compound0ObjWrap),m_dispatcher(dispatcher),m_dispatchInfo(dispatchInfo),m_resultOut(resultOut),
m_childCollisionAlgorithmCache(childAlgorithmsCache),
m_sharedManifold(sharedManifold)
{
}
void Process(const btDbvtNode* leaf0,const btDbvtNode* leaf1)
{
m_numOverlapPairs++;
int childIndex0 = leaf0->dataAsInt;
int childIndex1 = leaf1->dataAsInt;
btAssert(childIndex0>=0);
btAssert(childIndex1>=0);
const btCompoundShape* compoundShape0 = static_cast<const btCompoundShape*>(m_compound0ColObjWrap->getCollisionShape());
btAssert(childIndex0<compoundShape0->getNumChildShapes());
const btCompoundShape* compoundShape1 = static_cast<const btCompoundShape*>(m_compound1ColObjWrap->getCollisionShape());
btAssert(childIndex1<compoundShape1->getNumChildShapes());
const btCollisionShape* childShape0 = compoundShape0->getChildShape(childIndex0);
const btCollisionShape* childShape1 = compoundShape1->getChildShape(childIndex1);
//backup
btTransform orgTrans0 = m_compound0ColObjWrap->getWorldTransform();
const btTransform& childTrans0 = compoundShape0->getChildTransform(childIndex0);
btTransform newChildWorldTrans0 = orgTrans0*childTrans0 ;
btTransform orgTrans1 = m_compound1ColObjWrap->getWorldTransform();
const btTransform& childTrans1 = compoundShape1->getChildTransform(childIndex1);
btTransform newChildWorldTrans1 = orgTrans1*childTrans1 ;
//perform an AABB check first
btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
childShape0->getAabb(newChildWorldTrans0,aabbMin0,aabbMax0);
childShape1->getAabb(newChildWorldTrans1,aabbMin1,aabbMax1);
if (gCompoundCompoundChildShapePairCallback)
{
if (!gCompoundCompoundChildShapePairCallback(childShape0,childShape1))
return;
}
if (TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
{
btCollisionObjectWrapper compoundWrap0(this->m_compound0ColObjWrap,childShape0, m_compound0ColObjWrap->getCollisionObject(),newChildWorldTrans0,-1,childIndex0);
btCollisionObjectWrapper compoundWrap1(this->m_compound1ColObjWrap,childShape1,m_compound1ColObjWrap->getCollisionObject(),newChildWorldTrans1,-1,childIndex1);
btSimplePair* pair = m_childCollisionAlgorithmCache->findPair(childIndex0,childIndex1);
btCollisionAlgorithm* colAlgo = 0;
if (pair)
{
colAlgo = (btCollisionAlgorithm*)pair->m_userPointer;
} else
{
colAlgo = m_dispatcher->findAlgorithm(&compoundWrap0,&compoundWrap1,m_sharedManifold);
pair = m_childCollisionAlgorithmCache->addOverlappingPair(childIndex0,childIndex1);
btAssert(pair);
pair->m_userPointer = colAlgo;
}
btAssert(colAlgo);
const btCollisionObjectWrapper* tmpWrap0 = 0;
const btCollisionObjectWrapper* tmpWrap1 = 0;
tmpWrap0 = m_resultOut->getBody0Wrap();
tmpWrap1 = m_resultOut->getBody1Wrap();
m_resultOut->setBody0Wrap(&compoundWrap0);
m_resultOut->setBody1Wrap(&compoundWrap1);
m_resultOut->setShapeIdentifiersA(-1,childIndex0);
m_resultOut->setShapeIdentifiersB(-1,childIndex1);
colAlgo->processCollision(&compoundWrap0,&compoundWrap1,m_dispatchInfo,m_resultOut);
m_resultOut->setBody0Wrap(tmpWrap0);
m_resultOut->setBody1Wrap(tmpWrap1);
}
}
};
static DBVT_INLINE bool MyIntersect( const btDbvtAabbMm& a,
const btDbvtAabbMm& b, const btTransform& xform)
{
btVector3 newmin,newmax;
btTransformAabb(b.Mins(),b.Maxs(),0.f,xform,newmin,newmax);
btDbvtAabbMm newb = btDbvtAabbMm::FromMM(newmin,newmax);
return Intersect(a,newb);
}
static inline void MycollideTT( const btDbvtNode* root0,
const btDbvtNode* root1,
const btTransform& xform,
btCompoundCompoundLeafCallback* callback)
{
if(root0&&root1)
{
int depth=1;
int treshold=btDbvt::DOUBLE_STACKSIZE-4;
btAlignedObjectArray<btDbvt::sStkNN> stkStack;
stkStack.resize(btDbvt::DOUBLE_STACKSIZE);
stkStack[0]=btDbvt::sStkNN(root0,root1);
do {
btDbvt::sStkNN p=stkStack[--depth];
if(MyIntersect(p.a->volume,p.b->volume,xform))
{
if(depth>treshold)
{
stkStack.resize(stkStack.size()*2);
treshold=stkStack.size()-4;
}
if(p.a->isinternal())
{
if(p.b->isinternal())
{
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[0],p.b->childs[0]);
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[1],p.b->childs[0]);
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[0],p.b->childs[1]);
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[1],p.b->childs[1]);
}
else
{
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[0],p.b);
stkStack[depth++]=btDbvt::sStkNN(p.a->childs[1],p.b);
}
}
else
{
if(p.b->isinternal())
{
stkStack[depth++]=btDbvt::sStkNN(p.a,p.b->childs[0]);
stkStack[depth++]=btDbvt::sStkNN(p.a,p.b->childs[1]);
}
else
{
callback->Process(p.a,p.b);
}
}
}
} while(depth);
}
}
void btCompoundCompoundCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{
const btCollisionObjectWrapper* col0ObjWrap = body0Wrap;
const btCollisionObjectWrapper* col1ObjWrap= body1Wrap;
btAssert (col0ObjWrap->getCollisionShape()->isCompound());
btAssert (col1ObjWrap->getCollisionShape()->isCompound());
const btCompoundShape* compoundShape0 = static_cast<const btCompoundShape*>(col0ObjWrap->getCollisionShape());
const btCompoundShape* compoundShape1 = static_cast<const btCompoundShape*>(col1ObjWrap->getCollisionShape());
const btDbvt* tree0 = compoundShape0->getDynamicAabbTree();
const btDbvt* tree1 = compoundShape1->getDynamicAabbTree();
if (!tree0 || !tree1)
{
return btCompoundCollisionAlgorithm::processCollision(body0Wrap,body1Wrap,dispatchInfo,resultOut);
}
///btCompoundShape might have changed:
////make sure the internal child collision algorithm caches are still valid
if ((compoundShape0->getUpdateRevision() != m_compoundShapeRevision0) || (compoundShape1->getUpdateRevision() != m_compoundShapeRevision1))
{
///clear all
removeChildAlgorithms();
m_compoundShapeRevision0 = compoundShape0->getUpdateRevision();
m_compoundShapeRevision1 = compoundShape1->getUpdateRevision();
}
///we need to refresh all contact manifolds
///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
{
int i;
btManifoldArray manifoldArray;
btSimplePairArray& pairs = m_childCollisionAlgorithmCache->getOverlappingPairArray();
for (i=0;i<pairs.size();i++)
{
if (pairs[i].m_userPointer)
{
btCollisionAlgorithm* algo = (btCollisionAlgorithm*) pairs[i].m_userPointer;
algo->getAllContactManifolds(manifoldArray);
for (int m=0;m<manifoldArray.size();m++)
{
if (manifoldArray[m]->getNumContacts())
{
resultOut->setPersistentManifold(manifoldArray[m]);
resultOut->refreshContactPoints();
resultOut->setPersistentManifold(0);
}
}
manifoldArray.resize(0);
}
}
}
btCompoundCompoundLeafCallback callback(col0ObjWrap,col1ObjWrap,this->m_dispatcher,dispatchInfo,resultOut,this->m_childCollisionAlgorithmCache,m_sharedManifold);
const btTransform xform=col0ObjWrap->getWorldTransform().inverse()*col1ObjWrap->getWorldTransform();
MycollideTT(tree0->m_root,tree1->m_root,xform,&callback);
//printf("#compound-compound child/leaf overlap =%d \r",callback.m_numOverlapPairs);
//remove non-overlapping child pairs
{
btAssert(m_removePairs.size()==0);
//iterate over all children, perform an AABB check inside ProcessChildShape
btSimplePairArray& pairs = m_childCollisionAlgorithmCache->getOverlappingPairArray();
int i;
btManifoldArray manifoldArray;
btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
for (i=0;i<pairs.size();i++)
{
if (pairs[i].m_userPointer)
{
btCollisionAlgorithm* algo = (btCollisionAlgorithm*)pairs[i].m_userPointer;
{
btTransform orgTrans0;
const btCollisionShape* childShape0 = 0;
btTransform newChildWorldTrans0;
btTransform orgInterpolationTrans0;
childShape0 = compoundShape0->getChildShape(pairs[i].m_indexA);
orgTrans0 = col0ObjWrap->getWorldTransform();
orgInterpolationTrans0 = col0ObjWrap->getWorldTransform();
const btTransform& childTrans0 = compoundShape0->getChildTransform(pairs[i].m_indexA);
newChildWorldTrans0 = orgTrans0*childTrans0 ;
childShape0->getAabb(newChildWorldTrans0,aabbMin0,aabbMax0);
}
{
btTransform orgInterpolationTrans1;
const btCollisionShape* childShape1 = 0;
btTransform orgTrans1;
btTransform newChildWorldTrans1;
childShape1 = compoundShape1->getChildShape(pairs[i].m_indexB);
orgTrans1 = col1ObjWrap->getWorldTransform();
orgInterpolationTrans1 = col1ObjWrap->getWorldTransform();
const btTransform& childTrans1 = compoundShape1->getChildTransform(pairs[i].m_indexB);
newChildWorldTrans1 = orgTrans1*childTrans1 ;
childShape1->getAabb(newChildWorldTrans1,aabbMin1,aabbMax1);
}
if (!TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
{
algo->~btCollisionAlgorithm();
m_dispatcher->freeCollisionAlgorithm(algo);
m_removePairs.push_back(btSimplePair(pairs[i].m_indexA,pairs[i].m_indexB));
}
}
}
for (int i=0;i<m_removePairs.size();i++)
{
m_childCollisionAlgorithmCache->removeOverlappingPair(m_removePairs[i].m_indexA,m_removePairs[i].m_indexB);
}
m_removePairs.clear();
}
}
btScalar btCompoundCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{
btAssert(0);
return 0.f;
}
| 411 | 0.947826 | 1 | 0.947826 | game-dev | MEDIA | 0.74611 | game-dev | 0.959516 | 1 | 0.959516 |
Redot-Engine/redot-engine | 7,178 | modules/jolt_physics/spaces/jolt_space_3d.h | /**************************************************************************/
/* jolt_space_3d.h */
/**************************************************************************/
/* This file is part of: */
/* REDOT ENGINE */
/* https://redotengine.org */
/**************************************************************************/
/* Copyright (c) 2024-present Redot Engine contributors */
/* (see REDOT_AUTHORS.md) */
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "servers/physics_server_3d.h"
#include "Jolt/Jolt.h"
#include "Jolt/Core/JobSystem.h"
#include "Jolt/Core/TempAllocator.h"
#include "Jolt/Physics/Body/BodyInterface.h"
#include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h"
#include "Jolt/Physics/Collision/NarrowPhaseQuery.h"
#include "Jolt/Physics/Constraints/Constraint.h"
#include "Jolt/Physics/PhysicsSystem.h"
class JoltArea3D;
class JoltBody3D;
class JoltBodyActivationListener3D;
class JoltContactListener3D;
class JoltJoint3D;
class JoltLayers;
class JoltObject3D;
class JoltPhysicsDirectSpaceState3D;
class JoltShapedObject3D;
class JoltSoftBody3D;
class JoltSpace3D {
Mutex pending_objects_mutex;
Mutex body_call_queries_mutex;
SelfList<JoltBody3D>::List body_call_queries_list;
SelfList<JoltArea3D>::List area_call_queries_list;
SelfList<JoltShapedObject3D>::List shapes_changed_list;
SelfList<JoltShapedObject3D>::List needs_optimization_list;
LocalVector<JPH::BodyID> pending_objects_sleeping;
LocalVector<JPH::BodyID> pending_objects_awake;
RID rid;
JPH::JobSystem *job_system = nullptr;
JPH::TempAllocator *temp_allocator = nullptr;
JoltLayers *layers = nullptr;
JoltContactListener3D *contact_listener = nullptr;
JoltBodyActivationListener3D *body_activation_listener = nullptr;
JPH::PhysicsSystem *physics_system = nullptr;
JoltPhysicsDirectSpaceState3D *direct_state = nullptr;
JoltArea3D *default_area = nullptr;
float last_step = 0.0f;
bool active = false;
bool stepping = false;
void _pre_step(float p_step);
void _post_step(float p_step);
public:
explicit JoltSpace3D(JPH::JobSystem *p_job_system);
~JoltSpace3D();
void step(float p_step);
void call_queries();
RID get_rid() const { return rid; }
void set_rid(const RID &p_rid) { rid = p_rid; }
bool is_active() const { return active; }
void set_active(bool p_active) { active = p_active; }
bool is_stepping() const { return stepping; }
double get_param(PhysicsServer3D::SpaceParameter p_param) const;
void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value);
JPH::PhysicsSystem &get_physics_system() const { return *physics_system; }
JPH::TempAllocator &get_temp_allocator() const { return *temp_allocator; }
JPH::BodyInterface &get_body_iface();
const JPH::BodyInterface &get_body_iface() const;
const JPH::BodyLockInterface &get_lock_iface() const;
const JPH::BroadPhaseQuery &get_broad_phase_query() const;
const JPH::NarrowPhaseQuery &get_narrow_phase_query() const;
JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask);
void map_from_object_layer(JPH::ObjectLayer p_object_layer, JPH::BroadPhaseLayer &r_broad_phase_layer, uint32_t &r_collision_layer, uint32_t &r_collision_mask) const;
JPH::Body *try_get_jolt_body(const JPH::BodyID &p_body_id) const;
JoltObject3D *try_get_object(const JPH::BodyID &p_body_id) const;
JoltShapedObject3D *try_get_shaped(const JPH::BodyID &p_body_id) const;
JoltBody3D *try_get_body(const JPH::BodyID &p_body_id) const;
JoltArea3D *try_get_area(const JPH::BodyID &p_body_id) const;
JoltSoftBody3D *try_get_soft_body(const JPH::BodyID &p_body_id) const;
JoltPhysicsDirectSpaceState3D *get_direct_state();
JoltArea3D *get_default_area() const { return default_area; }
void set_default_area(JoltArea3D *p_area);
float get_last_step() const { return last_step; }
JPH::Body *add_object(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false);
JPH::Body *add_object(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false);
void remove_object(const JPH::BodyID &p_jolt_id);
void flush_pending_objects();
void set_is_object_sleeping(const JPH::BodyID &p_jolt_id, bool p_enable);
void enqueue_call_queries(SelfList<JoltBody3D> *p_body);
void enqueue_call_queries(SelfList<JoltArea3D> *p_area);
void dequeue_call_queries(SelfList<JoltBody3D> *p_body);
void dequeue_call_queries(SelfList<JoltArea3D> *p_area);
void enqueue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
void dequeue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
void enqueue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
void dequeue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
void add_joint(JPH::Constraint *p_jolt_ref);
void add_joint(JoltJoint3D *p_joint);
void remove_joint(JPH::Constraint *p_jolt_ref);
void remove_joint(JoltJoint3D *p_joint);
#ifdef DEBUG_ENABLED
void dump_debug_snapshot(const String &p_dir);
const PackedVector3Array &get_debug_contacts() const;
int get_debug_contact_count() const;
int get_max_debug_contacts() const;
void set_max_debug_contacts(int p_count);
#endif
};
| 411 | 0.903984 | 1 | 0.903984 | game-dev | MEDIA | 0.965482 | game-dev | 0.775547 | 1 | 0.775547 |
MichaelPilyavskiy/ReaScripts | 1,764 | Ruler/mpl_Cycle grid values (mousewheel).lua | -- @description Cycle grid values (mousewheel)
-- @version 1.01
-- @author MPL
-- @website http://forum.cockos.com/showthread.php?t=188335
-- @changelog
-- # VF independent
for key in pairs(reaper) do _G[key]=reaper[key] end
---------------------------------------------------
function VF_CheckReaperVrs(rvrs, showmsg)
local vrs_num = GetAppVersion()
vrs_num = tonumber(vrs_num:match('[%d%.]+'))
if rvrs > vrs_num then
if showmsg then reaper.MB('Update REAPER to newer version '..'('..rvrs..' or newer)', '', 0) end
return
else
return true
end
end
---------------------------------------------------
function VF2_CycleGrid(stages)
local _,_,_,_,_,_,mouse_scroll = reaper.get_action_context()
stateid = reaper.GetExtState( 'mpl_cycle_grid', 'val' )
stateid = tonumber(stateid) or 1
if mouse_scroll == -1 then return end
if mouse_scroll > 0 then
stateid = stateid + 1
elseif mouse_scroll < 0 then
stateid = stateid - 1
end
local outval = math.min(#stages, math.max(stateid, 1))
reaper.SetExtState( 'mpl_cycle_grid', 'val' , outval, true)
if stages[outval] ~= 0 then
reaper.Main_OnCommand(40754,0) --Snapping: Enable snap
reaper.SetProjectGrid( 0, stages[outval] )
else
reaper.Main_OnCommand(40753,0) -- Snapping: Disable snap
end
end
--------------------------------------------------------------------
local stages = {0, 1, 1/2, 1/4, 1/8, 1/16, 1/32, 1/64, 1/128, 1/3, 1/6, 1/12, 1/24, 1/48}
------------------------------------------------------------------
if VF_CheckReaperVrs(5.975,true) then reaper.defer(function() VF2_CycleGrid(stages) end) end | 411 | 0.806594 | 1 | 0.806594 | game-dev | MEDIA | 0.770446 | game-dev | 0.968982 | 1 | 0.968982 |
LordOfDragons/dragengine | 8,341 | src/modules/graphic/opengl/src/envmap/deoglEnvMapSlotManager.cpp | /*
* MIT License
*
* Copyright (C) 2024, DragonDreams GmbH (info@dragondreams.ch)
*
* 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.
*/
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "deoglEnvironmentMap.h"
#include "deoglEnvMapSlotManager.h"
#include "deoglEnvMapSlot.h"
#include "../renderthread/deoglRenderThread.h"
#include "../renderthread/deoglRTLogger.h"
#include "../texture/arraytexture/deoglArrayTexture.h"
#include "../texture/texture2d/deoglTexture.h"
#include <dragengine/common/exceptions.h>
// Class deoglEnvMapSlotManager
/////////////////////////////////
// Constructor, destructor
////////////////////////////
deoglEnvMapSlotManager::deoglEnvMapSlotManager( deoglRenderThread &renderThread ) :
pRenderThread( renderThread ){
pArrayTexture = NULL;
pWidth = 512;
pHeight = 256;
pLayerCount = 5;
pSlots = NULL;
pUsedSlots = NULL;
pUsedSlotsSize = 0;
pUsedSlotsCount = 0;
// memory consumption with 512x256:
// ((512*256*3*2)*4/3) = 1048576 bytes ~= 1MB
//
// memory consumption with 256x128:
// ((245*128*3*2)*4/3) = 250880 bytes ~= 0.25MB
try{
pSlots = new deoglEnvMapSlot[ pLayerCount ];
pArrayTexture = new deoglArrayTexture( renderThread );
pArrayTexture->SetSize( pWidth, pHeight, pLayerCount );
pArrayTexture->SetFBOFormat( 3, true );
pArrayTexture->SetMipMapped( true );
pArrayTexture->CreateTexture();
}catch( const deException & ){
pCleanUp();
throw;
}
}
deoglEnvMapSlotManager::~deoglEnvMapSlotManager(){
pCleanUp();
}
// Management
///////////////
deoglEnvMapSlot &deoglEnvMapSlotManager::GetSlotAt( int index ) const{
if( index < 0 || index >= pLayerCount ){
DETHROW( deeInvalidParam );
}
return pSlots[ index ];
}
int deoglEnvMapSlotManager::IndexOfSlotWith( deoglEnvironmentMap *envmap ) const{
if( ! envmap ){
DETHROW( deeInvalidParam );
}
int i;
for( i=0; i<pLayerCount; i++ ){
if( envmap == pSlots[ i ].GetEnvMap() ){
return i;
}
}
return -1;
}
int deoglEnvMapSlotManager::IndexOfOldestUnusedSlot() const{
int oldestLastUsed = 0;
int slotIndex = -1;
int i;
for( i=0; i<pLayerCount; i++ ){
// also protect all slots used in this and the last frame?
// if( ! pSlots[ i ].GetInUse() && pSlots[ i ].GetLastUsed() > 1 && ( slotIndex == -1 || pSlots[ i ].GetLastUsed() > oldestLastUsed ) ){
// or used in this frame?
// if( ! pSlots[ i ].GetInUse() && pSlots[ i ].GetLastUsed() > 0 && ( slotIndex == -1 || pSlots[ i ].GetLastUsed() > oldestLastUsed ) ){
if( ! pSlots[ i ].GetInUse() && ( slotIndex == -1 || pSlots[ i ].GetLastUsed() > oldestLastUsed ) ){
slotIndex = i;
oldestLastUsed = pSlots[ i ].GetLastUsed();
}
}
return slotIndex;
}
void deoglEnvMapSlotManager::MarkSlotsUnused(){
int i;
for( i=0; i<pLayerCount; i++ ){
pSlots[ i ].SetInUse( false );
}
}
void deoglEnvMapSlotManager::AddEnvironmentMap( deoglEnvironmentMap *envmap ){
if( ! envmap ){
DETHROW( deeInvalidParam );
}
int slotIndex = envmap->GetSlotIndex();
if( slotIndex == -1 ){
// if the environment map is not hosted by any slots find the oldest unused slot
slotIndex = IndexOfOldestUnusedSlot();
if( slotIndex == -1 ){
// if there are no empty slots available we have to increase the layer count to make room for more
const int newLayerCount = pLayerCount + 5;
int i;
pRenderThread.GetLogger().LogInfoFormat( "EnvMapSlotManager.AddEnvironmentMap: Increase layer count from %i to %i", pLayerCount, newLayerCount );
//printf( "EnvMapSlotManager.AddEnvironmentMap: Increase layer count from %i to %i\n", pLayerCount, newLayerCount );
slotIndex = pLayerCount; // this is going to be the new slot to assign the environment map to
// enlarge also the array texture. this unfortunately erases all the content so we have to copy
// the textures of all environment maps to the corresponding layer
pArrayTexture->SetSize( pWidth, pHeight, newLayerCount );
pArrayTexture->CreateTexture();
pArrayTexture->CreateMipMaps(); // would be better to have a quicker init here to make sure the mip map levels exist
for( i=0; i<pLayerCount; i++ ){
if( pSlots[ i ].GetEnvMap() && pSlots[ i ].GetEnvMap()->GetEquiEnvMap() && pSlots[ i ].GetEnvMap()->GetEquiEnvMap()->GetTexture() ){
pRenderThread.GetLogger().LogInfoFormat( "EnvMapSlotManager.AddEnvironmentMap(IncreaseLayer): Copy EnvMap %p to layer %i", pSlots[ i ].GetEnvMap(), i );
//printf( "EnvMapSlotManager.AddEnvironmentMap(IncreaseLayer): Copy EnvMap %p to layer %i\n", pSlots[ i ].GetEnvMap(), i );
pArrayTexture->CopyFrom( *pSlots[ i ].GetEnvMap()->GetEquiEnvMap(), true, i );
}
}
// add more slots
deoglEnvMapSlot * const newArray = new deoglEnvMapSlot[ newLayerCount ];
memcpy( newArray, pSlots, sizeof( deoglEnvMapSlot ) * pLayerCount );
delete [] pSlots;
pSlots = newArray;
pLayerCount = newLayerCount;
}
// assign the environment map to the found slot and copy the texture to the corresponding level in the array texture
if( pSlots[ slotIndex ].GetEnvMap() ){
pSlots[ slotIndex ].GetEnvMap()->SetSlotIndex( -1 );
}
pSlots[ slotIndex ].SetEnvMap( envmap );
envmap->SetSlotIndex( slotIndex );
pRenderThread.GetLogger().LogInfoFormat( "EnvMapSlotManager.AddEnvironmentMap: Copy EnvMap %p to layer %i", envmap, slotIndex );
//printf( "EnvMapSlotManager.AddEnvironmentMap: Copy EnvMap %p to layer %i\n", envmap, slotIndex );
pArrayTexture->CopyFrom( *pSlots[ slotIndex ].GetEnvMap()->GetEquiEnvMap(), true, slotIndex );
}
// in all cases mark the slot in use and reset the last used counter to 0
pSlots[ slotIndex ].SetInUse( true );
pSlots[ slotIndex ].ResetLastUsed();
}
void deoglEnvMapSlotManager::IncreaseSlotLastUsedCounters(){
int i;
for( i=0; i<pLayerCount; i++ ){
pSlots[ i ].IncrementLastUsed();
}
}
void deoglEnvMapSlotManager::NotifyEnvMapChanged( int slotIndex ){
if( slotIndex < 0 || slotIndex >= pLayerCount || ! pSlots[ slotIndex ].GetEnvMap() ){
DETHROW( deeInvalidParam );
}
pRenderThread.GetLogger().LogInfoFormat( "EnvMapSlotManager.NotifyEnvMapChanged: Copy EnvMap %p to layer %i", pSlots[ slotIndex ].GetEnvMap(), slotIndex );
//printf( "EnvMapSlotManager.NotifyEnvMapChanged: Copy EnvMap %p to layer %i\n", pSlots[ slotIndex ].GetEnvMap(), slotIndex );
pArrayTexture->CopyFrom( *pSlots[ slotIndex ].GetEnvMap()->GetEquiEnvMap(), true, slotIndex );
}
int deoglEnvMapSlotManager::GetUsedSlotIndexAt( int index ) const{
if( index < 0 || index >= pUsedSlotsCount ){
DETHROW( deeInvalidParam );
}
return pUsedSlots[ index ];
}
void deoglEnvMapSlotManager::UpdateUsedSlots(){
int i;
if( pUsedSlotsSize < pLayerCount ){
int * const newArray = new int[ pLayerCount ];
if( pUsedSlots ){
memcpy( newArray, pUsedSlots, sizeof( int ) * pUsedSlotsSize );
delete [] pUsedSlots;
}
pUsedSlots = newArray;
pUsedSlotsSize = pLayerCount;
}
pUsedSlotsCount = 0;
for( i=0; i<pLayerCount; i++ ){
if( pSlots[ i ].GetInUse() ){
pUsedSlots[ pUsedSlotsCount++ ] = i;
}
}
}
// Private Functions
//////////////////////
void deoglEnvMapSlotManager::pCleanUp(){
if( pArrayTexture ){
delete pArrayTexture;
}
if( pUsedSlots ){
delete [] pUsedSlots;
}
if( pSlots ){
delete [] pSlots;
}
}
| 411 | 0.884017 | 1 | 0.884017 | game-dev | MEDIA | 0.689374 | game-dev | 0.957253 | 1 | 0.957253 |
dilmerv/MetaInteractionSDKDemos | 1,256 | Assets/Oculus/SampleFramework/Usage/Passthrough/Scripts/AugmentedObject.cs | using UnityEngine;
public class AugmentedObject : MonoBehaviour
{
public OVRInput.Controller controllerHand = OVRInput.Controller.None;
public Transform shadow;
bool groundShadow = false;
void Start()
{
if (GetComponent<GrabObject>())
{
GetComponent<GrabObject>().GrabbedObjectDelegate += Grab;
GetComponent<GrabObject>().ReleasedObjectDelegate += Release;
}
}
void Update()
{
if (controllerHand != OVRInput.Controller.None)
{
if (OVRInput.GetUp(OVRInput.Button.One, controllerHand))
{
ToggleShadowType();
}
}
if (shadow)
{
if (groundShadow)
{
shadow.transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
else
{
shadow.transform.localPosition = Vector3.zero;
}
}
}
public void Grab(OVRInput.Controller grabHand)
{
controllerHand = grabHand;
}
public void Release()
{
controllerHand = OVRInput.Controller.None;
}
void ToggleShadowType()
{
groundShadow = !groundShadow;
}
}
| 411 | 0.773425 | 1 | 0.773425 | game-dev | MEDIA | 0.768509 | game-dev | 0.807161 | 1 | 0.807161 |
manisha-v/Unity3D | 25,286 | Part1 - 3D Movement/Codes/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/MoveDirection.cs | namespace UnityEngine.EventSystems
{
/// <summary>
/// This is an 4 direction movement enum.
/// </summary>
/// <remarks>
/// MoveDirection provides a way of switching between moving states. You must assign these states to actions, such as moving the GameObject by an up vector when in the Up state.
/// Having states like these are easier to identify than always having to include a large amount of vectors and calculations.Instead, you define what you want the state to do in only one part, and switch to the appropriate state when it is needed.
/// </remarks>
/// <example>
/// <code>
/// //This is a full example of how a GameObject changes direction using MoveDirection states
/// //Assign this script to a visible GameObject (with a Rigidbody attached) to see it in action
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class Example : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_UpVector;
/// Vector3 m_RightVector;
/// const float speed = 5.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the y axis (for moving upwards)
/// m_UpVector = Vector3.up;
/// //This Vector is set to 1 in the x axis (for moving in the right direction)
/// m_RightVector = Vector3.right;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving in an upwards direction
/// case MoveDirection.Up:
/// //Change the velocity so that the Rigidbody travels upwards
/// m_Rigidbody.velocity = m_UpVector * speed;
/// break;
///
/// //This is for moving left
/// case MoveDirection.Left:
/// //This moves the Rigidbody to the left (minus right Vector)
/// m_Rigidbody.velocity = -m_RightVector * speed;
/// break;
///
/// //This is for moving right
/// case MoveDirection.Right:
/// //This moves the Rigidbody to the right
/// m_Rigidbody.velocity = m_RightVector * speed;
/// break;
///
/// //This is for moving down
/// case MoveDirection.Down:
/// //This moves the Rigidbody down
/// m_Rigidbody.velocity = -m_UpVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Left button to switch the Rigidbody direction to the left
/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
/// {
/// //Switch to the left direction
/// m_MoveDirection = MoveDirection.Left;
/// }
///
/// //Press the Up button to switch the Rigidbody direction to upwards
/// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
/// {
/// //Switch to Up Direction
/// m_MoveDirection = MoveDirection.Up;
/// }
///
/// //Press the Down button to switch the direction to down
/// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
/// {
/// //Switch to Down Direction
/// m_MoveDirection = MoveDirection.Down;
/// }
///
/// //Press the right button to switch to the right direction
/// if (GUI.Button(new Rect(100, 120, 150, 30), "Move Right"))
/// {
/// //Switch to Right Direction
/// m_MoveDirection = MoveDirection.Right;
/// }
/// }
/// }
/// </code>
/// </example>
public enum MoveDirection
{
/// <summary>
/// This is the Left state of MoveDirection. Assign functionality for moving to the left.
/// </summary>
/// <remarks>
/// Use the Left state for an easily identifiable way of moving a GameObject to the left (-1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
/// </remarks>
/// <example>
/// <code>
/// //Assign this script to a visible GameObject (with a Rigidbody attached) to see this in action
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class Example : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_RightVector;
/// const float speed = 5.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the x axis (for moving in the right direction)
/// m_RightVector = Vector3.right;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving left
/// case MoveDirection.Left:
/// //This moves the Rigidbody to the left (minus right Vector)
/// m_Rigidbody.velocity = -m_RightVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Left button to switch the Rigidbody direction to the left
/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
/// {
/// //Switch to the left direction
/// m_MoveDirection = MoveDirection.Left;
/// }
/// }
/// }
/// </code>
/// </example>
Left,
/// <summary>
/// This is the Up state of MoveDirection. Assign functionality for moving in an upward direction.
/// </summary>
/// <remarks>
/// Use the Up state for an easily identifiable way of moving a GameObject upwards (0 , 1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
/// </remarks>
/// <example>
/// <code>
/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Up" button in Game view to see it in action.
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class Example : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_UpVector;
/// const float speed = 10.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the y axis (for moving upwards)
/// m_UpVector = Vector3.up;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving in an upwards direction
/// case MoveDirection.Up:
/// //Change the velocity so that the Rigidbody travels upwards
/// m_Rigidbody.velocity = m_UpVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Up button to switch the Rigidbody direction to upwards
/// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
/// {
/// //Switch to Up Direction
/// m_MoveDirection = MoveDirection.Up;
/// }
/// }
/// }
/// </code>
/// </example>
Up,
/// <summary>
/// This is the Right state of MoveDirection. Assign functionality for moving to the right.
/// </summary>
/// <remarks>
/// Use the Right state for an easily identifiable way of moving a GameObject to the right (1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
/// </remarks>
/// <example>
/// <code>
/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Right" button in Game view to see it in action.
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class MoveDirectionExample : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_RightVector;
/// const float speed = 5.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the x axis (for moving in the right direction)
/// m_RightVector = Vector3.right;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving right
/// case MoveDirection.Right:
/// //This moves the Rigidbody to the right
/// m_Rigidbody.velocity = m_RightVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Left button to switch the Rigidbody direction to the right
/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Right"))
/// {
/// //Switch to the left direction
/// m_MoveDirection = MoveDirection.Right;
/// }
/// }
/// }
/// </code>
/// </example>
Right,
/// <summary>
/// The Down State of MoveDirection. Assign functionality for moving in a downward direction.
/// </summary>
/// <remarks>
/// Use the Down state for an easily identifiable way of moving a GameObject downwards (0 , -1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
/// </remarks>
/// <example>
/// <code>
/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Down" button in Game view to see it in action.
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class Example : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_UpVector;
/// const float speed = 10.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the y axis (for moving upwards)
/// m_UpVector = Vector3.up;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving down
/// case MoveDirection.Down:
/// //This moves the Rigidbody down
/// m_Rigidbody.velocity = -m_UpVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Down button to switch the direction to down
/// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
/// {
/// //Switch to Down Direction
/// m_MoveDirection = MoveDirection.Down;
/// }
/// }
/// }
/// </code>
/// </example>
Down,
/// <summary>
/// This is the None state. Assign functionality that stops movement.
/// </summary>
/// <remarks>
/// Use the None state for an easily identifiable way of stopping, resetting or initialising a GameObject's movement. This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
/// </remarks>
/// <example>
/// <code>
/// //Attach this script to a GameObject with a Rigidbody attached. This script starts off on the ModeDirection.None state but changes depending on buttons you press.
///
/// using UnityEngine;
/// using UnityEngine.EventSystems;
///
/// public class Example : MonoBehaviour
/// {
/// Vector3 m_StartPosition, m_StartForce;
/// Rigidbody m_Rigidbody;
/// //Use Enum for easy switching between direction states
/// MoveDirection m_MoveDirection;
///
/// //Use these Vectors for moving Rigidbody components
/// Vector3 m_ResetVector;
/// Vector3 m_UpVector;
/// const float speed = 10.0f;
///
/// void Start()
/// {
/// //You get the Rigidbody component attached to the GameObject
/// m_Rigidbody = GetComponent<Rigidbody>();
/// //This starts with the Rigidbody not moving in any direction at all
/// m_MoveDirection = MoveDirection.None;
///
/// //These are the GameObject’s starting position and Rigidbody position
/// m_StartPosition = transform.position;
/// m_StartForce = m_Rigidbody.transform.position;
///
/// //This Vector is set to 1 in the y axis (for moving upwards)
/// m_UpVector = Vector3.up;
/// //This Vector is zeroed out for when the Rigidbody should not move
/// m_ResetVector = Vector3.zero;
/// }
///
/// void Update()
/// {
/// //This switches the direction depending on button presses
/// switch (m_MoveDirection)
/// {
/// //The starting state which resets the object
/// case MoveDirection.None:
/// //Reset to the starting position of the GameObject and Rigidbody
/// transform.position = m_StartPosition;
/// m_Rigidbody.transform.position = m_StartForce;
/// //This resets the velocity of the Rigidbody
/// m_Rigidbody.velocity = m_ResetVector;
/// break;
///
/// //This is for moving down
/// case MoveDirection.Down:
/// //This moves the Rigidbody down
/// m_Rigidbody.velocity = -m_UpVector * speed;
/// break;
/// }
/// }
///
/// void OnGUI()
/// {
/// //Press the reset Button to switch to no mode
/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
/// {
/// //Switch to start/reset case
/// m_MoveDirection = MoveDirection.None;
/// }
///
/// //Press the Down button to switch the direction to down
/// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
/// {
/// //Switch to Down Direction
/// m_MoveDirection = MoveDirection.Down;
/// }
/// }
/// }
/// </code>
/// </example>
None
}
}
| 411 | 0.690179 | 1 | 0.690179 | game-dev | MEDIA | 0.963065 | game-dev | 0.789244 | 1 | 0.789244 |
protoman/rockbot | 133,393 | character/character.cpp | #include "character.h"
#include "../game.h"
#include "../timerlib.h"
#include "shareddata.h"
extern game gameControl;
extern timerLib timer;
#include "../soundlib.h"
extern soundLib soundManager;
#include "../inputlib.h"
extern inputLib input;
#include "../game_mediator.h"
#ifdef ANDROID
#include <android/log.h>
#endif
#define STAIR_ANIMATION_WAIT_FRAMES 10
#define STAIRS_GRAB_TIMEOUT 200
#define SLIDE_Y_ADJUST 12
extern bool GAME_FLAGS[FLAG_COUNT];
extern CURRENT_FILE_FORMAT::file_game game_data;
extern CURRENT_FILE_FORMAT::st_save game_save;
extern FREEZE_EFFECT_TYPES freeze_weapon_effect;
extern int freeze_weapon_id;
// initialize static member
static std::map<std::string, graphicsLib_gSurface> _character_frames_surface;
// init character with default values
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
character::character() : hitPoints(1, 1), last_hit_time(0), is_player_type(false), _platform(NULL), hit_animation_timer(0), hit_moved_back_n(0), jump_button_released(true), attack_button_released(true), dead(false), charging_color_n(0), charging_color_timer(0), shield_type(0), _moving_platform_timer(0), position(), _number(0), _super_jump(false), _force_jump(false), _teleport_minimal_y(0), _is_falling(false), _dead_state(0), slide_type(0), _water_splash(false), _has_background(false), hit_duration(300), _is_boss(false), _is_stage_boss(false), is_ghost(false)
{
_was_animation_reset = false;
move_speed = 2.0 * SharedData::get_instance()->get_movement_multiplier();
accel_speed_y = 1;
gravity_y = 0.25;
position.y = 0;
position.x = 0;
can_fly = false;
attack_state = ATTACK_NOT;
max_projectiles = 1;
_debug_char_name = "PLAYER_0";
_stairs_stopped_count = 0;
_charged_shot_projectile_id = -1;
_normal_shot_projectile_id = 0;
_is_last_frame = false;
_simultaneous_shots = 1;
_ignore_gravity = false;
_always_move_ahead = false;
_was_hit = false;
_progressive_appear_pos = 0;
last_execute_time = 0;
_check_always_move_ahead = false;
_dropped_from_stairs = false;
_jumps_number = 1;
_dash_button_released = true;
_damage_modifier = 0;
_hit_ground = false;
_dashed_jump = false;
_can_execute_airdash = true;
_player_must_reset_colors = false;
hit_animation_count = 0;
_attack_frame_n = -1;
_is_attack_frame = false;
_stairs_falling_timer = 0;
attack_button_pressed_timer = 0;
attack_button_last_state = 0;
must_show_dash_effect = false;
}
// init character with default values
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
character::~character()
{
clean_projectiles();
/// @TODO free map _character_frames_surface
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::char_update_real_position() {
if (gameControl.get_current_map_obj() != NULL) {
realPosition.x = position.x - (int)gameControl.get_current_map_obj()->getMapScrolling().x;
realPosition.y = position.y - (int)gameControl.get_current_map_obj()->getMapScrolling().y;
} else {
realPosition.x = position.x;
realPosition.y = position.y;
}
}
st_float_position character::get_screen_position_from_point(st_float_position pos)
{
st_float_position res_pos;
if (gameControl.get_current_map_obj() != NULL) {
res_pos.x = pos.x - (int)gameControl.get_current_map_obj()->getMapScrolling().x;
res_pos.y = pos.y - (int)gameControl.get_current_map_obj()->getMapScrolling().y;
} else {
res_pos.x = pos.x;
res_pos.y = pos.y;
}
return res_pos;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::charMove() {
int mapLock = 0;
bool moved = false;
float temp_move_speed = move_speed;
// store previous position
store_previous_position();
if (timer.is_paused() == true) {
return;
}
bool did_hit_ground = hit_ground();
if (_dashed_jump == true) {
if (state.animation_type == ANIM_TYPE_JUMP || state.animation_type == ANIM_TYPE_JUMP_ATTACK) {
temp_move_speed = move_speed * 2;
if (did_hit_ground == true) {
_dashed_jump = false;
}
}
}
if (did_hit_ground == true) {
_can_execute_airdash = true;
}
if (gameControl.get_current_map_obj() == NULL) {
return; // error - can't execute this action without an associated map
}
int water_lock = gameControl.get_current_map_obj()->getMapPointLock(st_position((position.x+frameSize.width/2)/TILESIZE, (position.y+6)/TILESIZE));
if (is_player() == true && water_lock == TERRAIN_WATER) {
gameControl.get_current_map_obj()->add_bubble_animation(st_position(realPosition.x+frameSize.width/2, position.y+6));
}
int map_point_x = (position.x+frameSize.width/2)/TILESIZE;
int map_point_y = (position.y+frameSize.height)/TILESIZE;
int bottom_point_lock = gameControl.get_current_map_obj()->getMapPointLock(st_position(map_point_x, map_point_y));
if (state.frozen == true) {
if (state.frozen_timer < timer.getTimer()) {
state.frozen = false;
} else { // if is player, check collision agains NPCs to leave freeze
if (is_player()) {
classnpc* npc_touch = gameControl.get_current_map_obj()->collision_player_npcs(this, 0, 0);
if (npc_touch != NULL) {
if (npc_touch->get_size().height > this->get_size().height) {
damage(TOUCH_DAMAGE_SMALL, false);
} else {
damage(TOUCH_DAMAGE_BIG, false);
}
if (_was_hit == true) {
npc_touch->hit_player();
}
}
}
}
return;
}
if (state.animation_type == ANIM_TYPE_TELEPORT) {
gravity(false);
return;
}
if (state.animation_type == ANIM_TYPE_HIT) {
if (hit_moved_back_n < get_hit_push_back_n()) {
if (state.direction == ANIM_DIRECTION_LEFT) {
moveCommands.left = 0;
moveCommands.right = 1;
} else {
moveCommands.left = 1;
moveCommands.right = 0;
}
moveCommands.up = 0;
moveCommands.down = 0;
moveCommands.jump = 0;
if (did_hit_ground == true) {
temp_move_speed = 0.5;
} else {
temp_move_speed = 0.8;
}
} else {
set_animation_type(ANIM_TYPE_STAND);
hit_moved_back_n = 0;
}
}
if (moveCommands.left == 1 && position.x > 0 && state.animation_type != ANIM_TYPE_SLIDE && is_in_stairs_frame() == false) {
// check inverting direction
if (state.animation_type != ANIM_TYPE_HIT && state.direction != ANIM_DIRECTION_LEFT) {
set_direction(ANIM_DIRECTION_LEFT);
return;
}
for (float i=temp_move_speed; i>=0.1; i--) {
st_map_collision map_col = map_collision(-i, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (state.animation_type == ANIM_TYPE_HIT) {
hit_moved_back_n += temp_move_speed;
}
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y || mapLock == BLOCK_QUICKSAND) {
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_Y) {
position.x -= i + gameControl.get_current_map_obj()->get_last_scrolled().x;
} else if (mapLock == BLOCK_WATER) {
position.x -= i*WATER_SPEED_MULT + gameControl.get_current_map_obj()->get_last_scrolled().x;
} else if (mapLock == BLOCK_QUICKSAND) {
position.x -= i*QUICKSAND_SPEED_MULT + gameControl.get_current_map_obj()->get_last_scrolled().x;
}
if (state.animation_type != ANIM_TYPE_HIT) {
if (is_player() && state.direction == ANIM_DIRECTION_RIGHT && is_in_stairs_frame() != true) {
position.x -= PLAYER_RIGHT_TO_LEFT_DIFF;
}
set_direction(ANIM_DIRECTION_LEFT);
} else {
gravity(false);
return;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_WALK_ATTACK) {
state.animation_timer = 0;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_JUMP && state.animation_type != ANIM_TYPE_SLIDE && state.animation_type != ANIM_TYPE_JUMP_ATTACK && state.animation_type != ANIM_TYPE_HIT && (state.animation_type != ANIM_TYPE_WALK_ATTACK || (state.animation_type == ANIM_TYPE_WALK_ATTACK && state.attack_timer+ATTACK_DELAY < timer.getTimer()))) {
set_animation_type(ANIM_TYPE_WALK);
}
moved = true;
break;
}
}
}
if (moveCommands.right != 1 && moveCommands.left == 1 && state.direction != ANIM_DIRECTION_LEFT && (state.animation_type == ANIM_TYPE_SLIDE || is_in_stairs_frame() == true)) {
if (is_player() && state.direction == ANIM_DIRECTION_RIGHT && is_in_stairs_frame() != true) {
position.x -= PLAYER_RIGHT_TO_LEFT_DIFF;
}
set_direction(ANIM_DIRECTION_LEFT);
}
if (moveCommands.left != 1 && moveCommands.right == 1 && state.animation_type != ANIM_TYPE_SLIDE && is_in_stairs_frame() == false) {
if (state.animation_type != ANIM_TYPE_HIT && state.direction != ANIM_DIRECTION_RIGHT) {
set_direction(ANIM_DIRECTION_RIGHT);
return;
}
if (state.animation_type == ANIM_TYPE_HIT) {
hit_moved_back_n += temp_move_speed;
}
if (is_on_quicksand()) {
temp_move_speed = QUICKSAND_JUMP_LIMIT/2;
}
for (float i=temp_move_speed; i>=0.1; i--) {
// movement is too small to change a pixel in player movement, ignore it
int adjusted_real_pos = (int)(realPosition.x + i);
int real_pos = (int)realPosition.x;
if (adjusted_real_pos == real_pos) {
break;
}
if (is_player() == false || (realPosition.x + i + frameSize.width/2) < RES_W) {
st_map_collision map_col = map_collision(i, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y || mapLock == BLOCK_QUICKSAND) {
if (mapLock == TERRAIN_UNBLOCKED || mapLock == BLOCK_Y) {
position.x += i - gameControl.get_current_map_obj()->get_last_scrolled().x;
} else if (mapLock == BLOCK_WATER) {
position.x += i*WATER_SPEED_MULT - gameControl.get_current_map_obj()->get_last_scrolled().x;
} else if (mapLock == BLOCK_QUICKSAND) {
position.x += i*QUICKSAND_SPEED_MULT + gameControl.get_current_map_obj()->get_last_scrolled().x;
}
if (state.animation_type != ANIM_TYPE_HIT) {
if (is_player() && state.direction == ANIM_DIRECTION_LEFT && is_in_stairs_frame() != true) {
position.x += PLAYER_RIGHT_TO_LEFT_DIFF;
}
set_direction(ANIM_DIRECTION_RIGHT);
} else {
gravity(false);
return;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_WALK_ATTACK) {
state.animation_timer = 0;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_JUMP && state.animation_type != ANIM_TYPE_SLIDE && state.animation_type != ANIM_TYPE_JUMP_ATTACK && state.animation_type != ANIM_TYPE_HIT && (state.animation_type != ANIM_TYPE_WALK_ATTACK || (state.animation_type == ANIM_TYPE_WALK_ATTACK && state.attack_timer+ATTACK_DELAY < timer.getTimer()))) {
set_animation_type(ANIM_TYPE_WALK);
}
moved = true;
break;
} else {
moved = false;
}
}
}
}
if (moveCommands.right == 1 && state.direction != ANIM_DIRECTION_RIGHT && (state.animation_type == ANIM_TYPE_SLIDE || is_in_stairs_frame() == true)) {
if (is_player() && state.direction == ANIM_DIRECTION_LEFT && is_in_stairs_frame() != true) {
position.x += PLAYER_RIGHT_TO_LEFT_DIFF;
}
set_direction(ANIM_DIRECTION_RIGHT);
}
// Ice inertia
if (bottom_point_lock == TERRAIN_ICE || (_inertia_obj.is_started() && (bottom_point_lock == TERRAIN_UNBLOCKED|| bottom_point_lock == TERRAIN_WATER))) {
if (moved == true) {
if (moveCommands.right == 1) {
std::cout << "ICE MOVE" << std::endl;
st_map_collision map_col = map_collision(1, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y) {
position.x++;
}
} else if (moveCommands.left == 1) {
st_map_collision map_col = map_collision(-1, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y) {
position.x--;
}
}
_inertia_obj.start();
} else if (moveCommands.left == 0 && moveCommands.right == 0) {
int inertia_xinc = _inertia_obj.execute();
if (inertia_xinc != 0) {
if (state.direction == ANIM_DIRECTION_LEFT) {
if (position.x - inertia_xinc < 0) {
_inertia_obj.stop();
} else {
st_map_collision map_col = map_collision(-inertia_xinc, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y) {
position.x -= inertia_xinc;
}
}
} else {
if (realPosition.x+inertia_xinc > RES_W) {
_inertia_obj.stop();
} else {
st_map_collision map_col = map_collision(inertia_xinc, 0, gameControl.get_current_map_obj()->getMapScrolling());
mapLock = map_col.block;
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y) {
position.x += inertia_xinc;
}
}
}
}
}
if (gameControl.get_current_map_obj() != NULL) {
gameControl.update_stage_scrolling();
}
char_update_real_position();
} else if (bottom_point_lock != TERRAIN_WATER) {
_inertia_obj.stop();
}
if (_obj_jump.is_started() == true) {
_inertia_obj.stop();
}
// check if character is on stairs
if (moveCommands.up == 1 && state.animation_type != ANIM_TYPE_STAIRS_ATTACK) { // check stairs on middle
st_position stairs_pos = is_on_stairs(st_rectangle(position.x, position.y+(frameSize.height/2)-2, frameSize.width, frameSize.height/2-2));
int top_terrain = gameControl.get_current_map_obj()->getMapPointLock(st_position(((stairs_pos.x * TILESIZE - 6)+frameSize.width/2)/TILESIZE, position.y/TILESIZE));
if (stairs_pos.x != -1) {
if (state.animation_type != ANIM_TYPE_STAIRS_MOVE && _stairs_falling_timer < timer.getTimer()) {
set_animation_type(ANIM_TYPE_STAIRS_MOVE);
}
if (is_in_stairs_frame() && (top_terrain == TERRAIN_UNBLOCKED || top_terrain == TERRAIN_WATER || top_terrain == TERRAIN_STAIR)) {
position.y -= temp_move_speed * STAIRS_MOVE_MULTIPLIER;
position.x = stairs_pos.x * TILESIZE - (frameSize.width-TILESIZE)/2;
}
// out of stairs
} else {
int map_terrain = gameControl.get_current_map_obj()->getMapPointLock(st_position(((position.x+frameSize.width/2)/TILESIZE), ((position.y+frameSize.height-4)/TILESIZE)));
if (_dropped_from_stairs == false && map_terrain == TERRAIN_STAIR) { // check stairs bottom (leaving)
set_animation_type(ANIM_TYPE_STAIRS_SEMI);
position.y -= temp_move_speed * STAIRS_MOVE_MULTIPLIER;
} else if (state.animation_type == ANIM_TYPE_STAIRS_SEMI) {
set_animation_type(ANIM_TYPE_STAND);
position.y -= 2;
}
}
}
if (moveCommands.down == 1 && state.animation_type != ANIM_TYPE_SLIDE && state.animation_type != ANIM_TYPE_STAIRS_ATTACK) {
st_position stairs_pos_center = is_on_stairs(st_rectangle(position.x, position.y+frameSize.height/2, frameSize.width, frameSize.height/2));
bool is_already_on_stairs = is_in_stairs_frame();
/// @TODO - check that move-speed/2 is not zero
// is on stairs
if (is_already_on_stairs == true) {
// if frame is semi, but already entered whole body, change to full-stairs frame
if (state.animation_type == ANIM_TYPE_STAIRS_SEMI && stairs_pos_center.x != -1 && _stairs_falling_timer < timer.getTimer()) {
set_animation_type(ANIM_TYPE_STAIRS_MOVE);
}
// check that path is clear to move
if (is_in_stairs_frame() && (bottom_point_lock == TERRAIN_WATER || bottom_point_lock == TERRAIN_UNBLOCKED || bottom_point_lock == TERRAIN_STAIR)) {
position.y += temp_move_speed * STAIRS_MOVE_MULTIPLIER;
}
// if bottom point is not stairs, leave it
if (bottom_point_lock != TERRAIN_STAIR) {
if (stairs_pos_center.x == -1 && (bottom_point_lock == TERRAIN_UNBLOCKED || bottom_point_lock == TERRAIN_WATER)) {
set_animation_type(ANIM_TYPE_JUMP);
}
if (bottom_point_lock != TERRAIN_UNBLOCKED && bottom_point_lock != TERRAIN_WATER) {
set_animation_type(ANIM_TYPE_STAND);
}
}
// not in stairs, but over it
} else {
if (stairs_pos_center.x == -1 && bottom_point_lock == TERRAIN_STAIR) {
// over stairs, enter it
st_position stairs_pos_bottom = is_on_stairs(st_rectangle(position.x, position.y+frameSize.height, frameSize.width, frameSize.height/2));
if (stairs_pos_bottom.x != -1) {
set_animation_type(ANIM_TYPE_STAIRS_SEMI);
position.y += temp_move_speed * STAIRS_MOVE_MULTIPLIER;
position.x = stairs_pos_bottom.x * TILESIZE - (frameSize.width-TILESIZE)/2;
}
}
}
}
// is on stairs without moving
if (moveCommands.down == 0 && moveCommands.up == 0 && state.animation_type == ANIM_TYPE_STAIRS_MOVE) {
_stairs_stopped_count++;
if (_stairs_stopped_count > STAIR_ANIMATION_WAIT_FRAMES) {
set_animation_type(ANIM_TYPE_STAIRS);
}
} else if ((moveCommands.down != 0 || moveCommands.up != 0) && _stairs_falling_timer < timer.getTimer()) {
_stairs_stopped_count = 0;
if (state.animation_type == ANIM_TYPE_STAIRS) {
set_animation_type(ANIM_TYPE_STAIRS_MOVE);
}
}
check_reset_stand();
if (is_player() == false) {
character::attack(false, 0, false);
}
bool res_slide = slide(gameControl.get_current_map_obj()->getMapScrolling());
bool resJump = false;
resJump = jump(moveCommands.jump, gameControl.get_current_map_obj()->getMapScrolling());
if (resJump == true || res_slide == true) {
if (state.animation_type == ANIM_TYPE_HIT) {
gravity(false);
}
/// @TODO: removed a gravity from here in an ELSE. Hope it was not necessary
}
if (is_player_type && moved == false && resJump == false && res_slide == false) {
//if (state.animation_type != ANIM_TYPE_WALK) {
if (is_in_stairs_frame() == false && state.animation_type != ANIM_TYPE_STAND && state.animation_type != ANIM_TYPE_JUMP && state.animation_type != ANIM_TYPE_JUMP_ATTACK && state.animation_type != ANIM_TYPE_TELEPORT && state.animation_type != ANIM_TYPE_SHIELD && state.animation_type != ANIM_TYPE_HIT && state.animation_type != ANIM_TYPE_SLIDE && (is_on_attack_frame() == false || (is_on_attack_frame() == true && state.attack_timer+ATTACK_DELAY < timer.getTimer()))) {
set_animation_type(ANIM_TYPE_STAND);
}
if (state.animation_type == ANIM_TYPE_HIT && timer.getTimer() > hit_duration/2+last_hit_time) { // finished hit time
set_animation_type(ANIM_TYPE_STAND);
}
}
if (_dropped_from_stairs == true) {
if (timer.getTimer() > hit_duration+last_hit_time) {
_dropped_from_stairs = false;
} else if (hit_ground() == true) {
_dropped_from_stairs = false;
}
}
gameControl.get_current_map_obj()->reset_scrolled();
_previous_position = position;
}
void character::store_previous_position()
{
previous_position_list.push_back(position);
if (previous_position_list.size() > PREVIOUS_FRAMES_MAX) {
previous_position_list.erase(previous_position_list.begin());
}
}
void character::clear_move_commands()
{
moveCommands.up = 0;
moveCommands.down = 0;
moveCommands.left = 0;
moveCommands.right = 0;
moveCommands.attack = 0;
moveCommands.jump = 0;
moveCommands.start = 0;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::change_char_color(Sint8 colorkey_n, st_color new_color, bool full_change=true)
{
if (full_change == false) {
graphLib.change_surface_color(colorkey_n, new_color, &(graphLib.character_graphics_list.find(name)->second).frames[state.direction][state.animation_type][state.animation_state].frameSurface);
} else {
for (int i=0; i<2; i++) {
for (int j=0; j<ANIM_TYPE_COUNT; j++) {
for (int k=0; k<ANIM_FRAMES_COUNT; k++) {
graphLib.change_surface_color(colorkey_n, new_color, &(graphLib.character_graphics_list.find(name)->second).frames[i][j][k].frameSurface);
}
}
}
}
}
// return 0 if must not attack, 1 for normal attack, 2 for semi-charged and 3 for fully charged
ATTACK_TYPES character::check_must_attack(bool always_charged)
{
// capture button timer even if can't shoot, so we avoid always charging
if (moveCommands.attack != 0 && attack_button_last_state == 0) {
attack_button_pressed_timer = timer.getTimer();
}
if (timer.is_paused()) {
return ATTACK_TYPE_NOATTACK;
}
if (state.animation_type == ANIM_TYPE_TELEPORT) {
return ATTACK_TYPE_NOATTACK;
}
if (graphLib.character_graphics_list.find(name) == graphLib.character_graphics_list.end()) {
return ATTACK_TYPE_NOATTACK;
}
if (state.animation_type == ANIM_TYPE_SLIDE) {
return ATTACK_TYPE_NOATTACK;
}
if (max_projectiles <= get_projectile_count()) {
return ATTACK_TYPE_NOATTACK;
}
if (is_player() == true && get_projectile_max_shots(always_charged) <= projectile_list.size()) {
return ATTACK_TYPE_NOATTACK;
}
int now_timer = timer.getTimer();
int time_diff = now_timer - attack_button_pressed_timer;
if (SharedData::get_instance()->game_config.turbo_mode == true && moveCommands.attack != 0) {
if (now_timer < state.attack_timer + TURBO_ATTACK_INTERVAL) {
return ATTACK_TYPE_NOATTACK;
} else {
return ATTACK_TYPE_NORMAL;
}
}
// button changed from released to pressed
if (moveCommands.attack != 0 && attack_button_last_state == 0) {
return ATTACK_TYPE_NORMAL;
// button changed from pressed to released and char can use charged attacks
} else if (SharedData::get_instance()->game_config.turbo_mode == false && _charged_shot_projectile_id > 0 && moveCommands.attack == 0 && attack_button_last_state == 1) {
// @TODO use super charged time also
if (time_diff >= CHARGED_SHOT_TIME) {
return ATTACK_TYPE_FULLYCHARGED;
} else if (time_diff >= CHARGED_SHOT_INITIAL_TIME) {
return ATTACK_TYPE_SEMICHARGED;
}
}
return ATTACK_TYPE_NOATTACK;
}
void character::check_charging_colors(bool always_charged)
{
// change player colors if charging attack
int now_timer = timer.getTimer();
int attack_diff_timer = now_timer-attack_button_pressed_timer;
if (SharedData::get_instance()->game_config.turbo_mode == true) {
return;
}
// don't charge if can't shot
if (max_projectiles <= get_projectile_count()) {
// reset time, so we start counting only when all projectiles are gone
return;
}
if (is_player() == true && get_projectile_max_shots(always_charged) <= projectile_list.size()) {
// reset time, so we start counting only when all projectiles are gone
return;
}
if (_charged_shot_projectile_id > 0 && attack_diff_timer > CHARGED_SHOT_INITIAL_TIME && attack_diff_timer < CHARGED_SHOT_TIME && attack_button_last_state == 1 && moveCommands.attack == 1 && _simultaneous_shots < 2) {
if (is_player() && soundManager.is_playing_repeated_sfx() == false) {
soundManager.play_repeated_sfx(SFX_CHARGING1, 0);
}
if (color_keys[0].r != -1) {
if (charging_color_timer < timer.getTimer()) {
charging_color_n++;
if (charging_color_n > 2) {
charging_color_n = 0;
}
charging_color_timer = timer.getTimer()+200;
if (charging_color_n == 0) {
change_char_color(0, st_color(171, 0, 19), false);
change_char_color(1, st_color(231, 0, 91), false);
} else if (charging_color_n == 1) {
change_char_color(0, st_color(231, 0, 91), false);
change_char_color(1, st_color(255, 119, 183), false);
} else if (charging_color_n == 2) {
change_char_color(0, st_color(255, 119, 183), false);
change_char_color(1, st_color(171, 0, 19), false);
}
}
}
}
if (_charged_shot_projectile_id > 0 && is_player() && attack_diff_timer >= CHARGED_SHOT_TIME && attack_button_last_state == 1 && moveCommands.attack == 1 && !is_dead()) {
if (soundManager.is_playing_repeated_sfx() == true && soundManager.get_repeated_sfx_n() == SFX_CHARGING1) {
soundManager.stop_repeated_sfx();
soundManager.play_repeated_sfx(SFX_CHARGING2, 255);
}
if (color_keys[0].r != -1) {
if (charging_color_timer < timer.getTimer()) {
charging_color_n++;
if (charging_color_n > 2) {
charging_color_n = 0;
}
charging_color_timer = timer.getTimer()+100;
if (charging_color_n == 0) {
change_char_color(0, st_color(219, 43, 0), false);
change_char_color(1, st_color(255, 155, 59), false);
} else if (charging_color_n == 1) {
change_char_color(0, st_color(255, 155, 59), false);
change_char_color(1, st_color(255, 234, 0), false);
} else if (charging_color_n == 2) {
change_char_color(0, st_color(255, 234, 0), false);
change_char_color(1, st_color(219, 43, 0), false);
}
}
}
}
}
st_position character::get_attack_position()
{
return get_attack_position(state.direction);
}
st_position character::get_attack_position(short direction)
{
st_position proj_pos;
if (direction == ANIM_DIRECTION_LEFT) {
proj_pos = st_position(position.x+TILESIZE/3, position.y+frameSize.height/2);
} else {
proj_pos = st_position(position.x+frameSize.width-TILESIZE/2, position.y+frameSize.height/2);
}
if (is_player() == false) {
st_position_int8 attack_arm_pos = GameMediator::get_instance()->get_enemy(_number)->attack_arm_pos;
if (attack_arm_pos.x != 0 || attack_arm_pos.y >= 1) {
if (direction == ANIM_DIRECTION_LEFT) {
proj_pos = st_position(position.x + attack_arm_pos.x, position.y + attack_arm_pos.y);
} else {
proj_pos = st_position(position.x + frameSize.width - attack_arm_pos.x, position.y + attack_arm_pos.y);
}
}
}
return proj_pos;
}
/// @TODO: this must be moved to player, as character attack must be very simple
void character::attack(bool dont_update_colors, short updown_trajectory, bool always_charged)
{
if (attack_state != ATTACK_NOT && (timer.getTimer()-state.attack_timer) >= (graphLib.character_graphics_list.find(name)->second).frames[state.direction][state.animation_type][state.animation_state].delay) {
attack_state = ATTACK_NOT;
}
ATTACK_TYPES must_attack = check_must_attack(always_charged);
check_charging_colors(always_charged);
attack_button_last_state = moveCommands.attack;
int attack_id = -1;
if (must_attack == ATTACK_TYPE_NOATTACK) {
return;
} else if (must_attack == ATTACK_TYPE_NORMAL) {
if (always_charged == true) {
attack_id = game_data.semi_charged_projectile_id;
} else {
if (_normal_shot_projectile_id > 0) {
attack_id = _normal_shot_projectile_id;
} else {
attack_id = 0;
}
}
} else if (must_attack == ATTACK_TYPE_SEMICHARGED) {
attack_id = game_data.semi_charged_projectile_id;
} else if (must_attack == ATTACK_TYPE_FULLYCHARGED) {
attack_id = _charged_shot_projectile_id;
}
if (attack_id != -1) {
if (attack_id == _charged_shot_projectile_id || attack_id == game_data.semi_charged_projectile_id) {
if (is_player() && soundManager.is_playing_repeated_sfx() == true) {
soundManager.stop_repeated_sfx();
}
}
st_position proj_pos = get_attack_position();
projectile_list.push_back(projectile(attack_id, state.direction, proj_pos, is_player(), _number));
projectile &temp_proj = projectile_list.back();
temp_proj.set_is_permanent();
temp_proj.play_sfx(!is_player());
temp_proj.set_owner(this);
_player_must_reset_colors = true;
// second projectile for player that fires multiple ones
if ((attack_id == 0 || attack_id == _normal_shot_projectile_id || (attack_id == game_data.semi_charged_projectile_id && always_charged == true)) && is_player() && _simultaneous_shots > 1) { /// @TODO - move number of simultaneous shots to character/data-file
int pos_x_second = proj_pos.x+TILESIZE;
if (state.direction == ANIM_DIRECTION_RIGHT) {
pos_x_second = proj_pos.x-TILESIZE;
}
projectile_list.push_back(projectile(attack_id, state.direction, st_position(pos_x_second, proj_pos.y+5), is_player(), _number));
projectile &temp_proj2 = projectile_list.back();
temp_proj2.set_is_permanent();
temp_proj2.set_owner(this);
}
if (attack_id == 0 || attack_id == _normal_shot_projectile_id) { // handle normal attack differences depending on player
if (updown_trajectory == 1) {
temp_proj.set_trajectory(TRAJECTORY_DIAGONAL_UP);
set_animation_type(ANIM_TYPE_ATTACK_DIAGONAL_UP);
} else if (updown_trajectory == -1) {
temp_proj.set_trajectory(TRAJECTORY_DIAGONAL_DOWN);
set_animation_type(ANIM_TYPE_ATTACK_DIAGONAL_DOWN);
} else if (is_on_attack_frame() == true && updown_trajectory == 0 && (state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_UP || state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_DOWN)) { // not shooting diagonal, but animation is on diagonal -> reset to normal attack
set_animation_type(ANIM_TYPE_ATTACK);
}
}
int proj_trajectory = GameMediator::get_instance()->get_projectile(attack_id).trajectory;
temp_proj.set_owner(this);
if (proj_trajectory == TRAJECTORY_CENTERED || proj_trajectory == TRAJECTORY_SLASH) {
temp_proj.set_owner_direction(&state.direction);
temp_proj.set_owner_position(&position);
}
if (proj_trajectory == TRAJECTORY_TARGET_DIRECTION || proj_trajectory == TRAJECTORY_TARGET_EXACT || proj_trajectory == TRAJECTORY_ARC_TO_TARGET || proj_trajectory == TRAJECTORY_FOLLOW) {
// NPC
if (!is_player() && gameControl.get_current_map_obj()->_player_ref != NULL) {
character* p_player = gameControl.get_current_map_obj()->_player_ref;
temp_proj.set_target_position(p_player->get_position_ref());
// PLAYER
} else {
classnpc* temp_npc = NULL;
if (proj_trajectory == TRAJECTORY_TARGET_DIRECTION || proj_trajectory == TRAJECTORY_TARGET_EXACT || proj_trajectory == TRAJECTORY_ARC_TO_TARGET) {
temp_npc = gameControl.get_current_map_obj()->find_nearest_npc(st_position(position.x, position.y));
} else {
temp_npc = gameControl.get_current_map_obj()->find_nearest_npc_on_direction(st_position(position.x, position.y), state.direction);
}
if (temp_npc != NULL) {
temp_proj.set_target_position(temp_npc->get_position_ref());
}
}
}
attack_state = ATTACK_START;
state.attack_timer = timer.getTimer();
if (state.animation_type == ANIM_TYPE_STAND) {
set_animation_type(ANIM_TYPE_ATTACK);
} else if (state.animation_type == ANIM_TYPE_JUMP) {
set_animation_type(ANIM_TYPE_JUMP_ATTACK);
} else if (is_in_stairs_frame()) {
set_animation_type(ANIM_TYPE_STAIRS_ATTACK);
} else if (state.animation_type == ANIM_TYPE_WALK) {
set_animation_type(ANIM_TYPE_WALK_ATTACK);
}
}
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::advance_frameset()
{
if (state.direction > CHAR_ANIM_DIRECTION_COUNT) {
set_direction(ANIM_DIRECTION_LEFT);
return;
}
if (state.animation_type > ANIM_TYPE_COUNT) {
return;
}
if ((is_player() && state.animation_state > MAX_PLAYER_SPRITES) || (!is_player() && state.animation_state > MAX_NPC_SPRITES)) {
state.animation_state = 0;
return;
}
if (have_frame_graphic(state.direction, state.animation_type, state.animation_state) == false) {
_was_animation_reset = true;
state.animation_state = 0;
_is_last_frame = true;
} else {
if (have_frame_graphic(state.direction, state.animation_type, state.animation_state+1) == false) {
_is_last_frame = true;
} else {
_is_last_frame = false;
}
}
}
void character::reset_jump()
{
_obj_jump.finish();
}
void character::consume_projectile()
{
if (projectile_list.size() > 0) {
projectile_list.at(0).consume_projectile();
}
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::show() {
if (is_dead() == true) {
//if (!is_player()) std::cout << "CHAR::show[" << name << "] - LEAVE #1" << std::endl;
return;
}
// update real position
char_update_real_position();
if (!is_player() && is_on_visible_screen() == false) {
//if (!is_player()) std::cout << "CHAR::show[" << name << "] - LEAVE #2" << std::endl;
return;
}
/*
if (is_player() == false) {
animation_obj.show_sprite(realPosition);
} else {
show_at(realPosition);
}
*/
show_previous_sprites();
show_at(realPosition);
}
void character::show_previous_sprites()
{
if (must_show_dash_effect == false && state.animation_type != ANIM_TYPE_SLIDE) {
reset_dash_effect();
return;
}
if (dash_effect_shadow_surface_frame.is_null()) {
graphicsLib_gSurface *surface_frame_original = get_current_frame_surface(state.direction, state.animation_type, state.animation_state);
// make a copy of the frame
graphLib.initSurface(st_size(surface_frame_original->width, surface_frame_original->height), &dash_effect_shadow_surface_frame);
graphLib.copyArea(st_position(0, 0), surface_frame_original, &dash_effect_shadow_surface_frame);
}
// show previous frames
std::map<std::string, st_char_sprite_data>::iterator it_graphic = graphLib.character_graphics_list.find(name);
for (int i=0; i<previous_position_list.size(); i++) {
// only show each two frames
if (i%2 == 0) {
continue;
}
st_float_position screen_pos = get_screen_position_from_point(previous_position_list.at(i));
graphLib.set_surface_alpha_nocolorkey(40*i/2, dash_effect_shadow_surface_frame);
graphLib.showSurfaceAt(&dash_effect_shadow_surface_frame, st_position(screen_pos.x, screen_pos.y), false);
}
graphLib.set_surface_alpha_nocolorkey(255, dash_effect_shadow_surface_frame);
}
void character::reset_dash_effect()
{
dash_effect_shadow_surface_frame.freeGraphic();
}
void character::show_at(st_position pos)
{
// check attack frame
if (_attack_frame_n != -1 && is_on_attack_frame() && state.animation_state == _attack_frame_n) {
_is_attack_frame = true;
} else {
_is_attack_frame = false;
}
// show background, if any
if (is_player() == false && have_background_graphics() == true) {
st_position bg_pos = st_position(pos.x-background_pos.x, pos.y-background_pos.y);
if (state.direction != ANIM_DIRECTION_LEFT) {
graphLib.showSurfaceAt(&(graphLib.character_graphics_background_list.find(name)->second), bg_pos, false);
} else {
graphLib.showSurfaceAt(&(graphLib.character_graphics_background_list_left.find(name)->second), bg_pos, false);
}
if (state.direction == ANIM_DIRECTION_LEFT) {
// calcular distância com base largura total, pq é inverttido
int original_pos_x = pos.x - background_pos.x;
int graph_diff_x = graphLib.character_graphics_background_list.find(name)->second.width-background_pos.x - frameSize.width;
//std::cout << "char[" << name << "], original_pos_x[" << original_pos_x << "], pos.x[" << pos.x << "], background_pos.x[" << background_pos.x << "], graph_diff_x[" << graph_diff_x << "]" << std::endl;
pos.x = original_pos_x + graph_diff_x;
}
}
// only advance if time for the current frame has finished
advance_frameset();
// turn is a special case, if it does not exist, we must show stand instead
if ((state.animation_type == ANIM_TYPE_TURN || state.animation_type == ANIM_TYPE_VERTICAL_TURN) && have_frame_graphic(state.direction, state.animation_type, state.animation_state) == false) {
if (have_frame_graphic(state.direction, ANIM_TYPE_WALK, state.animation_state) == true) {
show_sprite_graphic(state.direction, ANIM_TYPE_WALK, state.animation_state, pos);
} else {
show_sprite_graphic(state.direction, ANIM_TYPE_STAND, state.animation_state, pos);
}
// npc teleport use shows stand for now (will have a common graphic to show in the future)
} else {
show_sprite_graphic(state.direction, state.animation_type, state.animation_state, pos);
}
st_rectangle hitbox = get_hitbox();
if (gameControl.get_current_map_obj() != NULL) {
hitbox.x -= gameControl.get_current_map_obj()->getMapScrolling().x;
}
if (is_player() == false) {
if (freeze_weapon_effect != FREEZE_EFFECT_NPC || is_weak_to_freeze() == false) {
show_sprite();
#ifdef SHOW_HITBOXES
graphLib.draw_rectangle(hitbox, 255, 0, 255, 100);
#endif
}
} else {
show_sprite();
#ifdef SHOW_HITBOXES
graphLib.draw_rectangle(hitbox, 0, 0, 255, 100);
#endif
}
#ifdef SHOW_VULNERABLE_AREAS
st_rectangle vulnerable_area = get_vulnerable_area();
if (!is_player()) {
//std::cout << "DRAW_VUL-AREA[" << name << "][" << vulnerable_area.x << "][" << vulnerable_area.y << "][" << vulnerable_area.w << "][" << vulnerable_area.h << "], scroll.x[" << gameControl.get_current_map_obj()->getMapScrolling().x << "]" << std::endl;
vulnerable_area.x -= gameControl.get_current_map_obj()->getMapScrolling().x;
graphLib.draw_rectangle(vulnerable_area, 255, 0, 0, 180);
}
#endif
}
void character::show_sprite()
{
unsigned int now_timer = timer.getTimer();
if (state.animation_timer < now_timer) { // time passed the value to advance frame
// change animation state to next frame
int frame_inc = 1;
if (state.animation_inverse == true) {
frame_inc = frame_inc * -1;
}
int new_frame = (state.animation_state + frame_inc);
if (have_frame_graphic(state.direction, state.animation_type, new_frame)) {
state.animation_state += frame_inc;
if (state.animation_state < 0) {
if (state.animation_inverse == true) {
advance_to_last_frame();
} else {
state.animation_state = 0;
}
}
} else {
if (state.animation_type == ANIM_TYPE_VERTICAL_TURN) {
if (state.direction == ANIM_DIRECTION_LEFT) {
set_direction(ANIM_DIRECTION_RIGHT);
} else {
set_direction(ANIM_DIRECTION_LEFT);
}
set_animation_type(ANIM_TYPE_STAND);
}
if (state.animation_inverse == false) {
if (state.animation_state > 0) {
state.animation_state = 0;
}
} else {
advance_to_last_frame();
}
_was_animation_reset = true;
// some animation types reset to stand/other
if (state.animation_type == ANIM_TYPE_STAIRS_ATTACK) {
set_animation_type(ANIM_TYPE_STAIRS);
}
}
if (state.animation_type == ANIM_TYPE_WALK_ATTACK) {
state.animation_timer = timer.getTimer() + 180;
} else {
short direction = ANIM_DIRECTION_RIGHT;
int delay = (graphLib.character_graphics_list.find(name)->second).frames[direction][state.animation_type][state.animation_state].delay;
state.animation_timer = timer.getTimer() + delay;
}
}
}
// we need to reset the time of the animation to discount pause
// because otherwise, we can't animate player/enemies during a pause like transition
void character::reset_sprite_animation_timer()
{
if (state.animation_type == ANIM_TYPE_WALK_ATTACK) {
state.animation_timer = timer.getTimer() + 180;
} else {
short direction = ANIM_DIRECTION_RIGHT;
int delay = 100;
if (graphLib.character_graphics_list.find(name) != graphLib.character_graphics_list.end()) {
if (direction < CHAR_ANIM_DIRECTION_COUNT) {
if (state.animation_type < ANIM_TYPE_COUNT) {
if (state.animation_state < ANIM_FRAMES_COUNT) {
delay = (graphLib.character_graphics_list.find(name)->second).frames[direction][state.animation_type][state.animation_state].delay;
}
}
}
}
state.animation_timer = timer.getTimer() + delay;
}
}
void character::show_sprite_graphic(short direction, short type, short frame_n, st_position frame_pos)
{
if (state.invisible == true) {
return;
}
graphicsLib_gSurface *frame_surface = get_current_frame_surface(direction, type, frame_n);
if (frame_surface == NULL) {
return;
}
/// blinking when hit
unsigned int now_timer = timer.getTimer();
if (now_timer < hit_duration+last_hit_time) {
if (hit_animation_timer > now_timer) {
//graphLib.show_white_surface_at(&it_graphic->second.frames[direction][type][frame_n].frameSurface, frame_pos);
graphLib.show_white_surface_at(frame_surface, frame_pos);
hit_animation_count = 0;
return;
} else if ((hit_animation_timer+HIT_BLINK_ANIMATION_LAPSE) < now_timer) {
hit_animation_count++;
if (hit_animation_count > 2) {
hit_animation_timer = now_timer+HIT_BLINK_ANIMATION_LAPSE;
}
return;
}
}
if (_progressive_appear_pos == 0) {
//graphLib.showSurfaceAt(&it_graphic->second.frames[direction][type][frame_n].frameSurface, frame_pos, false);
graphLib.showSurfaceAt(frame_surface, frame_pos, false);
} else {
int diff_y = frameSize.height-_progressive_appear_pos;
//graphLib.showSurfaceRegionAt(&it_graphic->second.frames[direction][type][frame_n].frameSurface, st_rectangle(0, 0, frameSize.width, (frameSize.height-_progressive_appear_pos)), st_position(frame_pos.x, frame_pos.y-diff_y));
graphLib.showSurfaceRegionAt(frame_surface, st_rectangle(0, 0, frameSize.width, (frameSize.height-_progressive_appear_pos)), st_position(frame_pos.x, frame_pos.y-diff_y));
_progressive_appear_pos--;
if (_progressive_appear_pos == 0) {
position.y -= frameSize.height;
}
}
}
graphicsLib_gSurface *character::get_current_frame_surface(short direction, short type, short frame_n)
{
if (frame_n < 0) {
frame_n = 0;
}
std::map<std::string, st_char_sprite_data>::iterator it_graphic;
it_graphic = graphLib.character_graphics_list.find(name);
if (it_graphic == graphLib.character_graphics_list.end()) {
std::cout << "ERROR: #1 character::show_sprite_graphic - Could not find graphic for NPC [" << name << "]" << std::endl;
return NULL;
}
// for non left-right directions, use the original facing direction for NPCs
if (is_player() == false && direction != ANIM_DIRECTION_LEFT && direction != ANIM_DIRECTION_RIGHT) {
direction = facing;
}
if (have_frame_graphic(direction, type, frame_n) == false) { // check if we can find the graphic with the given N position
if (frame_n == 0) {
if (type == ANIM_TYPE_TELEPORT) {
type = ANIM_TYPE_JUMP;
} else {
type = ANIM_TYPE_STAND;
}
} else {
frame_n = 0;
state.animation_state = 0;
_was_animation_reset = true;
return &it_graphic->second.frames[direction][type][frame_n].frameSurface;
}
state.animation_state = 0;
_was_animation_reset = true;
if (have_frame_graphic(direction, type, frame_n) == false) { // check if we can find the graphic with the given type
set_animation_type(ANIM_TYPE_STAND);
type = ANIM_TYPE_STAND;
if (have_frame_graphic(direction, type, frame_n) == false) { // check if we can find the graphic at all
std::cout << "ERROR: #2 character::show_sprite_graphic - Could not find graphic for NPC [" << name << "] at pos[0][0][0]" << std::endl;
return NULL;
}
}
}
return &it_graphic->second.frames[direction][type][frame_n].frameSurface;
}
void character::reset_gravity_speed()
{
accel_speed_y = 0.25;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
bool character::gravity(bool boss_demo_mode=false)
{
if (_progressive_appear_pos != 0) {
reset_gravity_speed();
return false;
}
if (!gameControl.get_current_map_obj()) {
std::cout << "ERROR: can't execute gravity without a map" << std::endl;
reset_gravity_speed();
return false; // error - can't execute this action without an associated map
}
bool can_use_air_dash = false;
if (is_player() == true) {
can_use_air_dash = can_air_dash();
}
if (can_use_air_dash == true && state.animation_type == ANIM_TYPE_SLIDE) {
reset_gravity_speed();
return false;
}
if ((_is_boss || _is_stage_boss) && get_anim_type() == ANIM_TYPE_INTRO) {
return false;
}
if (is_player() && state.animation_type == ANIM_TYPE_TELEPORT) {
return false;
}
if (!is_player() && teleporting_out > 0) {
return false;
}
if (is_player() == false && (game_data.final_boss_id == _number || (GameMediator::get_instance()->ai_list.at(_number).reactions[AI_REACTION_DEAD].action == AI_ACTION_REPLACE_NPC && GameMediator::get_instance()->ai_list.at(_number).reactions[AI_REACTION_DEAD].extra_parameter == game_data.final_boss_id))) {
_is_final_game_boss = true;
}
int gravity_max_speed = GRAVITY_MAX_SPEED * SharedData::get_instance()->get_movement_multiplier();
if (state.animation_type == ANIM_TYPE_TELEPORT) {
gravity_max_speed = GRAVITY_TELEPORT_MAX_SPEED * SharedData::get_instance()->get_movement_multiplier();
} else if (state.animation_type == ANIM_TYPE_HIT) {
gravity_max_speed = 2 * SharedData::get_instance()->get_movement_multiplier();
}
// ------------- NPC gravity ------------------ //
if (!is_player()) {
if (_ignore_gravity == true) {
return false;
}
if (can_fly == false || can_fall_during_move == true || (_is_boss && SharedData::get_instance()->is_showing_boss_intro == true)) {
bool is_moved = false;
short int limit_speed = move_speed;
if (boss_demo_mode == true) {
limit_speed = gravity_max_speed;
}
if (limit_speed < 1) {
limit_speed = 1;
}
for (int i=limit_speed; i>0; i--) {
bool res_test_move = test_change_position(0, i);
//if (i > 0) std::cout << "CHAR::GRAVITY[PLAYER] - res_test_move[" << res_test_move << "], yinc[" << i << "]" << std::endl;
if ((boss_demo_mode == true && position.y <= TILESIZE*2) || res_test_move == true) {
position.y += i;
is_moved = true;
break;
}
}
return is_moved;
}
reset_gravity_speed();
return false; // not moved because of IA type
}
// ------------ PLAYER gravity --------------------- //
if (is_player() && position.y > RES_H+TILESIZE) {
hitPoints.current = 0;
death();
reset_gravity_speed();
return false;
}
if (is_in_stairs_frame()) {
//character* playerObj, const short int x_inc, const short int y_inc, short int reduce_x, short int reduce_y
classnpc* npc_touch = gameControl.get_current_map_obj()->collision_player_npcs(this, 0, 0);
if (npc_touch != NULL) {
if (npc_touch->get_size().height > this->get_size().height) {
damage(TOUCH_DAMAGE_SMALL, false);
} else {
damage(TOUCH_DAMAGE_BIG, false);
}
if (_was_hit == true) {
npc_touch->hit_player();
}
}
reset_gravity_speed();
return false;
}
if (_obj_jump.is_started() == false && can_fly == false && position.y < RES_H+TILESIZE+1 + frameSize.height) {
// tem que inicializar essa variável sempre que for false
accel_speed_y = accel_speed_y + accel_speed_y*gravity_y;
if (accel_speed_y < 0.25) {
accel_speed_y = 0.25;
} else if (accel_speed_y > gravity_max_speed) {
accel_speed_y = gravity_max_speed;
}
int adjusted_speed = accel_speed_y;
if (adjusted_speed < 1) {
adjusted_speed = 1;
}
if (state.animation_type == ANIM_TYPE_TELEPORT) {
if (_teleport_minimal_y - position.y > TILESIZE) {
adjusted_speed = gravity_max_speed;
} else {
adjusted_speed = gravity_max_speed/2;
}
}
st_map_collision map_col;
bool was_moved = false;
for (int i=adjusted_speed; i>0; i--) {
map_col = map_collision(0, i, gameControl.get_current_map_obj()->getMapScrolling());
int mapLock = map_col.block;
if (state.animation_type == ANIM_TYPE_TELEPORT && position.y < _teleport_minimal_y-TILESIZE) {
mapLock = BLOCK_UNBLOCKED;
} else if (!is_player() && state.animation_type == ANIM_TYPE_TELEPORT && position.y >= _teleport_minimal_y-TILESIZE) {
_teleport_minimal_y = frameSize.height+TILESIZE*2; // RESET MIN_Y -> remove limit for next telepor
} else if (position.y+frameSize.height >= RES_H) { // out of screen
mapLock = BLOCK_UNBLOCKED;
}
if (_platform == nullptr || (_platform != nullptr && _platform->get_type() != OBJ_MOVING_PLATFORM_UPDOWN && _platform->get_type() != OBJ_MOVING_PLATFORM_UP_LOOP && _platform->get_type() != OBJ_MOVING_PLATFORM_DOWN)) {
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_STAIR_X || mapLock == BLOCK_STAIR_Y) {
if (mapLock != BLOCK_WATER || (mapLock == BLOCK_WATER && abs((float)i*WATER_SPEED_MULT) < 1)) {
position.y += i;
} else {
position.y += i*WATER_SPEED_MULT;
}
if (state.animation_type != ANIM_TYPE_JUMP && state.animation_type != ANIM_TYPE_JUMP_ATTACK && state.animation_type != ANIM_TYPE_TELEPORT && state.animation_type != ANIM_TYPE_SLIDE && state.animation_type != ANIM_TYPE_HIT && (state.animation_type != ANIM_TYPE_JUMP_ATTACK || (state.animation_type == ANIM_TYPE_JUMP_ATTACK && state.attack_timer+ATTACK_DELAY < timer.getTimer()))) {
set_animation_type(ANIM_TYPE_JUMP);
}
was_moved = true;
if (state.animation_type != ANIM_TYPE_TELEPORT) {
_is_falling = true;
}
break;
} else if (map_col.terrain_type == TERRAIN_QUICKSAND) {
//std::cout << "CHAR::GRAVITY - over QUICKSAND" << std::endl;
position.y += QUICKSAND_GRAVITY;
}
}
if (i == 1) {
reset_gravity_speed();
}
}
if (was_moved == false && (state.animation_type == ANIM_TYPE_JUMP || state.animation_type == ANIM_TYPE_JUMP_ATTACK) && state.animation_type != ANIM_TYPE_SLIDE) {
set_animation_type(ANIM_TYPE_STAND);
return true;
} else if (was_moved == false && state.animation_type == ANIM_TYPE_TELEPORT && position.y >= RES_H/3) {
set_animation_type(ANIM_TYPE_STAND);
return true;
}
if (was_moved == false && _is_falling == true) {
_is_falling = false;
if (is_player()) {
set_animation_type(ANIM_TYPE_STAND);
soundManager.play_sfx(SFX_PLAYER_JUMP);
}
}
check_platform_move(map_col.terrain_type);
}
return false;
}
bool character::hit_ground() // indicates if character is standing above ground
{
// if position did not changed since last execution, return previous hit_ground value
/*
if (position == _previous_position) {
return _hit_ground;
}
*/
st_rectangle hitbox = get_hitbox();
std::vector<short> map_tile_x;
map_tile_x.push_back((hitbox.x + hitbox.w/2)/TILESIZE); // center
map_tile_x.push_back((hitbox.x)/TILESIZE); // left
map_tile_x.push_back((hitbox.x + hitbox.w)/TILESIZE); // right
short map_tile_y1 = (hitbox.y + hitbox.h)/TILESIZE;
short map_tile_y2 = (hitbox.y + hitbox.h/2)/TILESIZE;
for (unsigned int i=0; i<map_tile_x.size(); i++) {
int pointLock1 = gameControl.getMapPointLock(st_position(map_tile_x.at(i), map_tile_y1));
_hit_ground = false;
if (pointLock1 != TERRAIN_UNBLOCKED && pointLock1 != TERRAIN_WATER && pointLock1 != TERRAIN_STAIR) {
_hit_ground = true;
break;
} else if (!is_player() && pointLock1 == TERRAIN_STAIR) {
_hit_ground = true;
break;
} else {
int pointLock2 = gameControl.getMapPointLock(st_position(map_tile_x.at(i), map_tile_y2));
if (pointLock1 != pointLock2) {
_hit_ground = true;
break;
}
}
}
return _hit_ground;
}
bool character::will_hit_ground(int y_change) const
{
short map_tile_x = (position.x + frameSize.width/2)/TILESIZE;
short map_tile_y = (position.y + y_change + frameSize.height)/TILESIZE;
int pointLock = gameControl.getMapPointLock(st_position(map_tile_x, map_tile_y));
if (pointLock != TERRAIN_UNBLOCKED && pointLock != TERRAIN_WATER) {
return true;
}
return false;
}
bool character::is_on_screen()
{
st_float_position scroll(0, 0);
if (gameControl.get_current_map_obj() == NULL) {
return false;
}
float pos_x = position.x;
float pos_y = position.y;
if (!is_player()) {
pos_x -= GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x;
pos_y -= GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.y;
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen[" << name << "], pos_x[" << pos_x << "], pos_y[" << pos_y << "]" << std::endl;
}
scroll = gameControl.get_current_map_obj()->getMapScrolling();
// is on screen plus a bit more on both sides
if (abs(pos_x+total_frame_size.width*2) >= scroll.x && abs(pos_x-total_frame_size.width*2) <= scroll.x+RES_W) {
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen - TRUE #1" << std::endl;
return true;
}
// regular enemies work only on a limited screen
if (is_stage_boss() == false) {
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen - FALSE #1" << std::endl;
return false;
}
// is on left of the screen
if (abs(pos_x) > scroll.x-RES_W/2 && abs(pos_x) < scroll.x) {
// check wall-lock on the range
int map_point_start = (scroll.x-RES_W/2)/TILESIZE;
int map_point_end = scroll.x/TILESIZE;
bool found_lock = false;
for (int i=map_point_start; i<=map_point_end; i++) {
if (gameControl.get_current_map_obj()->get_map_point_wall_lock(i) == true) {
found_lock = true;
}
}
if (found_lock == false) {
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen - TRUE #2" << std::endl;
return true;
}
}
// is on right to the screen
if (abs(pos_x) > scroll.x+RES_W && abs(pos_x) < scroll.x+RES_W*1.5) {
int map_point_start = (scroll.x+RES_W)/TILESIZE;
int map_point_end = (scroll.x*1.5)/TILESIZE;
bool found_lock = false;
for (int i=map_point_start; i<=map_point_end; i++) {
if (gameControl.get_current_map_obj()->get_map_point_wall_lock(i) == true) {
found_lock = true;
}
}
if (found_lock == false) {
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen - TRUE #2" << std::endl;
return true;
}
}
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen - FALSE #2" << std::endl;
return false;
}
bool character::is_on_visible_screen()
{
if (gameControl.get_current_map_obj() == NULL) { // used ins scenes
return true;
}
st_float_position scroll = gameControl.get_current_map_obj()->getMapScrolling();
// entre scroll.x e scroll.x+RES_W
float pos_x = position.x;
float pos_y = position.y;
if (!is_player()) {
pos_x -= GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x;
pos_y -= GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.y;
//if (name == "BIG FISH") std::cout << "CHAR::is_on_screen[" << name << "], pos_x[" << pos_x << "], pos_y[" << pos_y << "]" << std::endl;
}
if (abs(pos_x + total_frame_size.width) >= scroll.x && abs(pos_x) < scroll.x+RES_W) {
return true;
}
return false;
}
bool character::is_entirely_on_screen()
{
if (gameControl.get_current_map_obj() == NULL) { // used ins scenes
return true;
}
st_float_position scroll = gameControl.get_current_map_obj()->getMapScrolling();
float my_pos = abs((float)position.x+(float)frameSize.width);
int limit_min = scroll.x+TILESIZE;
int limit_max = scroll.x+RES_W;
if (my_pos >= limit_min && my_pos <= limit_max) {
return true;
}
return false;
}
bool character::is_invisible() const
{
return state.invisible;
}
void character::activate_super_jump()
{
_super_jump = true;
}
void character::activate_force_jump()
{
_force_jump = true;
}
st_float_position *character::get_position_ref()
{
return &position;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
st_float_position character::getPosition() const
{
/// @TODO - this is crashing sometimes
return position;
}
void character::set_position(struct st_position new_pos)
{
position.x = new_pos.x;
position.y = new_pos.y;
char_update_real_position();
}
void character::inc_position(float inc_x, float inc_y)
{
position.x += inc_x;
position.y += inc_y;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
bool character::slide(st_float_position mapScrolling)
{
if (is_player() == false) {
return false;
}
// change jump button released state, if needed
if (_dash_button_released == false && moveCommands.dash == 0) {
_dash_button_released = true;
}
// deal with cases player should not slide
/// @TODO: share common code between jump and slide
if (state.animation_type == ANIM_TYPE_TELEPORT || state.animation_type == ANIM_TYPE_SHIELD) {
return false;
}
if ((state.animation_type == ANIM_TYPE_JUMP || state.animation_type == ANIM_TYPE_JUMP_ATTACK) && can_air_dash() == false) {
return false;
}
if (is_in_stairs_frame()) {
return false;
}
// no need to slide
if (state.animation_type != ANIM_TYPE_SLIDE && moveCommands.dash != 1) {
return false;
}
if (position.x <= 0 && state.direction == ANIM_DIRECTION_LEFT) {
set_animation_type(ANIM_TYPE_JUMP);
state.slide_distance = 0;
return false;
}
bool did_hit_ground = hit_ground();
int adjust = -1;
if (slide_type == 1) { // if is slide-type, use greater adjust
adjust = -TILESIZE;
}
//st_map_collision character::map_collision(const float incx, const short incy, st_float_position mapScrolling, int hitbox_anim_type)
st_map_collision map_col = map_collision(0, adjust, gameControl.get_current_map_obj()->getMapScrolling(), ANIM_TYPE_SLIDE); // slide_adjust is used because of adjustments in slide collision
int map_lock = map_col.block;
/*
// player have double jump (without being armor) can't use slide in ground
if (GameMediator::get_instance()->player_list_v3_1[_number].can_double_jump) {
if (did_hit_ground == true) {
return false;
}
}
*/
int map_lock_above = gameControl.getMapPointLock(st_position((position.x+frameSize.width/2)/TILESIZE, (position.y)/TILESIZE));
bool is_blocked_above = !(map_lock_above == TERRAIN_UNBLOCKED || map_lock_above == TERRAIN_WATER);
// releasing down (or dash button) interrupts the slide
if (moveCommands.dash != 1 && state.animation_type == ANIM_TYPE_SLIDE && (map_lock == BLOCK_UNBLOCKED || map_lock == BLOCK_WATER) && !is_blocked_above) {
if (did_hit_ground) {
set_animation_type(ANIM_TYPE_STAND);
} else {
set_animation_type(ANIM_TYPE_JUMP);
}
return false;
}
if (state.slide_distance > TILESIZE*5 && (map_lock == BLOCK_UNBLOCKED || map_lock == BLOCK_WATER)) {
if (did_hit_ground == true) {
set_animation_type(ANIM_TYPE_STAND);
} else {
set_animation_type(ANIM_TYPE_JUMP);
}
state.slide_distance = 0;
return false;
}
// start slide
if (state.animation_type != ANIM_TYPE_SLIDE && _dash_button_released == true) {
if (moveCommands.dash == 1) {
if (did_hit_ground == true || (did_hit_ground == false && _can_execute_airdash == true)) {
_can_execute_airdash = false;
set_animation_type(ANIM_TYPE_SLIDE);
state.slide_distance = 0;
_dash_button_released = false;
int adjust_x = -3;
if (state.direction == ANIM_DIRECTION_LEFT) {
adjust_x = frameSize.width+3;
}
previous_position_list.clear();
gameControl.get_current_map_obj()->add_animation(ANIMATION_STATIC, &graphLib.dash_dust, position, st_position(adjust_x, frameSize.height-8), 160, 0, state.direction, st_size(8, 8));
}
}
}
if (state.animation_type != ANIM_TYPE_SLIDE) {
return false;
}
// if there is no ground, interrupts slide
st_map_collision map_col_fall = map_collision(0, 1, gameControl.get_current_map_obj()->getMapScrolling());
int fall_map_lock = map_col_fall.block;
if (can_air_dash() == false && (fall_map_lock == BLOCK_UNBLOCKED || fall_map_lock == BLOCK_WATER)) {
set_animation_type(ANIM_TYPE_JUMP);
state.slide_distance = 0;
return false;
}
// check if trying to leave screen LEFT
if (state.direction == ANIM_DIRECTION_LEFT && position.x <= 0) {
state.slide_distance = 0;
return false;
}
// check if trying to leave screen RIGHT
if (is_player() == true && (realPosition.x + frameSize.width/2) > RES_W) {
state.slide_distance = 0;
return false;
}
// end of map
if (state.direction == ANIM_DIRECTION_RIGHT && position.x + frameSize.width > MAP_W * TILESIZE) {
state.slide_distance = 0;
return false;
}
float res_move_x = 0;
int mapLockAfter = BLOCK_UNBLOCKED;
_obj_jump.finish();
// reduce progressively the jump-move value in oder to deal with collision
float max_speed = move_speed * 2.5;
for (float i=max_speed; i>0.0; i--) {
int temp_i;
if (state.direction == ANIM_DIRECTION_LEFT) {
temp_i = -i;
} else {
temp_i = i;
}
st_map_collision map_col = map_collision(temp_i, 0, mapScrolling);;
mapLockAfter = map_col.block;
if (mapLockAfter == BLOCK_UNBLOCKED) {
res_move_x = temp_i;
break;
} else if (mapLockAfter == BLOCK_WATER) {
res_move_x = temp_i*0.8;
break;
}
}
if (res_move_x != 0 && (mapLockAfter == BLOCK_UNBLOCKED || mapLockAfter == BLOCK_WATER)) {
position.x += res_move_x;
state.slide_distance += abs((float)res_move_x);
} else if (!is_blocked_above || slide_type != 1) {
set_animation_type(ANIM_TYPE_JUMP);
state.slide_distance = 0;
return false;
}
return true;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
bool character::jump(int jumpCommandStage, st_float_position mapScrolling)
{
// @TODO - can only jump again once set foot on land
if (jumpCommandStage == 0 && jump_button_released == false) {
jump_button_released = true;
}
if (state.animation_type == ANIM_TYPE_HIT) {
return false;
}
// can't jump while on air dash
if (state.animation_type == ANIM_TYPE_SLIDE && hit_ground() == false) {
return false;
}
if (timer.getTimer() < jump_lock_timer) { // some effect blocked jumping
std::cout << ">>>>>>>>>>>>>>>>> jump blocked!" << std::endl;
return false;
}
int water_lock = gameControl.get_current_map_obj()->getMapPointLock(st_position((position.x+frameSize.width/2)/TILESIZE, (position.y+6)/TILESIZE));
if (_force_jump == true || (jumpCommandStage == 1 && jump_button_released == true)) {
if (is_in_stairs_frame()) {
if (_obj_jump.is_started() == false) {
set_animation_type(ANIM_TYPE_JUMP);
_is_falling = true;
_stairs_falling_timer = timer.getTimer() + STAIRS_GRAB_TIMEOUT; // avoid player entering stairs immediatlly after jumping from it
return false;
} else {
_obj_jump.interrupt();
if (_force_jump == true) {
_force_jump = false;
}
}
} else {
if (_is_falling == false && (_obj_jump.is_started() == false || (_jumps_number > _obj_jump.get_jumps_number()))) {
if (_super_jump == true) {
_super_jump = false;
set_platform(nullptr);
_obj_jump.start(true, water_lock);
} else {
set_platform(nullptr);
_obj_jump.start(false, water_lock);
}
if (state.animation_type == ANIM_TYPE_SLIDE && slide_type == 0) {
_dashed_jump = true;
}
set_animation_type(ANIM_TYPE_JUMP);
jump_button_released = false;
}
}
}
bool is_onquicksand = false;
if (is_on_quicksand()) {
is_onquicksand = true;
}
if (_obj_jump.is_started() == true) {
float jump_speed = _obj_jump.get_speed();
bool jump_moved = false;
// if got into stairs, finish jumping
if ((is_in_stairs_frame())) {
_obj_jump.finish();
return false;
}
if (jump_speed < 0 && jumpCommandStage == 0 && _force_jump == false) {
_obj_jump.interrupt();
}
// check collision
float abs_jump_speed = abs(jump_speed);
for (float i=abs_jump_speed; i>0.0; i--) {
int speed_y = 0;
if (jump_speed > 0) {
speed_y = i;
} else {
speed_y = i*-1;
}
st_map_collision map_col = map_collision(0, speed_y, mapScrolling);
int map_lock = map_col.block;
//std::cout << "CHAR::JUMP - speed[" << i << "], map_lock[" << map_lock << "]" << std::endl;
if (abs(speed_y) > 0 && (map_lock == BLOCK_UNBLOCKED || map_lock == BLOCK_WATER || map_lock == BLOCK_QUICKSAND)) {
position.y += speed_y;
jump_last_moved = speed_y;
jump_moved = true;
break;
}
}
//std::cout << "CHAR::JUMP - jump_speed[" << jump_speed << "], jump_last_moved[" << jump_last_moved << "], abs_jump_speed[" << abs_jump_speed << "], jump_moved[" << jump_moved << "], position.y[" << position.y << "]" << std::endl;
if (jump_speed != 0 && jump_moved == false) {
if (jump_speed < 0) {
//std::cout << "CHAR::JUMP - INTERRUMP #1" << std::endl;
_obj_jump.interrupt();
} else if (hit_ground() == true) {
//std::cout << "CHAR::JUMP - FINISH" << std::endl;
_obj_jump.finish();
}
if (position.y < -frameSize.width) {
//std::cout << "CHAR::JUMP - ADJUST" << std::endl;
position.y += TILESIZE;
}
_force_jump = false;
}
if (_obj_jump.is_started() == true && jump_speed < 0.0 && abs(jump_speed) < 1.0 && abs(jump_last_moved) < 1.0) {
std::cout << "CHAR::JUMP - INTERRUMP #1" << std::endl;
_obj_jump.interrupt();
}
_obj_jump.execute(water_lock);
if (_obj_jump.is_started() == false) {
soundManager.play_sfx(SFX_PLAYER_JUMP);
if (_force_jump == true) {
_force_jump = false;
}
} else {
if (is_player() && position.y > RES_H+1) {
_obj_jump.finish();
}
}
} else {
if (_force_jump == true) {
_force_jump = false;
}
//accel_speed_y = GRAVITY_MAX_SPEED;
gravity();
return false;
}
return true;
}
void character::check_map_collision_point(int &map_block, int &new_map_lock, int &old_map_lock, int mode_xy) // mode_xy 0 is x, 1 is y
{
if (map_block == BLOCK_UNBLOCKED && new_map_lock == TERRAIN_WATER) {
map_block = BLOCK_WATER;
}
if (map_block == BLOCK_UNBLOCKED && new_map_lock == TERRAIN_QUICKSAND) {
map_block = BLOCK_QUICKSAND;
}
bool must_block = false;
if (old_map_lock != new_map_lock) {
if (is_player() == false && new_map_lock == TERRAIN_UNBLOCKED && old_map_lock == TERRAIN_WATER) { // NPCs must not leave water
must_block = true;
} else if (is_player() == false && _is_boss == false && old_map_lock == TERRAIN_UNBLOCKED && new_map_lock == TERRAIN_WATER) { // non-boss NPCs must not enter water
must_block = true;
} else if (is_player() == false && new_map_lock == TERRAIN_SCROLL_LOCK) {
must_block = true;
} else if (is_player() == false && new_map_lock == TERRAIN_DOOR) {
must_block = true;
} else if (new_map_lock == TERRAIN_EASYMODEBLOCK) {
if (game_save.difficulty == DIFFICULTY_EASY) {
must_block = true;
}
} else if (new_map_lock == TERRAIN_HARDMODEBLOCK) {
if (game_save.difficulty == DIFFICULTY_HARD) {
if (mode_xy == 1 || is_player()) {
damage_spikes(true);
}
must_block = true;
}
} else if (new_map_lock != TERRAIN_UNBLOCKED && new_map_lock != TERRAIN_WATER && new_map_lock != TERRAIN_SCROLL_LOCK && new_map_lock != TERRAIN_CHECKPOINT && new_map_lock != TERRAIN_STAIR && new_map_lock != TERRAIN_HARDMODEBLOCK && new_map_lock != TERRAIN_EASYMODEBLOCK) {
must_block = true;
}
} else {
if (new_map_lock == TERRAIN_EASYMODEBLOCK && game_save.difficulty == DIFFICULTY_EASY) {
must_block = true;
} else if (new_map_lock == TERRAIN_HARDMODEBLOCK && game_save.difficulty == DIFFICULTY_HARD) {
if (mode_xy == 1 || is_player()) {
damage_spikes(true);
}
must_block = true;
} else if (map_block == BLOCK_UNBLOCKED && (new_map_lock != BLOCK_UNBLOCKED && new_map_lock != TERRAIN_STAIR && new_map_lock != TERRAIN_WATER && new_map_lock != TERRAIN_EASYMODEBLOCK && new_map_lock != TERRAIN_HARDMODEBLOCK)) {
must_block = true;
} else if (map_block == BLOCK_WATER && new_map_lock == BLOCK_X) {
must_block = true;
} else if (map_block == BLOCK_QUICKSAND && new_map_lock == BLOCK_X) {
must_block = true;
}
}
if (must_block == true) {
if (mode_xy == 0) {
if (map_block != BLOCK_XY) {
map_block = BLOCK_X;
}
} else {
if (map_block == BLOCK_X) {
map_block = BLOCK_XY;
} else if (map_block != BLOCK_XY) {
map_block = BLOCK_Y;
}
}
}
}
bool character::process_special_map_points(int map_lock, int incx, int incy, st_position map_pos)
{
UNUSED(incy);
int direction = ANIM_DIRECTION_LEFT;
if (incx > 0) {
direction = ANIM_DIRECTION_RIGHT;
}
if (incx != 0 && map_lock == TERRAIN_SCROLL_LOCK) {
//gameControl.horizontal_screen_move(direction, false, map_pos.x, map_pos.y);
gameControl.horizontal_screen_move(state.direction, false, map_pos.x);
return true;
}
if (state.animation_type != ANIM_TYPE_TELEPORT && (map_lock == TERRAIN_SPIKE || (map_lock == TERRAIN_HARDMODEBLOCK && game_save.difficulty == 2))) {
damage_spikes(true);
return true;
}
return false;
}
void character::check_platform_move(short map_lock)
{
float move = 0.0;
bool can_move = true;
if (_moving_platform_timer < timer.getTimer()) {
int pos_y = (position.y + frameSize.height/2) / TILESIZE;
if (map_lock == TERRAIN_MOVE_LEFT) {
move = (move_speed-0.5)*-1;
int pos_x = (position.x + move) / TILESIZE;
if (is_player() && state.direction == ANIM_DIRECTION_RIGHT) { // add a few pixels because of graphic when turned right
pos_x = (position.x + 5 + move) / TILESIZE;
}
int point_terrain = gameControl.getMapPointLock(st_position(pos_x, pos_y));
if (point_terrain != TERRAIN_UNBLOCKED && point_terrain != TERRAIN_WATER) {
can_move = false;
}
} else if (map_lock == TERRAIN_MOVE_RIGHT) {
move = move_speed-0.5;
int pos_x = (position.x + frameSize.width - 10 + move) / TILESIZE;
int point_terrain = gameControl.getMapPointLock(st_position(pos_x, pos_y));
if (point_terrain != TERRAIN_UNBLOCKED && point_terrain != TERRAIN_WATER) {
can_move = false;
}
} else {
return;
}
if (can_move) {
position.x += move;
_moving_platform_timer = timer.getTimer()+MOVING_GROUND;
}
}
}
st_map_collision character::map_collision(const float incx, const short incy, st_float_position mapScrolling, int hitbox_anim_type)
{
UNUSED(mapScrolling);
int py_adjust = 0;
if (is_player() == true) {
py_adjust = 8;
}
int terrain_type = TERRAIN_UNBLOCKED;
/// @TODO: move to char hitbox
if (state.animation_type == ANIM_TYPE_JUMP || state.animation_type == ANIM_TYPE_JUMP_ATTACK) {
py_adjust = 1;
}
int map_block = BLOCK_UNBLOCKED;
if (gameControl.get_current_map_obj() == NULL) {
return st_map_collision(BLOCK_XY, TERRAIN_SOLID);
}
gameControl.get_current_map_obj()->collision_char_object(this, incx, incy);
object_collision res_collision_object = gameControl.get_current_map_obj()->get_obj_collision();
bool is_on_moving_platform = false;
if (_platform != nullptr && _platform == res_collision_object._object && (_platform->get_type() == OBJ_MOVING_PLATFORM_UP_LOOP || _platform->get_type() == OBJ_MOVING_PLATFORM_DOWN)) {
is_on_moving_platform = true;
}
//if (is_player()) std::cout << "CHAR::map_collision - is_on_moving_platform[" << is_on_moving_platform << "], py[" << position.y << "], py+h[" << (get_hitbox().y + get_hitbox().h) << "]" << std::endl;
if (is_player() == true && res_collision_object._block != 0 && is_on_moving_platform == false) {
// deal with teleporter object that have special block-area and effect (9)teleporting)
if (state.animation_type != ANIM_TYPE_TELEPORT && res_collision_object._object != NULL) {
if (res_collision_object._object->get_type() == OBJ_BOSS_TELEPORTER || (res_collision_object._object->get_type() == OBJ_FINAL_BOSS_TELEPORTER && res_collision_object._object->is_started() == true)) {
if (is_on_teleporter_capsulse(res_collision_object._object) == true) {
set_direction(ANIM_DIRECTION_RIGHT);
gameControl.object_teleport_boss(res_collision_object._object->get_boss_teleporter_dest(), res_collision_object._object->get_boss_teleport_map_dest(), res_collision_object._object->get_obj_map_id(), true);
}
} else if (res_collision_object._object->get_type() == OBJ_STAGE_BOSS_TELEPORTER) {
if (is_on_teleporter_capsulse(res_collision_object._object) == true) {
set_direction(ANIM_DIRECTION_RIGHT);
gameControl.object_teleport_boss(res_collision_object._object->get_boss_teleporter_dest(), res_collision_object._object->get_boss_teleport_map_dest(), res_collision_object._object->get_obj_map_id(), false);
}
// platform teleporter is just a base where player can step in to teleport
} else if (res_collision_object._object->get_type() == OBJ_PLATFORM_TELEPORTER && is_on_teleport_platform(res_collision_object._object) == true) {
set_direction(ANIM_DIRECTION_RIGHT);
soundManager.play_sfx(SFX_TELEPORT);
gameControl.object_teleport_boss(res_collision_object._object->get_boss_teleporter_dest(), res_collision_object._object->get_boss_teleport_map_dest(), res_collision_object._object->get_obj_map_id(), false);
// ignore block
} else if (res_collision_object._object->get_type() == OBJ_FINAL_BOSS_TELEPORTER && res_collision_object._object->is_started() == false) {
// acho que era para ver se todos os inimigos estão mortos, mas não completei o código, então vamos fazer como um boss-teleproter
set_direction(ANIM_DIRECTION_RIGHT);
gameControl.object_teleport_boss(res_collision_object._object->get_boss_teleporter_dest(), res_collision_object._object->get_boss_teleport_map_dest(), res_collision_object._object->get_obj_map_id(), false);
} else if (!get_item(res_collision_object)) {
map_block = res_collision_object._block;
if (map_block == BLOCK_Y || map_block == BLOCK_XY) {
_can_execute_airdash = true;
}
// INSIDE PLATFORM OBJECT, MUST DIE
if (map_block == BLOCK_INSIDE_OBJ) {
damage(999, true);
return st_map_collision(BLOCK_UNBLOCKED, TERRAIN_SOLID);
}
}
}
} else if (is_player() == false && res_collision_object._block != 0) {
map_block = res_collision_object._block;
if (map_block == BLOCK_Y || map_block == BLOCK_XY) {
_can_execute_airdash = true;
}
}
if (is_player()) {
if (have_shoryuken() == true && state.animation_type == ANIM_TYPE_SPECIAL_ATTACK) {
gameControl.get_current_map_obj()->collision_player_special_attack(this, incx, incy, 9, py_adjust);
} else {
classnpc* npc_touch = gameControl.get_current_map_obj()->collision_player_npcs(this, 0, 0);
if (npc_touch != NULL) {
if (npc_touch->get_size().height > this->get_size().height) {
damage(TOUCH_DAMAGE_SMALL, false);
} else {
damage(TOUCH_DAMAGE_BIG, false);
}
if (_was_hit == true) {
npc_touch->hit_player();
}
}
}
}
// no need to test map collision if object collision is already X+Y
if (map_block == BLOCK_XY && incx != 0) {
return st_map_collision(BLOCK_XY, TERRAIN_SOLID);
}
if (incx == 0 && incy == 0) {
return st_map_collision(BLOCK_UNBLOCKED, TERRAIN_UNBLOCKED);
}
if (_always_move_ahead == false && ((incx < 0 && position.x+incx) < 0 || (incx > 0 && position.x+incx > MAP_W*TILESIZE))) {
if (map_block == BLOCK_UNBLOCKED) {
map_block = BLOCK_X;
} else {
map_block = BLOCK_XY;
}
}
if ((incy < 0 && ((position.y+incy+frameSize.height < 0) || (incx > 0 && position.y+incx+TILESIZE > MAP_W*TILESIZE)))) {
if (map_block == BLOCK_UNBLOCKED) {
map_block = BLOCK_Y;
} else {
map_block = BLOCK_XY;
}
}
// if we are out of map, return always true
if (_always_move_ahead == true) {
if ((incx < 0 && (position.x+incx < 0)) || (incx > 0 && position.x+incx > MAP_W*TILESIZE)) {
return st_map_collision(BLOCK_UNBLOCKED, TERRAIN_UNBLOCKED);
}
}
/// @TODO - use collision rect for the current frame. Until there, use 3 points check
int py_top, py_middle, py_bottom;
int px_left, px_center, px_right;
int old_px_left, old_px_center, old_px_right;
st_rectangle rect_hitbox = get_hitbox(hitbox_anim_type);
py_top = rect_hitbox.y + incy + py_adjust;
py_middle = rect_hitbox.y + incy + rect_hitbox.h/2;
py_bottom = rect_hitbox.y + incy + rect_hitbox.h - 2;
px_center = rect_hitbox.x + incx + rect_hitbox.w/2;
px_left = rect_hitbox.x + incx;
px_right = rect_hitbox.x + incx + rect_hitbox.w;
old_px_left = rect_hitbox.x;
old_px_right = rect_hitbox.x + rect_hitbox.w;
if (incx == 0 && incy != 0) {
px_right--;
}
st_position map_point;
st_position old_map_point;
map_point.x = px_left/TILESIZE;
old_map_point.x = old_px_left/TILESIZE;
int new_map_lock = TERRAIN_UNBLOCKED;
int old_map_lock = TERRAIN_UNBLOCKED;
if (incx > 0) {
map_point.x = px_right/TILESIZE;
old_map_point.x = old_px_right/TILESIZE;
}
/// @TODO - use a array-of-array for points in order to having a cleaner code
int map_x_points[3];
if (incx == 0 && incy != 0) {
px_left++;
px_right--;
}
map_x_points[0] = px_left/TILESIZE;
map_x_points[1] = px_center/TILESIZE;
map_x_points[2] = px_right/TILESIZE;
int map_y_points[3];
map_y_points[0] = py_top/TILESIZE;
map_y_points[1] = py_middle/TILESIZE;
map_y_points[2] = py_bottom/TILESIZE;
// TEST X POINTS
if (incx != 0) {
for (int i=0; i<3; i++) {
if (is_player() && (state.animation_type == ANIM_TYPE_JUMP || state.animation_type == ANIM_TYPE_JUMP_ATTACK) && i == 0) {
map_point.y = (py_top+1)/TILESIZE;
} else {
map_point.y = map_y_points[i];
}
old_map_point.y = map_point.y;
old_map_lock = gameControl.getMapPointLock(old_map_point);
new_map_lock = gameControl.getMapPointLock(map_point);
check_map_collision_point(map_block, new_map_lock, old_map_lock, 0);
if (is_player() && process_special_map_points(new_map_lock, incx, incy, map_point) == true) {
return st_map_collision(map_block, new_map_lock);
}
}
//if (is_player() == false) std::cout << "CHAR::map_collision - px_left[" << px_left << "],px_right[" << px_right << "], map_block[" << (int)map_block << "]" << std::endl;
}
// TEST Y POINTS
if (incy < 0) {
map_point.y = py_top/TILESIZE;
} else if (incy > 0) {
map_point.y = py_bottom/TILESIZE;
}
old_map_point.y = py_middle/TILESIZE;
if (incy != 0) {
for (int i=0; i<3; i++) {
map_point.x = map_x_points[i];
old_map_point.x = map_x_points[i];
old_map_lock = gameControl.getMapPointLock(old_map_point);
new_map_lock = gameControl.getMapPointLock(map_point);
check_map_collision_point(map_block, new_map_lock, old_map_lock, 1);
if (new_map_lock != TERRAIN_UNBLOCKED) {
terrain_type = new_map_lock;
}
if (is_player() && process_special_map_points(new_map_lock, incx, incy, map_point) == true) {
return st_map_collision(map_block, new_map_lock);
}
// STAIRS
if ((map_block == BLOCK_UNBLOCKED || map_block == BLOCK_X || map_block == BLOCK_WATER) && incy > 0 && new_map_lock == TERRAIN_STAIR) { // stairs special case
int middle_y_point_lock = TERRAIN_UNBLOCKED;
if (incy == 1) { // gravity
middle_y_point_lock = gameControl.getMapPointLock(st_position(map_x_points[i], (py_bottom-1)/TILESIZE));
} else { // other cases as falling or jump
middle_y_point_lock = gameControl.getMapPointLock(st_position(map_x_points[i], map_y_points[1]));
}
if (middle_y_point_lock != TERRAIN_STAIR) {
if (map_block == BLOCK_X) {
map_block = BLOCK_XY;
} else {
map_block = BLOCK_Y;
}
}
}
}
}
if (is_player()) {
// check water splash
int point_top = gameControl.getMapPointLock(st_position(map_x_points[1], map_y_points[0]));
int point_middle = gameControl.getMapPointLock(st_position(map_x_points[1], map_y_points[1]));
int point_bottom = gameControl.getMapPointLock(st_position(map_x_points[1], map_y_points[2]));
if (incy != 0) {
if (point_top == TERRAIN_UNBLOCKED && point_middle == TERRAIN_UNBLOCKED && point_bottom == TERRAIN_WATER && _water_splash == false) {
if (incy < 0) {
soundManager.play_sfx(SFX_WATER_LEAVE);
} else {
soundManager.play_sfx(SFX_WATER_LEAVE);
}
_water_splash = true;
gameControl.get_current_map_obj()->add_animation(ANIMATION_STATIC, &graphLib.water_splash, st_float_position(position.x, (map_y_points[2]-1)*TILESIZE-TILESIZE/3), st_position(0, -6), 100, 0, ANIM_DIRECTION_LEFT, st_size(32, 23));
} else if (point_top == point_bottom && point_top == point_middle && _water_splash == true) {
_water_splash = false;
}
}
}
return st_map_collision(map_block, terrain_type);
}
bool character::is_on_teleporter_capsulse(object *object)
{
// check se player está dentro da área Y do objeto
int obj_y = object->get_position().y;
if (obj_y < position.y && (obj_y + object->get_size().height > position.y + frameSize.height)) {
// só teleporta quando estiver no centro (1 TILE), caso contrário, ignora block
double abs_value = TILESIZE/2 - object->get_size().width;
int obj_center_diff = abs(abs_value)/2;
int limit_min = object->get_position().x + obj_center_diff;
int limit_max = object->get_position().x + object->get_size().width - obj_center_diff;
int px = position.x + frameSize.width/2;
if (px > limit_min && px < limit_max) {
return true;
}
}
return false;
}
bool character::is_on_teleport_platform(object *object)
{
// check if player is above platform
int obj_y = object->get_position().y;
int py = position.y + frameSize.height;
if (py-obj_y <= 2) {
// só teleporta quando estiver no centro (1 TILE), caso contrário, ignora block
double abs_value = TILESIZE/2 - object->get_size().width;
int obj_center_diff = abs(abs_value)/2;
int limit_min = object->get_position().x + obj_center_diff;
int limit_max = object->get_position().x + object->get_size().width - obj_center_diff;
int px = position.x + frameSize.width/2;
if (px > limit_min && px < limit_max) {
return true;
}
}
return false;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::addSpriteFrame(int anim_type, int posX, graphicsLib_gSurface &spritesSurface, int delay)
{
struct st_rectangle spriteArea;
spriteArea.x = posX*frameSize.width;
spriteArea.y = 0;
spriteArea.w = frameSize.width;
spriteArea.h = frameSize.height;
// ANIM_TYPE_STAIRS_MOVE and ANIM_TYPE_STAIRS_SEMI have an extra frame that is the mirror of the first one
for (int anim_direction=0; anim_direction<=1; anim_direction++) {
for (int i=0; i<ANIM_FRAMES_COUNT; i++) { // find the last free frame
if ((graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i].frameSurface.get_surface() == NULL) {
st_spriteFrame *sprite = &(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i];
graphicsLib_gSurface gsurface = graphLib.surfaceFromRegion(spriteArea, spritesSurface);
// RIGHT
if (anim_direction != 0) {
graphLib.set_spriteframe_surface(sprite, gsurface);
// LEFT
} else {
graphicsLib_gSurface gsurface_flip;
graphLib.flip_image(gsurface, gsurface_flip, flip_type_horizontal);
graphLib.set_spriteframe_surface(sprite, gsurface_flip);
}
(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i].frameSurface.init_colorkeys();
(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i].delay = delay;
if (anim_type == ANIM_TYPE_STAIRS_MOVE || anim_type == ANIM_TYPE_STAIRS_SEMI) {
st_spriteFrame *sprite = &(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i+1];
if (anim_direction != 0) {
graphicsLib_gSurface gsurface_flip;
graphLib.flip_image(gsurface, gsurface_flip, flip_type_horizontal);
graphLib.set_spriteframe_surface(sprite, gsurface_flip);
} else {
graphLib.set_spriteframe_surface(sprite, gsurface);
}
(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i+1].frameSurface.init_colorkeys();
(graphLib.character_graphics_list.find(name)->second).frames[anim_direction][anim_type][i+1].delay = delay;
}
break;
}
}
}
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
void character::set_is_player(bool set_player)
{
is_player_type = set_player;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
bool character::is_player() const
{
return is_player_type;
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
string character::get_name(void) const
{
return name;
}
// ********************************************************************************************** //
// Returns true of character is over a staircase //
// ********************************************************************************************** //
st_position character::is_on_stairs(st_rectangle pos)
{
if (_dropped_from_stairs == true) { // was dropped from stairs, can't grab again until invencibility time ends
return st_position(-1, -1);;
}
int map_tile_x, map_tile_y;
int diff_w = pos.w/3;
map_tile_x = (pos.x+diff_w)/TILESIZE;
map_tile_y = (pos.y)/TILESIZE;
if (gameControl.get_current_map_obj()->getMapPointLock(st_position(map_tile_x, map_tile_y)) == TERRAIN_STAIR) {
return st_position(map_tile_x, map_tile_y);
}
map_tile_x = (pos.x+pos.w-diff_w)/TILESIZE;
if (gameControl.get_current_map_obj()->getMapPointLock(st_position(map_tile_x, map_tile_y)) == TERRAIN_STAIR) {
return st_position(map_tile_x, map_tile_y);
}
return st_position(-1, -1);
}
// ********************************************************************************************** //
// //
// ********************************************************************************************** //
st_size character::get_size() const
{
return frameSize;
}
st_rectangle character::get_hitbox(int anim_type)
{
float x = position.x;
float y = position.y;
float w = frameSize.width;
float h = frameSize.height;
if (anim_type == -1) {
anim_type = state.animation_type;
}
// player hitbox is hardcoded
if (is_player()) {
x = position.x + GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.x;
y = position.y + GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.y;
w = GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.w;
h = GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.h;
if (anim_type == ANIM_TYPE_SLIDE && slide_type == 1) {
y = position.y + GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.y + SLIDE_Y_ADJUST;
h = GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.h - SLIDE_Y_ADJUST;
}
//std::cout << "CHAT:get_hitbox - pos.x[" << position.x << "], hit.x[" << x << "], adjust.x[" << GameMediator::get_instance()->player_list_v3_1[_number].sprite_hit_area.x << "]" << std::endl;
} else {
int anim_n = state.animation_state;
// prevent getting size from a frame that does not have information, use Vulnerable-area or hitbox from STAND instead
st_rectangle col_rect;
if (GameMediator::get_instance()->get_enemy(_number)->sprites[anim_type][anim_n].used == true) {
col_rect = GameMediator::get_instance()->get_enemy(_number)->sprites[anim_type][anim_n].collision_rect;
} else if (GameMediator::get_instance()->get_enemy(_number)->sprites[ANIM_TYPE_STAND][0].used == true) {
col_rect = GameMediator::get_instance()->get_enemy(_number)->sprites[ANIM_TYPE_STAND][0].collision_rect;
} else {
col_rect = st_rectangle(GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x,
GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.y,
GameMediator::get_instance()->get_enemy(_number)->frame_size.width,
GameMediator::get_instance()->get_enemy(_number)->frame_size.height);
}
if (!_has_background) {
if (state.direction == ANIM_DIRECTION_LEFT) {
x = position.x + frameSize.width - col_rect.x - col_rect.w;
} else {
x += col_rect.x;
}
y += col_rect.y;
} else {
if (state.direction == ANIM_DIRECTION_LEFT) {
x = position.x - GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x;
} else {
x = position.x - GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x;
}
y -= GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.y;
}
w = col_rect.w;
h = col_rect.h;
}
//if (!is_player()) std::cout << "NPC[" << name << "] - has-bg[" << _has_background << "], pos.x[" << position.x << "], hitbox[" << x << ", " << y << ", " << w << ", " << h << "]" << std::endl;
return st_rectangle(x, y, w, h);
}
st_rectangle character::get_vulnerable_area(int anim_type)
{
float x = position.x;
float y = position.y;
float w = frameSize.width;
float h = frameSize.height;
if (vulnerable_area_box.w != 0 && vulnerable_area_box.h != 0) { // use vulnerable area
y = position.y + vulnerable_area_box.y;
if (state.direction == ANIM_DIRECTION_LEFT) {
x = position.x - GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x;
} else {
x = position.x - vulnerable_area_box.x;
if (_has_background == true) {
int diff_left = total_frame_size.width - vulnerable_area_box.w;
x = position.x - GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x + diff_left;
//std::cout << "NPC[" << name << "] - x[" << x << "], diff_left[" << diff_left << "], pos.x[" << position.x << "], total_w[" << total_frame_size.width << "], vulnerable_area_box.w[" << vulnerable_area_box.w << "], vulnerable.x[" << vulnerable_area_box.x << "], calc-x[" << x << "], bg_adjust.x[" << GameMediator::get_instance()->get_enemy(_number)->sprites_pos_bg.x << "]" << std::endl;
}
}
w = vulnerable_area_box.w;
h = vulnerable_area_box.h;
return st_rectangle(x, y, w, h);
} else {
return get_hitbox();
}
}
// ********************************************************************************************** //
// adds an entry into character_graphics_list map, if needed //
// ********************************************************************************************** //
void character::add_graphic()
{
if (name == "") {
return;
}
std::map<std::string, st_char_sprite_data>::iterator it;
const std::string temp_name(name);
it = graphLib.character_graphics_list.find(name);
if (it == graphLib.character_graphics_list.end()) { // there is no graphic with this key yet, add it
std::pair<std::string, st_char_sprite_data> temp_data(temp_name, st_char_sprite_data());
graphLib.character_graphics_list.insert(temp_data);
}
}
bool character::have_frame_graphics()
{
std::map<std::string, st_char_sprite_data>::iterator it;
it = graphLib.character_graphics_list.find(name);
if (it != graphLib.character_graphics_list.end()) { // there is no graphic with this key yet, add it
for (int i=0; i<2; i++) {
for (int j=0; j<ANIM_TYPE_COUNT; j++) {
for (int k=0; k<ANIM_FRAMES_COUNT; k++) {
if ((graphLib.character_graphics_list.find(name)->second).frames[i][k][k].frameSurface.width > 0 && (graphLib.character_graphics_list.find(name)->second).frames[i][j][k].frameSurface.get_surface() != NULL) {
return true;
}
}
}
}
}
return false;
}
void character::clean_character_graphics_list()
{
if (is_player()) {
return;
}
if (graphLib.character_graphics_list.size() <= 0) {
return;
}
std::map<std::string, st_char_sprite_data>::iterator it;
it = graphLib.character_graphics_list.find(name);
if (it != graphLib.character_graphics_list.end()) {
graphLib.character_graphics_list.erase(it);
}
}
bool character::have_background_graphics()
{
static std::map<std::string, graphicsLib_gSurface>::iterator it;
it = graphLib.character_graphics_background_list.find(name);
if (it != graphLib.character_graphics_background_list.end()) { // there is no graphic with this key yet, add it
return true;
}
return false;
}
int character::frames_count()
{
for (int i=0; i<ANIM_FRAMES_COUNT; i++) {
if ((graphLib.character_graphics_list.find(name)->second).frames[state.direction][state.animation_type][i].frameSurface.width == 0 || (graphLib.character_graphics_list.find(name)->second).frames[state.direction][state.animation_type][i].frameSurface.get_surface() == NULL) {
return i;
}
}
return ANIM_FRAMES_COUNT;
}
void character::advance_to_last_frame()
{
int frames_n = frames_count();
if (frames_n > 0) {
state.animation_state = frames_n - 1;
} else {
state.animation_state = 0;
}
}
bool character::is_on_last_animation_frame()
{
bool result = (_is_last_frame && state.animation_timer < timer.getTimer());
return result;
}
bool character::have_frame_graphic(int direction, int type, int pos)
{
if (pos >= ANIM_FRAMES_COUNT) {
return false;
}
if ((graphLib.character_graphics_list.find(name)->second).frames[direction][type][pos].frameSurface.width == 0 || (graphLib.character_graphics_list.find(name)->second).frames[direction][type][pos].frameSurface.get_surface() == NULL) {
return false;
}
return true;
}
bool character::is_on_quicksand()
{
int px = (get_hitbox().x + get_hitbox().w/2)/TILESIZE;
int py = (get_hitbox().y + get_hitbox().h - QUICKSAND_JUMP_LIMIT)/TILESIZE;
Uint8 terrain_type = gameControl.get_current_map_obj()->getMapPointLock(st_position(px, py));
bool result = (terrain_type == TERRAIN_QUICKSAND);
//std::cout << "CHAR::is_on_quicksand - [" << result << "], terrain[" << (int)terrain_type << "]" << std::endl;
return result;
}
int character::get_teleport_state()
{
return teleporting_out;
}
bool character::is_in_stairs_frame() const
{
if (state.animation_type == ANIM_TYPE_STAIRS || state.animation_type == ANIM_TYPE_STAIRS_MOVE || state.animation_type == ANIM_TYPE_STAIRS_SEMI || state.animation_type == ANIM_TYPE_STAIRS_ATTACK) {
return true;
}
return false;
}
bool character::is_on_attack_frame()
{
if (state.animation_type == ANIM_TYPE_ATTACK ||
state.animation_type == ANIM_TYPE_STAIRS_ATTACK ||
state.animation_type == ANIM_TYPE_WALK_ATTACK ||
state.animation_type == ANIM_TYPE_JUMP_ATTACK ||
state.animation_type == ANIM_TYPE_THROW ||
state.animation_type == ANIM_TYPE_SPECIAL_ATTACK ||
state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_DOWN ||
state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_UP ||
state.animation_type == ANIM_TYPE_ATTACK_DOWN ||
state.animation_type == ANIM_TYPE_ATTACK_UP ||
state.animation_type == ANIM_TYPE_ATTACK_SPECIAL) {
return true;
}
return false;
}
void character::recharge(e_energy_types _en_type, int value)
{
if (_en_type == ENERGY_TYPE_HP) {
if (hitPoints.current < hitPoints.total) {
if (hitPoints.current + value <= hitPoints.total) {
hitPoints.current += value;
} else {
hitPoints.current = hitPoints.total;
}
if (value > ENERGY_ITEM_SMALL) {
soundManager.play_sfx(SFX_GOT_ENERGY_BIG);
} else {
soundManager.play_sfx(SFX_GOT_ENERGY);
}
}
}
}
bool character::get_item(object_collision& obj_info)
{
bool res = false;
// deal with non-blocking items
if (obj_info._object != NULL && obj_info._object->finished() == false) {
switch (obj_info._object->get_type()) {
case OBJ_ENERGY_PILL_SMALL:
recharge(ENERGY_TYPE_HP, ENERGY_ITEM_SMALL);
res = true;
obj_info._object->set_finished(true);
break;
case OBJ_ENERGY_PILL_BIG:
recharge(ENERGY_TYPE_HP, ENERGY_ITEM_BIG);
res = true;
obj_info._object->set_finished(true);
break;
default:
break;
}
}
return res;
}
// returns type, or -1 if none
int character::is_executing_effect_weapon()
{
vector<projectile>::iterator it;
for (it=projectile_list.begin(); it<projectile_list.end(); it++) {
int move_type = (*it).get_move_type();
if (move_type == TRAJECTORY_BOMB) {
return TRAJECTORY_BOMB;
} else if (move_type == TRAJECTORY_QUAKE) {
return TRAJECTORY_QUAKE;
} else if (move_type == TRAJECTORY_FREEZE) {
return TRAJECTORY_FREEZE;
} else if (move_type == TRAJECTORY_CENTERED) {
return TRAJECTORY_CENTERED;
} else if (move_type == TRAJECTORY_PUSH_BACK) {
return TRAJECTORY_PUSH_BACK;
} else if (move_type == TRAJECTORY_PULL) {
return TRAJECTORY_PULL;
}
}
return -1;
}
// is all projectiles are normal (-1 or 0) return the character's max_shots,
// otherwise, find the lowest between all fired projectiles
Uint8 character::get_projectile_max_shots(bool always_charged)
{
bool all_projectiles_normal = true;
vector<projectile>::iterator it;
short max_proj = 9;
for (it=projectile_list.begin(); it<projectile_list.end(); it++) {
short id = (*it).get_id();
// if always charged, and projectile is semi-charged, count as normal
if (id != -1 && id != 0) {
if (always_charged == true && id == game_data.semi_charged_projectile_id) {
continue;
}
all_projectiles_normal = false;
short proj_max = (*it).get_max_shots();
if (max_proj > 0 && proj_max < max_proj) {
max_proj = proj_max;
}
}
}
if (all_projectiles_normal == true) {
return max_projectiles;
}
return max_proj;
}
void character::push_back(short direction)
{
int xinc = -(move_speed-0.2);
if (direction == ANIM_DIRECTION_LEFT) {
xinc = (move_speed-0.2);
}
if (test_change_position(xinc, 0)) {
position.x += xinc;
}
}
void character::pull(short direction)
{
int xinc = (move_speed-0.2);
if (direction == ANIM_DIRECTION_LEFT) {
xinc = -(move_speed-0.2);
}
if (test_change_position(xinc, 0)) {
position.x += xinc;
}
}
bool character::get_can_fly()
{
return can_fly;
}
bool character::animation_has_restarted()
{
return _was_animation_reset;
}
void character::set_animation_has_restarted(bool restarted)
{
_was_animation_reset = restarted;
}
void character::remove_freeze_effect()
{
state.frozen = false;
state.frozen_timer = 0;
}
st_position character::get_int_position()
{
return st_position((int)position.x, (int)position.y);
}
void character::add_projectile(short id, st_position pos, int trajectory, int direction)
{
projectile_to_be_added_list.push_back(projectile(id, direction, pos, is_player(), _number));
projectile &new_projectile = projectile_to_be_added_list.back();
new_projectile.set_is_permanent();
new_projectile.set_trajectory(trajectory);
}
void character::check_reset_stand()
{
if (!is_player()) { // NPCs do not need this
return;
}
// is walking without moving, reset to stand
if (moveCommands.left == 0 && moveCommands.right == 0) {
if (state.animation_type == ANIM_TYPE_WALK) {
//std::cout << "CHAR - RESET STAND #1" << std::endl;
set_animation_type(ANIM_TYPE_STAND);
} else if (state.animation_type == ANIM_TYPE_WALK_ATTACK) {
set_animation_type(ANIM_TYPE_ATTACK);
}
}
if ((state.animation_type == ANIM_TYPE_ATTACK || state.animation_type == ANIM_TYPE_WALK_ATTACK || state.animation_type == ANIM_TYPE_JUMP_ATTACK || state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_DOWN || state.animation_type == ANIM_TYPE_ATTACK_DIAGONAL_UP) && timer.getTimer() > state.attack_timer+500) {
switch (state.animation_type) {
case ANIM_TYPE_WALK_ATTACK:
set_animation_type(ANIM_TYPE_WALK);
//std::cout << "CHAR - RESET STAND #2" << std::endl;
break;
case ANIM_TYPE_JUMP_ATTACK:
set_animation_type(ANIM_TYPE_JUMP);
break;
default:
//std::cout << "CHAR - RESET STAND #3" << std::endl;
set_animation_type(ANIM_TYPE_STAND);
break;
}
}
}
unsigned int character::get_projectile_count()
{
int pcount = 0;
vector<projectile>::iterator it;
for (it=projectile_list.begin(); it<projectile_list.end(); it++) {
pcount++;
}
return pcount;
}
// ********************************************************************************************** //
// set the object platform player is over, if any //
// ********************************************************************************************** //
void character::set_platform(object* obj)
{
if (obj == nullptr && _platform == nullptr) {
return;
}
_obj_jump.finish();
if (obj != nullptr) {
if (state.animation_type == ANIM_TYPE_JUMP) {
set_animation_type(ANIM_TYPE_STAND);
} else if (state.animation_type == ANIM_TYPE_JUMP_ATTACK) {
set_animation_type(ANIM_TYPE_ATTACK);
}
set_animation_type(ANIM_TYPE_STAND);
}
_platform = obj;
}
object* character::get_platform()
{
return _platform;
}
int character::get_direction() const
{
return state.direction;
}
void character::set_direction(int direction)
{
int must_adjust_x = frameSize.width % TILESIZE;
if (!is_player() && direction != state.direction && must_adjust_x != 0) {
// fix to avoid getting stuck into a wall //
if (direction == ANIM_DIRECTION_LEFT) {
position.x -= TILESIZE/3;
} else {
position.x += TILESIZE/3;
}
}
if (direction != state.direction) {
reset_dash_effect();
}
state.direction = direction;
}
void character::clean_projectiles()
{
while (!projectile_list.empty()) {
projectile_list.at(0).finish();
projectile_list.erase(projectile_list.begin());
}
if (is_player() && freeze_weapon_effect == FREEZE_EFFECT_NPC) {
freeze_weapon_effect = FREEZE_EFFECT_NONE;
}
}
void character::clean_effect_projectiles()
{
while (true) {
bool found_item = false;
for (unsigned int i=0; i<projectile_list.size(); i++) {
Uint8 move_type = projectile_list.at(i).get_move_type();
if (move_type == TRAJECTORY_QUAKE || move_type == TRAJECTORY_FREEZE || move_type == TRAJECTORY_CENTERED || move_type == TRAJECTORY_PUSH_BACK || move_type == TRAJECTORY_PULL) {
found_item = true;
projectile_list.at(i).finish();
projectile_list.erase(projectile_list.begin()+i);
break;
}
}
if (found_item == false) {
return;
}
}
}
void character::damage(unsigned int damage_points, bool ignore_hit_timer = false)
{
UNUSED(ignore_hit_timer);
if (is_player() && GAME_FLAGS[FLAG_INVENCIBLE] == true) {
return;
}
if (game_save.difficulty == DIFFICULTY_HARD && is_player() == false) {
damage_points = damage_points * 0.5;
}
if (damage_points < 1) { // minimum damage is 1. if you don't want damage, don't call this method, ok? :)
damage_points = 1;
}
if (damage_points + _damage_modifier > 0) {
damage_points += _damage_modifier;
}
if (hitPoints.current <= 0) { // already dead
return;
}
if (state.frozen == true && is_player()) {
state.frozen_timer = 0;
state.frozen = false;
}
unsigned int now_timer = timer.getTimer();
if (now_timer < hit_duration+last_hit_time) { // is still intangible from last hit
return;
}
_was_hit = true;
if (is_in_stairs_frame() == true) {
_dropped_from_stairs = true;
}
last_hit_time = now_timer;
if (now_timer > hit_duration+last_hit_time) {
hit_animation_timer = now_timer+HIT_BLINK_ANIMATION_LAPSE;
}
if (!is_player() || GAME_FLAGS[FLAG_INFINITE_HP] == false) {
hitPoints.current -= damage_points;
}
if (is_player() == true && state.animation_type != ANIM_TYPE_HIT) {
soundManager.play_sfx(SFX_PLAYER_HIT);
set_animation_type(ANIM_TYPE_HIT);
if (_obj_jump.is_started() == true) {
hit_moved_back_n = get_hit_push_back_n()/2;
_obj_jump.finish();
} else {
hit_moved_back_n = 0;
}
jump_button_released = false;
if (gameControl.get_current_map_obj() != NULL) {
int hit_anim_x = 0;
if (state.direction == ANIM_DIRECTION_LEFT) {
hit_anim_x = 3;
}
}
}
// TODO: add hit animation
if (hitPoints.current <= 0) {
hitPoints.current = 0;
death();
}
}
void character::damage_spikes(bool ignore_hit_timer)
{
character::damage(SPIKES_DAMAGE);
}
bool character::is_dead() const
{
return (hitPoints.current <= 0);
}
st_hit_points character::get_hp() const
{
return hitPoints;
}
Uint8 character::get_current_hp() const
{
return hitPoints.current;
}
void character::set_current_hp(Uint8 inc)
{
hitPoints.current += inc;
}
st_position character::get_real_position() const
{
return realPosition;
}
void character::execute_jump_up()
{
// fall until reaching ground
/// @TODO
for (int i=0; i<100; i++) {
char_update_real_position();
gravity();
gameControl.get_current_map_obj()->show_map();
show();
gameControl.get_current_map_obj()->showAbove(0);
draw_lib.update_screen();
}
// reset command jump, if any
jump(0, gameControl.get_current_map_obj()->getMapScrolling());
jump(1, gameControl.get_current_map_obj()->getMapScrolling());
while (_obj_jump.get_speed() < 0) {
input.read_input();
char_update_real_position();
jump(1, gameControl.get_current_map_obj()->getMapScrolling());
gameControl.get_current_map_obj()->show_map();
show();
gameControl.get_current_map_obj()->showAbove();
draw_lib.update_screen();
timer.delay(20);
}
_obj_jump.interrupt();
}
bool character::is_jumping()
{
return _obj_jump.is_started();
}
void character::interrupt_jump()
{
_obj_jump.interrupt();
_obj_jump.finish();
set_animation_type(ANIM_TYPE_STAND);
}
void character::execute_jump()
{
// fall until reaching ground
fall();
// reset command jump, if any
jump(0, gameControl.get_current_map_obj()->getMapScrolling());
int initial_y = (int)position.y;
jump(1, gameControl.get_current_map_obj()->getMapScrolling());
while (position.y != initial_y) {
input.read_input();
char_update_real_position();
bool resJump = jump(1, gameControl.get_current_map_obj()->getMapScrolling());
if (resJump == false) {
gravity();
}
gameControl.get_current_map_obj()->show_map();
show();
gameControl.get_current_map_obj()->showAbove();
draw_lib.update_screen();
timer.delay(20);
}
}
void character::fall()
{
if (name == "OCTOPUS TENTACLE") {
std::cout << "######## OCTOPUS TENTACLE::fall #1" << std::endl;
}
_obj_jump.finish();
// already on the ground
if (hit_ground() == true) {
set_animation_type(ANIM_TYPE_STAND);
return;
}
for (int i=0; i<RES_H; i++) {
char_update_real_position();
gravity(false);
if (hit_ground() == true && state.animation_type == ANIM_TYPE_STAND) {
gameControl.get_current_map_obj()->show_map();
show();
gameControl.get_current_map_obj()->showAbove();
draw_lib.update_screen();
return;
}
gameControl.get_current_map_obj()->show_map();
show();
gameControl.get_current_map_obj()->showAbove();
draw_lib.update_screen();
timer.delay(10);
}
}
// @TODO: find first ground from bottom, that have space for player (2 tiles above are free), check 2 tiles on the x-axis also
void character::fall_to_ground()
{
if (name == "OCTOPUS TENTACLE") {
std::cout << "######## OCTOPUS TENTACLE::fall_to_ground #1" << std::endl;
}
_obj_jump.finish();
if (hit_ground() == true) {
return;
}
for (int i=0; i<RES_H; i++) {
char_update_real_position();
position.y++;
if (position.y >= RES_H/2 && hit_ground() == true) {
return;
}
}
}
void character::initialize_boss_position_to_ground()
{
if (can_fly == true) {
return;
}
// RES_H is a good enough limit
for (int i=0; i<RES_H; i++) {
char_update_real_position();
gravity(false);
if (hit_ground() == true) {
break;
}
}
}
bool character::change_position(short xinc, short yinc)
{
st_map_collision map_col = map_collision(xinc, yinc, gameControl.get_current_map_obj()->getMapScrolling());
short int mapLock = map_col.block;
int type = -1;
if (_platform != nullptr) {
type = _platform->get_type();
}
bool is_on_fly_obj = (yinc > 0 && type == OBJ_ITEM_FLY);
if (mapLock != BLOCK_UNBLOCKED && mapLock != BLOCK_WATER && is_on_fly_obj == false) {
return false;
}
int py_before = position.y;
position.x += xinc;
position.y += yinc;
//std::cout << "CHAR::change_position - TRUE, yinc[" << yinc << "], py_before[" << py_before << "], py_after[" <<position.y << "]" << std::endl;
return true;
}
void character::change_position_x(short xinc)
{
if (xinc == 0) { // nothing todo
return;
}
for (int i=xinc; i>=0.1; i--) {
if (state.animation_type == ANIM_TYPE_HIT && hit_ground() == true) {
hit_moved_back_n += xinc;
}
st_map_collision map_col = map_collision(i, 0, gameControl.get_current_map_obj()->getMapScrolling());
int mapLock = map_col.block;
//mapLock = gameControl.getMapPointLock(st_position((position.x + frameSize.width + i)/TILESIZE, (position.y + frameSize.height/2)/TILESIZE));
if (mapLock == BLOCK_UNBLOCKED || mapLock == BLOCK_WATER || mapLock == BLOCK_Y) {
if (mapLock == TERRAIN_UNBLOCKED || (mapLock == BLOCK_WATER && abs((float)i*WATER_SPEED_MULT) < 1) || mapLock == BLOCK_Y) {
position.x += i - gameControl.get_current_map_obj()->get_last_scrolled().x;
} else {
position.x += i*WATER_SPEED_MULT - gameControl.get_current_map_obj()->get_last_scrolled().x;
}
if (state.animation_type != ANIM_TYPE_HIT) {
set_direction(ANIM_DIRECTION_RIGHT);
} else {
gravity(false);
return;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_WALK_ATTACK) {
state.animation_timer = 0;
}
if (state.animation_type != ANIM_TYPE_WALK && state.animation_type != ANIM_TYPE_JUMP && state.animation_type != ANIM_TYPE_SLIDE && state.animation_type != ANIM_TYPE_JUMP_ATTACK && state.animation_type != ANIM_TYPE_HIT && (state.animation_type != ANIM_TYPE_WALK_ATTACK || (state.animation_type == ANIM_TYPE_WALK_ATTACK && state.attack_timer+ATTACK_DELAY < timer.getTimer()))) {
set_animation_type(ANIM_TYPE_WALK);
}
position.x += xinc;
break;
}
}
}
int character::change_position_y(short yinc)
{
if (yinc == 0) { // nothing todo
return 0;
}
if (test_change_position(0, yinc)) { // can move max
return yinc;
} else { // check decrementing xinc
if (yinc > 0) {
for (int i=yinc; i>0; i--) {
if (test_change_position(0, i)) {
return i;
}
}
} else {
for (int i=yinc; i<0; i++) {
if (test_change_position(0, i)) {
return i;
}
}
}
}
return 0;
}
bool character::test_change_position(short xinc, short yinc)
{
if (gameControl.get_current_map_obj() == NULL) {
return false;
}
if (yinc < 0 && position.y < 0) {
return false;
}
if (yinc > 0 && position.y > RES_H) {
return true;
}
if (xinc < 0 && position.x <= 0) {
return false;
}
if (xinc > 0 && (realPosition.x - frameSize.width) > RES_W) {
return false;
}
if (is_ghost == false) {
st_map_collision map_col = map_collision(xinc, yinc, gameControl.get_current_map_obj()->getMapScrolling());
short int mapLock = map_col.block;
if (mapLock != BLOCK_UNBLOCKED && mapLock != BLOCK_WATER) {
if (mapLock == BLOCK_X && xinc != 0) {
return false;
} else if (mapLock == BLOCK_Y && yinc != 0) {
return false;
} else if (mapLock == BLOCK_XY) {
return false;
}
}
}
// check wall-locks
int map_x_point = (position.x+xinc);
bool map_wall = gameControl.get_current_map_obj()->get_map_point_wall_lock(map_x_point);
if (map_wall == true) {
return false;
}
return true;
}
bool character::is_shielded(int projectile_direction) const
{
if (is_player()) {
if (input.p1_input[BTN_SHIELD] == 1 && state.animation_type == ANIM_TYPE_SHIELD) { // player is on SHIELD animation and is keeping the shield button pressed
if (shield_type == SHIELD_FULL || shield_type == SHIELD_FRONT) { // player can use shield
return true;
}
}
return false;
} else {
//std::cout << "NPC[" << name << "], shield_type[" << shield_type << "], SHIELD_BACK[" << (int)SHIELD_BACK << "], anim-type[" << state.animation_type << "], ANIM_TYPE_SHIELD[" << ANIM_TYPE_SHIELD << "]" << std::endl;
if (shield_type == SHIELD_FULL || (shield_type == SHIELD_FRONT && projectile_direction != state.direction && (state.animation_type == ANIM_TYPE_STAND || state.animation_type == ANIM_TYPE_WALK || state.animation_type == ANIM_TYPE_WALK_AIR)) || (shield_type == SHIELD_STAND && state.animation_type == ANIM_TYPE_STAND)) {
return true;
}
if (shield_type == SHIELD_STAND_AND_WALK && projectile_direction != state.direction && (state.animation_type == ANIM_TYPE_STAND || state.animation_type == ANIM_TYPE_WALK)) {
return true;
}
if (shield_type == SHIELD_STAND_FRONT && projectile_direction != state.direction && state.animation_type == ANIM_TYPE_STAND) {
return true;
}
if (shield_type == SHIELD_BACK && projectile_direction == state.direction) {
return true;
}
if (shield_type == SHIELD_USING_SHIELD && state.animation_type == ANIM_TYPE_SHIELD) {
return true;
}
return false;
}
}
bool character::is_intangible()
{
if (is_player()) {
return false;
}
if (state.animation_type == ANIM_TYPE_STAND && shield_type == SHIELD_DISGUISE) {
return true;
}
if (timer.getTimer() < hit_duration+last_hit_time) { // is still intangible from last hit
return true;
}
return false;
}
short character::get_anim_type() const
{
return state.animation_type;
}
graphicsLib_gSurface *character::get_char_frame(int direction, int type, int frame)
{
if (graphLib.character_graphics_list.find(name) == graphLib.character_graphics_list.end()) {
return NULL;
} else {
return &(graphLib.character_graphics_list.find(name)->second).frames[direction][type][frame].frameSurface;
}
}
st_color character::get_color_key(short key_n) const
{
return color_keys[key_n];
}
short character::get_number() const
{
return _number;
}
bool character::is_using_circle_weapon()
{
if (projectile_list.size() == 1) {
if (projectile_list.at(0).get_move_type() == TRAJECTORY_CENTERED) {
return true;
}
}
return false;
}
void character::inc_effect_weapon_status()
{
if (projectile_list.size() == 1) {
int move_type = projectile_list.at(0).get_move_type() ;
if (move_type == TRAJECTORY_CENTERED || move_type == TRAJECTORY_BOMB) {
projectile_list.at(0).inc_status();
}
}
}
void character::set_animation_type(ANIM_TYPE type)
{
// if is hit, finish jumping
if (state.animation_type != type && type == ANIM_TYPE_HIT) {
_obj_jump.finish();
}
if (type != state.animation_type) {
state.animation_state = 0;
if (is_in_stairs_frame() && type == ANIM_TYPE_HIT) {
if (state.direction == ANIM_DIRECTION_RIGHT) {
position.x += 2;
}
}
state.animation_type = type;
_was_animation_reset = false;
// avoids slides starting inside wall or object
if (type == ANIM_TYPE_SLIDE) {
if (state.direction == ANIM_DIRECTION_LEFT) {
position.x += 6;
} else {
position.x -= 6;
}
}
}
int frame_delay = 20;
if (graphLib.character_graphics_list.find(name) != graphLib.character_graphics_list.end()) {
if (state.direction >= CHAR_ANIM_DIRECTION_COUNT) {
set_direction(0);
}
if (state.animation_type >= ANIM_TYPE_COUNT) {
set_animation_type(ANIM_TYPE_STAND);
}
if (state.animation_state >= ANIM_FRAMES_COUNT) {
state.animation_state = 0;
}
frame_delay = (graphLib.character_graphics_list.find(name)->second).frames[state.direction][state.animation_type][state.animation_state].delay;
}
state.animation_timer = timer.getTimer() + frame_delay;
animation_obj.set_type(static_cast<ANIM_TYPE>(state.animation_type));
}
void character::set_animation_frame(unsigned int frame)
{
state.animation_state = frame;
}
void character::set_progressive_appear_pos(int pos)
{
_progressive_appear_pos = pos;
}
bool character::is_stage_boss()
{
return _is_stage_boss;
}
bool character::is_final_game_boss()
{
return _is_final_game_boss;
}
bool character::is_weak_to_freeze()
{
if (freeze_weapon_id == -1) {
return false;
}
int wpn_id = -1;
for (int i=0; i<MAX_WEAPON_N; i++) {
if (game_data.weapons[i].id_projectile == freeze_weapon_id) {
wpn_id = i;
}
}
if (wpn_id == -1) {
return false;
}
if (GameMediator::get_instance()->get_enemy(_number)->weakness[wpn_id].damage_multiplier == 0) {
return false;
}
return true;
}
bool character::can_air_dash()
{
return false;
}
void character::cancel_slide()
{
state.slide_distance = 999;
if (state.animation_type == ANIM_TYPE_SLIDE) {
if (hit_ground() == true) {
set_animation_type(ANIM_TYPE_STAND);
} else {
set_animation_type(ANIM_TYPE_JUMP);
}
}
}
float character::get_hit_push_back_n()
{
//return TILESIZE*0.8;
return TILESIZE * 1.2;
}
bool character::have_shoryuken()
{
return false;
}
int character::get_armor_arms_attack_id()
{
return -1;
}
| 411 | 0.927039 | 1 | 0.927039 | game-dev | MEDIA | 0.914368 | game-dev | 0.974574 | 1 | 0.974574 |
Rinnegatamante/vitaRTCW | 19,115 | code/cgame/cg_scoreboard.c | /*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cg_scoreboard -- draw the scoreboard on top of the game screen
#include "cg_local.h"
#define SCOREBOARD_WIDTH ( 31 * BIGCHAR_WIDTH )
/*
=================
CG_DrawScoreboard
=================
*/
static void CG_DrawClientScore( int x, int y, score_t *score, float *color, float fade ) {
char string[1024];
vec3_t headAngles;
clientInfo_t *ci;
if ( score->client < 0 || score->client >= cgs.maxclients ) {
Com_Printf( "Bad score->client: %i\n", score->client );
return;
}
ci = &cgs.clientinfo[score->client];
// draw the handicap or bot skill marker
if ( ci->botSkill > 0 && ci->botSkill <= 5 ) {
CG_DrawPic( 0, y - 8, 32, 32, cgs.media.botSkillShaders[ ci->botSkill - 1 ] );
} else if ( ci->handicap < 100 ) {
snprintf( string, sizeof( string ), "%i", ci->handicap );
CG_DrawSmallStringColor( 8, y, string, color );
}
// draw the wins / losses
if ( cgs.gametype == GT_TOURNAMENT ) {
snprintf( string, sizeof( string ), "%i/%i", ci->wins, ci->losses );
CG_DrawSmallStringColor( x + SCOREBOARD_WIDTH + 2, y, string, color );
}
// draw the face
VectorClear( headAngles );
headAngles[YAW] = 180;
CG_DrawHead( x - ICON_SIZE, y - ( ICON_SIZE - BIGCHAR_HEIGHT ) / 2, ICON_SIZE, ICON_SIZE,
score->client, headAngles );
if ( ci->powerups & ( 1 << PW_REDFLAG ) ) {
CG_DrawFlagModel( x - ICON_SIZE - ICON_SIZE / 2, y - ( ICON_SIZE - BIGCHAR_HEIGHT ) / 2, ICON_SIZE, ICON_SIZE,
TEAM_RED );
} else if ( ci->powerups & ( 1 << PW_BLUEFLAG ) ) {
CG_DrawFlagModel( x - ICON_SIZE - ICON_SIZE / 2, y - ( ICON_SIZE - BIGCHAR_HEIGHT ) / 2, ICON_SIZE, ICON_SIZE,
TEAM_BLUE );
}
// draw the score line
if ( score->ping == -1 ) {
snprintf( string, sizeof( string ),
"connecting %s", ci->name );
} else if ( ci->team == TEAM_SPECTATOR ) {
snprintf( string, sizeof( string ),
"SPECT %4i %4i %s", score->ping, score->time, ci->name );
} else {
snprintf( string, sizeof( string ),
"%5i %4i %4i %s", score->score, score->ping, score->time, ci->name );
}
// highlight your position
if ( score->client == cg.snap->ps.clientNum ) {
float hcolor[4];
int rank;
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR
|| cgs.gametype >= GT_TEAM ) {
rank = -1;
} else {
rank = cg.snap->ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG;
}
if ( rank == 0 ) {
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0.7;
} else if ( rank == 1 ) {
hcolor[0] = 0.7;
hcolor[1] = 0;
hcolor[2] = 0;
} else if ( rank == 2 ) {
hcolor[0] = 0.7;
hcolor[1] = 0.7;
hcolor[2] = 0;
} else {
hcolor[0] = 0.7;
hcolor[1] = 0.7;
hcolor[2] = 0.7;
}
hcolor[3] = fade * 0.7;
CG_FillRect( x - 2, y, SCOREBOARD_WIDTH, BIGCHAR_HEIGHT + 1, hcolor );
}
CG_DrawBigString( x, y, string, fade );
// add the "ready" marker for intermission exiting
if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << score->client ) ) {
CG_DrawBigStringColor( 0, y, "READY", color );
}
}
/*
=================
CG_TeamScoreboard
=================
*/
static int CG_TeamScoreboard( int x, int y, team_t team, float fade ) {
int i;
score_t *score;
float color[4];
int count;
int lineHeight;
clientInfo_t *ci;
color[0] = color[1] = color[2] = 1.0;
color[3] = fade;
count = 0;
lineHeight = 40;
// don't draw more than 9 rows
for ( i = 0 ; i < cg.numScores && count < 9 ; i++ ) {
score = &cg.scores[i];
ci = &cgs.clientinfo[ score->client ];
if ( team != ci->team ) {
continue;
}
CG_DrawClientScore( x, y + lineHeight * count, score, color, fade );
count++;
}
return y + count * lineHeight + 20;
}
/*
=================
WM_DrawClientScore
=================
*/
static int INFO_PLAYER_WIDTH = 300;
static int INFO_SCORE_WIDTH = 50;
static int INFO_LATENCY_WIDTH = 80;
static int INFO_TEAM_HEIGHT = 24;
static int INFO_BORDER = 2;
static void WM_DrawClientScore( int x, int y, score_t *score, float *color, float fade ) {
float tempx;
vec4_t hcolor;
clientInfo_t *ci;
if ( y + SMALLCHAR_HEIGHT >= 440 ) {
return;
}
if ( score->client == cg.snap->ps.clientNum ) {
tempx = x;
hcolor[3] = fade * 0.3;
VectorSet( hcolor, 0.4452, 0.1172, 0.0782 ); // DARK-RED
CG_FillRect( tempx, y + 1, INFO_PLAYER_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
tempx += INFO_PLAYER_WIDTH;
CG_FillRect( tempx, y + 1, INFO_SCORE_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
tempx += INFO_SCORE_WIDTH;
CG_FillRect( tempx, y + 1, INFO_LATENCY_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
}
tempx = x;
ci = &cgs.clientinfo[score->client];
CG_DrawSmallString( tempx, y, ci->name, fade );
tempx += INFO_PLAYER_WIDTH;
CG_DrawSmallString( tempx, y, va( "%4i", score->score ), fade );
tempx += INFO_SCORE_WIDTH;
CG_DrawSmallString( tempx, y, va( "%4i", score->ping ), fade );
}
/*
=================
WM_TeamScoreboard
=================
*/
static int WM_TeamScoreboard( int x, int y, team_t team, float fade ) {
vec4_t hcolor;
float tempx;
int i;
hcolor[3] = fade;
if ( team == TEAM_RED ) {
VectorSet( hcolor, 0.4452, 0.1172, 0.0782 ); // LIGHT-RED
} else if ( team == TEAM_BLUE ) {
VectorSet( hcolor, 0.1836, 0.2422, 0.1680 ); // LIGHT-GREEN
} else {
VectorSet( hcolor, 0.2, 0.2, 0.2 ); // DARK-GREY
}
// dont draw spectator if there are none
for ( i = 0; i < cg.numScores; i++ ) {
if ( team == cgs.clientinfo[ cg.scores[i].client ].team ) {
break;
}
}
if ( team == TEAM_SPECTATOR && i == cg.numScores ) {
return y;
}
// draw team header
if ( y + SMALLCHAR_HEIGHT >= 440 ) {
return y;
}
tempx = x;
CG_FillRect( tempx, y, INFO_PLAYER_WIDTH - INFO_BORDER, INFO_TEAM_HEIGHT, hcolor );
if ( team == TEAM_RED ) {
CG_DrawSmallString( tempx, y, "Axis", fade );
} else if ( team == TEAM_BLUE ) {
CG_DrawSmallString( tempx, y, "Allies", fade );
} else {
CG_DrawSmallString( tempx, y, "Spectators", fade );
}
tempx += INFO_PLAYER_WIDTH;
CG_FillRect( tempx, y, INFO_SCORE_WIDTH - INFO_BORDER, INFO_TEAM_HEIGHT, hcolor );
tempx += INFO_SCORE_WIDTH;
CG_FillRect( tempx, y, INFO_LATENCY_WIDTH - INFO_BORDER, INFO_TEAM_HEIGHT, hcolor );
// draw player info
VectorSet( hcolor, 1, 1, 1 );
hcolor[3] = fade;
y += INFO_TEAM_HEIGHT + INFO_BORDER;
for ( i = 0; i < cg.numScores; i++ ) {
if ( team != cgs.clientinfo[ cg.scores[i].client ].team ) {
continue;
}
WM_DrawClientScore( x, y, &cg.scores[i], hcolor, fade );
y += SMALLCHAR_HEIGHT;
}
y += 4;
return y;
}
/*
=================
WM_DrawObjectives
=================
*/
int WM_DrawObjectives( int x, int y, int width, float fade ) {
const char *s, *buf, *str;
char teamstr[32];
int i, num, strwidth, status;
y += 32;
// determine character's team
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) {
strcpy( teamstr, "axis_desc" );
} else {
strcpy( teamstr, "allied_desc" );
}
s = CG_ConfigString( CS_MULTI_INFO );
buf = Info_ValueForKey( s, "numobjectives" );
if ( buf && atoi( buf ) ) {
num = atoi( buf );
for ( i = 0; i < num; i++ ) {
s = CG_ConfigString( CS_MULTI_OBJECTIVE1 + i );
buf = Info_ValueForKey( s, teamstr );
// draw text
str = va( "%s", buf );
strwidth = CG_DrawStrlen( str ) * SMALLCHAR_WIDTH;
CG_DrawSmallString( x + width / 2 - strwidth / 2 - 12, y, str, fade );
// draw status flags
status = atoi( Info_ValueForKey( s, "status" ) );
if ( status == 0 ) {
CG_DrawPic( x + width / 2 - strwidth / 2 - 16 - 24, y, 24, 16, trap_R_RegisterShaderNoMip( "ui/assets/ger_flag.tga" ) );
CG_DrawPic( x + width / 2 + strwidth / 2 - 12 + 4, y, 24, 16, trap_R_RegisterShaderNoMip( "ui/assets/ger_flag.tga" ) );
} else if ( status == 1 ) {
CG_DrawPic( x + width / 2 - strwidth / 2 - 16 - 24, y, 24, 16, trap_R_RegisterShaderNoMip( "ui/assets/usa_flag.tga" ) );
CG_DrawPic( x + width / 2 + strwidth / 2 - 12 + 4, y, 24, 16, trap_R_RegisterShaderNoMip( "ui/assets/usa_flag.tga" ) );
}
y += 16;
}
}
return y;
}
/*
=================
WM_ScoreboardOverlay
=================
*/
int WM_ScoreboardOverlay( int x, int y, float fade ) {
vec4_t hcolor;
int width;
char *s; // JPW NERVE
int msec, mins, seconds, tens; // JPW NERVE
width = INFO_PLAYER_WIDTH + INFO_LATENCY_WIDTH + INFO_SCORE_WIDTH + 25;
VectorSet( hcolor, 0, 0, 0 );
hcolor[3] = 0.7 * fade;
// draw background
CG_FillRect( x - 12, y, width, 400, hcolor );
// draw title frame
VectorSet( hcolor, 0.0039, 0.0039, 0.2461 );
hcolor[3] = 1 * fade;
CG_FillRect( x - 12, y, width, 30, hcolor );
CG_DrawRect( x - 12, y, width, 400, 2, hcolor );
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
const char *s, *buf;
s = CG_ConfigString( CS_MULTI_INFO );
buf = Info_ValueForKey( s, "winner" );
if ( atoi( buf ) ) {
CG_DrawSmallString( x - 12 + 5, y, "ALLIES WIN!", fade );
} else {
CG_DrawSmallString( x - 12 + 5, y, "AXIS WIN!", fade );
}
}
// JPW NERVE -- mission time & reinforce time
else {
msec = ( cgs.timelimit * 60.f * 1000.f ) - ( cg.time - cgs.levelStartTime );
seconds = msec / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "Mission time: %2.0f:%i%i", (float)mins, tens, seconds ); // float cast to line up with reinforce time
CG_DrawSmallString( x - 7,y,s,fade );
if ( cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_RED ) {
msec = cg_redlimbotime.integer - ( cg.time % cg_redlimbotime.integer );
} else if ( cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_BLUE ) {
msec = cg_bluelimbotime.integer - ( cg.time % cg_bluelimbotime.integer );
} else { // no team (spectator mode)
msec = 0;
}
if ( msec ) {
seconds = msec / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "Reinforce time: %2.0f:%i%i", (float)mins, tens, seconds );
CG_DrawSmallString( x - 7,y + 16,s,fade );
}
}
// jpw
// CG_DrawSmallString( x - 12 + 5, y, "Wolfenstein Multiplayer", fade ); // old one
y = WM_DrawObjectives( x, y, width, fade );
y += 5;
// draw field names
CG_DrawSmallString( x, y, "Players", fade );
x += INFO_PLAYER_WIDTH;
CG_DrawSmallString( x, y, "Score", fade );
x += INFO_SCORE_WIDTH;
CG_DrawSmallString( x, y, "Latency", fade );
y += 20;
return y;
}
// -NERVE - SMF
/*
=================
CG_DrawScoreboard
Draw the normal in-game scoreboard
=================
*/
qboolean CG_DrawScoreboard( void ) {
int x = 0, y = 0, w;
float fade;
float *fadeColor;
char *s;
// don't draw anything if the menu or console is up
if ( cg_paused.integer ) {
cg.deferredPlayerLoading = 0;
return qfalse;
}
// still need to see 'mission failed' message in SP
if ( cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_DEAD ) {
return qfalse;
}
if ( cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
cg.deferredPlayerLoading = 0;
return qfalse;
}
// don't draw scoreboard during death while warmup up
if ( cg.warmup && !cg.showScores ) {
return qfalse;
}
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
}
if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD ||
cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
fade = 1.0;
} else {
fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME );
if ( !fadeColor ) {
// next time scoreboard comes up, don't print killer
cg.deferredPlayerLoading = 0;
cg.killerName[0] = 0;
return qfalse;
}
fade = *fadeColor;
}
// fragged by ... line
if ( cg.killerName[0] ) {
s = va( "Killed by %s", cg.killerName );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
x = ( SCREEN_WIDTH - w ) / 2;
y = 40;
CG_DrawBigString( x, y, s, fade );
}
// current rank
//----(SA) enclosed this so it doesn't draw for SP
if ( cgs.gametype != GT_SINGLE_PLAYER && cgs.gametype != GT_WOLF ) { // NERVE - SMF - added wolf multiplayer check
if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
if ( cgs.gametype < GT_TEAM ) {
s = va( "%s place with %i",
CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
cg.snap->ps.persistant[PERS_SCORE] );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
x = ( SCREEN_WIDTH - w ) / 2;
y = 60;
CG_DrawBigString( x, y, s, fade );
} else {
if ( cg.teamScores[0] == cg.teamScores[1] ) {
s = va( "Teams are tied at %i", cg.teamScores[0] );
} else if ( cg.teamScores[0] >= cg.teamScores[1] ) {
s = va( "Red leads %i to %i",cg.teamScores[0], cg.teamScores[1] );
} else {
s = va( "Blue leads %i to %i",cg.teamScores[1], cg.teamScores[0] );
}
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
x = ( SCREEN_WIDTH - w ) / 2;
y = 60;
CG_DrawBigString( x, y, s, fade );
}
}
// scoreboard
x = 320 - SCOREBOARD_WIDTH / 2;
y = 86;
#if 0
CG_DrawBigStringColor( x, y, "SCORE PING TIME NAME", fadeColor );
CG_DrawBigStringColor( x, y + 12, "----- ---- ---- ---------------", fadeColor );
#endif
CG_DrawPic( x + 1 * 16, y, 64, 32, cgs.media.scoreboardScore );
CG_DrawPic( x + 6 * 16 + 8, y, 64, 32, cgs.media.scoreboardPing );
CG_DrawPic( x + 11 * 16 + 8, y, 64, 32, cgs.media.scoreboardTime );
CG_DrawPic( x + 16 * 16, y, 64, 32, cgs.media.scoreboardName );
y += 32;
}
// NERVE - SMF
if ( cgs.gametype == GT_WOLF ) {
//
// teamplay scoreboard
//
x = 320 - SCOREBOARD_WIDTH / 2 + 20 + 20;
y = 40;
y = WM_ScoreboardOverlay( x, y, fade );
if ( cg.teamScores[0] >= cg.teamScores[1] ) {
y = WM_TeamScoreboard( x, y, TEAM_RED, fade );
y = WM_TeamScoreboard( x, y, TEAM_BLUE, fade );
} else {
y = WM_TeamScoreboard( x, y, TEAM_BLUE, fade );
y = WM_TeamScoreboard( x, y, TEAM_RED, fade );
}
WM_TeamScoreboard( x, y, TEAM_SPECTATOR, fade );
}
// -NERVE - SMF
else if ( cgs.gametype >= GT_TEAM ) {
//
// teamplay scoreboard
//
if ( cg.teamScores[0] >= cg.teamScores[1] ) {
y = CG_TeamScoreboard( x, y, TEAM_RED, fade );
y = CG_TeamScoreboard( x, y, TEAM_BLUE, fade );
} else {
y = CG_TeamScoreboard( x, y, TEAM_BLUE, fade );
y = CG_TeamScoreboard( x, y, TEAM_RED, fade );
}
CG_TeamScoreboard( x, y, TEAM_SPECTATOR, fade );
} else if ( cgs.gametype != GT_SINGLE_PLAYER ) { //----(SA) modified
//
// free for all scoreboard
//
y = CG_TeamScoreboard( x, y, TEAM_FREE, fade );
CG_TeamScoreboard( x, y, TEAM_SPECTATOR, fade );
}
// load any models that have been deferred
if ( ++cg.deferredPlayerLoading > 1 ) {
CG_LoadDeferredPlayers();
}
return qtrue;
}
//================================================================================
/*
================
CG_CenterGiantLine
================
*/
static void CG_CenterGiantLine( float y, const char *string ) {
float x;
vec4_t color;
color[0] = 1;
color[1] = 1;
color[2] = 1;
color[3] = 1;
x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( string ) );
CG_DrawStringExt( x, y, string, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
}
/*
=================
CG_DrawTourneyScoreboard
Draw the oversize scoreboard for tournements
=================
*/
void CG_DrawTourneyScoreboard( void ) {
const char *s;
vec4_t color;
int min, tens, ones;
clientInfo_t *ci;
int y;
int i;
if ( cg_fixedAspect.integer ) {
CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
}
// request more scores regularly
if ( cg.scoresRequestTime + 2000 < cg.time ) {
cg.scoresRequestTime = cg.time;
trap_SendClientCommand( "score" );
}
// draw the dialog background
if ( cg_fixedAspect.integer ) {
color[0] = color[1] = color[2] = 0;
color[3] = 1;
CG_SetScreenPlacement(PLACE_STRETCH, PLACE_STRETCH);
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color );
CG_SetScreenPlacement(PLACE_CENTER, PLACE_CENTER);
} else {
color[0] = color[1] = color[2] = 0;
color[3] = 1;
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color );
}
color[0] = 1;
color[1] = 1;
color[2] = 1;
color[3] = 1;
// print the mesage of the day
s = CG_ConfigString( CS_MOTD );
if ( !s[0] ) {
s = "Scoreboard";
}
// print optional title
CG_CenterGiantLine( 8, s );
// print server time
ones = cg.time / 1000;
min = ones / 60;
ones %= 60;
tens = ones / 10;
ones %= 10;
s = va( "%i:%i%i", min, tens, ones );
CG_CenterGiantLine( 64, s );
// print the two scores
y = 160;
if ( cgs.gametype >= GT_TEAM ) {
//
// teamplay scoreboard
//
CG_DrawStringExt( 8, y, "Red Team", color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
s = va( "%i", cg.teamScores[0] );
CG_DrawStringExt( 632 - GIANT_WIDTH * strlen( s ), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
y += 64;
CG_DrawStringExt( 8, y, "Blue Team", color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
s = va( "%i", cg.teamScores[1] );
CG_DrawStringExt( 632 - GIANT_WIDTH * strlen( s ), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
} else {
//
// free for all scoreboard
//
for ( i = 0 ; i < MAX_CLIENTS ; i++ ) {
ci = &cgs.clientinfo[i];
if ( !ci->infoValid ) {
continue;
}
if ( ci->team != TEAM_FREE ) {
continue;
}
CG_DrawStringExt( 8, y, ci->name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
s = va( "%i", ci->score );
CG_DrawStringExt( 632 - GIANT_WIDTH * strlen( s ), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
y += 64;
}
}
}
| 411 | 0.971139 | 1 | 0.971139 | game-dev | MEDIA | 0.39536 | game-dev | 0.933987 | 1 | 0.933987 |
MemoriesOfTime/Nukkit-MOT | 1,376 | src/main/java/cn/nukkit/command/tree/node/ChainedCommandNode.java | package cn.nukkit.command.tree.node;
import com.google.common.collect.Sets;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.StringJoiner;
/**
* {@link cn.nukkit.command.defaults.ExecuteCommand ExecuteCommand}命令的链命令节点
*/
public class ChainedCommandNode extends EnumNode {
private static final HashSet<String> CHAINED = Sets.newHashSet("run", "as", "at", "positioned", "if", "unless", "in", "align", "anchored", "rotated", "facing");
private boolean remain = false;
private final List<String> TMP = new ArrayList<>();
@Override
public void fill(String arg) {
if (arg.contains(" ")) {
arg = "\"" + arg + "\"";
}
if (!remain) {
if (!CHAINED.contains(arg)) {
this.error();
return;
}
TMP.add(arg);
remain = true;
} else {
if (this.paramList.getIndex() != this.paramList.getParamTree().getArgs().length) TMP.add(arg);
else {
TMP.add(arg);
var join = new StringJoiner(" ", "execute ", "");
TMP.forEach(join::add);
this.value = join.toString();
}
}
}
@Override
public void reset() {
super.reset();
TMP.clear();
this.remain = false;
}
}
| 411 | 0.911654 | 1 | 0.911654 | game-dev | MEDIA | 0.245949 | game-dev | 0.961239 | 1 | 0.961239 |
LingASDJ/Magic_Ling_Pixel_Dungeon | 1,917 | core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/ThirteenLeafClover.java | /*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2024 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.trinkets;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class ThirteenLeafClover extends Trinket {
{
image = ItemSpriteSheet.CLOVER;
}
@Override
protected int upgradeEnergyCost() {
//6 -> 5(11) -> 7(18) -> 8(26)
return Math.round(5+1.67f*level());
}
@Override
public String statsDesc() {
if (isIdentified()){
return Messages.get(this, "stats_desc", (int)(100*combatDistributionInverseChance(buffedLvl())));
} else {
return Messages.get(this, "typical_stats_desc", (int)(100*combatDistributionInverseChance(0)));
}
}
public static float combatDistributionInverseChance(){
return combatDistributionInverseChance(trinketLevel(ThirteenLeafClover.class));
}
public static float combatDistributionInverseChance( int level ){
if (level <= -1){
return 0;
} else {
return 0.25f + 0.25f*level;
}
}
public static int invCombatRoll( int min, int max){
return Random.InvNormalIntRange( min, max );
}
}
| 411 | 0.582795 | 1 | 0.582795 | game-dev | MEDIA | 0.98609 | game-dev | 0.75243 | 1 | 0.75243 |
Relfos/TERRA-Engine | 1,530 | Samples/Source/3D/Oculus/oculus.dpr | {$I terra.inc}
{$IFDEF MOBILE}Library{$ELSE}Program{$ENDIF} MaterialDemo;
uses
// MemCheck,
TERRA_MemoryManager,
TERRA_DemoApplication,
TERRA_OS,
TERRA_Object,
TERRA_Utils,
TERRA_Viewport,
TERRA_Vector3D,
TERRA_Texture,
TERRA_ScreenFX,
TERRA_Mesh,
TERRA_Engine,
TERRA_InputManager;
Type
MyDemo = Class(DemoApplication)
Public
Procedure OnCreate; Override;
Procedure OnDestroy; Override;
Procedure OnIdle; Override;
Procedure OnRender3D(V:TERRAViewport); Override;
End;
Var
Solid:MeshInstance;
DiffuseTex:TERRATexture;
GlowTex:TERRATexture;
{ Game }
Procedure MyDemo.OnCreate;
Begin
Inherited;
Self.MainViewport.Visible := True;
Self.MainViewport.VR := True;
DiffuseTex := Engine.Textures.GetItem('cobble');
Solid := MeshInstance.Create(Engine.Meshes.CubeMesh);
Solid.SetDiffuseMap(0, DiffuseTex);
Solid.SetGlowMap(0, GlowTex);
Solid.SetPosition(Vector3D_Create(0, 4, 0));
Solid.SetScale(Vector3D_Constant(2.0));
Self.Floor.SetPosition(Vector3D_Zero);
End;
Procedure MyDemo.OnDestroy;
Begin
ReleaseObject(Solid);
Inherited;
End;
procedure MyDemo.OnIdle;
begin
inherited;
If Engine.Input.Keys.WasPressed(keyEnter) Then
Engine.Graphics.Renderer.GetScreenshot().Save('screenshot.jpg');
end;
Procedure MyDemo.OnRender3D(V: TERRAViewport);
Begin
Engine.Graphics.AddRenderable(V, Solid);
Inherited;
End;
{$IFDEF IPHONE}
Procedure StartGame; cdecl; export;
{$ENDIF}
Begin
MyDemo.Create();
{$IFDEF IPHONE}
End;
{$ENDIF}
End.
| 411 | 0.671569 | 1 | 0.671569 | game-dev | MEDIA | 0.82763 | game-dev,graphics-rendering | 0.970372 | 1 | 0.970372 |
SeleDreams/godot-2-3ds | 3,678 | scene/resources/convex_polygon_shape.cpp | /*************************************************************************/
/* convex_polygon_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "convex_polygon_shape.h"
#include "quick_hull.h"
#include "servers/physics_server.h"
Vector<Vector3> ConvexPolygonShape::_gen_debug_mesh_lines() {
DVector<Vector3> points = get_points();
if (points.size() > 3) {
QuickHull qh;
Vector<Vector3> varr = Variant(points);
Geometry::MeshData md;
Error err = qh.build(varr, md);
if (err == OK) {
Vector<Vector3> lines;
lines.resize(md.edges.size() * 2);
for (int i = 0; i < md.edges.size(); i++) {
lines[i * 2 + 0] = md.vertices[md.edges[i].a];
lines[i * 2 + 1] = md.vertices[md.edges[i].b];
}
return lines;
}
}
return Vector<Vector3>();
}
void ConvexPolygonShape::_update_shape() {
PhysicsServer::get_singleton()->shape_set_data(get_shape(), points);
emit_changed();
}
void ConvexPolygonShape::set_points(const DVector<Vector3> &p_points) {
points = p_points;
_update_shape();
notify_change_to_owners();
}
DVector<Vector3> ConvexPolygonShape::get_points() const {
return points;
}
void ConvexPolygonShape::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_points", "points"), &ConvexPolygonShape::set_points);
ObjectTypeDB::bind_method(_MD("get_points"), &ConvexPolygonShape::get_points);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "points"), _SCS("set_points"), _SCS("get_points"));
}
ConvexPolygonShape::ConvexPolygonShape() :
Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON)) {
//set_points(Vector3(1,1,1));
}
| 411 | 0.926055 | 1 | 0.926055 | game-dev | MEDIA | 0.43524 | game-dev,graphics-rendering | 0.678018 | 1 | 0.678018 |
Dimbreath/AzurLaneData | 1,110 | ja-JP/mod/battle/data/environment/battleenvironmentbehaviourplayfx.lua | ys = ys or {}
slot0 = ys
slot1 = slot0.Battle.BattleConst
slot2 = slot0.Battle.BattleConfig
slot3 = class("BattleEnvironmentBehaviourPlayFX", slot0.Battle.BattleEnvironmentBehaviour)
slot0.Battle.BattleEnvironmentBehaviourPlayFX = slot3
slot3.__name = "BattleEnvironmentBehaviourPlayFX"
function slot3.Ctor(slot0)
uv0.super.Ctor(slot0)
end
function slot3.SetTemplate(slot0, slot1)
uv0.super.SetTemplate(slot0, slot1)
slot0._FXID = slot0._tmpData.FX_ID
slot0._offset = slot0._tmpData.offset and Vector3(unpack(slot0._tmpData.offset)) or Vector3.zero
end
function slot3.doBehaviour(slot0)
slot1 = 1
if slot0._tmpData.scaleRate then
slot4 = nil
if slot0._unit:GetAOEData():GetAreaType() == uv0.AreaType.CUBE then
slot4 = slot2:GetWidth()
elseif slot3 == uv0.AreaType.COLUMN then
slot4 = slot2:GetRange()
end
slot1 = slot0._tmpData.scaleRate * slot4
elseif slot0._tmpData.scale then
slot1 = slot0._tmpData.scale
end
uv1.Battle.BattleDataProxy.GetInstance():SpawnEffect(slot0._FXID, slot0._unit:GetAOEData():GetPosition() + slot0._offset, slot1)
uv2.super.doBehaviour(slot0)
end
| 411 | 0.607924 | 1 | 0.607924 | game-dev | MEDIA | 0.977564 | game-dev | 0.97075 | 1 | 0.97075 |
fallahn/crogine | 3,222 | android/BulletDroid/src/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
#define BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
#include "LinearMath/btTransform.h"
#include "LinearMath/btVector3.h"
/// This interface is made to be used by an iterative approach to do TimeOfImpact calculations
/// This interface allows to query for closest points and penetration depth between two (convex) objects
/// the closest point is on the second object (B), and the normal points from the surface on B towards A.
/// distance is between closest points on B and closest point on A. So you can calculate closest point on A
/// by taking closestPointInA = closestPointInB + m_distance * m_normalOnSurfaceB
struct btDiscreteCollisionDetectorInterface
{
struct Result
{
virtual ~Result(){}
///setShapeIdentifiersA/B provides experimental support for per-triangle material / custom material combiner
virtual void setShapeIdentifiersA(int partId0,int index0)=0;
virtual void setShapeIdentifiersB(int partId1,int index1)=0;
virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)=0;
};
struct ClosestPointInput
{
ClosestPointInput()
:m_maximumDistanceSquared(btScalar(BT_LARGE_FLOAT))
{
}
btTransform m_transformA;
btTransform m_transformB;
btScalar m_maximumDistanceSquared;
};
virtual ~btDiscreteCollisionDetectorInterface() {};
//
// give either closest points (distance > 0) or penetration (distance)
// the normal always points from B towards A
//
virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults=false) = 0;
};
struct btStorageResult : public btDiscreteCollisionDetectorInterface::Result
{
btVector3 m_normalOnSurfaceB;
btVector3 m_closestPointInB;
btScalar m_distance; //negative means penetration !
btStorageResult() : m_distance(btScalar(BT_LARGE_FLOAT))
{
}
virtual ~btStorageResult() {};
virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
{
if (depth < m_distance)
{
m_normalOnSurfaceB = normalOnBInWorld;
m_closestPointInB = pointInWorld;
m_distance = depth;
}
}
};
#endif //BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
| 411 | 0.877226 | 1 | 0.877226 | game-dev | MEDIA | 0.964302 | game-dev | 0.895184 | 1 | 0.895184 |
Temtaime/aesir | 3,665 | source/rocl/status/package.d | module rocl.status;
import std.array, std.typecons, std.algorithm, perfontain, rocl.controls, rocl.status.helpers;
public import rocl.game, rocl.status.item, rocl.status.enums;
final class Status
{
~this()
{
items.clear;
}
auto skillOf(ushort id)
{
auto arr = skills.find!((a, b) => a.id == b)(id);
return arr.empty ? null : arr.front;
}
ref param(ushort idx)
{
return *_params.require(idx, new Param!int);
}
// misc
string map;
// character
Stat[RO_STAT_MAX] stats;
//Bonus[RO_BONUS_MAX] bonuses;
// skills
Skill[] skills;
Items items;
// rest
Param!uint hp, sp, maxHp, maxSp, bexp, jexp, bnextExp, jnextExp;
Param!ushort blvl, jlvl;
private:
Param!int*[ushort] _params;
}
struct Items
{
void clear()
{
_arr = null;
}
// void add(ushort idx, ushort cnt, scope Item delegate() dg)
// {
// if (auto e = getIdx(idx))
// {
// e.reamount(cast(ushort)(e.amount + cnt));
// }
// else
// {
// if (dg)
// add(dg());
// else
// debug throwError!`item at index %u was not found, cannot add %u to the amount`(idx, cnt);
// }
// }
void add(T)(in T data)
{
if (auto e = getIdx(data.idx))
{
debug
{
throwError!`item at index %u is already exist`(data.idx);
}
_arr.remove(e);
}
add(new Item(data));
}
void changeAmount(ushort idx, int cnt, bool isTotal = false, scope Item delegate() dg = null)
{
if (auto e = getIdx(idx))
{
if (isTotal)
{
if (cnt)
e.reamount(cast(ushort)cnt);
else
_arr.remove(e);
}
else
{
int amount = e.amount + cnt;
debug
{
amount >= 0 || throwError!`item at index %u has amount %u, while new amount is %d`(idx, e.amount, amount);
}
if (amount > 0)
e.reamount(cast(ushort)amount);
else
_arr.remove(e);
}
}
else
{
if (dg)
{
add(dg());
}
else
debug throwError!`tried to process a non-existant item at index %u`(idx);
}
}
auto getIdx(ushort idx)
{
auto r = get(a => a.idx == idx);
assert(r.length < 2);
return r.empty ? null : r.front;
}
auto get(scope bool delegate(Item) dg)
{
return arr.filter!dg
.array
.sort!((a, b) => a.idx < b.idx)
.release;
}
inout arr() => _arr[];
Signal!(void, Item) onAdded;
private:
void add(Item m)
{
assert(getIdx(m.idx) is null);
_arr ~= m;
onAdded(m);
}
RCArray!Item _arr;
}
struct Param(T)
{
Signal!(void, T) onChange;
mixin StatusValue!(T, `value`, onUpdate);
private:
void onUpdate()
{
onChange(_value);
}
}
struct Stat
{
mixin StatusIndex!(`stats`);
mixin StatusValue!(ubyte, `base`, onUpdate);
mixin StatusValue!(ubyte, `bonus`, onUpdate);
mixin StatusValue!(ubyte, `needs`, onUpdate);
private:
void onUpdate()
{
//RO.gui.status.stats.update(this);
}
}
final class Skiller : RCounted
{
this(in Skill s, ubyte lvl)
{
_s = s;
_lvl = lvl ? lvl : s.lvl;
}
~this()
{
// if (_bg)
// {
// //_bg.deattach;
// }
}
void use()
{
if (_s.type == INF_SELF_SKILL)
{
use(ROent.self.bl);
}
else
{
RO.action.use(this);
//_bg = new TargetSelector;
}
}
void use(Vector2s p)
{
ROnet.useSkill(_lvl, _s.id, p);
}
void use(uint bl)
{
ROnet.useSkill(_lvl, _s.id, bl);
}
@property ground() const
{
return _s.type == INF_GROUND_SKILL;
}
private:
ubyte _lvl;
const Skill _s;
//GUIElement _bg;
}
final class Skill
{
mixin StatusIndex!(`skills`);
ushort id;
string name;
ubyte type, range;
mixin StatusValue!(ushort, `sp`, onUpdate);
mixin StatusValue!(ubyte, `lvl`, onUpdate);
mixin StatusValue!(bool, `upgradable`, onUpdate);
private:
void onUpdate()
{
//RO.gui.skills.update(this);
}
}
| 411 | 0.892381 | 1 | 0.892381 | game-dev | MEDIA | 0.783586 | game-dev | 0.94077 | 1 | 0.94077 |
freegish/freegish | 22,869 | src/game/game.c | /*
Copyright (C) 2005, 2010 - Cryptic Sea
This file is part of Gish.
Gish is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "../config.h"
#include "../video/opengl.h"
#include "../sdl/sdl.h"
#include <stdlib.h>
#include <time.h>
#include "../game/game.h"
#include "../game/animation.h"
#include "../game/gameaudio.h"
#include "../game/boss.h"
#include "../game/custom.h"
#include "../game/editor.h"
#include "../game/english.h"
#include "../game/level.h"
#include "../game/lighting.h"
#include "../game/logic.h"
#include "../game/mainmenu.h"
#include "../game/music.h"
#include "../game/gameobject.h"
#include "../game/objfunc.h"
#include "../game/options.h"
#include "../game/physics.h"
#include "../game/prerender.h"
#include "../game/random.h"
#include "../game/record.h"
#include "../game/render.h"
#include "../game/replay.h"
#include "../game/setup.h"
#include "../game/sprite.h"
#include "../audio/audio.h"
#include "../input/joystick.h"
#include "../input/keyboard.h"
#include "../input/mouse.h"
#include "../math/vector.h"
#include "../menu/menu.h"
#include "../physics/bond.h"
#include "../physics/particle.h"
#include "../sdl/event.h"
#include "../video/glfunc.h"
#include "../video/text.h"
#include "../video/texture.h"
#include "../sdl/video.h"
_view view;
_game game;
void gameloop(void)
{
int count,count2;
unsigned int simtimer;
int simcount;
int frametimer,fps;
//float vec[3];
//char filename[13]="text000.png";
int scorenum;
//unsigned int x;
game.godparticle=-1;
game.oldschool=0;
if (game.levelnum==64)
game.oldschool=1;
if (game.levelnum==65)
{
game.oldschool=2;
game.oldschoolsound=-200;
}
if (game.levelnum==66)
game.oldschool=3;
srand(time(NULL));
setuplevel();
setupgame();
simtimer=SDL_GetTicks();
game.exit=GAMEEXIT_NONE;
scorenum=-1;
resetmenuitems();
while ((game.exit<GAMEEXIT_EXITGAME || game.exitdelay>0) && !windowinfo.shutdown)
{
frametimer=SDL_GetTicks();
glClearColor(0.0f,0.0f,0.0f,0.0f);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glStencilMask(~0);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
glStencilMask(0);
setuptextdisplay();
glColor3fv(level.ambient[3]);
if (level.background[0]!=0)
displaybackground(660);
if (game.over!=0 && level.gametype<GAMETYPE_2FOOTBALL)
if (game.exit==GAMEEXIT_NONE)
{
if (game.over>=3 && game.over<=5)
{
game.exit=GAMEXIT_WARPZONE;
game.exitdelay=100;
}
if (game.over==2)
{
game.exit=GAMEEXIT_WON;
game.exitdelay=100;
}
if (game.over==1)
{
game.exit=GAMEEXIT_DIED;
game.exitdelay=100;
if (game.levelnum==65)
game.exitdelay=200;
}
}
numofmenuitems=0;
if (game.exit==GAMEEXIT_NONE)
{
createmenuitem("",0,0,16,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_HOTKEY,SCAN_ESC);
setmenuitem(MO_SET,&game.exit,GAMEEXIT_INGAMEMENU);
}
if (game.exit==GAMEEXIT_INGAMEMENU)
{
count=240;
if (game.over==0)
{
createmenuitem(TXT_RETURN_TO_GAME,(320|TEXT_CENTER),count,16,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_HOTKEY,SCAN_ESC);
setmenuitem(MO_SET,&game.exit,GAMEEXIT_NONE);
}
else
createmenuitemempty();
count+=16;
if (game.levelnum<64)
{
if (level.gametype==GAMETYPE_CAMPAIGN && (game.levelnum>0 || mappack.active) && !game.playreplay)
createmenuitem(TXT_RESETLEVEL_MINUSONE,(320|TEXT_CENTER),count,16,1.0f,1.0f,1.0f,1.0f);
else
createmenuitem(TXT_RESETLEVEL,(320|TEXT_CENTER),count,16,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_HOTKEY,SCAN_R);
if (level.gametype==GAMETYPE_CAMPAIGN)
setmenuitem(MO_SET,&game.exit,GAMEEXIT_DIED);
count+=16;
}
else
createmenuitemempty();
if (game.over==0 && game.levelnum<64 && level.gametype==GAMETYPE_CAMPAIGN && game.levelnum>0 && !game.playreplay)
createmenuitem(TXT_EXITGAME_MINUSONE,(320|TEXT_CENTER),count,16,1.0f,1.0f,1.0f,1.0f);
else
createmenuitem(TXT_EXITGAME,(320|TEXT_CENTER),count,16,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_HOTKEY,SCAN_E);
setmenuitem(MO_SET,&game.exit,GAMEEXIT_EXITGAME);
count+=16;
}
if (game.exit==GAMEEXIT_DIED)
{
if (game.time>0)
{
createmenuitem(" ",(320|TEXT_CENTER),(240|TEXT_CENTER),20,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_SET,&game.exitdelay,0);
}
else
{
createmenuitem(TXT_TIMEUP,(320|TEXT_CENTER),(240|TEXT_CENTER),20,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_SET,&game.exitdelay,0);
}
}
if (game.exit==GAMEEXIT_WON)
{
createmenuitem(TXT_COMPLETE,524|TEXT_CENTER,266,20,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_IMAGE,462);
setmenuitem(MO_RESIZE,(320|TEXT_CENTER),(240|TEXT_CENTER),256,128);
setmenuitem(MO_SET,&game.exitdelay,0);
}
if (game.exit==GAMEXIT_WARPZONE)
{
if (game.levelnum!=34)
{
createmenuitem(TXT_WARPZONE,(320|TEXT_CENTER),(240|TEXT_CENTER),24,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_SET,&game.exitdelay,0);
}
else
{
//createmenuitem("OOPS!",(320|TEXT_CENTER),(240|TEXT_CENTER),24,1.0f,1.0f,1.0f,1.0f);
//setmenuitem(MO_SET,&game.exitdelay,0);
createmenuitem(TXT_OOPS,(320|TEXT_CENTER),(240|TEXT_CENTER),24,1.0f,1.0f,1.0f,1.0f);
setmenuitem(MO_IMAGE,465);
setmenuitem(MO_RESIZE,(320|TEXT_CENTER),(240|TEXT_CENTER),256,128);
setmenuitem(MO_SET,&game.exitdelay,0);
}
}
checksystemmessages();
checkkeyboard();
checkmouse();
checkjoystick();
checkmenuitems();
if (game.exit==GAMEEXIT_INGAMEMENU)
if (level.gametype!=GAMETYPE_CAMPAIGN)
if (menuitem[1].active)
{
setuplevel();
setupgame();
game.exit=GAMEEXIT_NONE;
menuitem[1].active=0;
}
if (game.dialog>0)
{
if (game.levelnum!=68 || (game.dialog!=13 && game.dialog!=14))
{
if (game.dialogdelay>0)
game.dialogdelay--;
count2=0;
if (game.dialogdelay==0)
count2=1;
for (count=4;count<KEYALIAS_LENGTH;count++)
if (keyboard[control[0].key[count]] && !prevkeyboard[control[0].key[count]])
count2=1;
if (control[0].joysticknum!=-1)
for (count=4;count<8;count++)
if (control[0].button[count]!=-1)
if (joystick[control[0].joysticknum].button[control[0].button[count]] && !prevjoystick[control[0].joysticknum].button[control[0].button[count]])
count2=1;
if (count2==1)
{
game.dialog--;
game.dialogdelay=1000;
if (game.levelnum==68)
if (game.dialog==4)
{
game.numoflives=99;
game.exit=GAMEEXIT_WON;
game.exitdelay=0;
}
}
}
else
{
count2=0;
if (keyboard[control[0].key[KEYALIAS_DOWN]] && !prevkeyboard[control[0].key[KEYALIAS_DOWN]])
count2=1;
if (keyboard[control[0].key[KEYALIAS_UP]] && !prevkeyboard[control[0].key[KEYALIAS_UP]])
count2=1;
if (control[0].joysticknum!=-1)
{
if (joystick[control[0].joysticknum].axis[1]>=0.5f && prevjoystick[control[0].joysticknum].axis[1]<0.5f)
count2=1;
if (joystick[control[0].joysticknum].axis[1]<=-0.5f && prevjoystick[control[0].joysticknum].axis[1]>-0.5f)
count2=1;
}
if (count2==1)
{
if (game.dialog==14)
game.dialog=13;
else
game.dialog=14;
}
count2=0;
for (count=4;count<KEYALIAS_LENGTH;count++)
if (keyboard[control[0].key[count]] && !prevkeyboard[control[0].key[count]])
count2=1;
if (control[0].joysticknum!=-1)
for (count=4;count<8;count++)
if (control[0].button[count]!=-1)
if (joystick[control[0].joysticknum].button[control[0].button[count]] && !prevjoystick[control[0].joysticknum].button[control[0].button[count]])
count2=1;
if (count2==1)
{
if (game.dialog==14)
game.dialog=12;
else
game.dialog=1;
}
}
}
checkmusic();
if (game.levelnum>=1 && game.levelnum<=7)
game.songnum=0;
if (game.levelnum>=8 && game.levelnum<=14)
game.songnum=1;
if (game.levelnum>=15 && game.levelnum<=21)
game.songnum=2;
if (game.levelnum>=22 && game.levelnum<=28)
game.songnum=3;
if (game.levelnum>=29 && game.levelnum<=32)
game.songnum=4;
if (game.bosslevel)
game.songnum=5;
if (game.levelnum==64)
game.songnum=6;
if (game.levelnum==67)
game.songnum=2;
if (game.levelnum==0)
{
if (game.songnum==-1)
game.songnum=rand()%5;
}
if (level.gametype==GAMETYPE_2SUMO)
game.songnum=7;
/*
if (level.gametype==GAMETYPE_2FOOTBALL)
game.songnum=4;
if (level.gametype==GAMETYPE_2SUMO)
game.songnum=5;
if (level.gametype==GAMETYPE_2GREED)
game.songnum=4;
*/
if (game.levelnum==0)
if (keyboard[SCAN_F5] && !prevkeyboard[SCAN_F5])
{
setuplevel();
setupgame();
}
if (keyboard[SCAN_P] && !prevkeyboard[SCAN_P] && game.exit==GAMEEXIT_NONE)
game.pause^=1;
//if (keyboard[SCAN_R] && !prevkeyboard[SCAN_R])
// movie.record^=1;
view.zoom=10.0f;
if (game.oldschool==2)
view.zoom=16.0f;
if (game.oldschool==3)
view.zoom=26.0f;
if (level.gametype==GAMETYPE_2COLLECTION)
view.zoom=24.0f;
if (level.gametype==GAMETYPE_2RACING)
view.zoom=24.0f;
if (level.gametype==GAMETYPE_4FOOTBALL || level.gametype==GAMETYPE_4SUMO)
view.zoom=14.0f;
view.zoomx=view.zoom+0.5f;
view.zoomy=view.zoom*0.75f+0.5f;
//view.zoomy=view.zoom*0.5625f+0.5f;
setuporthoviewport(0,0,640,480,view.zoom,view.zoom*0.75f,20.0f);
//setuporthoviewport(0,0,640,480,view.zoom,view.zoom*0.5625f,20.0f);
setupviewpoint(view.position,view.orientation);
if (game.oldschool==1)// || game.oldschool==3)
glViewport(0,0,256,256);
if (game.oldschool==2)
glViewport(0,0,128,128);
soundsimulation(view.position,view.orientation);
setupframelighting();
setuprenderobjects();
rendershadows();
renderlevelback();
renderparticles();
//if (!keyboard[SCAN_B])
renderobjects();
renderparticles2();
renderlevel();
renderlevelfore();
if (game.oldschool==1)// || game.oldschool==3)
{
glBindTexture(GL_TEXTURE_2D,texture[334].glname);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,256,256,0);
}
if (game.oldschool==2)
{
glBindTexture(GL_TEXTURE_2D,texture[333].glname);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,128,128,0);
}
if (game.oldschool==1 || game.oldschool==2)// || game.oldschool==3)
{
setuptextdisplay();
if (game.oldschool==1)// || game.oldschool==3)
glBindTexture(GL_TEXTURE_2D,texture[334].glname);
if (game.oldschool==2)
glBindTexture(GL_TEXTURE_2D,texture[333].glname);
glBegin(GL_QUADS);
glColor4f(1.0f,1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f,0.75f,-1.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f(1.0f,0.75f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(1.0f,-0.75f,-1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f,-0.75f,-1.0f);
glEnd();
}
setuptextdisplay();
if (game.exit==GAMEEXIT_WON || game.exit==GAMEXIT_WARPZONE)
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor4f(0.0f,0.0f,0.0f,(float)(100-game.exitdelay)*0.01f);
glVertex3f(-1.0f,0.75f,-1.0f);
glVertex3f(1.0f,0.75f,-1.0f);
glVertex3f(1.0f,-0.75f,-1.0f);
glVertex3f(-1.0f,-0.75f,-1.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
}
if (game.exit==GAMEEXIT_DIED)
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
if (game.exitdelay>50)
glColor4f(0.5f,0.0f,0.0f,(float)(100-game.exitdelay)*0.01f);
else
glColor4f(1.0f-(float)(100-game.exitdelay)*0.01f,0.0f,0.0f,(float)(100-game.exitdelay)*0.01f);
glVertex3f(-1.0f,0.75f,-1.0f);
glVertex3f(1.0f,0.75f,-1.0f);
glVertex3f(1.0f,-0.75f,-1.0f);
glVertex3f(-1.0f,-0.75f,-1.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
}
if (game.oldschool==0 && !game.bosslevel && level.gametype!=GAMETYPE_2COLLECTION)
rendersprites();
glColor4f(1.0f,1.0f,1.0f,1.0f);
drawbackground(640,0,0,256,256,640,480);
drawbackground(641,256,0,256,256,640,480);
drawbackground(642,512,0,256,256,640,480);
drawbackground(643,0,256,256,256,640,480);
drawbackground(644,256,256,256,256,640,480);
drawbackground(645,512,256,256,256,640,480);
//if (game.turbomode)
// drawbackground(529,28,64,64,32,640,480);
gamedisplay();
drawmenuitems();
if (game.exit==GAMEEXIT_DIED || game.exit==GAMEEXIT_WON || game.exit==GAMEXIT_WARPZONE)
if (game.exitdelay<20)
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor4f(0.0f,0.0f,0.0f,(float)(20-game.exitdelay)*0.05f);
glVertex3f(-1.0f,0.75f,-1.0f);
glVertex3f(1.0f,0.75f,-1.0f);
glVertex3f(1.0f,-0.75f,-1.0f);
glVertex3f(-1.0f,-0.75f,-1.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
}
if (movie.record)
{
if (movie.framenum<game.framenum/2)
recordframe();
drawtext("RECORD",0,64,16,1.0f,0.0f,0.0f,1.0f);
}
if (game.playreplay)
drawtext(TXT_REPLAY,(612|TEXT_END),64,16,1.0f,1.0f,0.0f,1.0f);
if (game.pause && game.exit==GAMEEXIT_NONE)
{
drawtext(TXT_PAUSED,(320|TEXT_CENTER),240,16,1.0f,1.0f,1.0f,1.0f);
drawtext(TXT_PRESS_P,(320|TEXT_CENTER),256,12,1.0f,1.0f,1.0f,1.0f);
}
if (game.exit!=GAMEEXIT_NONE || game.godmode)
drawmousecursor(768+font.cursornum,mouse.x,mouse.y,16,1.0f,1.0f,1.0f,1.0f);
simcount=0;
game.simspeed=20;
if (game.turbomode)
game.simspeed=15;
while (SDL_GetTicks()-simtimer<=game.simspeed)
SDL_Delay(1);
while (SDL_GetTicks()-simtimer>game.simspeed && simcount<3)
{
simcount++;
count=SDL_GetTicks()-simtimer-game.simspeed;
simtimer=SDL_GetTicks()-count;
if (simcount==3)
simtimer=SDL_GetTicks();
if (game.exitdelay>0)
if (!game.editing)
game.exitdelay--;
if (keyboard[SCAN_ESC])
game.exitdelay=0;
if (game.exit==GAMEEXIT_NONE && !game.pause && game.dialog==0 && !game.over)
{
getinputs();
if (!game.playreplay)
saveinputs();
else
loadinputs();
if (game.startdelay==0)
simulation();
gamelogic();
}
}
if (game.levelnum==0 && game.editing)
if (keyboard[SCAN_F1] && !prevkeyboard[SCAN_F1])
{
game.songnum=-1;
checkmusic();
for (count=numofsounds-1;count>=0;count--)
deletesound(count);
setuptextdisplay();
drawtext(TXT_LOADINGEDITOR,(320|TEXT_CENTER),240,16,1.0f,1.0f,1.0f,1.0f);
SDL_GL_SwapWindow(globalwindow);
for (count=0;count<20;count++)
if (animation[count].loaded==0)
animation[count].loaded=2;
loadanimations();
editlevel();
savelevel("backup.lvl");
simtimer=SDL_GetTicks();
}
SDL_GL_SwapWindow(globalwindow);
if ((SDL_GetTicks()-frametimer)!=0)
fps=1000/(SDL_GetTicks()-frametimer);
}
game.songnum=-1;
checkmusic();
for (count=numofsounds-1;count>=0;count--)
deletesound(count);
resetmenuitems();
}
void simulation(void)
{
int count,count2;
float vec[3],vec2[3];
//float intersectpoint[3];
//float normal[3];
float scale;
game.framenum++;
if (game.godmode)
if (!game.playreplay)
{
vec[0]=view.position[0]+(float)(mouse.x-320)/32.0f;
vec[1]=view.position[1]+(float)(240-mouse.y)/32.0f;
vec[2]=0.0f;
if (mouse.lmb)
{
if (game.godparticle==-1)
{
game.godparticle=numofparticles;
createparticle(16,vec,NULL,10000.0f,-1,10000);
for (count=0;count<numofparticles;count++)
if (count!=game.godparticle)
if (particle[count].type==3)
{
subtractvectors(vec2,vec,particle[count].position);
if (vectorlength(vec2)<3.0f)
createbond(count,game.godparticle,16,-1);
}
}
else
{
subtractvectors(vec2,vec,particle[game.godparticle].position);
scaleaddvectors2(vec2,vec2,particle[game.godparticle].velocity,-4.0f);
scale=vectorlength(vec2);
normalizevector(vec2,vec2);
scale*=0.01f;
scaleaddvectors2(particle[game.godparticle].velocity,particle[game.godparticle].velocity,vec2,scale);
}
}
else
{
if (game.godparticle!=-1)
{
deleteparticle(game.godparticle);
game.godparticle=-1;
}
}
}
particlesimulation();
particletimetolive();
//physicstemp.numofbonds=0;
for (count=0;count<numofobjects;count++)
object[count].prevhitpoints=object[count].hitpoints;
if (level.gametype!=GAMETYPE_2RACING)
for (count=0;count<numofparticles;count++)
particle[count].velocity[1]-=particle[count].gravity;
for (count=0;count<numofparticles;count++)
if (particle[count].levelcollision)
particlecollision(count);
for (count=0;count<numofobjects;count++)
{
updateogg();
objectcollision(count);
}
for (count=0;count<numofobjects;count++)
{
updateogg();
objectcollisionobject(count);
}
objectcycle();
objectanimation();
updateogg();
bondsimulation2();
checkbonds();
objecttimetolive();
spritesimulation();
spritetimetolive();
bosssimulation();
bosstimetolive();
for (count=0;count<numofobjects;count++)
{
if (object[count].type==1)
{
if (object[count].hitpoints<0)
object[count].hitpoints=0;
if (object[count].hitpoints<object[count].prevhitpoints)
{
for (count2=0;count2<=(object[count].prevhitpoints-object[count].hitpoints)/20;count2++)
{
vec[0]=(float)((rnd()&255)-127)/1270.0f;
vec[1]=(float)((rnd()&255)-127)/1270.0f;
vec[2]=0.0f;
addvectors(vec,vec,object[count].velocity);
createparticle(5,object[count].position,vec,0.25f,-1,100+(rnd()&63));
particle[numofparticles-1].rendersize=0.125+(float)(rnd()&127)/1000.0f;
if (count==0)
particle[numofparticles-1].texturenum=368;
else if (count==1)
particle[numofparticles-1].texturenum=363;
else if (count==2)
particle[numofparticles-1].texturenum=383+40;
else
particle[numofparticles-1].texturenum=383+60;
}
object[count].frame=12;
object[count].framedelay=0.0f;
playsound(16,object[count].position,NULL,0.5f,0,1.0f,count,2);
}
}
}
}
void getinputs(void)
{
int count;
for (count=0;count<4;count++)
{
object[count].axis[0]=0.0f;
object[count].axis[1]=0.0f;
object[count].button=0;
}
for (count=0;count<CONTROLS_LENGTH;count++)
{
if (keyboard[control[count].key[KEYALIAS_LEFT]])
object[count].axis[0]-=1.0f;
if (keyboard[control[count].key[KEYALIAS_RIGHT]])
object[count].axis[0]+=1.0f;
if (keyboard[control[count].key[KEYALIAS_DOWN]])
object[count].axis[1]-=1.0f;
if (keyboard[control[count].key[KEYALIAS_UP]])
object[count].axis[1]+=1.0f;
if (keyboard[control[count].key[KEYALIAS_STICK]])
object[count].button|=1;
if (keyboard[control[count].key[KEYALIAS_JUMP]])
object[count].button|=2;
if (keyboard[control[count].key[KEYALIAS_SLIDE]])
object[count].button|=4;
if (keyboard[control[count].key[KEYALIAS_HEAVY]])
object[count].button|=8;
if (control[count].joysticknum!=-1)
{
object[count].axis[0]+=joystick[control[count].joysticknum].axis[0];
object[count].axis[1]+=joystick[control[count].joysticknum].axis[1];
if (control[count].button[0]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[0]])
object[count].axis[0]-=1.0f;
if (control[count].button[1]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[1]])
object[count].axis[0]+=1.0f;
if (control[count].button[2]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[2]])
object[count].axis[1]-=1.0f;
if (control[count].button[3]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[3]])
object[count].axis[1]+=1.0f;
if (control[count].button[4]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[4]])
object[count].button|=1;
if (control[count].button[5]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[5]])
object[count].button|=2;
if (control[count].button[6]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[6]])
object[count].button|=4;
if (control[count].button[7]!=-1)
if (joystick[control[count].joysticknum].button[control[count].button[7]])
object[count].button|=8;
}
if (object[count].axis[0]<-1.0f)
object[count].axis[0]=-1.0f;
if (object[count].axis[0]>1.0f)
object[count].axis[0]=1.0f;
if (object[count].axis[1]<-1.0f)
object[count].axis[1]=-1.0f;
if (object[count].axis[1]>1.0f)
object[count].axis[1]=1.0f;
}
}
| 411 | 0.575257 | 1 | 0.575257 | game-dev | MEDIA | 0.885349 | game-dev | 0.828032 | 1 | 0.828032 |
Jikoo/Regionerator | 1,185 | src/main/java/com/github/jikoo/regionerator/hooks/GriefPreventionHook.java | /*
* Copyright (c) 2015-2021 by Jikoo.
*
* Regionerator is licensed under a Creative Commons
* Attribution-ShareAlike 4.0 International License.
*
* You should have received a copy of the license along with this
* work. If not, see <http://creativecommons.org/licenses/by-sa/4.0/>.
*/
package com.github.jikoo.regionerator.hooks;
import me.ryanhamshire.GriefPrevention.Claim;
import me.ryanhamshire.GriefPrevention.GriefPrevention;
import org.bukkit.World;
import org.jetbrains.annotations.NotNull;
/**
* PluginHook for <a href="http://dev.bukkit.org/bukkit-plugins/grief-prevention/">GriefPrevention</a>.
*/
public class GriefPreventionHook extends PluginHook {
public GriefPreventionHook() {
super("GriefPrevention");
}
@Override
public boolean isChunkProtected(@NotNull World world, int chunkX, int chunkZ) {
if (!GriefPrevention.instance.claimsEnabledForWorld(world)) {
return false;
}
for (Claim claim : GriefPrevention.instance.dataStore.getClaims(chunkX, chunkZ)) {
if (world.equals(claim.getGreaterBoundaryCorner().getWorld())) {
return true;
}
}
return false;
}
@Override
public boolean isAsyncCapable() {
return true;
}
}
| 411 | 0.51119 | 1 | 0.51119 | game-dev | MEDIA | 0.610485 | game-dev | 0.827104 | 1 | 0.827104 |
brooksc/mcpipy | 2,756 | mcpi/examples/obsidz_teleport.py | #!/usr/bin/env python
from .. import minecraft
from .. import block
import time
import server
#Author: Obsidz
#
#Description: This is a teleport pad script.
# To create a pad, place a nether reactor core onto a location and ring with cobbledtone blocks
# To add to locations list walk over it
#
#Notes: Pads added to list by walking over them
# Pads not removed if destroyed but can be teleported to but not from
# You cannot teleport to the same pad without modifying script
# Pads need to be added each time the script is run
# modified version - as shared on mcpipy.com
# original post @ http://www.minecraftforum.net/topic/1691618-teleportation-python-script/
LPLoc = list()
Pads = 0
Cpad = 0
# If you are running this script with the bukkit mod, then use a diamond block as the magic center block for teleporting
# comment/uncomment below as appropriate
magic_block = block.DIAMOND_BLOCK.id # for bukkit server
#magic_block = block.NETHER_REACTOR_CORE.id # for raspberry pi
def isLaunchPad(): #checks if the the location below the player is a teleporting pad
loc = mc.player.getPos()
if ((mc.getBlock(loc.x,loc.y-1,loc.z) == magic_block) and
(mc.getBlock(loc.x-1,loc.y-1,loc.z-1) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x-1,loc.y-1,loc.z) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x-1,loc.y-1,loc.z+1) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x,loc.y-1,loc.z+1) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x,loc.y-1,loc.z-1) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x+1,loc.y-1,loc.z-1) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x+1,loc.y-1,loc.z) == block.COBBLESTONE.id) and
(mc.getBlock(loc.x+1,loc.y-1,loc.z+1) == block.COBBLESTONE.id)):
addLPLoc(loc)
return True
else:
return False
def addLPLoc(Vec3): #Loggs the location of the pad for future use
global Pads
global LPLoc
inList = False
if Pads > 0:
for loc in LPLoc:
if (loc.x == Vec3.x and loc.y == Vec3.y and loc.z == Vec3.z):
inList = True
if not inList:
LPLoc.append(Vec3)
mc.postToChat("I'll remember this pad location!")
Pads = len(LPLoc)
def locCheck(): #Checks that you are not teleporting to the same pad
global Cpad
global LPLoc
loc = mc.player.getPos()
if (loc.x == LPLoc[Cpad].x and loc.y == LPLoc[Cpad].y and loc.z == LPLoc[Cpad].z):
Cpad = Cpad + 1
def TPChar(): #sends the character to the next pad
global Pads
global Cpad
global LPLoc
if Pads > 1:
mc.player.setPos(LPLoc[Cpad].x,LPLoc[Cpad].y + 1,LPLoc[Cpad].z)
Cpad = ( Cpad + 1) % Pads
time.sleep(3.0)
if __name__ == "__main__": # The script
mc = minecraft.Minecraft.create(server.address)
while True:
if isLaunchPad():
TPChar()
time.sleep(0.1) | 411 | 0.89987 | 1 | 0.89987 | game-dev | MEDIA | 0.187663 | game-dev | 0.889905 | 1 | 0.889905 |
netease-im/phoenix | 2,281 | phoenix/base/google_base/base/win/scoped_com_initializer.h | // Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef BASE_WIN_SCOPED_COM_INITIALIZER_H_
#define BASE_WIN_SCOPED_COM_INITIALIZER_H_
#include <objbase.h>
#include "base/logging.h"
#include "base/macros.h"
#include "build/build_config.h"
namespace base {
namespace win {
// Initializes COM in the constructor (STA or MTA), and uninitializes COM in the
// destructor.
//
// WARNING: This should only be used once per thread, ideally scoped to a
// similar lifetime as the thread itself. You should not be using this in
// random utility functions that make COM calls -- instead ensure these
// functions are running on a COM-supporting thread!
class ScopedCOMInitializer {
public:
// Enum value provided to initialize the thread as an MTA instead of STA.
enum SelectMTA { kMTA };
// Constructor for STA initialization.
ScopedCOMInitializer() {
Initialize(COINIT_APARTMENTTHREADED);
}
// Constructor for MTA initialization.
explicit ScopedCOMInitializer(SelectMTA mta) {
Initialize(COINIT_MULTITHREADED);
}
~ScopedCOMInitializer() {
#ifndef NDEBUG
// Using the windows API directly to avoid dependency on platform_thread.
DCHECK_EQ(GetCurrentThreadId(), thread_id_);
#endif
if (succeeded())
CoUninitialize();
}
bool succeeded() const { return SUCCEEDED(hr_); }
private:
void Initialize(COINIT init) {
#ifndef NDEBUG
thread_id_ = GetCurrentThreadId();
#endif
hr_ = CoInitializeEx(NULL, init);
#ifndef NDEBUG
if (hr_ == S_FALSE)
LOG(ERROR) << "Multiple CoInitialize() calls for thread " << thread_id_;
else
DCHECK_NE(RPC_E_CHANGED_MODE, hr_) << "Invalid COM thread model change";
#endif
}
HRESULT hr_;
#ifndef NDEBUG
// In debug builds we use this variable to catch a potential bug where a
// ScopedCOMInitializer instance is deleted on a different thread than it
// was initially created on. If that ever happens it can have bad
// consequences and the cause can be tricky to track down.
DWORD thread_id_;
#endif
DISALLOW_COPY_AND_ASSIGN(ScopedCOMInitializer);
};
} // namespace win
} // namespace base
#endif // BASE_WIN_SCOPED_COM_INITIALIZER_H_
| 411 | 0.746043 | 1 | 0.746043 | game-dev | MEDIA | 0.159361 | game-dev | 0.805501 | 1 | 0.805501 |
EphemeralSpace/ephemeral-space | 6,657 | Content.Shared/Body/Systems/SharedBodySystem.Organs.cs | using System.Diagnostics.CodeAnalysis;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Robust.Shared.Containers;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
private void AddOrgan(
Entity<OrganComponent> organEnt,
EntityUid bodyUid,
EntityUid parentPartUid)
{
organEnt.Comp.Body = bodyUid;
var addedEv = new OrganAddedEvent(parentPartUid);
RaiseLocalEvent(organEnt, ref addedEv);
if (organEnt.Comp.Body is not null)
{
var addedInBodyEv = new OrganAddedToBodyEvent(bodyUid, parentPartUid);
RaiseLocalEvent(organEnt, ref addedInBodyEv);
}
Dirty(organEnt, organEnt.Comp);
}
private void RemoveOrgan(Entity<OrganComponent> organEnt, EntityUid parentPartUid)
{
var removedEv = new OrganRemovedEvent(parentPartUid);
RaiseLocalEvent(organEnt, ref removedEv);
if (organEnt.Comp.Body is { Valid: true } bodyUid)
{
var removedInBodyEv = new OrganRemovedFromBodyEvent(bodyUid, parentPartUid);
RaiseLocalEvent(organEnt, ref removedInBodyEv);
}
organEnt.Comp.Body = null;
Dirty(organEnt, organEnt.Comp);
}
/// <summary>
/// Creates the specified organ slot on the parent entity.
/// </summary>
private OrganSlot? CreateOrganSlot(Entity<BodyPartComponent?> parentEnt, string slotId)
{
if (!Resolve(parentEnt, ref parentEnt.Comp, logMissing: false))
return null;
Containers.EnsureContainer<ContainerSlot>(parentEnt, GetOrganContainerId(slotId));
var slot = new OrganSlot(slotId);
parentEnt.Comp.Organs.Add(slotId, slot);
return slot;
}
/// <summary>
/// Attempts to create the specified organ slot on the specified parent if it exists.
/// </summary>
public bool TryCreateOrganSlot(
EntityUid? parent,
string slotId,
[NotNullWhen(true)] out OrganSlot? slot,
BodyPartComponent? part = null)
{
slot = null;
if (parent is null || !Resolve(parent.Value, ref part, logMissing: false))
{
return false;
}
Containers.EnsureContainer<ContainerSlot>(parent.Value, GetOrganContainerId(slotId));
slot = new OrganSlot(slotId);
return part.Organs.TryAdd(slotId, slot.Value);
}
/// <summary>
/// Returns whether the slotId exists on the partId.
/// </summary>
public bool CanInsertOrgan(
EntityUid partId,
string slotId,
BodyPartComponent? part = null)
{
return Resolve(partId, ref part) && part.Organs.ContainsKey(slotId);
}
/// <summary>
/// Returns whether the specified organ slot exists on the partId.
/// </summary>
public bool CanInsertOrgan(
EntityUid partId,
OrganSlot slot,
BodyPartComponent? part = null)
{
return CanInsertOrgan(partId, slot.Id, part);
}
public bool InsertOrgan(
EntityUid partId,
EntityUid organId,
string slotId,
BodyPartComponent? part = null,
OrganComponent? organ = null)
{
if (!Resolve(organId, ref organ, logMissing: false)
|| !Resolve(partId, ref part, logMissing: false)
|| !CanInsertOrgan(partId, slotId, part))
{
return false;
}
var containerId = GetOrganContainerId(slotId);
return Containers.TryGetContainer(partId, containerId, out var container)
&& Containers.Insert(organId, container);
}
/// <summary>
/// Removes the organ if it is inside of a body part.
/// </summary>
public bool RemoveOrgan(EntityUid organId, OrganComponent? organ = null)
{
if (!Containers.TryGetContainingContainer((organId, null, null), out var container))
return false;
var parent = container.Owner;
return HasComp<BodyPartComponent>(parent)
&& Containers.Remove(organId, container);
}
/// <summary>
/// Tries to add this organ to any matching slot on this body part.
/// </summary>
public bool AddOrganToFirstValidSlot(
EntityUid partId,
EntityUid organId,
BodyPartComponent? part = null,
OrganComponent? organ = null)
{
if (!Resolve(partId, ref part, logMissing: false)
|| !Resolve(organId, ref organ, logMissing: false))
{
return false;
}
foreach (var slotId in part.Organs.Keys)
{
InsertOrgan(partId, organId, slotId, part, organ);
return true;
}
return false;
}
/// <summary>
/// Returns a list of Entity<<see cref="T"/>, <see cref="OrganComponent"/>>
/// for each organ of the body
/// </summary>
/// <typeparam name="T">The component that we want to return</typeparam>
/// <param name="entity">The body to check the organs of</param>
public List<Entity<T, OrganComponent>> GetBodyOrganEntityComps<T>(
Entity<BodyComponent?> entity)
where T : IComponent
{
if (!Resolve(entity, ref entity.Comp))
return new List<Entity<T, OrganComponent>>();
var query = GetEntityQuery<T>();
var list = new List<Entity<T, OrganComponent>>(3);
foreach (var organ in GetBodyOrgans(entity.Owner, entity.Comp))
{
if (query.TryGetComponent(organ.Id, out var comp))
list.Add((organ.Id, comp, organ.Component));
}
return list;
}
/// <summary>
/// Tries to get a list of ValueTuples of <see cref="T"/> and OrganComponent on each organs
/// in the given body.
/// </summary>
/// <param name="uid">The body entity id to check on.</param>
/// <param name="comps">The list of components.</param>
/// <param name="body">The body to check for organs on.</param>
/// <typeparam name="T">The component to check for.</typeparam>
/// <returns>Whether any were found.</returns>
public bool TryGetBodyOrganEntityComps<T>(
Entity<BodyComponent?> entity,
[NotNullWhen(true)] out List<Entity<T, OrganComponent>>? comps)
where T : IComponent
{
if (!Resolve(entity.Owner, ref entity.Comp))
{
comps = null;
return false;
}
comps = GetBodyOrganEntityComps<T>(entity);
if (comps.Count != 0)
return true;
comps = null;
return false;
}
}
| 411 | 0.676154 | 1 | 0.676154 | game-dev | MEDIA | 0.799955 | game-dev,testing-qa | 0.765821 | 1 | 0.765821 |
Goob-Station/Goob-Station | 2,769 | Content.Goobstation.Server/Shadowling/Systems/Abilities/Ascension/ShadowlingAscendantBroadcastSystem.cs | // SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
// SPDX-FileCopyrightText: 2025 Lumminal <81829924+Lumminal@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Roudenn <romabond091@gmail.com>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Goobstation.Shared.Shadowling;
using Content.Goobstation.Shared.Shadowling.Components.Abilities.Ascension;
using Content.Server.Administration;
using Content.Shared.Actions;
using Content.Shared.Popups;
using Robust.Shared.Player;
namespace Content.Goobstation.Server.Shadowling.Systems.Abilities.Ascension;
/// <summary>
/// This handles the Ascendant Broadcast ability.
/// It broadcasts (via a large red popup) a message to everyone.
/// </summary>
public sealed class ShadowlingAscendantBroadcastSystem : EntitySystem
{
[Dependency] private readonly QuickDialogSystem _dialogSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ShadowlingAscendantBroadcastComponent, AscendantBroadcastEvent>(OnBroadcast);
SubscribeLocalEvent<ShadowlingAscendantBroadcastComponent, MapInitEvent>(OnStartup);
SubscribeLocalEvent<ShadowlingAscendantBroadcastComponent, ComponentShutdown>(OnShutdown);
}
private void OnStartup(Entity<ShadowlingAscendantBroadcastComponent> ent, ref MapInitEvent args)
=> _actions.AddAction(ent.Owner, ref ent.Comp.ActionEnt, ent.Comp.ActionId);
private void OnShutdown(Entity<ShadowlingAscendantBroadcastComponent> ent, ref ComponentShutdown args)
=> _actions.RemoveAction(ent.Owner, ent.Comp.ActionEnt);
private void OnBroadcast(EntityUid uid, ShadowlingAscendantBroadcastComponent component, AscendantBroadcastEvent args)
{
if (args.Handled
|| !TryComp<ActorComponent>(args.Performer, out var actor))
return;
_dialogSystem.OpenDialog(actor.PlayerSession,
Loc.GetString("asc-broadcast-title"),
Loc.GetString("asc-broadcast-prompt"),
(string message) =>
{
if (actor.PlayerSession.AttachedEntity == null)
return;
var query = EntityQueryEnumerator<ActorComponent>();
while (query.MoveNext(out var ent, out _))
{
if (ent == uid)
continue;
_popupSystem.PopupEntity(message, ent, ent, PopupType.LargeCaution);
}
_popupSystem.PopupEntity(Loc.GetString("shadowling-ascendant-broadcast-dialog"), uid, uid, PopupType.Medium);
});
args.Handled = true;
}
}
| 411 | 0.802003 | 1 | 0.802003 | game-dev | MEDIA | 0.894548 | game-dev | 0.847056 | 1 | 0.847056 |
risk-of-thunder/R2API | 8,270 | R2API.TempVisualEffect/TempVisualEffectAPI.cs | using System;
using System.Collections.Generic;
using R2API.AutoVersionGen;
using R2API.Utils;
using RoR2;
using UnityEngine;
namespace R2API;
/// <summary>
/// API for adding custom TemporaryVisualEffects to CharacterBody components.
/// </summary>
#pragma warning disable CS0436 // Type conflicts with imported type
[AutoVersion]
#pragma warning restore CS0436 // Type conflicts with imported type
public static partial class TempVisualEffectAPI
{
public const string PluginGUID = R2API.PluginGUID + ".tempvisualeffect";
public const string PluginName = R2API.PluginName + ".TempVisualEffect";
/// <summary>
/// Return true if the submodule is loaded.
/// </summary>
#pragma warning disable CS0618 // Type or member is obsolete
[Obsolete(R2APISubmoduleDependency.PropertyObsolete)]
#pragma warning restore CS0618 // Type or member is obsolete
public static bool Loaded => true;
/// <summary>
/// Delegate used for checking if TemporaryVisualEffect should be active (bool active). <see cref="CharacterBody.UpdateSingleTemporaryVisualEffect(ref TemporaryVisualEffect, string, float, bool, string)"/>
/// </summary>
/// <param name="body"></param>
public delegate bool EffectCondition(CharacterBody body);
/// <summary>
/// Delegate used for calculating the radius of a TemporaryVisualEffect (float radius). <see cref="CharacterBody.UpdateSingleTemporaryVisualEffect(ref TemporaryVisualEffect, string, float, bool, string)"/>
/// </summary>
/// <param name="body"></param>
public delegate float EffectRadius(CharacterBody body);
internal struct TemporaryVisualEffectInfo
{
public GameObject effectPrefab;
public EffectRadius radius;
public bool useBestFitRadius;
public EffectCondition condition;
public string childLocatorOverride;
}
internal static List<TemporaryVisualEffectInfo> temporaryVisualEffectInfos = new List<TemporaryVisualEffectInfo>();
internal static Dictionary<CharacterBody, TemporaryVisualEffect[]> bodyToTemporaryVisualEffects = new Dictionary<CharacterBody, TemporaryVisualEffect[]>();
internal static FixedSizeArrayPool<TemporaryVisualEffect> temporaryVisualEffectArrayPool = new FixedSizeArrayPool<TemporaryVisualEffect>(0);
/// <summary>
/// Adds a custom TemporaryVisualEffect to all CharacterBodies.
/// Will be updated in the CharacterBody just after vanilla TemporaryVisualEffects.
/// This overload lets you choose between scaling your effect based on <see cref="CharacterBody.radius"/> or <see cref="CharacterBody.bestFitRadius"/>.
/// Returns true if successful.
/// </summary>
/// <param name="effectPrefab">MUST contain a TemporaryVisualEffect component.</param>
/// <param name="condition"></param>
/// <param name="useBestFitRadius"></param>
/// <param name="childLocatorOverride"></param>
public static bool AddTemporaryVisualEffect(GameObject effectPrefab, EffectCondition condition, bool useBestFitRadius = false, string childLocatorOverride = "")
{
SetHooks();
if (!effectPrefab)
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: GameObject is null");
return false;
}
if (condition == null)
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: {effectPrefab.name} no condition attached");
return false;
}
if (!effectPrefab.GetComponent<TemporaryVisualEffect>())
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: {effectPrefab.name} GameObject has no TemporaryVisualEffect component");
return false;
}
AddTemporaryVisualEffectInternal(effectPrefab, null, condition, useBestFitRadius, childLocatorOverride);
return true;
}
/// <summary>
/// Adds a custom TemporaryVisualEffect to all CharacterBodies.
/// Will be updated in the CharacterBody just after vanilla TemporaryVisualEffects.
/// This overload lets you delegate exactly how to scale your effect.
/// Returns true if successful.
/// </summary>
/// <param name="effectPrefab">MUST contain a TemporaryVisualEffect component.</param>
/// <param name="radius"></param>
/// <param name="condition"></param>
/// <param name="childLocatorOverride"></param>
public static bool AddTemporaryVisualEffect(GameObject effectPrefab, EffectRadius radius, EffectCondition condition, string childLocatorOverride = "")
{
SetHooks();
if (!effectPrefab)
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: GameObject is null");
return false;
}
if (radius == null)
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: {effectPrefab.name} no radius attached");
return false;
}
if (condition == null)
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: {effectPrefab.name} no condition attached");
return false;
}
if (!effectPrefab.GetComponent<TemporaryVisualEffect>())
{
TempVisualEffectPlugin.Logger.LogError($"Failed to add TemporaryVisualEffect: {effectPrefab.name} GameObject has no TemporaryVisualEffect component");
return false;
}
AddTemporaryVisualEffectInternal(effectPrefab, radius, condition, false, childLocatorOverride);
return true;
}
internal static void AddTemporaryVisualEffectInternal(GameObject effectPrefab, EffectRadius radius, EffectCondition condition, bool useBestFitRadius, string childLocatorOverride)
{
var newInfo = new TemporaryVisualEffectInfo
{
effectPrefab = effectPrefab,
radius = radius,
condition = condition,
useBestFitRadius = useBestFitRadius,
childLocatorOverride = childLocatorOverride,
};
temporaryVisualEffectInfos.Add(newInfo);
temporaryVisualEffectArrayPool.lengthOfArrays++;
TempVisualEffectPlugin.Logger.LogMessage($"Added new TemporaryVisualEffect: {newInfo}");
}
private static bool _hooksEnabled = false;
internal static void SetHooks()
{
if (_hooksEnabled)
{
return;
}
On.RoR2.CharacterBody.UpdateAllTemporaryVisualEffects += UpdateAllHook;
CharacterBody.onBodyAwakeGlobal += BodyAwake;
CharacterBody.onBodyDestroyGlobal += BodyDestroy;
_hooksEnabled = true;
}
internal static void UnsetHooks()
{
On.RoR2.CharacterBody.UpdateAllTemporaryVisualEffects -= UpdateAllHook;
CharacterBody.onBodyStartGlobal -= BodyAwake;
CharacterBody.onBodyDestroyGlobal -= BodyDestroy;
_hooksEnabled = false;
}
private static void BodyAwake(CharacterBody body)
{
bodyToTemporaryVisualEffects.Add(body, temporaryVisualEffectArrayPool.Request());
}
private static void BodyDestroy(CharacterBody body)
{
if (bodyToTemporaryVisualEffects.TryGetValue(body, out TemporaryVisualEffect[] temporaryVisualEffects))
{
temporaryVisualEffectArrayPool.Return(temporaryVisualEffects);
}
bodyToTemporaryVisualEffects.Remove(body);
}
private static void UpdateAllHook(On.RoR2.CharacterBody.orig_UpdateAllTemporaryVisualEffects orig, CharacterBody self)
{
orig(self);
if (bodyToTemporaryVisualEffects.TryGetValue(self, out TemporaryVisualEffect[] temporaryVisualEffects))
{
for (int i = 0; i < temporaryVisualEffects.Length; i++)
{
TemporaryVisualEffectInfo info = temporaryVisualEffectInfos[i];
self.UpdateSingleTemporaryVisualEffect(ref temporaryVisualEffects[i],
info.effectPrefab,
info.radius != null ? info.radius(self) : (info.useBestFitRadius ? self.bestFitRadius : self.radius),
info.condition(self),
info.childLocatorOverride);
}
}
}
}
| 411 | 0.81772 | 1 | 0.81772 | game-dev | MEDIA | 0.781908 | game-dev | 0.958016 | 1 | 0.958016 |
mars-sim/mars-sim | 4,608 | mars-sim-core/src/main/java/com/mars_sim/core/moon/Zone.java | /*
* Mars Simulation Project
* Zone.java
* @date 2023-10-05
* @author Manny Kung
*/
package com.mars_sim.core.moon;
import java.io.Serializable;
import com.mars_sim.core.logging.SimLogger;
import com.mars_sim.core.time.ClockPulse;
import com.mars_sim.core.time.Temporal;
import com.mars_sim.core.tool.RandomUtil;
public class Zone implements Serializable, Temporal {
private static final long serialVersionUID = 1L;
private static final SimLogger logger = SimLogger.getLogger(Zone.class.getName());
// Area in square meters
private double area;
private double growthPercent;
private ZoneType type;
private Colony colony;
/**
* Constructor.
*
* @param type
* @param colony
* @param startup Is it at the startup of the simulation ?
*/
public Zone(ZoneType type, Colony colony, boolean startup) {
this.type = type;
this.colony = colony;
double factor = RandomUtil.getRandomDouble(.05, .1);
if (startup) {
factor = 1;
}
if (ZoneType.BUSINESS == type)
area = factor * RandomUtil.getRandomDouble(25, 50);
else if (ZoneType.COMMAND_CONTROL == type)
area = factor * RandomUtil.getRandomDouble(50, 100);
else if (ZoneType.COMMUNICATION == type)
area = factor * RandomUtil.getRandomDouble(50, 100);
else if (ZoneType.CONSTRUCTION == type)
area = factor * RandomUtil.getRandomDouble(50, 200);
else if (ZoneType.EDUCATION == type)
area = factor * RandomUtil.getRandomDouble(10, 30);
else if (ZoneType.ENGINEERING == type)
area = factor * RandomUtil.getRandomDouble(50, 150);
else if (ZoneType.INDUSTRIAL == type)
area = factor * RandomUtil.getRandomDouble(150, 200);
else if (ZoneType.LIFE_SUPPORT == type)
area = factor * RandomUtil.getRandomDouble(100, 150);
else if (ZoneType.OPERATION == type)
area = factor * RandomUtil.getRandomDouble(100, 150);
else if (ZoneType.RECREATION == type)
area = factor * RandomUtil.getRandomDouble(50, 100);
else if (ZoneType.RESEARCH == type)
area = factor * RandomUtil.getRandomDouble(50, 100);
else if (ZoneType.RESOURCE == type)
area = factor * RandomUtil.getRandomDouble(150, 200);
else if (ZoneType.TRANSPORTATION == type)
area = factor * RandomUtil.getRandomDouble(50, 100);
growthPercent = RandomUtil.getRandomDouble(0.1, 1);
}
@Override
public boolean timePassing(ClockPulse pulse) {
// int missionSol = pulse.getMarsTime().getMissionSol();
if (pulse.isNewHalfSol() || (RandomUtil.getRandomInt(50) == 1)) {
if (ZoneType.RESEARCH == type) {
int numResearcher = colony.getPopulation().getNumResearchers();
int numResearchProj = colony.getNumResearchProjects();
double researchValue = colony.getTotalResearchValue();
double score = 0;
if (numResearcher > 0 && numResearchProj > 0)
score = Math.log10(1 + researchValue / 5 / numResearchProj / numResearcher);
// logger.info(colony.getName() + " research: " + score
// + " researchValue: " + researchValue
// + " numResearchProj: " + numResearchProj
// );
if (score > .2)
score = .2;
else if (score < -.2)
score = -.2;
growthPercent += RandomUtil.getRandomDouble(-0.011 + score, 0.011 + score);
}
else if (ZoneType.ENGINEERING == type) {
int numEngineer = colony.getPopulation().getNumEngineers();
int numDevelopmentProj = colony.getNumDevelopmentProjects();
double developmentValue = colony.getTotalDevelopmentValue();
double score = 0;
if (numEngineer > 0 && numDevelopmentProj > 0)
score = Math.log10(1 + developmentValue / 5 / numDevelopmentProj / numEngineer);
// logger.info(colony.getName() + " research: " + score
// + " researchValue: " + researchValue
// + " numResearchProj: " + numResearchProj
// );
if (score > .2)
score = .2;
else if (score < -.2)
score = -.2;
growthPercent += RandomUtil.getRandomDouble(-0.01 + score, 0.01 + score);
}
else {
growthPercent += RandomUtil.getRandomDouble(-0.01, 0.01);
}
if (growthPercent > 10)
growthPercent = 10;
else if (growthPercent < -5)
growthPercent = -5;
area *= 1 + growthPercent/100;
// Slightly adjust the growth rate after making the contribution to
// the increase or decrease of the zone area
growthPercent = growthPercent *.95;
}
return false;
}
public ZoneType getZoneType() {
return type;
}
public double getArea() {
return area;
}
public double getGrowthPercent() {
return growthPercent;
}
/**
* Prepares for deletion.
*/
public void destroy() {
type = null;
}
}
| 411 | 0.774314 | 1 | 0.774314 | game-dev | MEDIA | 0.911197 | game-dev | 0.855146 | 1 | 0.855146 |
dpjudas/SurrealEngine | 2,945 | SurrealEngine/Commandlet/VM/PrintCommandlet.cpp |
#include "Precomp.h"
#include "PrintCommandlet.h"
#include "DebuggerApp.h"
#include "VM/Frame.h"
PrintCommandlet::PrintCommandlet()
{
SetShortFormName("p");
SetLongFormName("print");
SetShortDescription("Print content of variable");
}
void PrintCommandlet::OnCommand(DebuggerApp* console, const std::string& args)
{
Frame* frame = console->GetCurrentFrame();
UObject* obj = nullptr;
bool bFoundObj = false;
Array<std::string> chunks = SplitString(args, '.');
if (NameString("self") == chunks[0])
{
obj = frame->Object;
}
else
{
for (UProperty* prop : frame->Func->Properties)
{
if (prop->Name == chunks[0] && (UObject::TryCast<UObjectProperty>(prop) || UObject::TryCast<UClassProperty>(prop)))
{
void* ptr = ((uint8_t*)frame->Variables.get()) + prop->DataOffset.DataOffset;
obj = *(UObject**)ptr;
bFoundObj = true;
break;
}
}
}
if (!obj)
{
if (!bFoundObj)
console->WriteOutput("Unknown variable " + chunks[0] + ResetEscape() + NewLine());
else
console->WriteOutput("None" + ResetEscape() + NewLine());
return;
}
std::string name;
std::string value;
for (auto chunk = chunks.begin() + 1; chunk != chunks.end(); chunk++)
{
if (!obj)
{
console->WriteOutput(*chunk + ResetEscape() + " " + ColorEscape(96) + "None" + ResetEscape() + NewLine());
return;
}
bFoundObj = false;
for (UProperty* prop : obj->PropertyData.Class->Properties)
{
if (prop->Name == (*chunk))
{
void* ptr = ((uint8_t*)obj) + prop->DataOffset.DataOffset;
void* val = obj->PropertyData.Ptr(prop);
if (UObject::TryCast<UObjectProperty>(prop) || UObject::TryCast<UClassProperty>(prop))
{
obj = *(UObject**)val;
bFoundObj = true;
break;
}
else if (chunk+1 == chunks.end())
{
name = prop->Name.ToString();
value = prop->PrintValue(val);
if (name.size() < 40)
name.resize(40, ' ');
console->WriteOutput(name + ResetEscape() + " " + ColorEscape(96) + value + ResetEscape() + NewLine());
return;
}
}
}
if (!bFoundObj)
{
console->WriteOutput("Unknown variable " + *chunk + ResetEscape() + NewLine());
return;
}
}
if (!obj)
{
std::string name = *(chunks.end() - 1);
if (name.size() < 40)
name.resize(40, ' ');
console->WriteOutput(name + ResetEscape() + " " + ColorEscape(96) + "None" + ResetEscape() + NewLine());
return;
}
auto props = obj->PropertyData.Class->Properties;
std::stable_sort(props.begin(), props.end(), [](UProperty* a, UProperty* b) { return a->Name < b->Name; });
for (UProperty* prop : props)
{
void* ptr = obj->PropertyData.Ptr(prop);
std::string name = prop->Name.ToString();
std::string value = prop->PrintValue(ptr);
if (name.size() < 40)
name.resize(40, ' ');
console->WriteOutput(name + ResetEscape() + " " + ColorEscape(96) + value + ResetEscape() + NewLine());
}
}
void PrintCommandlet::OnPrintHelp(DebuggerApp* console)
{
}
| 411 | 0.800774 | 1 | 0.800774 | game-dev | MEDIA | 0.441588 | game-dev | 0.888577 | 1 | 0.888577 |
ConfusedPolarBear/intro-skipper | 3,692 | ConfusedPolarBear.Plugin.IntroSkipper/Data/TimeRange.cs | using System;
using System.Collections.Generic;
namespace ConfusedPolarBear.Plugin.IntroSkipper;
#pragma warning disable CA1036 // Override methods on comparable types
/// <summary>
/// Range of contiguous time.
/// </summary>
public class TimeRange : IComparable
{
/// <summary>
/// Initializes a new instance of the <see cref="TimeRange"/> class.
/// </summary>
public TimeRange()
{
Start = 0;
End = 0;
}
/// <summary>
/// Initializes a new instance of the <see cref="TimeRange"/> class.
/// </summary>
/// <param name="start">Time range start.</param>
/// <param name="end">Time range end.</param>
public TimeRange(double start, double end)
{
Start = start;
End = end;
}
/// <summary>
/// Initializes a new instance of the <see cref="TimeRange"/> class.
/// </summary>
/// <param name="original">Original TimeRange.</param>
public TimeRange(TimeRange original)
{
Start = original.Start;
End = original.End;
}
/// <summary>
/// Gets or sets the time range start (in seconds).
/// </summary>
public double Start { get; set; }
/// <summary>
/// Gets or sets the time range end (in seconds).
/// </summary>
public double End { get; set; }
/// <summary>
/// Gets the duration of this time range (in seconds).
/// </summary>
public double Duration => End - Start;
/// <summary>
/// Compare TimeRange durations.
/// </summary>
/// <param name="obj">Object to compare with.</param>
/// <returns>int.</returns>
public int CompareTo(object? obj)
{
if (!(obj is TimeRange tr))
{
throw new ArgumentException("obj must be a TimeRange");
}
return tr.Duration.CompareTo(Duration);
}
/// <summary>
/// Tests if this TimeRange object intersects the provided TimeRange.
/// </summary>
/// <param name="tr">Second TimeRange object to test.</param>
/// <returns>true if tr intersects the current TimeRange, false otherwise.</returns>
public bool Intersects(TimeRange tr)
{
return
(Start < tr.Start && tr.Start < End) ||
(Start < tr.End && tr.End < End);
}
}
#pragma warning restore CA1036
/// <summary>
/// Time range helpers.
/// </summary>
public static class TimeRangeHelpers
{
/// <summary>
/// Finds the longest contiguous time range.
/// </summary>
/// <param name="times">Sorted timestamps to search.</param>
/// <param name="maximumDistance">Maximum distance permitted between contiguous timestamps.</param>
/// <returns>The longest contiguous time range (if one was found), or null (if none was found).</returns>
public static TimeRange? FindContiguous(double[] times, double maximumDistance)
{
if (times.Length == 0)
{
return null;
}
Array.Sort(times);
var ranges = new List<TimeRange>();
var currentRange = new TimeRange(times[0], times[0]);
// For all provided timestamps, check if it is contiguous with its neighbor.
for (var i = 0; i < times.Length - 1; i++)
{
var current = times[i];
var next = times[i + 1];
if (next - current <= maximumDistance)
{
currentRange.End = next;
continue;
}
ranges.Add(new TimeRange(currentRange));
currentRange = new TimeRange(next, next);
}
// Find and return the longest contiguous range.
ranges.Sort();
return (ranges.Count > 0) ? ranges[0] : null;
}
}
| 411 | 0.791063 | 1 | 0.791063 | game-dev | MEDIA | 0.133911 | game-dev | 0.762416 | 1 | 0.762416 |
OvercastNetwork/SportBukkit | 2,311 | snapshot/Bukkit/src/main/java/org/bukkit/material/NetherWarts.java | package org.bukkit.material;
import org.bukkit.Material;
import org.bukkit.NetherWartsState;
/**
* Represents nether wart
*/
public class NetherWarts extends MaterialData {
public NetherWarts() {
super(Material.NETHER_WARTS);
}
public NetherWarts(NetherWartsState state) {
this();
setState(state);
}
/**
* @param type the raw type id
* @deprecated Magic value
*/
@Deprecated
public NetherWarts(final int type) {
super(type);
}
public NetherWarts(final Material type) {
super (type);
}
/**
* @param type the raw type id
* @param data the raw data value
* @deprecated Magic value
*/
@Deprecated
public NetherWarts(final int type, final byte data) {
super(type, data);
}
/**
* @param type the type
* @param data the raw data value
* @deprecated Magic value
*/
@Deprecated
public NetherWarts(final Material type, final byte data) {
super(type, data);
}
/**
* Gets the current growth state of this nether wart
*
* @return NetherWartsState of this nether wart
*/
public NetherWartsState getState() {
switch (getData()) {
case 0:
return NetherWartsState.SEEDED;
case 1:
return NetherWartsState.STAGE_ONE;
case 2:
return NetherWartsState.STAGE_TWO;
default:
return NetherWartsState.RIPE;
}
}
/**
* Sets the growth state of this nether wart
*
* @param state New growth state of this nether wart
*/
public void setState(NetherWartsState state) {
switch (state) {
case SEEDED:
setData((byte) 0x0);
return;
case STAGE_ONE:
setData((byte) 0x1);
return;
case STAGE_TWO:
setData((byte) 0x2);
return;
case RIPE:
setData((byte) 0x3);
return;
}
}
@Override
public String toString() {
return getState() + " " + super.toString();
}
@Override
public NetherWarts clone() {
return (NetherWarts) super.clone();
}
}
| 411 | 0.592349 | 1 | 0.592349 | game-dev | MEDIA | 0.978368 | game-dev | 0.913568 | 1 | 0.913568 |
quiverteam/Engine | 5,312 | src/thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h | /*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
#define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
#include "btStridingMeshInterface.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btScalar.h"
///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
///Instead of the number of indices, we pass the number of triangles.
ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
{
BT_DECLARE_ALIGNED_ALLOCATOR();
int m_numTriangles;
const unsigned char * m_triangleIndexBase;
// Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
int m_triangleIndexStride;
int m_numVertices;
const unsigned char * m_vertexBase;
// Size of a vertex, in bytes
int m_vertexStride;
// The index type is set when adding an indexed mesh to the
// btTriangleIndexVertexArray, do not set it manually
PHY_ScalarType m_indexType;
// The vertex type has a default type similar to Bullet's precision mode (float or double)
// but can be set manually if you for example run Bullet with double precision but have
// mesh data in single precision..
PHY_ScalarType m_vertexType;
btIndexedMesh()
:m_indexType(PHY_INTEGER),
#ifdef BT_USE_DOUBLE_PRECISION
m_vertexType(PHY_DOUBLE)
#else // BT_USE_DOUBLE_PRECISION
m_vertexType(PHY_FLOAT)
#endif // BT_USE_DOUBLE_PRECISION
{
}
}
;
typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray;
///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
///Additional meshes can be added using addIndexedMesh
///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
{
protected:
IndexedMeshArray m_indexedMeshes;
int m_pad[2];
mutable int m_hasAabb; // using int instead of bool to maintain alignment
mutable btVector3 m_aabbMin;
mutable btVector3 m_aabbMax;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btTriangleIndexVertexArray() : m_hasAabb(0)
{
}
virtual ~btTriangleIndexVertexArray();
//just to be backwards compatible
btTriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, btScalar* vertexBase, int vertexStride);
void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
{
m_indexedMeshes.push_back(mesh);
m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
}
virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, unsigned char **indexbase, int & indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart=0);
virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, const unsigned char **indexbase, int & indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart=0) const;
/// unLockVertexBase finishes the access to a subpart of the triangle mesh
/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
virtual void unLockVertexBase(int subpart) {(void)subpart;}
virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
virtual int getNumSubParts() const {
return (int)m_indexedMeshes.size();
}
IndexedMeshArray& getIndexedMeshArray()
{
return m_indexedMeshes;
}
const IndexedMeshArray& getIndexedMeshArray() const
{
return m_indexedMeshes;
}
virtual void preallocateVertices(int numverts){(void) numverts;}
virtual void preallocateIndices(int numindices){(void) numindices;}
virtual bool hasPremadeAabb() const;
virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
}
;
#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
| 411 | 0.961968 | 1 | 0.961968 | game-dev | MEDIA | 0.86913 | game-dev | 0.914794 | 1 | 0.914794 |
its-danny/xibalba | 1,563 | core/src/me/dannytatom/xibalba/utils/CameraShake.java | package me.dannytatom.xibalba.utils;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.math.Vector2;
import java.util.Random;
import me.dannytatom.xibalba.Main;
public class CameraShake {
public float time;
private Random random;
private float currentTime;
private float power;
private float currentPower;
/**
* https://carelesslabs.wordpress.com/2014/05/08/simple-screen-shake/comment-page-1/
*/
public CameraShake() {
time = 0;
currentTime = 0;
power = 0;
currentPower = 0;
}
/**
* Start shakin', boys.
*
* @param power Force of the shake
* @param time How long it should last
*/
public void shake(float power, float time) {
random = new Random();
this.power = power;
this.time = time;
this.currentTime = 0;
}
/**
* Called each frame to handle the shaking.
*
* @param delta Time since last frame
* @param camera Camera to shake
* @param position Position to snap back to afterwards
*/
public void update(float delta, Camera camera, Vector2 position) {
if (currentTime <= time) {
currentPower = power * ((time - currentTime) / time);
float posX = (random.nextFloat() - 0.5f) * 2 * currentPower;
float posY = (random.nextFloat() - 0.5f) * 2 * currentPower;
camera.translate(-posX, -posY, 0);
currentTime += delta;
} else {
time = 0;
currentTime = 0;
camera.position.set(
position.x * Main.SPRITE_WIDTH,
position.y * Main.SPRITE_HEIGHT, 0
);
}
}
} | 411 | 0.784501 | 1 | 0.784501 | game-dev | MEDIA | 0.888151 | game-dev | 0.94072 | 1 | 0.94072 |
Fluorohydride/ygopro-scripts | 3,056 | c55537983.lua | --Mimighoul Master
local s,id,o=GetID()
function s.initial_effect(c)
--indestructable
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetRange(LOCATION_MZONE)
e1:SetValue(1)
e1:SetCondition(s.indescon)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
c:RegisterEffect(e2)
--search
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(id,0))
e3:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_SUMMON_SUCCESS)
e3:SetProperty(EFFECT_FLAG_DELAY)
e3:SetCountLimit(1,id)
e3:SetTarget(s.thtg)
e3:SetOperation(s.thop)
c:RegisterEffect(e3)
local e4=e3:Clone()
e4:SetCode(EVENT_SPSUMMON_SUCCESS)
c:RegisterEffect(e4)
--change pos
local e5=Effect.CreateEffect(c)
e5:SetDescription(aux.Stringid(id,1))
e5:SetCategory(CATEGORY_POSITION)
e5:SetType(EFFECT_TYPE_QUICK_O)
e5:SetCode(EVENT_FREE_CHAIN)
e5:SetHintTiming(0,TIMINGS_CHECK_MONSTER+TIMING_MAIN_END)
e5:SetRange(LOCATION_MZONE)
e5:SetCountLimit(1,id+o)
e5:SetCondition(s.poscon)
e5:SetTarget(s.postg)
e5:SetOperation(s.posop)
c:RegisterEffect(e5)
end
function s.cfilter1(c)
return c:IsFaceup() and c:IsSetCard(0x1b7) and not c:IsCode(id)
end
function s.cfilter2(c)
return c:IsFacedown()
end
function s.indescon(e)
local tp=e:GetHandlerPlayer()
return Duel.IsExistingMatchingCard(s.cfilter1,tp,LOCATION_MZONE,0,1,nil)
or Duel.IsExistingMatchingCard(s.cfilter2,tp,0,LOCATION_MZONE,1,nil)
end
function s.thfilter(c)
return c:IsSetCard(0x1b7) and c:IsType(TYPE_MONSTER) and not c:IsCode(id) and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.thfilter,tp,LOCATION_DECK,0,1,nil) end
Duel.Hint(HINT_OPSELECTED,1-tp,aux.Stringid(id,0))
Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
local g=Duel.SelectMatchingCard(tp,s.thfilter,tp,LOCATION_DECK,0,1,1,nil)
if g:GetCount()>0 then
Duel.SendtoHand(g,nil,REASON_EFFECT)
Duel.ConfirmCards(1-tp,g)
end
end
function s.poscon(e,tp,eg,ep,ev,re,r,rp)
local ph=Duel.GetCurrentPhase()
return Duel.GetTurnPlayer()~=tp and (ph==PHASE_MAIN1 or ph==PHASE_MAIN2)
end
function s.filter(c)
return c:IsType(TYPE_MONSTER) and c:IsFacedown() and c:IsDefensePos()
end
function s.postg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
Duel.Hint(HINT_OPSELECTED,1-tp,aux.Stringid(id,1))
Duel.SetOperationInfo(0,CATEGORY_POSITION,nil,1,0,0)
end
function s.posop(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
local g=Duel.SelectMatchingCard(tp,s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil)
local tc=g:GetFirst()
if tc then
Duel.HintSelection(g)
local pos=Duel.SelectPosition(tp,tc,POS_FACEUP)
Duel.ChangePosition(tc,pos)
end
end
| 411 | 0.890194 | 1 | 0.890194 | game-dev | MEDIA | 0.988269 | game-dev | 0.973955 | 1 | 0.973955 |
MaxOhn/Bathbot | 3,080 | bathbot-util/src/query/impls/regular.rs | use std::borrow::Cow;
use super::{display_range, display_text};
use crate::query::{
IFilterCriteria,
operator::Operator,
optional::{OptionalRange, OptionalText},
};
#[derive(Default)]
pub struct RegularCriteria<'q> {
pub stars: OptionalRange<f32>,
pub ar: OptionalRange<f32>,
pub cs: OptionalRange<f32>,
pub hp: OptionalRange<f32>,
pub od: OptionalRange<f32>,
pub length: OptionalRange<f32>,
pub bpm: OptionalRange<f32>,
pub keys: OptionalRange<f32>,
pub artist: OptionalText<'q>,
pub creator: OptionalText<'q>,
pub title: OptionalText<'q>,
}
impl<'q> IFilterCriteria<'q> for RegularCriteria<'q> {
fn try_parse_key_value(
&mut self,
key: Cow<'q, str>,
value: Cow<'q, str>,
op: Operator,
) -> bool {
match key.as_ref() {
"star" | "stars" => self.stars.try_update(op, &value, 0.005),
"ar" => self.ar.try_update(op, &value, 0.005),
"dr" | "hp" => self.hp.try_update(op, &value, 0.005),
"cs" => self.cs.try_update(op, &value, 0.005),
"od" => self.od.try_update(op, &value, 0.005),
"bpm" => self.bpm.try_update(op, &value, 0.05),
"length" | "len" => super::try_update_len(&mut self.length, op, &value),
"creator" | "mapper" => self.creator.try_update(op, value),
"artist" => self.artist.try_update(op, value),
"title" => self.title.try_update(op, value),
"key" | "keys" => self.keys.try_update(op, &value, 0.5),
_ => false,
}
}
fn any_field(&self) -> bool {
let Self {
stars,
ar,
cs,
hp,
od,
length,
bpm,
keys,
artist,
creator,
title,
} = self;
!(stars.is_empty()
&& ar.is_empty()
&& cs.is_empty()
&& hp.is_empty()
&& od.is_empty()
&& length.is_empty()
&& bpm.is_empty()
&& keys.is_empty()
&& artist.is_empty()
&& creator.is_empty()
&& title.is_empty())
}
fn display(&self, content: &mut String) {
let Self {
stars,
ar,
cs,
hp,
od,
length,
bpm,
keys,
artist,
creator,
title,
} = self;
display_range(content, "AR", ar);
display_range(content, "CS", cs);
display_range(content, "HP", hp);
display_range(content, "OD", od);
display_range(content, "Length", length);
display_range(content, "Stars", stars);
display_range(content, "BPM", bpm);
display_range(content, "Keys", keys);
display_range(content, "AR", ar);
display_range(content, "AR", ar);
display_text(content, "Artist", artist);
display_text(content, "Title", title);
display_text(content, "Creator", creator);
}
}
| 411 | 0.771382 | 1 | 0.771382 | game-dev | MEDIA | 0.683516 | game-dev | 0.662956 | 1 | 0.662956 |
unikotoast/buns-bunny-survivor | 2,063 | weapons/unused/cat.lua | cat = nil
cat_attack =false
cat_attack_timer = 60
cat_attack_x = 0
cat_attack_y = 0
cat_flip = false
function put_cat()
if (cat == nil) then
cat = {}
cat.x = playerx
cat.y = playery
else
aoe_damage(x1,y1+24, 14+4*w_lightning,6+3*w_damage+4*w_lightning,51336)
for e in all(bugs) do
if (cat_attack) then
if (cat_attack_timer % 20 == 0) then
if is_point_in_rect(e.pos.x, e.pos.y,cat.x-24,cat.y-24,cat.x+24,cat.y+24) then
--local death = {x=e.pos.x, y=e.pos.y,duration=9,timer=9,sprite=133 }
-- add(death_animations,death)
add_timed_anim(133,e.pos.x,e.pos.y,3,9)
deal_damage(e, 10)
end
end
else
if is_point_in_rect(e.pos.x, e.pos.y,cat.x-12,cat.y-12,cat.x+12,cat.y+12) then
cat_attack = true
cat_attack_x = cat.x - 8
cat_attack_y = cat.y - 8
end
end
end
end
end
function draw_cat()
if (cat) then
if (cat_attack) then
spr(148, cat.x,cat.y, 1, 1, cat_flip, false)
else
spr(132, cat.x,cat.y)
end
end
--for enemy in all(bget(bugstore, point(cat.x,cat.y))) do
-- if (enemy) then
-- sspr(40,64,8, 8, enemy.pos.x,enemy.pos.y, 24, 24, false, false)
-- end
--end
-- if (cat_attack) then
-- if (cat_attack_timer % 20 == 0) then
-- cat_attack_sprite_timer = 15
-- cat_attack_x = cat.x - 8 + rnd(16)
-- cat_attack_y = cat.y - 8 + rnd(16)
-- cat_flip = rnd({true, false})
-- cat_flip_y = rnd({true, false})
-- cat.x =cat_attack_x
-- cat.y =cat_attack_y
--
-- end
--
-- cat_attack_sprite_timer -= 1
--
-- if (cat_attack_sprite_timer > 10) then
-- sspr(40,64,8, 8, cat_attack_x,cat_attack_y, 20,20, cat_flip, cat_flip_y)
-- elseif (cat_attack_sprite_timer > 4) then
-- sspr(48,64,8, 8, cat_attack_x,cat_attack_y, 20,20, cat_flip, cat_flip_y)
-- elseif (cat_attack_sprite_timer > 0) then
-- sspr(56,64,8, 8, cat_attack_x,cat_attack_y, 20,20, cat_flip, cat_flip_y)
--
-- end
--
--
-- if (cat_attack_timer == 0) then
-- cat_attack = false
-- cat = nil
-- cat_attack_timer = 60*w_cat.lvl
-- end
--
--
--
-- cat_attack_timer -= 1
-- end
end | 411 | 0.504633 | 1 | 0.504633 | game-dev | MEDIA | 0.946354 | game-dev | 0.634559 | 1 | 0.634559 |
emileb/OpenGames | 8,770 | opengames/src/main/jni/Doom/gzdoom-g1.8.6/src/g_strife/a_strifeitems.cpp | /*
#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_spec.h"
#include "a_strifeglobal.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "d_event.h"
#include "a_keys.h"
#include "c_console.h"
#include "templates.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
// Degnin Ore ---------------------------------------------------------------
IMPLEMENT_CLASS(ADegninOre)
DEFINE_ACTION_FUNCTION(AActor, A_RemoveForceField)
{
self->flags &= ~MF_SPECIAL;
for (int i = 0; i < self->Sector->linecount; ++i)
{
line_t *line = self->Sector->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
}
bool ADegninOre::Use (bool pickup)
{
if (pickup)
{
return false;
}
else
{
AInventory *drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner->DropInventory (this);
if (drop == NULL)
{
Amount--;
return false;
}
return true;
}
}
// Health Training ----------------------------------------------------------
class AHealthTraining : public AInventory
{
DECLARE_CLASS (AHealthTraining, AInventory)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AHealthTraining)
bool AHealthTraining::TryPickup (AActor *&toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (PClass::FindClass("GunTraining"));
AInventory *coin = Spawn<ACoin> (0,0,0, NO_REPLACE);
if (coin != NULL)
{
coin->Amount = toucher->player->mo->accuracy*5 + 300;
if (!coin->CallTryPickup (toucher))
{
coin->Destroy ();
}
}
return true;
}
return false;
}
// Scanner ------------------------------------------------------------------
class AScanner : public APowerupGiver
{
DECLARE_CLASS (AScanner, APowerupGiver)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AScanner)
bool AScanner::Use (bool pickup)
{
if (!(level.flags2 & LEVEL2_ALLMAP))
{
if (Owner->CheckLocalView (consoleplayer))
{
C_MidPrint(SmallFont, GStrings("TXT_NEEDMAP"));
}
return false;
}
return Super::Use (pickup);
}
// Prison Pass --------------------------------------------------------------
class APrisonPass : public AKey
{
DECLARE_CLASS (APrisonPass, AKey)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (APrisonPass)
bool APrisonPass::TryPickup (AActor *&toucher)
{
Super::TryPickup (toucher);
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
toucher->GiveInventoryType (QuestItemClasses[9]);
return true;
}
//============================================================================
//
// APrisonPass :: SpecialDropAction
//
// Trying to make a monster that drops a prison pass turns it into an
// OpenDoor223 item instead. That means the only way to get it in Strife
// is through dialog, which is why it doesn't have its own sprite.
//
//============================================================================
bool APrisonPass::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 223, 2*FRACUNIT, 0, 0, 0);
Destroy ();
return true;
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
IMPLEMENT_CLASS (ADummyStrifeItem)
// Sound the alarm! ---------------------------------------------------------
class ARaiseAlarm : public ADummyStrifeItem
{
DECLARE_CLASS (ARaiseAlarm, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (ARaiseAlarm)
bool ARaiseAlarm::TryPickup (AActor *&toucher)
{
P_NoiseAlert (toucher, toucher);
CALL_ACTION(A_WakeOracleSpectre, toucher);
GoAwayAndDie ();
return true;
}
bool ARaiseAlarm::SpecialDropAction (AActor *dropper)
{
P_NoiseAlert (dropper->target, dropper->target);
if (dropper->target->CheckLocalView (consoleplayer))
{
Printf ("You Fool! You've set off the alarm.\n");
}
Destroy ();
return true;
}
// Open door tag 222 --------------------------------------------------------
class AOpenDoor222 : public ADummyStrifeItem
{
DECLARE_CLASS (AOpenDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AOpenDoor222)
bool AOpenDoor222::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
// Close door tag 222 -------------------------------------------------------
class ACloseDoor222 : public ADummyStrifeItem
{
DECLARE_CLASS (ACloseDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (ACloseDoor222)
bool ACloseDoor222::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool ACloseDoor222::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2*FRACUNIT, 0, 0, 0);
if (dropper->target->CheckLocalView (consoleplayer))
{
Printf ("You're dead! You set off the alarm.\n");
}
P_NoiseAlert (dropper->target, dropper->target);
Destroy ();
return true;
}
// Open door tag 224 --------------------------------------------------------
class AOpenDoor224 : public ADummyStrifeItem
{
DECLARE_CLASS (AOpenDoor224, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (AOpenDoor224)
bool AOpenDoor224::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool AOpenDoor224::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2*FRACUNIT, 0, 0, 0);
Destroy ();
return true;
}
// Ammo ---------------------------------------------------------------------
class AAmmoFillup : public ADummyStrifeItem
{
DECLARE_CLASS (AAmmoFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AAmmoFillup)
bool AAmmoFillup::TryPickup (AActor *&toucher)
{
const PClass * clip = PClass::FindClass(NAME_ClipOfBullets);
if (clip != NULL)
{
AInventory *item = toucher->FindInventory(clip);
if (item == NULL)
{
item = toucher->GiveInventoryType (clip);
if (item != NULL)
{
item->Amount = 50;
}
}
else if (item->Amount < 50)
{
item->Amount = 50;
}
else
{
return false;
}
GoAwayAndDie ();
}
return true;
}
// Health -------------------------------------------------------------------
class AHealthFillup : public ADummyStrifeItem
{
DECLARE_CLASS (AHealthFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AHealthFillup)
bool AHealthFillup::TryPickup (AActor *&toucher)
{
static const int skillhealths[5] = { -100, -75, -50, -50, -100 };
int index = clamp<int>(gameskill, 0,4);
if (!P_GiveBody (toucher, skillhealths[index]))
{
return false;
}
GoAwayAndDie ();
return true;
}
// Upgrade Stamina ----------------------------------------------------------
IMPLEMENT_CLASS (AUpgradeStamina)
bool AUpgradeStamina::TryPickup (AActor *&toucher)
{
if (toucher->player == NULL)
return false;
toucher->player->mo->stamina += Amount;
if (toucher->player->mo->stamina >= MaxAmount)
toucher->player->mo->stamina = MaxAmount;
P_GiveBody (toucher, -100);
GoAwayAndDie ();
return true;
}
// Upgrade Accuracy ---------------------------------------------------------
IMPLEMENT_CLASS (AUpgradeAccuracy)
bool AUpgradeAccuracy::TryPickup (AActor *&toucher)
{
if (toucher->player == NULL || toucher->player->mo->accuracy >= 100)
return false;
toucher->player->mo->accuracy += 10;
GoAwayAndDie ();
return true;
}
// Start a slideshow --------------------------------------------------------
IMPLEMENT_CLASS (ASlideshowStarter)
bool ASlideshowStarter::TryPickup (AActor *&toucher)
{
gameaction = ga_slideshow;
if (level.levelnum == 10)
{
toucher->GiveInventoryType (QuestItemClasses[16]);
}
GoAwayAndDie ();
return true;
}
| 411 | 0.978838 | 1 | 0.978838 | game-dev | MEDIA | 0.981636 | game-dev | 0.974247 | 1 | 0.974247 |
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