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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AppliedEnergistics/Applied-Energistics-2 | 2,497 | guidebook/example-setups/charger-automation.md | ---
navigation:
parent: example-setups/example-setups-index.md
title: Charger Automation
icon: charger
---
# Charger Automation
Note that since this uses a <ItemLink id="pattern_provider" />, it is meant to integrate into your [autocrafting](../ae2-mechanics/autocrafting.md)
setup. If you just want to automate a <ItemLink id="charger" /> standalone, use hoppers and chests and stuff.
Automation of a <ItemLink id="charger" /> is fairly simple. A <ItemLink id="pattern_provider" /> pushes the ingredient into the charger, then a [pipe subnet](pipe-subnet.md)
or other item pipe pushes the result back into the provider.
<GameScene zoom="6" interactive={true}>
<ImportStructure src="../assets/assemblies/charger_automation.snbt" />
<BoxAnnotation color="#dddddd" min="1 0 0" max="2 1 1">
(1) Pattern Provider: In its default configuration, with the relevant processing patterns. Also provides the charger with power.

</BoxAnnotation>
<BoxAnnotation color="#dddddd" min="0 1 0" max="1 1.3 1">
(2) Import Bus: In its default configuration.
</BoxAnnotation>
<BoxAnnotation color="#dddddd" min="1 1 0" max="2 1.3 1">
(3) Storage Bus: In its default configuration.
</BoxAnnotation>
<DiamondAnnotation pos="4 0.5 0.5" color="#00ff00">
To Main Network
</DiamondAnnotation>
<IsometricCamera yaw="195" pitch="30" />
</GameScene>
## Configurations
* The <ItemLink id="pattern_provider" /> (1) is in its default configuration, with the relevant <ItemLink id="processing_pattern" />s.
It also provides the <ItemLink id="charger" /> with [energy](../ae2-mechanics/energy.md) because it acts like a [cable](../items-blocks-machines/cables.md).

* The <ItemLink id="import_bus" /> (2) is in its default configuration.
* The <ItemLink id="storage_bus" /> (3) is in its default configuration.
## How It Works
1. The <ItemLink id="pattern_provider" /> pushes the ingredients into the <ItemLink id="charger" />.
2. The charger does its charging thing.
3. The <ItemLink id="import_bus" /> on the green subnet pulls the result out of the charger and attempts to store it in
[network storage](../ae2-mechanics/import-export-storage.md).
4. The only storage on the green subnet is the <ItemLink id="storage_bus" />, which stores the resulting items in the pattern provider, returning them to the main network.
| 0 | 0.980155 | 1 | 0.980155 | game-dev | MEDIA | 0.813103 | game-dev | 0.620846 | 1 | 0.620846 |
DescentDevelopers/Descent3 | 7,609 | netgames/dmfc/encryption.cpp | /*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/dmfc/encryption.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003/08/26 03:57:21 $
* $Author: kevinb $
*
* header file for ICE encryption class
*
* $Log: encryption.cpp,v $
* Revision 1.1.1.1 2003/08/26 03:57:21 kevinb
* initial 1.5 import
*
*
* 2 7/08/99 2:37a Jeff
* created encryption class based off of ICE encryption
*
* $NoKeywords: $
*/
#include "encryption.h"
class IceSubkey {
public:
uint32_t val[3];
};
// the S-boxes
static uint32_t ice_sbox[4][1024];
static int ice_sboxes_initialised = 0;
// modulo values for the S-boxes
static const int ice_smod[4][4] = {
{333, 313, 505, 369}, {379, 375, 319, 391}, {361, 445, 451, 397}, {397, 425, 395, 505}};
// XOR values for the S-boxes
static const int ice_sxor[4][4] = {
{0x83, 0x85, 0x9b, 0xcd}, {0xcc, 0xa7, 0xad, 0x41}, {0x4b, 0x2e, 0xd4, 0x33}, {0xea, 0xcb, 0x2e, 0x04}};
// Permutation values for the P-box
static const uint32_t ice_pbox[32] = {
0x00000001, 0x00000080, 0x00000400, 0x00002000, 0x00080000, 0x00200000, 0x01000000, 0x40000000,
0x00000008, 0x00000020, 0x00000100, 0x00004000, 0x00010000, 0x00800000, 0x04000000, 0x20000000,
0x00000004, 0x00000010, 0x00000200, 0x00008000, 0x00020000, 0x00400000, 0x08000000, 0x10000000,
0x00000002, 0x00000040, 0x00000800, 0x00001000, 0x00040000, 0x00100000, 0x02000000, 0x80000000};
// key rotation schedule
static const int ice_keyrot[16] = {0, 1, 2, 3, 2, 1, 3, 0, 1, 3, 2, 0, 3, 1, 0, 2};
//
// 8-bit Galois Field multiplication of a by b, modulo m.
// Just like arithmetic multiplication, except that additions and
// subtractions are replaced by XOR.
//
static uint32_t gf_mult(uint32_t a, uint32_t b, uint32_t m) {
uint32_t res = 0;
while (b) {
if (b & 1)
res ^= a;
a <<= 1;
b >>= 1;
if (a >= 256)
a ^= m;
}
return (res);
}
//
// Galois Field exponentiation.
// Raise the base to the power of 7, modulo m.
//
static uint32_t gf_exp7(uint32_t b, uint32_t m) {
uint32_t x;
if (b == 0)
return 0;
x = gf_mult(b, b, m);
x = gf_mult(b, x, m);
x = gf_mult(x, x, m);
return (gf_mult(b, x, m));
}
//
// Carry out the ICE 32-bit P-box permutation.
//
static uint32_t ice_perm32(uint32_t x) {
uint32_t res = 0;
const uint32_t *pbox = ice_pbox;
while (x) {
if (x & 1)
res |= *pbox;
pbox++;
x >>= 1;
}
return (res);
}
//
// Initialise the ICE S-boxes.
// This only has to be done once.
//
static void ice_sboxes_init(void) {
int i;
for (i = 0; i < 1024; i++) {
int col = (i >> 1) & 0xff;
int row = (i & 0x1) | ((i & 0x200) >> 8);
uint32_t x;
x = gf_exp7(col ^ ice_sxor[0][row], ice_smod[0][row]) << 24;
ice_sbox[0][i] = ice_perm32(x);
x = gf_exp7(col ^ ice_sxor[1][row], ice_smod[1][row]) << 16;
ice_sbox[1][i] = ice_perm32(x);
x = gf_exp7(col ^ ice_sxor[2][row], ice_smod[2][row]) << 8;
ice_sbox[2][i] = ice_perm32(x);
x = gf_exp7(col ^ ice_sxor[3][row], ice_smod[3][row]);
ice_sbox[3][i] = ice_perm32(x);
}
}
//
// Create a new ICE key.
//
IceKey::IceKey(int n) {
if (!ice_sboxes_initialised) {
ice_sboxes_init();
ice_sboxes_initialised = 1;
}
if (n < 1) {
_size = 1;
_rounds = 8;
} else {
_size = n;
_rounds = n * 16;
}
_keysched = new IceSubkey[_rounds];
}
//
// Destroy an ICE key.
//
IceKey::~IceKey() {
int i, j;
for (i = 0; i < _rounds; i++) {
for (j = 0; j < 3; j++) {
_keysched[i].val[j] = 0;
}
}
_rounds = _size = 0;
delete[] _keysched;
}
//
// The single round ICE f function.
//
static uint32_t ice_f(uint32_t p, const IceSubkey *sk) {
uint32_t tl, tr; /* Expanded 40-bit values */
uint32_t al, ar; /* Salted expanded 40-bit values */
// Left half expansion
tl = ((p >> 16) & 0x3ff) | (((p >> 14) | (p << 18)) & 0xffc00);
// Right half expansion
tr = (p & 0x3ff) | ((p << 2) & 0xffc00);
// Perform the salt permutation
al = sk->val[2] & (tl ^ tr);
ar = al ^ tr;
al ^= tl;
al ^= sk->val[0]; // XOR with the subkey
ar ^= sk->val[1];
// S-box lookup and permutation
return (ice_sbox[0][al >> 10] | ice_sbox[1][al & 0x3ff] | ice_sbox[2][ar >> 10] | ice_sbox[3][ar & 0x3ff]);
}
//
// Encrypt a block of 8 bytes of data with the given ICE key.
//
void IceKey::encrypt(const uint8_t *ptext, uint8_t *ctext) const {
int i;
uint32_t l, r;
l = (((uint32_t)ptext[0]) << 24) | (((uint32_t)ptext[1]) << 16) | (((uint32_t)ptext[2]) << 8) |
ptext[3];
r = (((uint32_t)ptext[4]) << 24) | (((uint32_t)ptext[5]) << 16) | (((uint32_t)ptext[6]) << 8) |
ptext[7];
for (i = 0; i < _rounds; i += 2) {
l ^= ice_f(r, &_keysched[i]);
r ^= ice_f(l, &_keysched[i + 1]);
}
for (i = 0; i < 4; i++) {
ctext[3 - i] = (uint8_t)r & 0xff;
ctext[7 - i] = (uint8_t)l & 0xff;
r >>= 8;
l >>= 8;
}
}
//
// Decrypt a block of 8 bytes of data with the given ICE key.
//
void IceKey::decrypt(const uint8_t *ctext, uint8_t *ptext) const {
int i;
uint32_t l, r;
l = (((uint32_t)ctext[0]) << 24) | (((uint32_t)ctext[1]) << 16) | (((uint32_t)ctext[2]) << 8) |
ctext[3];
r = (((uint32_t)ctext[4]) << 24) | (((uint32_t)ctext[5]) << 16) | (((uint32_t)ctext[6]) << 8) |
ctext[7];
for (i = _rounds - 1; i > 0; i -= 2) {
l ^= ice_f(r, &_keysched[i]);
r ^= ice_f(l, &_keysched[i - 1]);
}
for (i = 0; i < 4; i++) {
ptext[3 - i] = (uint8_t)r & 0xff;
ptext[7 - i] = (uint8_t)l & 0xff;
r >>= 8;
l >>= 8;
}
}
//
// Set 8 rounds [n, n+7] of the key schedule of an ICE key.
//
void IceKey::scheduleBuild(uint16_t *kb, int n, const int *keyrot) {
int i;
for (i = 0; i < 8; i++) {
int j;
int kr = keyrot[i];
IceSubkey *isk = &_keysched[n + i];
for (j = 0; j < 3; j++)
isk->val[j] = 0;
for (j = 0; j < 15; j++) {
int k;
uint32_t *curr_sk = &isk->val[j % 3];
for (k = 0; k < 4; k++) {
uint16_t *curr_kb = &kb[(kr + k) & 3];
int bit = *curr_kb & 1;
*curr_sk = (*curr_sk << 1) | bit;
*curr_kb = (*curr_kb >> 1) | ((bit ^ 1) << 15);
}
}
}
}
//
// Set the key schedule of an ICE key.
//
void IceKey::set(const uint8_t *key) {
int i;
if (_rounds == 8) {
uint16_t kb[4];
for (i = 0; i < 4; i++) {
kb[3 - i] = (key[i * 2] << 8) | key[i * 2 + 1];
}
scheduleBuild(kb, 0, ice_keyrot);
return;
}
for (i = 0; i < _size; i++) {
int j;
uint16_t kb[4];
for (j = 0; j < 4; j++) {
kb[3 - j] = (key[i * 8 + j * 2] << 8) | key[i * 8 + j * 2 + 1];
scheduleBuild(kb, i * 8, ice_keyrot);
scheduleBuild(kb, _rounds - 8 - i * 8, &ice_keyrot[8]);
}
}
}
//
// Return the key size, in bytes.
//
int IceKey::keySize(void) const { return (_size * 8); }
//
// Return the block size, in bytes.
//
int IceKey::blockSize(void) const { return 8; }
| 0 | 0.956833 | 1 | 0.956833 | game-dev | MEDIA | 0.163887 | game-dev | 0.961936 | 1 | 0.961936 |
VilleKrumlinde/zgameeditor | 104,528 | ZExpressions.pas | {Copyright (c) 2020 Ville Krumlinde
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.}
unit ZExpressions;
{
Expressions.
Use global proc RunCode(...) to execute code.
Runtime Virtual Machine
}
{$include zzdc_globalopt.inc}
interface
uses ZClasses;
type
TExpBase = class;
//Expression execution context
PExecutionEnvironment = ^TExecutionEnvironment;
TExecutionEnvironment = record
const
ZcStackSize=16384;
type
TStackElement = NativeUInt;
PStackElement = ^TStackElement;
PExpBase = ^TExpBase;
private
gCurrentPc : PExpBase;
gCurrentBP : integer;
var
ZcStack : array[0..ZcStackSize div SizeOf(TStackElement)] of TStackElement;
ZcStackPtr : PStackElement;
strict private
{$ifdef CALLSTACK}
procedure LogCallstack;
{$endif}
private
function StackGetDepth : integer; inline;
procedure StackPopTo(var X); {$IFDEF RELEASE}inline;{$ENDIF}
procedure StackPopToPointer(var X); {$IFDEF RELEASE}inline;{$ENDIF}
function StackPopFloat : single;
{$ifndef minimal}
procedure ScriptError(const S : string);
{$endif}
{$ifdef CALLSTACK}
procedure CheckNilDeref(P : pointer);
{$endif}
{$if defined(cpux64) or defined(cpuaarch64)}
function StackPopAndGetPtr(const Count : integer) : PStackElement; inline;
{$endif}
public
function StackGetPtrToItem(const Index : integer) : PStackElement; inline;
procedure StackPush(const X); {$IFDEF RELEASE}inline;{$ENDIF}
procedure StackPushPointer(const X); {$IFDEF RELEASE}inline;{$ENDIF}
procedure Init;
end;
//Klass med en expression-prop
TZExpression = class(TCommand)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Expression : TZExpressionPropValue;
procedure Execute; override;
end;
//User-defined functions
TZLibrary = class(TZComponent)
strict private
Lock : pointer;
HasExecutedInitializer : boolean;
procedure InitGlobalArea;
procedure RemoveManagedTargets;
private
procedure AquireLock;
procedure ReleaseLock;
protected
procedure DefineProperties(List: TZPropertyList); override;
procedure InitAfterPropsAreSet; override;
public
UseThreadLock : boolean;
Source : TZExpressionPropValue;
HasInitializer : boolean;
GlobalArea : pointer; //Storage for non-managed global variables
GlobalAreaSize : integer;
ManagedVariables : TZBinaryPropValue;
procedure Update; override;
destructor Destroy; override;
{$ifndef minimal}
procedure DesignerReset; override;
procedure AddGlobalVar(const Typ : TZcDataType);
{$endif}
end;
PExternalFunctionEntry = ^TExternalFunctionEntry;
TExternalFunctionEntry = record
Name: PAnsiChar;
NameLength: Integer;
Proc: Pointer;
Trampoline: Pointer;
end;
//Import of external library (dll)
TZExternalLibrary = class(TZComponent)
strict private
Entries: TZArrayList;
ModuleHandle : NativeUInt;
procedure ClearEntries;
private
function GetEntry(P : PAnsiChar) : PExternalFunctionEntry;
protected
procedure DefineProperties(List: TZPropertyList); override;
public
ModuleName : TPropString;
CallingConvention : (ccStdCall,ccCdecl);
Source : TZExpressionPropValue;
BeforeInitExp : TZExpressionPropValue;
{$ifndef minimal}
DefinitionsFile : TPropString;
function GetDisplayName: ansistring; override;
procedure DesignerReset; override;
{$endif}
constructor Create(OwnerList: TZComponentList); override;
destructor Destroy; override;
end;
TDefineVariableBase = class(TZComponent)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
_Type : TZcDataType;
{$ifndef minimal}
function GetDisplayName: ansistring; override;
{$endif}
end;
//Define a global variable that can be used in expressions
TDefineVariable = class(TDefineVariableBase)
strict private
procedure InitManaged;
protected
procedure DefineProperties(List: TZPropertyList); override;
procedure InitAfterPropsAreSet; override;
public
Value : single;
IntValue : integer;
ModelValue : TZComponent;
ByteValue : byte;
StringValue : TPropString;
PointerValue : pointer;
{$ifndef minimal}
procedure DesignerReset; override;
{$endif}
end;
//Define a global constant that can be used in expressions
//Value is copied into code
TDefineConstant = class(TDefineVariableBase)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Value : single;
IntValue : integer;
StringValue : TPropString;
ByteValue : byte;
{$ifndef minimal}function GetDisplayName: ansistring; override;{$endif}
end;
//Holds a stringconstant used in expressions
//It is automatically inserted in App.ConstantPool
TExpStringConstant = class(TZComponent)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Value : TPropString;
end;
TArrayDimensions = (dadOne,dadTwo,dadThree);
TDefineArray = class(TDefineVariableBase)
strict private
Data : PFloatArray;
Limit : integer;
AllocItemCount : integer;
AllocType : TZcDataTypeKind;
AllocPtr : PPointer;
IsExternal : boolean;
procedure CleanUpManagedValues(TheType : TZcDataTypeKind; Count : integer; P : PPointer);
procedure AllocData;
private
function PopAndGetElement(Env : PExecutionEnvironment) : PFloat;
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Dimensions : TArrayDimensions;
SizeDim1,SizeDim2,SizeDim3 : integer;
Persistent : boolean;
Values : TZBinaryPropValue;
destructor Destroy; override;
function GetData : PFloat;
function CalcLimit : integer;
function GetElementSize : integer;
function SetExternalData(P: pointer) : PPointer;
end;
//Virtual machine instruction baseclass
TExpBase = class(TZComponent)
protected
procedure Execute(Env : PExecutionEnvironment); virtual; abstract;
{$ifndef minimal}public function ExpAsText : string; virtual;{$endif}
end;
TExpConstantFloat = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Constant : single;
{$ifndef minimal}
function GetDisplayName: ansistring; override;
{$endif}
end;
TExpConstantInt = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Constant : integer;
{$ifndef minimal}
function GetDisplayName: ansistring; override;
{$endif}
end;
TExpOpBinaryKind = (vbkPlus,vbkMinus,vbkMul,vbkDiv,vbkBinaryOr,vbkBinaryAnd,
vbkBinaryShiftLeft,vbkBinaryShiftRight,vbkBinaryXor,vbkMod);
TExpOpBinaryBase = class(TExpBase)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : TExpOpBinaryKind;
{$ifndef minimal}
constructor Create(OwnerList: TZComponentList; Kind : TExpOpBinaryKind); reintroduce;
function ExpAsText : string; override;
{$endif}
end;
TExpOpBinaryFloat = class(TExpOpBinaryBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
TExpOpBinaryInt = class(TExpOpBinaryBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
TExpOpJumpKind = (jsJumpAlways,jsJumpLT,jsJumpGT,jsJumpLE,jsJumpGE,jsJumpNE,jsJumpEQ);
TExpJump = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : TExpOpJumpKind;
Destination : integer;
_Type : (jutFloat,jutInt,jutString,jutPointer);
{$ifndef minimal}
function ExpAsText : string; override;
{$endif}
end;
TExpFuncCallKind = (fcSin,fcSqrt,fcCos,fcAbs,fcRnd,fcFrac,fcExp,
fcTan,fcCeil,fcFloor,fcAcos,fcAsin,fcLog2,fcRound,
fcRandom,fcAtan2,fcNoise2,fcNoise3,fcClamp,fcPow,fcCenterMouse,
fcSetRandomSeed,fcQuit,
fcJoyGetAxis,fcJoyGetButton,fcJoyGetPOV,fcSystemTime,
fcStringLength,fcStringIndexOf,fcStrToInt,fcOrd,
fcIntToStr,fcSubStr,fcChr,fcCreateModel,fcTrace,
fcTouchGetCount,fcTouchGetX,fcTouchGetY,fcTouchGetID,
fcGetBinaryProp,fcSetBinaryProp,fcGetModels,fcSleep,fcStartThread,
//Mat4
fcMatMultiply,fcMatTransformPoint,fcGetMatrix,fcSetMatrix,
fcVec2,fcVec3,fcVec4
{$ifndef minimal}
,fcGenLValue,
//IDE
fcFindComponent,fcCreateComponent,fcSetNumericProperty,fcSetStringProperty,
fcSetObjectProperty,fcSaveComponentToTextFile,
fcGetStringProperty
{$endif}
);
TExpFuncCallBase = class(TExpBase)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : TExpFuncCallKind;
{$ifndef minimal}
function ExpAsText : string; override;
{$endif}
end;
//Built-in function call
TExpFuncCall = class(TExpFuncCallBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Built-in functions that return pointer
TExpPointerFuncCall = class(TExpFuncCallBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Matrix functions
TExpMat4FuncCall = class(TExpFuncCallBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
{$ifndef minimal}
//IDE/Visualizer "meta" functions
TExpIDEFuncCall = class(TExpFuncCallBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
{$endif}
//Push ptr to element in array on stack, used with assign
TExpArrayGetElement = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Setup local stack frame
TExpStackFrame = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Size : integer;
end;
//Load/store local value
TExpAccessLocal = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : (loLoad,loStore,loGetAddress);
Index : integer;
{$ifndef minimal}
function ExpAsText : string; override;
{$endif}
end;
//Load/store global (non-managed) value
TExpAccessGlobal = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : (glLoad,glStore,glGetAddress);
Offset : integer;
Lib : TZLibrary;
{$ifndef minimal}
function ExpAsText : string; override;
{$endif}
end;
//Return from function
TExpReturn = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Lib : TZLibrary;
HasFrame : boolean;
HasReturnValue : boolean;
Arguments : integer;
{$ifdef CALLSTACK}
FunctionName : string;
{$endif}
end;
TExpMiscKind = (emPop,emDup,emLoadCurrentModel,emPtrDeref4,emPtrDeref1,
emPtrDerefPointer, emNotifyPropChanged, emLoadNull, emNop, emBinaryNot,
emNot,emGetUserClass,emGetGlobalDataProp);
TExpMisc = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : TExpMiscKind;
{$ifndef minimal}
constructor Create(OwnerList: TZComponentList; Kind : TExpMiscKind); reintroduce;
public function ExpAsText : string; override;
{$endif}
end;
TExpUserFuncCall = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Lib : TZLibrary;
Index : integer;
{$ifndef minimal}
Ref : TObject; //points to TZcOpFunctionUserDefined, used in RetroCoding
{$endif}
end;
TExpExternalFuncCall = class(TExpBase)
strict private
Entry: PExternalFunctionEntry;
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Lib : TZExternalLibrary;
FuncName : TPropString;
ArgCount : integer;
ReturnType : TZcDataType;
ArgTypes : TPropString;
{$ifndef minimal}
procedure DesignerReset; override;
{$endif}
end;
TExpConvertKind = (eckFloatToInt,eckIntToFloat,eckArrayToXptr,eckBinaryToXptr,
eckPropToVec3,eckPropToVec4);
TExpConvert = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : TExpConvertKind;
end;
//Assign ptr to 4-byte value, both on stack
TExpAssign4 = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Assign ptr to 1-byte value, both on stack
TExpAssign1 = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Assign ptr to Pointersize value, both on stack
TExpAssignPointer = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
//Join two strings
TExpStringConCat = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
TExpLoadComponent = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Component : TZComponent;
end;
TExpLoadPropOffset = class(TExpBase)
strict private
IsInit : boolean;
Offset : integer;
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
PropId : integer;
end;
TExpLoadModelDefined = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
DefinedIndex : integer;
{$ifndef minimal}
DefinedName : TPropString;
ComponentRef : TZComponent;
{$endif}
end;
TExpAddToPointer = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
end;
TExpInvokeComponent = class(TExpBase)
strict private
InvokeC : TZComponent;
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
InvokedItemList : TZComponentList;
InvokeClassId : integer;
InvokeArgCount : integer;
IsValue : boolean;
end;
TExpInitArray = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Dimensions : TArrayDimensions;
_Type : TZcDataTypeKind;
Size1,Size2,Size3 : integer;
end;
TExpGetRawMemElement = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
_Type : TZcDataTypeKind;
end;
TExpArrayUtil = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
Kind : (auArrayToRawMem, auRawMemToArray, auArrayToArray);
_Type : TZcDataTypeKind;
end;
TExpSwitchTable = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
LowBound,HighBound : integer;
DefaultOrExit : integer;
Jumps : TZBinaryPropValue;
end;
TCodeReturnValue = record
case boolean of
True : (PointerValue : pointer);
False : (SingleValue : single);
end;
TUserClass = class(TZComponent)
protected
procedure DefineProperties(List: TZPropertyList); override;
public
SizeInBytes : integer;
ManagedFields : TZBinaryPropValue;
BaseClass : TUserClass;
Vmt : TZBinaryPropValue;
DefinedInLib : TZLibrary;
InitializerIndex : integer;
end;
TUserClassInstance = class
strict private
ManagedCount : integer;
ManagedCleanup : PPointer;
public
InstanceData : pointer;
TheClass : TUserClass;
constructor Create(TheClass : TUserClass);
destructor Destroy; override;
end;
TExpNewClassInstance = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
TheClass : TUserClass;
end;
TExpVirtualFuncCall = class(TExpBase)
protected
procedure Execute(Env : PExecutionEnvironment); override;
procedure DefineProperties(List: TZPropertyList); override;
public
VmtIndex : integer;
end;
//Run a compiled expression
//Uses global vars for state.
function RunCode(Code : TZComponentList; Env : PExecutionEnvironment=nil) : TCodeReturnValue;
function ExpGetValue(Code : TZComponentList) : single;
function ExpGetPointer(Code : TZComponentList) : PFloat;
implementation
uses ZMath, ZPlatform, ZApplication, ZLog, Meshes,
AudioComponents, AudioPlayer
{$ifndef MSWINDOWS} {$ifdef fpc}, BaseUnix{$endif} {$endif}
{$if (not defined(minimal))}, SysUtils, Math, TypInfo, Classes{$endif}
{$if defined(cpux64) and defined(mswindows)}, Windows{$endif}
;
{$POINTERMATH ON}
function ExpGetValue(Code : TZComponentList) : single;
begin
Result := RunCode(Code).SingleValue;
end;
function ExpGetPointer(Code : TZComponentList) : ZClasses.PFloat;
begin
Result := RunCode(Code).PointerValue;
end;
procedure TExecutionEnvironment.Init;
begin
ZcStackPtr := @ZcStack;
gCurrentBP := 0;
end;
{$if defined(cpux64) or defined(cpuaarch64)}
function TExecutionEnvironment.StackPopAndGetPtr(const Count: integer): PStackElement;
begin
Dec(ZcStackPtr,Count);
Result := ZcStackPtr;
end;
{$endif}
function TExecutionEnvironment.StackGetDepth : integer;
begin
//Returns the number of stack elements from start of stack
Result := (ZcStackPtr - PStackElement(@ZcStack));
end;
//Push 32-bit value
procedure TExecutionEnvironment.StackPush(const X);
begin
{$ifdef debug}
if StackGetDepth>=High(ZcStack) then
ScriptError('Zc Stack Overflow (infinite recursion?)');
{$endif}
PInteger(ZcStackPtr)^ := PInteger(@X)^;
Inc(ZcStackPtr);
end;
//Push 32 or 64-bit value depending on architechture
procedure TExecutionEnvironment.StackPushPointer(const X);
begin
{$ifdef debug}
if StackGetDepth>=High(ZcStack) then
ScriptError('Zc Stack Overflow (infinite recursion?)');
{$endif}
ZcStackPtr^ := TStackElement( PPointer(@X)^ );
Inc(ZcStackPtr);
end;
//Pop 32-bit value
procedure TExecutionEnvironment.StackPopTo(var X);
begin
{$ifdef debug}
if StackGetDepth=0 then
ScriptError('Zc Stack Underflow');
{$endif}
Dec(ZcStackPtr);
PInteger(@X)^ := PInteger(ZcStackPtr)^;
end;
//Pop 32 or 64-bit value depending on architechture
procedure TExecutionEnvironment.StackPopToPointer(var X);
begin
{$ifdef debug}
if StackGetDepth=0 then
ScriptError('Zc Stack Underflow');
{$endif}
Dec(ZcStackPtr);
PPointer(@X)^ := pointer(ZcStackPtr^);
end;
function TExecutionEnvironment.StackPopFloat : single;
begin
StackPopTo(Result);
end;
function TExecutionEnvironment.StackGetPtrToItem(const Index : integer) : PStackElement;
begin
Result := @ZcStack;
Inc(Result,Index);
end;
{$ifdef CALLSTACK}
procedure TExecutionEnvironment.LogCallstack;
var
Log : TLog;
procedure DoOne(P : PExpBase);
begin
while (P<>nil) and (P^<>nil) do
begin
if (P^ is TExpReturn) then
begin
Log.Error(TExpReturn(P^).FunctionName);
TExpReturn(P^).Execute(@Self);
P := Self.gCurrentPc;
Continue;
end;
Inc(P);
end;
end;
begin
Log := ZLog.GetLog('Zc');
Log.Error('Callstack:');
DoOne(Self.gCurrentPc);
end;
procedure TExecutionEnvironment.CheckNilDeref(P : pointer);
begin
if NativeUInt(P)<=1024 then
Self.ScriptError('Null pointer referenced in expression');
end;
{$endif}
{$ifndef minimal}
procedure TExecutionEnvironment.ScriptError(const S : string);
begin
{$ifdef CALLSTACK}
LogCallstack;
{$endif}
ZHalt(S);
end;
{$endif}
function RunCode(Code : TZComponentList; Env : PExecutionEnvironment=nil) : TCodeReturnValue;
{$IFDEF ZDESIGNER}
{$DEFINE GUARD_LIMIT}
{$ENDIF}
const
NilP : pointer = nil;
var
{$ifdef GUARD_LIMIT}
GuardLimit,GuardAllocLimit : integer;
{$endif}
LocalEnv : TExecutionEnvironment;
begin
//Pc can be modified in jump-code
if Code.Count=0 then
Exit;
if Env=nil then
begin
Env := @LocalEnv;
Env.Init;
end;
Env.gCurrentPc := Code.GetPtrToItem(0);
Env.StackPushPointer(NilP); //Push return adress nil
{$ifdef GUARD_LIMIT}
GuardLimit := Round(1E8);
GuardAllocLimit := ManagedHeap_GetAllocCount + 1000000*10;
{$endif}
while True do
begin
TExpBase(Env.gCurrentPc^).Execute(Env);
if Env.gCurrentPc=nil then
Break;
Inc(Env.gCurrentPc);
{$ifdef GUARD_LIMIT}
Dec(GuardLimit);
if (GuardLimit=0) and (TThread.CurrentThread.ThreadID=MainThreadID) then
Env.ScriptError('Infinite loop?');
if ManagedHeap_GetAllocCount>GuardAllocLimit then
Env.ScriptError('Ten million strings allocated. Infinite loop?');
{$endif}
end;
if Env.StackGetDepth=1 then
Env.StackPopToPointer(Result.PointerValue);
{$ifdef ZDESIGNER}
if (Env=@LocalEnv) and (Env.StackGetDepth>0) then
ZLog.GetLog('Zc').Warning('Stack not empty on script completion');
{$endif}
end;
function CreateManagedValue(const Typ : TZcDataTypeKind) : pointer;
var
A : TDefineArray;
begin
Result := nil;
case Typ of
zctMat4:
begin
A := TDefineArray.Create(nil);
A.Dimensions := dadTwo;
A.SizeDim1 := 4;
A.SizeDim2 := 4;
A._Type.Kind := zctFloat;
Result := A;
end;
zctVec2, zctVec3, zctVec4 :
begin
A := TDefineArray.Create(nil);
A.Dimensions := dadOne;
A.SizeDim1 := 2 + Ord(Typ)-Ord(zctVec2);
A._Type.Kind := zctFloat;
Result := A;
end;
end;
ManagedHeap_AddValueObject(Result);
end;
{ TZExpression }
procedure TZExpression.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Expression',{$ENDIF}(@Expression), zptExpression);
end;
procedure TZExpression.Execute;
begin
ZExpressions.RunCode(Expression.Code);
end;
{ TExpConstantFloat }
procedure TExpConstantFloat.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Constant',{$ENDIF}(@Constant), zptFloat);
end;
procedure TExpConstantFloat.Execute(Env : PExecutionEnvironment);
begin
Env.StackPush( Constant );
end;
{$ifndef minimal}
function TExpConstantFloat.GetDisplayName: AnsiString;
begin
Result := inherited GetDisplayName + ' ' + AnsiString(FloatToStr(Constant));
end;
{$endif}
{ TExpConstantInt }
procedure TExpConstantInt.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Constant',{$ENDIF}(@Constant), zptInteger);
end;
procedure TExpConstantInt.Execute(Env : PExecutionEnvironment);
begin
Env.StackPush( Constant );
end;
{$ifndef minimal}
function TExpConstantInt.GetDisplayName: AnsiString;
begin
Result := inherited GetDisplayName + ' ' + AnsiString(IntToStr(Constant));
end;
{$endif}
{ TExpOpBinary }
procedure TExpOpBinaryBase.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
end;
{$ifndef minimal}
constructor TExpOpBinaryBase.Create(OwnerList: TZComponentList; Kind : TExpOpBinaryKind);
begin
inherited Create(OwnerList);
Self.Kind := Kind;
end;
{$endif}
{$ifndef minimal}
function TExpOpBinaryBase.ExpAsText : string;
begin
Result := Copy(GetEnumName(TypeInfo(TExpOpBinaryKind),Ord(Self.Kind)),4,100) + ' (' + Copy(ComponentManager.GetInfo(Self).ZClassName,4,255) + ')';
end;
{$endif}
{$ifdef minimal} {$WARNINGS OFF} {$endif}
procedure TExpOpBinaryFloat.Execute(Env : PExecutionEnvironment);
var
A1,A2,V : single;
begin
Env.StackPopTo(A1);
Env.StackPopTo(A2);
case Kind of
vbkPlus : V := A1 + A2;
vbkMinus : V := A2 - A1;
vbkMul : V := A2 * A1;
vbkDiv : V := A2 / A1;
{$ifndef minimal}else Env.ScriptError('Invalid binary op'); {$endif}
end;
Env.StackPush(V);
end;
{$ifdef minimal} {$WARNINGS ON} {$endif}
{$ifdef minimal} {$WARNINGS OFF} {$endif}
procedure TExpOpBinaryInt.Execute(Env : PExecutionEnvironment);
var
A1,A2,V : integer;
begin
Env.StackPopTo(A1);
Env.StackPopTo(A2);
case Kind of
vbkPlus : V := A1 + A2;
vbkMinus : V := A2 - A1;
vbkMul : V := A2 * A1;
vbkDiv : V := A2 div A1;
vbkBinaryOr : V := A2 or A1;
vbkBinaryAnd : V := A2 and A1;
vbkBinaryXor : V := A2 xor A1;
vbkBinaryShiftLeft : V := A2 shl A1;
vbkBinaryShiftRight : V := A2 shr A1;
vbkMod :
if A1<>0 then
V := A2 mod A1
else
V := 0; //avoid runtime div by zero error
{$ifndef minimal}else Env.ScriptError('Invalid binary op'); {$endif}
end;
Env.StackPush(V);
end;
{$ifdef minimal} {$WARNINGS ON} {$endif}
{ TExpJump }
procedure TExpJump.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Destination',{$ENDIF}(@Destination), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Type',{$ENDIF}(@_Type), zptByte);
end;
procedure TExpJump.Execute(Env : PExecutionEnvironment);
var
L,R : single;
Li,Ri : integer;
Lp,Rp : pointer;
Jump : boolean;
begin
Jump := True;
case Kind of
jsJumpAlways : ;
else
begin
case _Type of
jutFloat:
begin
Env.StackPopTo(R);
Env.StackPopTo(L);
case Kind of
jsJumpLT : Jump := L<R;
jsJumpGT : Jump := L>R;
jsJumpLE : Jump := L<=R;
jsJumpGE : Jump := L>=R;
jsJumpNE : Jump := L<>R;
jsJumpEQ : Jump := L=R;
{$ifndef minimal}else Env.ScriptError('Invalid jump op');{$endif}
end;
end;
jutInt:
begin
Env.StackPopTo(Ri);
Env.StackPopTo(Li);
case Kind of
jsJumpLT : Jump := Li<Ri;
jsJumpGT : Jump := Li>Ri;
jsJumpLE : Jump := Li<=Ri;
jsJumpGE : Jump := Li>=Ri;
jsJumpNE : Jump := Li<>Ri;
jsJumpEQ : Jump := Li=Ri;
{$ifndef minimal}else Env.ScriptError('Invalid jump op');{$endif}
end;
end;
jutString:
begin
Env.StackPopToPointer(Rp);
Env.StackPopToPointer(Lp);
Jump := ZStrCompare(PAnsiChar(Lp),PAnsiChar(Rp));
if Kind=jsJumpNE then
Jump := not Jump;
end;
jutPointer:
begin
Env.StackPopToPointer(Rp);
Env.StackPopToPointer(Lp);
Jump := Rp=Lp;
if Kind=jsJumpNE then
Jump := not Jump;
end;
end;
end;
end;
if Jump then
Inc(Env.gCurrentPc,Destination);
end;
{$ifndef minimal}
function TExpJump.ExpAsText : string;
begin
Result := inherited ExpAsText + ' ' + Copy(GetEnumName(TypeInfo(TExpOpJumpKind),Ord(Kind)),7,100);
end;
{$endif}
{ TDefineVariable }
procedure TDefineVariable.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Value',{$ENDIF}(@Value), zptFloat);
//Variabler är ingen ide att spara, de måste sättas ifrån kod
List.GetLast.NeverPersist := True;
List.AddProperty({$IFNDEF MINIMAL}'IntValue',{$ENDIF}(@IntValue), zptInteger);
List.GetLast.NeverPersist := True;
List.AddProperty({$IFNDEF MINIMAL}'StringValue',{$ENDIF}(@StringValue), zptString);
List.GetLast.NeverPersist := True;
List.GetLast.IsManagedTarget := True;
List.AddProperty({$IFNDEF MINIMAL}'ModelValue',{$ENDIF}(@ModelValue), zptComponentRef);
List.GetLast.NeverPersist := True;
{$ifndef minimal}List.GetLast.SetChildClasses([TModel]);{$endif}
List.AddProperty({$IFNDEF MINIMAL}'ByteValue',{$ENDIF}(@ByteValue), zptByte);
List.GetLast.NeverPersist := True;
List.AddProperty({$IFNDEF MINIMAL}'PointerValue',{$ENDIF}(@PointerValue), zptPointer);
List.GetLast.NeverPersist := True;
List.GetLast.IsManagedTarget := True;
{$ifdef zgeviz} //In zgeviz whole apps are cloned and then copy pointervalue is not correct behavior
List.GetLast.DontClone := True;
{$endif}
{$ifndef minimal}List.GetLast.HideInGui := True;{$endif}
end;
{$ifndef minimal}
procedure TDefineVariable.DesignerReset;
begin
inherited;
InitManaged;
end;
{$endif}
procedure TDefineVariable.InitManaged;
begin
if (Self._Type.Kind in [zctMat4,zctVec2,zctVec3,zctVec4]) and (Self.PointerValue=nil) then
//Create default empty value
Self.PointerValue := CreateManagedValue(Self._Type.Kind);
end;
procedure TDefineVariable.InitAfterPropsAreSet;
begin
inherited;
InitManaged;
end;
{ TExpFuncCallBase }
procedure TExpFuncCallBase.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
end;
{$ifndef minimal}
function TExpFuncCallBase.ExpAsText : string;
begin
Result := 'Call ' + Copy(GetEnumName(TypeInfo(TExpFuncCallKind),Ord(Kind)),3,100);
end;
{$endif}
{ TExpFuncCall }
{$ifdef minimal} {$WARNINGS OFF} {$endif}
procedure TExpFuncCall.Execute(Env : PExecutionEnvironment);
var
V,A1,A2,A3 : single;
I1,I2 : integer;
P1,P2 : pointer;
Bp : PZBinaryPropValue;
A : TDefineArray;
L : TZArrayList;
HasReturnValue : boolean;
I,J : integer;
begin
HasReturnValue := True;
case Kind of
fcSin : V := Sin(Env.StackPopFloat);
fcSqrt : V := Sqrt(Env.StackPopFloat);
fcCos : V := Cos(Env.StackPopFloat);
fcAbs : V := Abs(Env.StackPopFloat);
fcRnd : V := System.Random;
fcFrac : V := Frac(Env.StackPopFloat);
fcExp : V := Exp(Env.StackPopFloat);
fcTan : V := Tan(Env.StackPopFloat);
fcCeil : V := Ceil(Env.StackPopFloat);
fcFloor : V := Floor(Env.StackPopFloat);
fcAcos : V := ArcCos(Env.StackPopFloat);
fcAsin : V := ArcSin(Env.StackPopFloat);
fcLog2 : V := Log2(Env.StackPopFloat);
fcRound : PInteger(@V)^ := Round(Env.StackPopFloat);
fcRandom :
begin
Env.StackPopTo(A2); //Variance
Env.StackPopTo(A1); //Base
V := A1 + ((2*System.Random-1.0) * A2);
end;
fcAtan2 :
begin
Env.StackPopTo(A2);
Env.StackPopTo(A1);
V := ArcTan2(A1,A2);
end;
fcNoise2 :
begin
Env.StackPopTo(A2);
Env.StackPopTo(A1);
V := PerlinNoise2(A1,A2);
end;
fcNoise3 :
begin
Env.StackPopTo(A3);
Env.StackPopTo(A2);
Env.StackPopTo(A1);
V := PerlinNoise3(A1,A2,A3);
end;
fcClamp :
begin
Env.StackPopTo(A3);
Env.StackPopTo(A2);
Env.StackPopTo(A1);
V := Clamp(A1,A2,A3);
end;
fcPow :
begin
Env.StackPopTo(A2);
Env.StackPopTo(A1);
V := ZMath.Power(A1,A2);
end;
fcCenterMouse :
begin
HasReturnValue := False;
ZApp.CenterMouse;
end;
fcSetRandomSeed :
begin
V := System.RandSeed; //int to float
System.RandSeed := Round(Env.StackPopFloat); //float to int
end;
fcQuit :
begin
{$ifndef minimal}
Env.ScriptError('Quit called');
{$else}
HasReturnValue := False;
ZApp.Terminating := True;
{$endif}
end;
fcJoyGetAxis :
begin
Env.StackPopTo(I2);
Env.StackPopTo(I1);
V := Platform_GetJoystickAxis(I1,I2);
end;
fcJoyGetButton :
begin
Env.StackPopTo(I2);
Env.StackPopTo(I1);
PInteger(@V)^ := Ord(Platform_GetJoystickButton(I1,I2)) and 1;
end;
fcJoyGetPOV :
begin
Env.StackPopTo(I1);
V := Platform_GetJoystickPOV(I1);
end;
fcSystemTime :
begin
PInteger(@V)^ := Platform_GetSystemTime;
end;
fcStringLength :
begin
Env.StackPopToPointer(P1);
PInteger(@V)^ := ZStrLength(PAnsiChar(P1));
end;
fcStringIndexOf :
begin
//x=indexOf("lo","hello",2)
Env.StackPopTo(I1);
Env.StackPopToPointer(P1);
Env.StackPopToPointer(P2);
PInteger(@V)^ := ZStrPos(PAnsiChar(P2),PAnsiChar(P1),I1);
end;
fcStrToInt :
begin
Env.StackPopToPointer(P1);
PInteger(@V)^ := ZStrToInt(PAnsiChar(P1));
end;
fcOrd :
begin
//i=ord("A")
Env.StackPopToPointer(P1);
PInteger(@V)^ := PByte(P1)^;
end;
fcTrace :
begin
HasReturnValue := False;
Env.StackPopToPointer(P1);
{$ifndef minimal}
ZLog.GetLog('Zc').Write(String(PAnsiChar(P1)),lleUserTrace);
{$endif}
{$ifdef android}
AndroidLog(PAnsiChar(P1));
{$endif}
{$ifdef linux}
writeln(PAnsiChar(P1));
{$endif}
end;
fcTouchGetCount :
begin
PInteger(@V)^ := Platform_TouchGetCount;
end;
fcTouchGetX :
begin
Env.StackPopTo(I1);
V := ZApp.NormalizeToScreen( Platform_TouchGetPos(I1) )[0];
end;
fcTouchGetY :
begin
Env.StackPopTo(I1);
V := ZApp.NormalizeToScreen( Platform_TouchGetPos(I1) )[1];
end;
fcTouchGetID :
begin
Env.StackPopTo(I1);
PInteger(@V)^ := Platform_TouchGetID(I1);
end;
fcGetBinaryProp :
begin
Env.StackPopToPointer(A);
Env.StackPopToPointer(Bp);
if A.GetElementSize*A.CalcLimit<>Bp^.Size then
//Only resize if needed
A.SizeDim1 := Bp.Size div A.GetElementSize;
Move(Bp^.Data^, A.GetData^, Bp^.Size);
HasReturnValue := False;
end;
fcSetBinaryProp :
begin
Env.StackPopToPointer(A);
Env.StackPopToPointer(Bp);
Bp^.Size := A.CalcLimit * A.GetElementSize;
ReallocMem(Bp^.Data,Bp^.Size);
Move(A.GetData^ , Bp^.Data^, Bp^.Size);
HasReturnValue := False;
end;
fcGetModels :
begin
Env.StackPopTo(I1);
Env.StackPopToPointer(A);
L := ZApp.Models.Get(I1);
A.SizeDim1 := L.Count;
P1 := A.GetData;
J := 0;
for I := 0 to L.Count-1 do
begin
if TModel(L[I]).Active then
begin //Only copy non-removed models
PPointer(P1)^ := L[I];
Inc(PPointer(P1));
Inc(J);
end;
end;
A.SizeDim1 := J; //Set to actual models copied over
HasReturnValue := False;
end;
fcSleep :
begin
Env.StackPopTo(I1);
Platform_Sleep(I1);
HasReturnValue := False;
end;
fcStartThread :
begin
Env.StackPopTo(I1);
Env.StackPopToPointer(P1);
TZThreadComponent(P1).Start(I1);
HasReturnValue := False;
end;
{$ifndef minimal}else Env.ScriptError('Invalid func op'); {$endif}
end;
if HasReturnValue then
Env.StackPush(V);
end;
{$ifdef minimal} {$WARNINGS ON} {$endif}
{ TDefineConstant }
procedure TDefineConstant.DefineProperties(List: TZPropertyList);
begin
inherited;
//Defineconstant class or properties are never stored in binary
List.AddProperty({$IFNDEF MINIMAL}'Value',{$ENDIF}(@Value), zptFloat);
{$ifndef minimal}List.GetLast.IsReadOnly := True;{$endif}
{$ifndef minimal}List.GetLast.NeedRefreshNodeName := True; {$endif}
{$ifndef minimal}List.GetLast.ExcludeFromBinary := True; {$endif}
List.AddProperty({$IFNDEF MINIMAL}'IntValue',{$ENDIF}(@IntValue), zptInteger);
{$ifndef minimal}List.GetLast.IsReadOnly := True;{$endif}
{$ifndef minimal}List.GetLast.NeedRefreshNodeName := True; {$endif}
{$ifndef minimal}List.GetLast.ExcludeFromBinary := True; {$endif}
List.AddProperty({$IFNDEF MINIMAL}'StringValue',{$ENDIF}(@StringValue), zptString);
{$ifndef minimal}List.GetLast.IsReadOnly := True;{$endif}
{$ifndef minimal}List.GetLast.NeedRefreshNodeName := True; {$endif}
{$ifndef minimal}List.GetLast.ExcludeFromBinary := True; {$endif}
List.AddProperty({$IFNDEF MINIMAL}'ByteValue',{$ENDIF}(@ByteValue), zptByte);
{$ifndef minimal}List.GetLast.IsReadOnly := True;{$endif}
{$ifndef minimal}List.GetLast.NeedRefreshNodeName := True; {$endif}
{$ifndef minimal}List.GetLast.ExcludeFromBinary := True; {$endif}
end;
{$ifndef minimal}
function TDefineConstant.GetDisplayName: AnsiString;
begin
Result := inherited GetDisplayName + ' ';
case _Type.Kind of
zctFloat: Result := Result + AnsiString(FormatFloat('###0.#',Value));
zctInt: Result := Result + AnsiString(IntToStr(IntValue));
zctString: Result := Result + '"' + StringValue + '"';
zctByte: Result := Result + AnsiString(IntToStr(ByteValue));
end;
end;
{$endif}
{ TDefineArray }
procedure TDefineArray.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Dimensions',{$ENDIF}(@Dimensions), zptByte);
{$ifndef minimal}List.GetLast.SetOptions(['One','Two','Three']);{$endif}
List.AddProperty({$IFNDEF MINIMAL}'SizeDim1',{$ENDIF}(@SizeDim1), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'SizeDim2',{$ENDIF}(@SizeDim2), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'SizeDim3',{$ENDIF}(@SizeDim3), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Persistent',{$ENDIF}(@Persistent), zptBoolean);
List.AddProperty({$IFNDEF MINIMAL}'Values',{$ENDIF}(@Values), zptBinary);
end;
destructor TDefineArray.Destroy;
begin
CleanUpManagedValues(_Type.Kind,Limit,AllocPtr);
if (Data<>nil) and (not IsExternal) then
FreeMem(Data);
inherited;
end;
function TDefineArray.GetData: ZClasses.PFloat;
begin
//Check if Array size has changed
if (Limit<>CalcLimit) then
AllocData;
{$ifndef minimal}
ZAssert(not (Persistent and (_Type.Kind in [zctString,zctModel,zctMat4,zctVec3,zctVec2,zctVec4])),'Persistent arrays of this datatype not supported');
{$endif}
if Persistent then
begin
if Values.Data=nil then
AllocData;
Result := ZClasses.PFloat(Values.Data)
end
else
begin
if Data=nil then
AllocData;
Result := ZClasses.PFloat(Data);
end;
end;
function TDefineArray.GetElementSize: integer;
begin
Result := GetZcTypeSize(Self._Type.Kind);
end;
function TDefineArray.CalcLimit: integer;
begin
Result := SizeDim1;
if SizeDim2>0 then
Result := Result * SizeDim2;
if SizeDim3>0 then
Result := Result * SizeDim3;
end;
procedure TDefineArray.AllocData;
var
ByteSize: Integer;
P : PPointer;
I : integer;
WasNil : boolean;
begin
CleanUpManagedValues(AllocType,AllocItemCount,AllocPtr);
Self.Limit := CalcLimit;
if IsExternal then
Exit;
ByteSize := Limit * GetElementSize;
if Persistent then
begin
Self.Values.Size := ByteSize;
P := @Self.Values.Data
end
else
P := @Self.Data;
WasNil := P^ = nil;
ReallocMem(P^, ByteSize);
if WasNil then
FillChar(P^^, ByteSize, 0);
Self.AllocPtr := P^;
Self.AllocItemCount := Self.Limit;
Self.AllocType := Self._Type.Kind;
if Self._Type.Kind in [zctString,zctClass] then
begin
P := P^;
for I := 0 to Self.Limit - 1 do
begin
ManagedHeap_AddTarget(P);
Inc(P);
end;
end;
end;
procedure TDefineArray.CleanUpManagedValues(TheType : TZcDataTypeKind; Count : integer; P : PPointer);
var
I : integer;
begin
if (not (TheType in [zctString,zctClass])) or (Count=0) then
Exit;
for I := 0 to Count - 1 do
begin
ManagedHeap_RemoveTarget(P);
Inc(P);
end;
end;
function TDefineArray.PopAndGetElement(Env : PExecutionEnvironment) : ZClasses.PFloat;
var
Index,I1,I2,I3 : integer;
P : PBytes;
begin
Env.StackPopTo(I3);
if Self.Dimensions>=dadTwo then
Env.StackPopTo(I2)
else
I2 := 0;
if Self.Dimensions=dadThree then
Env.StackPopTo(I1)
else
I1 := 0;
case Self.Dimensions of
dadOne: Index := I3;
dadTwo: Index := (I2*SizeDim2) + I3;
else
Index := (I1*SizeDim2*SizeDim3) + (I2*SizeDim3) + I3;
end;
P := PBytes(GetData);
{$ifndef minimal}
if ((Index<0) or (Index>=Limit)) or
((I1<0) or (I2<0) or (I3<0)) or
((Dimensions=dadOne) and (I3>=SizeDim1)) or
((Dimensions=dadTwo) and ((I2>=SizeDim1) or (I3>=SizeDim2))) or
((Dimensions=dadThree) and ((I1>=SizeDim1) or (I2>=SizeDim2) or (I3>=SizeDim3)))
then
begin
Env.ScriptError('Array access outside range: ' + String(Self.Name) + ' ' + IntToStr(I1) + ' ' + IntToStr(I2) + ' ' + IntToStr(I3));
Result := nil;
Exit;
end;
{$endif}
Result := @P^[Index * Self.GetElementSize];
end;
function TDefineArray.SetExternalData(P: pointer) : PPointer;
begin
Self.Data := P;
Self.IsExternal := True;
Result := @Self.Data;
end;
{ TExpArrayWrite }
procedure TExpArrayGetElement.Execute(Env : PExecutionEnvironment);
var
P : Pointer;
A : TDefineArray;
begin
Env.StackPopToPointer(A);
P := A.PopAndGetElement(Env);
Env.StackPushPointer(P);
end;
{ TExpStackFrame }
procedure TExpStackFrame.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Size',{$ENDIF}(@Size), zptInteger);
end;
procedure TExpStackFrame.Execute(Env : PExecutionEnvironment);
//http://en.wikipedia.org/wiki/Function_prologue
begin
Env.StackPush(Env.gCurrentBP);
Env.gCurrentBP := Env.StackGetDepth;
//Null-initialize stack frame
FillChar(Env.ZcStackPtr^,Self.Size * SizeOf(Env.ZcStackPtr^),0);
//Add frame to stack
Inc(Env.ZcStackPtr,Self.Size);
end;
{ TExpAccessLocal }
procedure TExpAccessLocal.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Index',{$ENDIF}(@Index), zptInteger);
end;
procedure TExpAccessLocal.Execute(Env : PExecutionEnvironment);
var
P : TExecutionEnvironment.PStackElement;
begin
//Use pointer size to get all bits in 64-bit mode
P := Env.StackGetPtrToItem( Env.gCurrentBP + Self.Index );
case Kind of
loLoad: Env.StackPushPointer(P^);
loStore: Env.StackPopToPointer(P^);
loGetAddress: Env.StackPushPointer(P);
end;
end;
{$ifndef minimal}
function TExpAccessLocal.ExpAsText : string;
begin
if Kind=loLoad then
Result := 'Load'
else if Kind=loStore then
Result := 'Store'
else
Result := 'GetAddress';
Result := Result + ' ' + IntToStr(Self.Index) + ' (local)';
end;
{$endif}
{ TExpAccessGlobal }
procedure TExpAccessGlobal.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}@Kind, zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Offset',{$ENDIF}@Offset, zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Lib',{$ENDIF}@Lib, zptComponentRef);
end;
procedure TExpAccessGlobal.Execute(Env : PExecutionEnvironment);
var
P : TExecutionEnvironment.PStackElement;
begin
//Use pointer size to get all bits in 64-bit mode
P := TExecutionEnvironment.PStackElement(NativeUInt(Lib.GlobalArea)+Cardinal(Self.Offset));
case Kind of
glLoad: Env.StackPushPointer(P^);
glStore: Env.StackPopToPointer(P^);
glGetAddress: Env.StackPushPointer(P);
end;
end;
{$ifndef minimal}
function TExpAccessGlobal.ExpAsText : string;
begin
if Kind=glLoad then
Result := 'Load'
else if Kind=glStore then
Result := 'Store'
else
Result := 'GetAddress';
Result := Result + ' ' + IntToStr(Self.Offset) + ' (global)';
end;
{$endif}
{ TExpReturn }
procedure TExpReturn.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'HasFrame',{$ENDIF}(@HasFrame), zptBoolean);
List.AddProperty({$IFNDEF MINIMAL}'HasReturnValue',{$ENDIF}(@HasReturnValue), zptBoolean);
List.AddProperty({$IFNDEF MINIMAL}'Arguments',{$ENDIF}(@Arguments), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Lib',{$ENDIF}(@Lib), zptComponentRef);
end;
{$warnings off}
procedure TExpReturn.Execute(Env : PExecutionEnvironment);
var
RetVal : pointer;
begin
if HasReturnValue then
begin
//Local0 holds returnvalue
//Treat return value as pointer to get all bits in 64-bit mode
RetVal := PPointer( Env.StackGetPtrToItem( Env.gCurrentBP ) )^;
end;
if HasFrame then
begin
Dec(Env.ZcStackPtr,Env.StackGetDepth-Env.gCurrentBP);
Env.StackPopTo(Env.gCurrentBP);
end;
//Get return adress
Env.StackPopToPointer(Env.gCurrentPc);
//Clean stack of function arguments
Dec(Env.ZcStackPtr,Arguments);
if HasReturnValue then
begin
Env.StackPushPointer(RetVal);
end;
if (Lib<>nil) and Lib.UseThreadLock then
Lib.ReleaseLock
end;
{$warnings on}
{ TExpBase }
{$ifndef minimal}
function TExpBase.ExpAsText: string;
var
PropList : TZPropertyList;
Prop : TZProperty;
Value : TZPropertyValue;
I : integer;
S : string;
begin
Result := Copy(ComponentManager.GetInfo(Self).ZClassName,4,255);
PropList := Self.GetProperties;
for I := 4 to PropList.Count-1 do
begin
Prop := TZProperty(PropList[I]);
Value := Self.GetProperty(Prop);
case Prop.PropertyType of
zptFloat,zptScalar : S := FloatToStr( RoundTo( Value.FloatValue ,-FloatTextDecimals) );
zptInteger : S := IntToStr(Value.IntegerValue);
zptComponentRef :
begin
if Value.ComponentValue=nil then
S := '*null*'
else
begin
S := String(Value.ComponentValue.Name);
if S='' then
S := Value.ComponentValue.ClassName;
end;
end;
zptByte : S := IntToStr(Value.ByteValue);
zptBoolean : S := IntToStr( byte(Value.BooleanValue) );
else
S := '';
end;
Result:=Result + ' ' + S;
end;
end;
{$endif}
{ TExpMisc }
procedure TExpMisc.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
end;
procedure TExpMisc.Execute(Env : PExecutionEnvironment);
var
V : integer;
P,ValueP : pointer;
begin
case Kind of
emPop: Env.StackPopFloat; //Pop, discard value from top of stack
emDup :
begin
Env.StackPopTo(V);
Env.StackPush(V);
Env.StackPush(V);
end;
emLoadCurrentModel :
Env.StackPushPointer( Meshes.CurrentModel );
emPtrDeref4 :
begin
Env.StackPopToPointer(P);
{$ifdef CALLSTACK}
Env.CheckNilDeref(P);
{$endif}
V := PInteger(P)^;
Env.StackPush(V);
end;
emPtrDeref1 :
begin
Env.StackPopToPointer(P);
{$ifdef CALLSTACK}
Env.CheckNilDeref(P);
{$endif}
V := PByte(P)^;
Env.StackPush(V);
end;
emPtrDerefPointer :
begin
Env.StackPopToPointer(P);
{$ifdef CALLSTACK}
Env.CheckNilDeref(P);
{$endif}
Env.StackPushPointer(P^);
end;
emNotifyPropChanged :
begin
Env.StackPopTo(V);
Env.StackPopToPointer(P);
Env.StackPopToPointer(ValueP);
TZComponent(P).GetProperties.GetById(V).NotifyWhenChanged(P,V,ValueP);
end;
emLoadNull :
begin
P := nil;
Env.StackPushPointer(P);
end;
emNop : ;
emBinaryNot :
begin
Env.StackPopTo(V);
V := not V;
Env.StackPush(V);
end;
emNot :
begin
Env.StackPopTo(V);
if V=0 then
V := 1
else
V := 0;
Env.StackPush(V);
end;
emGetUserClass :
begin
//Convert TUserClassInstance to the instancedata for field access
Env.StackPopToPointer(P);
{$ifdef CALLSTACK}
Env.CheckNilDeref(P);
{$endif}
Env.StackPushPointer( TUserClassInstance(P).InstanceData );
end;
emGetGlobalDataProp :
begin
Env.StackPopTo(V);
Env.StackPopToPointer(P);
P := TZComponent(P).GetPropertyPtr(TZComponent(P).GetProperties.GetById(V),0);
Env.StackPushPointer(P);
end;
end;
end;
{$ifndef minimal}
constructor TExpMisc.Create(OwnerList: TZComponentList; Kind: TExpMiscKind);
begin
inherited Create(OwnerList);
Self.Kind := Kind;
end;
function TExpMisc.ExpAsText : string;
begin
Result := Copy(GetEnumName(TypeInfo(TExpMiscKind),Ord(Kind)),3,100) + ' (misc)';
end;
{$endif}
{ TZLibrary }
procedure TZLibrary.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Source',{$ENDIF}@Source, zptExpression);
{$ifndef minimal}List.GetLast.ExpressionKind := ekiLibrary;{$endif}
List.AddProperty({$IFNDEF MINIMAL}'UseThreadLock',{$ENDIF}@UseThreadLock, zptBoolean);
List.AddProperty({$IFNDEF MINIMAL}'HasInitializer',{$ENDIF}@HasInitializer, zptBoolean);
{$ifndef minimal}List.GetLast.HideInGui := True;{$endif}
List.AddProperty({$IFNDEF MINIMAL}'GlobalAreaSize',{$ENDIF}@GlobalAreaSize, zptInteger);
{$ifndef minimal}List.GetLast.HideInGui := True;{$endif}
{$ifndef minimal}List.GetLast.ExcludeFromXml := True;{$endif}
List.AddProperty({$IFNDEF MINIMAL}'ManagedVariables',{$ENDIF}@ManagedVariables, zptBinary);
{$ifndef minimal}List.GetLast.HideInGui := True;{$endif}
{$ifndef minimal}List.GetLast.ExcludeFromXml := True;{$endif}
end;
procedure TZLibrary.AquireLock;
begin
if Self.Lock=nil then
Lock := Platform_CreateMutex;
Platform_EnterMutex(Lock);
end;
procedure TZLibrary.ReleaseLock;
begin
Platform_LeaveMutex(Lock);
end;
procedure TZLibrary.Update;
begin
inherited;
if Self.HasInitializer and (not Self.HasExecutedInitializer) then
begin
ZExpressions.RunCode(Source.Code);
Self.HasExecutedInitializer := True;
end;
end;
procedure TZLibrary.InitAfterPropsAreSet;
begin
inherited;
InitGlobalArea;
end;
procedure TZLibrary.RemoveManagedTargets;
var
Offsets : PInteger;
I,ManagedCount : integer;
P : pointer;
begin
if (Self.ManagedVariables.Size>0) and (GlobalArea<>nil) then
begin
//Remove targets for managed variables
ManagedCount := Self.ManagedVariables.Size div 4;
Offsets := PInteger(ManagedVariables.Data);
for I := 0 to ManagedCount-1 do
begin
P := Pointer(IntPtr(Self.GlobalArea) + Offsets^);
ManagedHeap_RemoveTarget( P );
Inc(Offsets);
end;
end;
end;
procedure TZLibrary.InitGlobalArea;
var
Offsets : PInteger;
I,ManagedCount : integer;
P : pointer;
begin
if (Self.GlobalAreaSize>0) then
begin
ReAllocMem(Self.GlobalArea,Self.GlobalAreaSize);
FillChar(Self.GlobalArea^,Self.GlobalAreaSize,0);
if Self.ManagedVariables.Size>0 then
begin
//Add targets for managed fields
ManagedCount := Self.ManagedVariables.Size div 4;
Offsets := PInteger(ManagedVariables.Data);
for I := 0 to ManagedCount-1 do
begin
P := Pointer(IntPtr(Self.GlobalArea) + Offsets^);
ManagedHeap_AddTarget( P );
Inc(Offsets);
end;
end;
end;
end;
destructor TZLibrary.Destroy;
begin
{$ifndef minimal}
if Lock<>nil then
Platform_FreeMutex(Lock);
{$endif}
RemoveManagedTargets;
FreeMem(GlobalArea);
inherited;
end;
{$ifndef minimal}
procedure TZLibrary.DesignerReset;
begin
Self.HasExecutedInitializer := False;
RemoveManagedTargets;
InitGlobalArea;
inherited;
end;
procedure TZLibrary.AddGlobalVar(const Typ: TZcDataType);
begin
//Need to always increase 8 here instead of sizeof(pointer) to
//allow generated binary to be compatible with both 32 and 64 bit runtime.
if Typ.Kind in ManagedTypes then
begin
Inc(ManagedVariables.Size,4);
ReallocMem(ManagedVariables.Data,ManagedVariables.Size);
PInteger( pointer(IntPtr(ManagedVariables.Data)+ManagedVariables.Size-4) )^ := Self.GlobalAreaSize;
end;
Inc(Self.GlobalAreaSize,8);
end;
{$endif}
{ TExpUserFuncCall }
procedure TExpUserFuncCall.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Lib',{$ENDIF}(@Lib), zptComponentRef);
List.AddProperty({$IFNDEF MINIMAL}'Index',{$ENDIF}(@Index), zptInteger);
end;
procedure TExpUserFuncCall.Execute(Env : PExecutionEnvironment);
begin
if Lib.UseThreadLock then
Lib.AquireLock;
Env.StackPushPointer(Env.gCurrentPC);
Env.gCurrentPC := Lib.Source.Code.GetPtrToItem(Index);
Dec(Env.gCurrentPc);
end;
{ TExpConvert }
procedure TExpConvert.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
end;
procedure TExpConvert.Execute(Env : PExecutionEnvironment);
var
V : single;
I : integer;
D : TDefineArray;
P : pointer;
Bp : PZBinaryPropValue;
begin
case Kind of
eckFloatToInt:
begin
I := Trunc(Env.StackPopFloat);
Env.StackPush(I);
end;
eckIntToFloat :
begin
Env.StackPopTo(I);
V := I;
Env.StackPush(V);
end;
eckArrayToXptr :
begin
Env.StackPopToPointer(D);
P := D.GetData;
Env.StackPushPointer(P);
end;
eckBinaryToXptr :
begin
Env.StackPopToPointer(Bp);
P := Bp.Data;
Env.StackPushPointer(P);
end;
eckPropToVec3,eckPropToVec4 :
begin
Env.StackPopToPointer(P);
D := TDefineArray(CreateManagedValue(TZcDataTypeKind(Ord(zctVec3)+Ord(Kind)-Ord(eckPropToVec3))));
D.SetExternalData(P);
Env.StackPushPointer(D);
end;
end;
end;
{ TExpAssign4 }
procedure TExpAssign4.Execute(Env : PExecutionEnvironment);
var
I : integer;
P : pointer;
begin
Env.StackPopTo(I);
Env.StackPopToPointer(P);
PInteger(P)^ := I;
end;
{ TExpAssign1 }
procedure TExpAssign1.Execute(Env : PExecutionEnvironment);
var
V : integer;
B : byte;
P : pointer;
begin
//Cast integer to byte before assigning
Env.StackPopTo(V);
Env.StackPopToPointer(P);
B := V;
PByte(P)^ := B;
end;
{ TExpAssignPointer }
procedure TExpAssignPointer.Execute(Env : PExecutionEnvironment);
var
V,P : pointer;
begin
Env.StackPopToPointer(V);
Env.StackPopToPointer(P);
PPointer(P)^ := V;
end;
{ TDefineVariableBase }
procedure TDefineVariableBase.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Type',{$ENDIF}@_Type.Kind, zptByte);
{$ifndef minimal}List.GetLast.SetOptions(['float','int','string','model','byte','mat4','vec2','vec3','vec4','xptr']);{$endif}
{$ifndef minimal}List.GetLast.NeedRefreshNodeName:=True;{$endif}
end;
{$ifndef minimal}
function TDefineVariableBase.GetDisplayName: AnsiString;
var
I : integer;
P : TZProperty;
begin
I := Ord(Self._Type.Kind);
P := Self.GetProperties.GetByName('Type');
if I<Length(P.Options) then
Result := inherited GetDisplayName + ' <' + AnsiString(P.Options[ I ]) + '>'
else
Result := inherited GetDisplayName + ' <error>';
end;
{$endif}
{ TExpStringConstant }
procedure TExpStringConstant.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$ifndef minimal}'Value',{$ENDIF}(@Value), zptString);
end;
{ TExpStringConCat }
procedure TExpStringConCat.Execute(Env : PExecutionEnvironment);
var
P1,P2,Dest : PAnsiChar;
I : integer;
begin
Env.StackPopToPointer(P2);
Env.StackPopToPointer(P1);
I := ZStrLength(P1) + ZStrLength(P2);
//Add to gc
Dest := ManagedHeap_Alloc(I+1);
ZStrCopy(Dest,P1);
ZStrCat(Dest,P2);
Env.StackPushPointer(Dest);
end;
{ TExpPointerFuncCall }
procedure TExpPointerFuncCall.Execute(Env : PExecutionEnvironment);
var
I1,I2 : integer;
Buf : array[0..15] of ansichar;
P1,Dest : PAnsiChar;
M : TModel;
begin
case Kind of
fcIntToStr:
begin
Env.StackPopTo(I1);
ZStrConvertInt(I1,PAnsiChar(@Buf));
Dest := ManagedHeap_Alloc(ZStrLength(@Buf)+1);
ZStrCopy(Dest,@Buf);
end;
fcSubStr :
begin
//s=subStr("hello",0,2)
Env.StackPopTo(I1);
Env.StackPopTo(I2);
Env.StackPopToPointer(P1);
Dest := ManagedHeap_Alloc(I1+1);
ZStrSubString(P1,Dest,I2,I1);
end;
fcChr :
begin
//s=chr(65);
Env.StackPopTo(I1);
Dest := ManagedHeap_Alloc(2);
Dest^ := PAnsiChar(@I1)^;
PBytes(Dest)^[1] := 0;
end;
fcCreateModel :
begin
Env.StackPopToPointer(M);
//AddToScene will call m.OnSpawn which in turn can run expressions
M := TModel(M.CloneModel);
M.AddToScene(ZApp);
Dest := pointer(M);
end;
end;
Env.StackPushPointer(Dest);
end;
{ TExternalLibrary }
procedure TZExternalLibrary.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'ModuleName',{$ENDIF}(@ModuleName), zptString);
{$ifndef minimal}List.GetLast.NeedRefreshNodeName := True;{$endif}
List.GetLast.IsManagedTarget := True;
List.AddProperty({$IFNDEF MINIMAL}'CallingConvention',{$ENDIF}(@CallingConvention), zptByte);
{$ifndef minimal}List.GetLast.SetOptions(['Stdcall','Cdecl']);{$endif}
List.AddProperty({$IFNDEF MINIMAL}'BeforeInitExp',{$ENDIF}(@BeforeInitExp), zptExpression);
List.AddProperty({$IFNDEF MINIMAL}'Source',{$ENDIF}(@Source), zptExpression);
{$ifndef minimal}
List.GetLast.DefaultValue.ExpressionValue.Source :=
'//Import a DLL-library by setting ModuleName to name of the DLL'#13#10 +
'//and then declaring the function headers here. For example:'#13#10 +
'//'#13#10 +
'// int SetWindowLongA(int hWnd, int nIndex, int dwNewLong) { } '#13#10 +
'// int SetWindowTextA(int hWnd,string lpString) { }';
List.GetLast.ExcludeFromBinary := True;
List.GetLast.ExpressionKind := ekiLibrary;
{$endif}
{$ifndef minimal}
List.AddProperty({$IFNDEF MINIMAL}'DefinitionsFile',{$ENDIF}(@DefinitionsFile), zptString);
List.SetDesignerProperty;
{$endif}
end;
procedure TZExternalLibrary.ClearEntries;
var
entry: PExternalFunctionEntry;
i: Integer;
begin
for i := 0 to Entries.Count - 1 do
begin
entry := PExternalFunctionEntry(Entries[i]);
{$if defined(cpuaarch64)} // ARM64
fpmunmap(entry.Trampoline, 512);
{$endif}
{$if defined(MSWINDOWS) and defined(CPUX64)}
FreeMem(entry.Trampoline);
{$endif}
FreeMem(entry.Name);
Dispose(entry);
end;
Entries.Clear;
end;
function TZExternalLibrary.GetEntry(P: PAnsiChar): PExternalFunctionEntry;
var
i, nameLength: Integer;
entry: PExternalFunctionEntry;
proc: Pointer;
begin
if ModuleHandle=0 then
begin
ZExpressions.RunCode(BeforeInitExp.Code);
ModuleHandle := Platform_LoadModule(Self.ModuleName);
if ModuleHandle=0 then
{$ifndef minimal}
ZHalt(Self.ModuleName + ' not found');
{$else}
ZHalt(Self.ModuleName);
{$endif}
end;
nameLength := ZStrLength(P);
for i := 0 to Entries.Count - 1 do
begin
entry := PExternalFunctionEntry(Entries[i]);
if (entry.NameLength = nameLength) and ZStrCompare(P, entry.Name) then
Exit(entry); // return existing entry
end;
proc := Platform_GetModuleProc(ModuleHandle,P);
if proc=nil then
//OpenGL functions needs to be handled differently (at least on Win32)
proc := Platform_GLLoadProc(P);
if proc=nil then
begin
{$ifndef minimal}
ZHalt(P + ' not found');
{$else}
ZHalt(P);
{$endif}
Exit(nil);
end;
// add new entry
New(Result);
Result.Proc := proc;
Result.NameLength := nameLength;
GetMem(Result.Name, nameLength + 1);
ZStrCopy(Result.Name, P);
Result.Trampoline := nil;
Entries.Add(TObject(Result));
end;
constructor TZExternalLibrary.Create(OwnerList: TZComponentList);
begin
inherited Create(OwnerList);
Entries := TZArrayList.CreateReferenced;
end;
destructor TZExternalLibrary.Destroy;
begin
{$ifndef minimal}
if Self.ModuleHandle<>0 then
Platform_FreeModule(Self.ModuleHandle);
{$endif}
inherited;
ClearEntries;
Entries.Free;
end;
{$ifndef minimal}
procedure TZExternalLibrary.DesignerReset;
begin
inherited;
if Self.ModuleHandle<>0 then
begin
{$ifdef MSWINDOWS}
Platform_FreeModule(Self.ModuleHandle);
Self.ModuleHandle := 0;
{$endif}
end;
ClearEntries;
end;
function TZExternalLibrary.GetDisplayName: AnsiString;
begin
Result := inherited GetDisplayName + ' ' + Self.ModuleName;
end;
{$endif}
{ TExpExternalFuncCall }
procedure TExpExternalFuncCall.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Lib',{$ENDIF}(@Lib), zptComponentRef);
List.AddProperty({$IFNDEF MINIMAL}'FuncName',{$ENDIF}(@FuncName), zptString);
List.AddProperty({$IFNDEF MINIMAL}'ArgCount',{$ENDIF}(@ArgCount), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'ReturnType',{$ENDIF}(@ReturnType), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'ArgTypes',{$ENDIF}(@ArgTypes), zptString);
end;
{$ifndef minimal}
procedure TExpExternalFuncCall.DesignerReset;
begin
inherited;
Self.Entry := nil;
end;
{$endif}
{$if defined(android) and defined(cpu32)}
// 32-bit Android
procedure TExpExternalFuncCall.Execute(Env : PExecutionEnvironment);
const
MaxArgs = 16;
type
TArgArray = array[0..MaxArgs-1] of integer;
TFunc = procedure();
PFunc = ^TFunc;
TDummyFunc = procedure(i1,i2,i3,i4,i5,i6,i7,i8,i9,i10,i11,i12,i13,i14,i15,i16 : integer);
PDummyFunc = ^TDummyFunc;
var
Arg1,I,RetVal,Tmp : integer;
P : pointer;
TheFunc : PFunc;
Args : TArgArray;
begin
if Self.Entry=nil then
begin
Self.Entry := Lib.GetEntry(Self.FuncName);
//Make sure android generates enough stack space for calling a func with maxargs params
if ArgCount<0 then
PDummyFunc(Self.Entry.Proc)^(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1); //Should never execute
end;
TheFunc := Self.Entry.Proc;
if ArgCount>MaxArgs then
begin
Platform_Error('Too many arguments to external function call');
Exit;
end;
//Transfer arguments from Zc-stack to hardware stack
for I := 0 to ArgCount-1 do
Env.StackPopTo(Args[ArgCount-I-1]);
//http://en.wikipedia.org/wiki/Calling_convention#ARM
//First params in r-registers
//Then on stack
if ArgCount>4 then
begin
P := @Args+16;
Tmp := ArgCount-4;
asm
ldr r0, Tmp
ldr r1, P
mov r3, #0
.Lmyloop:
ldr r2, [r1, r3]
str r2, [r13, r3]
add r3,r3,#4
sub r0,r0,#1
cmp r0,#0
bgt .Lmyloop
end;
end;
asm
ldr r0, Args
ldr r1, Args+4
ldr r2, Args+8
ldr r3, Args+12
ldr r4,TheFunc
blx r4
str r0,RetVal
end;
// ldr r4, Args+16
// str r4,[r13]
// ldr r4, Args+20
// str r4,[r13, #4]
// ldr r4, Args+24
// str r4,[r13, #8]
// ldr r4, Args+28
// str r4,[r13, #12]
if Self.ReturnType.Kind<>zctVoid then
Env.StackPush(RetVal);
end;
{$elseif defined(cpux64)}
// 64-bit Intel Mac and Windows
procedure DummyProc(i1,i2,i3,i4,i5,i6,i7,i8,i9,i10,i11,i12 : NativeInt);
begin
end;
{$ifndef MSWINDOWS}
function mprotect(__addr:pointer;__len:cardinal;__prot:longint):longint; cdecl; external 'libc' name 'mprotect';
{$endif}
function GenerateTrampoline(const ArgCount : integer; ArgTypes : PAnsiChar; Proc : pointer) : pointer;
const
{$ifdef MSWINDOWS}
IntRegCount = 4;
FloatRegCount = 4;
Int64Regs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($49,$8B,$4A,0), //mov rcx,[r10+x]
($49,$8B,$52,0),
($4d,$8B,$42,0),
($4d,$8B,$4A,0)
);
Int32Regs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($41,$8B,$4A,0), //mov ecx,[r10+x]
($41,$8B,$52,0),
($45,$8B,$42,0),
($45,$8B,$4A,0)
);
Float32Regs : array[0..FloatRegCount-1] of array[0..5] of byte =
( ($66,$41,$0F,$6E,$42,0), //movd xmm0,[r10+x]
($66,$41,$0F,$6E,$4A,0),
($66,$41,$0F,$6E,$52,0),
($66,$41,$0F,$6E,$5A,0)
);
{$ELSE}
//Non MS-abi: https://en.wikipedia.org/wiki/X86_calling_conventions#x86-64_calling_conventions
IntRegCount = 6;
FloatRegCount = 8;
Int64Regs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($49,$8B,$7A,0), //mov rdi,[r10+x]
($49,$8B,$72,0),
($49,$8B,$52,0),
($49,$8B,$4A,0),
($4D,$8B,$42,0),
($4D,$8B,$4A,0)
);
Int32Regs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($41,$8B,$7A,0), //mov edi,[r10+x]
($41,$8B,$72,0),
($41,$8B,$52,0),
($41,$8B,$4A,0),
($45,$8B,$42,0),
($45,$8B,$4A,0)
);
Float32Regs : array[0..FloatRegCount-1] of array[0..5] of byte =
( ($66,$41,$0F,$6E,$42,0), //movd xmm0,[r10+x]
($66,$41,$0F,$6E,$4A,0),
($66,$41,$0F,$6E,$52,0),
($66,$41,$0F,$6E,$5A,0),
($66,$41,$0F,$6E,$62,0),
($66,$41,$0F,$6E,$6A,0),
($66,$41,$0F,$6E,$72,0),
($66,$41,$0F,$6E,$7A,0)
);
{$ENDIF}
Int32Stack1 : array[0..3] of byte = ($41,$8B,$42,0); //mov eax,[r10+$10]
Int32Stack2 : array[0..3] of byte = ($89,$44,$24,0); //mov [rsp+$10],eax
Int64Stack1 : array[0..3] of byte = ($49,$8B,$42,0); //mov rax,[r10+$10]
Int64Stack2 : array[0..4] of byte = ($48,$89,$44,$24,0); //mov [rsp+$10],rax
var
P : PByte;
procedure W(const code : array of byte);
var
I : integer;
begin
for I := 0 to High(Code) do
begin
P^ := Code[I];
Inc(P);
end;
end;
var
I,FloatI,IntI,Offs : integer;
OldProtect : dword;
CodeSize : integer;
StackOffs : integer;
UseStack : boolean;
begin
{$ifdef MSWINDOWS}
CodeSize := 64 + (6 * ArgCount);
GetMem(Result,CodeSize);
{$else}
CodeSize := 512; //Use fixed size so we don't have to save the size for unmap call
Result := fpmmap(nil,CodeSize,PROT_READ or PROT_WRITE or PROT_EXEC,MAP_PRIVATE or MAP_ANONYMOUS,-1,0);
{$endif}
P := Result;
if ArgCount>0 then
//Copy Args-ptr to R10
{$ifdef MSWINDOWS}
W([$49,$89,$ca]); //mov r10,rcx
{$else}
W([$49,$89,$fa]); //mov r10,rdi
{$endif}
Offs := 0; //Offset in Args
{$ifdef MSWINDOWS}
StackOffs := $28;
{$else}
StackOffs := 8;
{$endif}
{$ifndef MSWINDOWS}
FloatI := 0; IntI := 0;
{$endif}
for I := 0 to ArgCount-1 do
begin
UseStack := False;
{$ifdef MSWINDOWS}
//MS-calling convention uses registers for 4 first parameters only, regardless of float or int.
//Rest of the world uses 6 int + 8 float registers depending on argument types.
FloatI := I;
IntI := I;
{$endif}
case TZcDataTypeKind(Ord(ArgTypes[I])-65) of
zctInt :
begin
if IntI<IntRegCount then
begin
W(Int32Regs[IntI]);
P[-1] := Offs;
{$ifndef MSWINDOWS}
Inc(IntI);
{$endif}
end
else
UseStack := True;
end;
zctString,zctModel,zctXptr,zctMat4,zctVec2,zctVec3,zctVec4,zctArray :
begin
if IntI<IntRegCount then
begin
W(Int64Regs[IntI]);
P[-1] := Offs;
{$ifndef MSWINDOWS}
Inc(IntI);
{$endif}
end
else
UseStack := True;
end;
zctFloat :
begin
if FloatI<FloatRegCount then
begin
W(Float32Regs[FloatI]);
P[-1] := Offs;
{$ifndef MSWINDOWS}
Inc(FloatI);
{$endif}
end
else
UseStack := True;
end;
else
Assert(False,'This argument type not yet supported on 64-bit:');
end;
if UseStack then
begin
//push on stack
case GetZcTypeSize(TZcDataTypeKind(Ord(ArgTypes[I])-65)) of
4 :
begin
W(Int32Stack1);
P[-1] := Offs;
W(Int32Stack2);
P[-1] := StackOffs;
end;
8 :
begin
W(Int64Stack1);
P[-1] := Offs;
W(Int64Stack2);
P[-1] := StackOffs;
end;
else
Assert(False,'This argument type not yet supported on 64-bit');
end;
Inc(StackOffs, 8);
end;
Inc(Offs, SizeOf(TExecutionEnvironment.TStackElement) );
end;
W([$49,$bb]); //mov r11,x
PPointer(P)^ := Proc; Inc(P,8); //x
W([$49,$ff,$e3]); //jmp r11
{$ifdef mswindows}
Windows.VirtualProtect(Result,CodeSize,PAGE_EXECUTE_READWRITE,@OldProtect);
{$else}
mprotect(Result,CodeSize,PROT_READ or PROT_WRITE or PROT_EXEC);
{$endif}
end;
procedure TExpExternalFuncCall.Execute(Env : PExecutionEnvironment);
type
TFunc = function(Args : pointer) : NativeUInt;
TFloatFunc = function(Args : pointer) : single;
var
RetVal : NativeUInt;
begin
if Self.Entry=nil then
begin
Self.Entry := Lib.GetEntry(Self.FuncName);
//Make sure there is enough stack space for calling a func with 8 params
DummyProc(1,2,3,4,5,6,7,8,9,10,11,12);
if Self.Entry.Trampoline = nil then
Self.Entry.Trampoline := GenerateTrampoline(ArgCount, Self.ArgTypes, Self.Entry.Proc);
{$ifndef minimal}
Assert(Length(Self.ArgTypes)=ArgCount);
{$endif}
end;
if Self.ReturnType.Kind=zctFloat then
begin //Float returns in xmm0
PSingle(@RetVal)^ := TFloatFunc(Self.Entry.Trampoline)( Env.StackPopAndGetPtr(ArgCount) );
end
else //other return types return in rax
Retval := TFunc(Self.Entry.Trampoline)( Env.StackPopAndGetPtr(ArgCount) );
if Self.ReturnType.Kind<>zctVoid then
begin
if GetZcTypeSize(Self.ReturnType.Kind)=SizeOf(Pointer) then
Env.StackPushPointer(RetVal)
else
Env.StackPush(RetVal);
end;
end;
{$elseif defined(cpux86) or defined(CPU32)} //CPU32 is for Freepascal
// 32-bit Intel
procedure TExpExternalFuncCall.Execute(Env : PExecutionEnvironment);
{.$define darwin}
type
TFunc = procedure();
PFunc = ^TFunc;
var
Arg1,I,RetVal : integer;
TheFunc : PFunc;
Args : array[0..31] of integer;
RetValFloat : single;
{$ifndef minimal}
BeforeSP,AfterSP : integer;
{$endif}
{$ifdef darwin}
OsxExtra : integer;
{$endif}
begin
{$ifndef minimal}
Assert(ArgCount<High(Args),'Too many arguments to external function');
{$endif}
if Self.Entry=nil then
Self.Entry := Lib.GetEntry(Self.FuncName);
TheFunc := Self.Entry.Proc;
//Transfer arguments from Zc-stack to hardware stack
for I := 0 to ArgCount-1 do
Env.StackPopTo(Args[I]);
{$ifndef minimal}
asm
mov BeforeSP,esp
end;
{$endif}
{$ifdef darwin}
//http://blogs.embarcadero.com/eboling/2009/05/20/5607
//http://blogs.embarcadero.com/abauer/2010/01/14/38904
I := ArgCount * 4 + 4;
while (I and 15)<>0 do Inc(I,4);
OsxExtra := (I-4) - (ArgCount*4);
if OsxExtra>0 then
asm
sub esp,OsxExtra
end;
{$endif}
for I := 0 to ArgCount-1 do
begin
Arg1 := Args[I];
asm
push Arg1
end;
end;
{$ifdef darwin}
asm
mov eax,esp
and eax,8
mov I,eax
end;
if I<>0 then
ZHalt('Zzdc Stack error');
{$endif}
asm
//Make the call
call TheFunc
//Non-float results are returned in eax
mov RetVal,eax
end;
//Cdecl requires caller to clean up stack
if Lib.CallingConvention=ccCdecl then
begin
I := ArgCount * 4;
asm
add esp,I
end;
end;
{$ifdef darwin}
if OsxExtra>0 then
asm
add esp,OsxExtra
end;
{$endif}
if Self.ReturnType.Kind=zctFloat then
begin
//Float-values results returned on float-stack
asm
fstp RetValFloat
wait
end;
RetVal := PInteger(@RetValFloat)^;
end;
{$ifndef minimal}
//Check hw-stack consistency
asm
mov AfterSP,esp
end;
if AfterSP<>BeforeSP then
begin
asm
mov esp,BeforeSP
end;
ZHalt('Hardware stack error after call to ' + Self.FuncName + '. Check argument count and sizes, and calling convention.');
end;
{$endif}
if Self.ReturnType.Kind<>zctVoid then
Env.StackPush(RetVal);
end;
{$endif}
{$if defined(cpuaarch64)}
// ARM64 Android and Mac
procedure DummyProc(i1,i2,i3,i4,i5,i6,i7,i8,i9,i10,i11,i12 : NativeInt);
begin
end;
function mprotect(__addr:pointer;__len:cardinal;__prot:longint):longint; cdecl; external 'libc' name 'mprotect';
{$IFDEF MACOS}
procedure pthread_jit_write_protect_np(enabled : integer); cdecl; external 'pthread' name 'pthread_jit_write_protect_np';
procedure sys_icache_invalidate(start : pointer; len : nativeuint); cdecl; external 'libc' name 'sys_icache_invalidate';
{$ENDIF}
function GenerateTrampoline(const ArgCount : integer; ArgTypes : PAnsiChar; Proc : pointer) : pointer;
{
https://docs.microsoft.com/en-us/cpp/build/arm64-windows-abi-conventions?view=msvc-160
http://shell-storm.org/online/Online-Assembler-and-Disassembler/
https://godbolt.org/
https://developer.apple.com/documentation/apple_silicon/porting_just-in-time_compilers_to_apple_silicon?language=objc
}
const
IntRegCount = 8;
FloatRegCount = 8;
PtrRegs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($00,$01,$40,$f9), //ldr x0,[x8]
($01,$01,$40,$f9), //ldr x1,[x8]
($02,$01,$40,$f9), //ldr x2,[x8]
($03,$01,$40,$f9), //ldr x3,[x8]
($04,$01,$40,$f9), //ldr x4,[x8]
($05,$01,$40,$f9), //ldr x5,[x8]
($06,$01,$40,$f9), //ldr x6,[x8]
($07,$01,$40,$f9) //ldr x7,[x8]
);
Int32Regs : array[0..IntRegCount-1] of array[0..3] of byte =
( ($00,$01,$40,$b9), //ldr w0,[x8]
($01,$01,$40,$b9), //ldr w1,[x8]
($02,$01,$40,$b9), //ldr w2,[x8]
($03,$01,$40,$b9), //ldr w3,[x8]
($04,$01,$40,$b9), //ldr w4,[x8]
($05,$01,$40,$b9), //ldr w5,[x8]
($06,$01,$40,$b9), //ldr w6,[x8]
($07,$01,$40,$b9) //ldr w7,[x8]
);
Float32Regs : array[0..FloatRegCount-1] of array[0..3] of byte =
( ($00,$01,$40,$bd), //ldr s0,[x8]
($01,$01,$40,$bd), //ldr s1,[x8]
($02,$01,$40,$bd), //ldr s2,[x8]
($03,$01,$40,$bd), //ldr s3,[x8]
($04,$01,$40,$bd), //ldr s4,[x8]
($05,$01,$40,$bd), //ldr s5,[x8]
($06,$01,$40,$bd), //ldr s6,[x8]
($07,$01,$40,$bd) //ldr s7,[x8]
);
Int32Stack : array[0..4-1] of array[0..7] of byte =
( ($09,$01,$40,$b9,$e9,$03,$00,$b9), //ldr w9,[x8] str w9,[sp]
($09,$01,$40,$b9,$e9,$0b,$00,$b9), //ldr w9,[x8] str w9,[sp,#8]
($09,$01,$40,$b9,$e9,$13,$00,$b9), //ldr w9,[x8] str w9,[sp,#16]
($09,$01,$40,$b9,$e9,$1b,$00,$b9) //ldr w9,[x8] str w9,[sp,#24]
);
PtrStack : array[0..4-1] of array[0..7] of byte =
( ($09,$01,$40,$f9,$e9,$03,$00,$f9), //ldr x9,[x8] str x9,[sp]
($09,$01,$40,$f9,$e9,$07,$00,$f9), //ldr x9,[x8] str x9,[sp,#8]
($09,$01,$40,$f9,$e9,$0b,$00,$f9), //ldr x9,[x8] str x9,[sp,#16]
($09,$01,$40,$f9,$e9,$0f,$00,$f9) //ldr x9,[x8] str x9,[sp,#24]
);
var
P : PByte;
procedure W(const code : array of byte);
var
I : integer;
begin
for I := 0 to High(Code) do
begin
P^ := Code[I];
Inc(P);
end;
end;
var
I,FloatI,IntI,StackI,Offs : integer;
OldProtect : dword;
CodeSize : integer;
UseStack : boolean;
const
MAP_JIT = $0800;
begin
CodeSize := 512; //Use fixed size so we don't have to save the size for unmap call
Result := fpmmap(nil,CodeSize,PROT_READ or PROT_WRITE or PROT_EXEC,MAP_PRIVATE or MAP_ANONYMOUS{$IFDEF MACOS}or MAP_JIT{$ENDIF},-1,0);
{$IFDEF MACOS}
pthread_jit_write_protect_np(0);
{$ENDIF}
P := Result;
if ArgCount>0 then
//Copy Args-ptr to x8
W([$e8,$03,$00,$aa]); //mov x8,x0
Offs := 0; //Offset in Args
FloatI := 0; IntI := 0; StackI := 0;
for I := 0 to ArgCount-1 do
begin
UseStack := False;
case TZcDataTypeKind(Ord(ArgTypes[I])-65) of
zctInt :
begin
if IntI<IntRegCount then
begin
W(Int32Regs[IntI]);
// modify the offset so it becomes "ldr w0, [x8,#offset]"
P[-3] := P[-3] or Offs;
Inc(IntI);
end
else
UseStack := True;
end;
zctString,zctModel,zctXptr,zctMat4,zctVec2,zctVec3,zctVec4,zctArray :
begin
if IntI<IntRegCount then
begin
W(PtrRegs[IntI]);
P[-3] := P[-3] or (Offs shr 1);
Inc(IntI);
end
else
UseStack := True;
end;
zctFloat :
begin
if FloatI<FloatRegCount then
begin
W(Float32Regs[FloatI]);
P[-3] := P[-3] or Offs;
Inc(FloatI);
end
else
UseStack := True;
end;
else
Assert(False,'This argument type not yet supported on 64-bit:');
end;
if UseStack then
begin
//push on stack
case GetZcTypeSize(TZcDataTypeKind(Ord(ArgTypes[I])-65)) of
4 :
begin
Assert(StackI<High(Int32Stack));
W(Int32Stack[StackI]);
P[-7] := P[-7] or Offs;
end;
8 :
begin
Assert(StackI<High(PtrStack));
W(PtrStack[StackI]);
P[-7] := P[-7] or (Offs shr 1);
end;
else
Assert(False,'This argument type not yet supported on 64-bit');
end;
Inc(StackI);
end;
Inc(Offs, SizeOf(TExecutionEnvironment.TStackElement) );
end;
W([$68,$00,$00,$10]); //adr x8,12 (PC relative offset to function pointer. 12 is the number of bytes in these three lines.)
W([$08,$01,$40,$F9]); //ldr x8,[x8]
W([$00,$01,$1f,$d6]); //br x8
// Store function pointer
PPointer(P)^ := Proc; Inc(P,8);
{$IFDEF MACOS}
pthread_jit_write_protect_np(1);
sys_icache_invalidate(Result,CodeSize);
{$ENDIF}
mprotect(Result,CodeSize,PROT_READ or PROT_WRITE or PROT_EXEC);
end;
procedure TExpExternalFuncCall.Execute(Env : PExecutionEnvironment);
type
TFunc = function(Args : pointer) : NativeUInt;
TFloatFunc = function(Args : pointer) : single;
var
RetVal : NativeUInt;
begin
if Self.Entry=nil then
begin
Self.Entry := Lib.GetEntry(Self.FuncName);
//Make sure there is enough stack space for calling a func with many params
DummyProc(1,2,3,4,5,6,7,8,9,10,11,12);
if Self.Entry.Trampoline = nil then
Self.Entry.Trampoline := GenerateTrampoline(ArgCount,Self.ArgTypes,Self.Entry.Proc)
{$ifndef minimal}
Assert(Length(Self.ArgTypes)=ArgCount);
{$endif}
end;
if Self.ReturnType.Kind=zctFloat then
begin //Float returns in different register than other types
PSingle(@RetVal)^ := TFloatFunc(Self.Entry.Trampoline)( Env.StackPopAndGetPtr(ArgCount) );
end
else
Retval := TFunc(Self.Entry.Trampoline)( Env.StackPopAndGetPtr(ArgCount) );
if Self.ReturnType.Kind<>zctVoid then
begin
if GetZcTypeSize(Self.ReturnType.Kind)=SizeOf(Pointer) then
Env.StackPushPointer(RetVal)
else
Env.StackPush(RetVal);
end;
end;
{$endif}
{ TExpLoadComponent }
procedure TExpLoadComponent.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Component',{$ENDIF}(@Component), zptComponentRef);
end;
procedure TExpLoadComponent.Execute(Env : PExecutionEnvironment);
begin
Env.StackPushPointer(Self.Component);
end;
{ TExpLoadPropOffset }
procedure TExpLoadPropOffset.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'PropId',{$ENDIF}(@PropId), zptInteger);
end;
procedure TExpLoadPropOffset.Execute(Env : PExecutionEnvironment);
var
C : TZComponent;
begin
if not IsInit then
begin
Env.StackPopToPointer(C);
{$ifdef CALLSTACK}
Env.CheckNilDeref(C);
{$endif}
Self.Offset := C.GetProperties.GetById(Self.PropId).Offset;
Env.StackPushPointer(C);
IsInit := True;
end;
Env.StackPush(Self.Offset);
end;
{ TExpLoadModelDefined }
procedure TExpLoadModelDefined.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'DefinedIndex',{$ENDIF}(@DefinedIndex), zptInteger);
{$ifndef minimal}
List.AddProperty({$IFNDEF MINIMAL}'DefinedName',{$ENDIF}(@DefinedName), zptString);
List.SetDesignerProperty;
List.AddProperty({$IFNDEF MINIMAL}'ComponentRef',{$ENDIF}@ComponentRef, zptComponentRef);
List.SetDesignerProperty;
{$endif}
end;
procedure TExpLoadModelDefined.Execute(Env : PExecutionEnvironment);
var
M : TModel;
C : TZComponent;
begin
Env.StackPopToPointer(M);
{$ifndef minimal}
if (Self.DefinedIndex>=M.Definitions.Count) or
(not SameText(String(TZComponent(M.Definitions[Self.DefinedIndex]).Name),String(DefinedName))) then
begin
raise TModelDefinedException.Create('Defined var mismatch "' + DefinedName + '" in model "' + String(M.Name) + '" must be at position ' + IntToStr(Self.DefinedIndex) + ' in Definitions-list.');
end;
{$endif}
C := TZComponent(M.Definitions[Self.DefinedIndex]);
Env.StackPushPointer( C );
end;
{ TExpAddToPointer }
procedure TExpAddToPointer.Execute(Env : PExecutionEnvironment);
//Add 32-bit value to pointer and store the result as pointer
var
V : integer;
P : pbyte;
begin
Env.StackPopTo(V);
Env.StackPopToPointer(P);
Inc(P,V);
Env.StackPushPointer(P);
end;
{ TExpInvokeComponent }
procedure TExpInvokeComponent.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'InvokeClassId',{$ENDIF}(@InvokeClassId), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'InvokeArgCount',{$ENDIF}(@InvokeArgCount), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'InvokedItemList',{$ENDIF}(@InvokedItemList), zptComponentList);
List.GetLast.NeverPersist := True;
List.AddProperty({$IFNDEF MINIMAL}'IsValue',{$ENDIF}(@IsValue), zptBoolean);
end;
procedure TExpInvokeComponent.Execute(Env : PExecutionEnvironment);
var
Ci : TZComponentInfo;
I,PropId : integer;
RawValue : nativeint;
Prop : TZProperty;
V : TZPropertyValue;
begin
if InvokeC=nil then
begin
Ci := ComponentManager.GetInfoFromId(TZClassIds(Self.InvokeClassId));
Self.InvokeC := Ci.ZClass.Create(Self.InvokedItemList);
Self.InvokeC._ZApp := Self.ZApp;
end;
for I := 0 to InvokeArgCount-1 do
begin
Env.StackPopTo(PropId);
{$if defined(CPUX64) or defined(cpuaarch64)}
Env.StackPopToPointer(RawValue);
{$else}
Env.StackPopTo(RawValue);
{$endif}
Prop := InvokeC.GetProperties.GetById(PropId);
case Prop.PropertyType of
zptFloat: V.FloatValue := PFloat(@RawValue)^;
zptInteger: V.IntegerValue := RawValue;
zptByte: V.ByteValue := RawValue;
zptBoolean: V.BooleanValue := ByteBool(RawValue);
zptComponentRef : V.ComponentValue := TZComponent(RawValue);
zptString : V.StringValue := PAnsiChar(RawValue);
{$ifndef minimal}
else
Env.ScriptError(ClassName + ' invalid datatype for argument');
{$endif}
end;
Self.InvokeC.SetProperty(Prop,V);
end;
if IsValue then
begin
Env.StackPushPointer(Self.InvokeC);
end else
begin
TCommand(InvokeC).Execute;
end;
end;
{ TExpInitArray }
procedure TExpInitArray.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Dimensions',{$ENDIF}(@Dimensions), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Type',{$ENDIF}(@_Type), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Size1',{$ENDIF}(@Size1), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Size2',{$ENDIF}(@Size2), zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Size3',{$ENDIF}(@Size3), zptInteger);
end;
procedure TExpInitArray.Execute(Env : PExecutionEnvironment);
var
A : TDefineArray;
begin
//Use pointer size to get all bits in 64-bit mode
A := TDefineArray.Create(nil);
ManagedHeap_AddValueObject(A);
A.Dimensions := Self.Dimensions;
A._Type.Kind := Self._Type;
A.SizeDim1 := Self.Size1;
A.SizeDim2 := Self.Size2;
A.SizeDim3 := Self.Size3;
Env.StackPushPointer(A);
end;
{ TExpMat4 }
procedure TExpMat4FuncCall.Execute(Env : PExecutionEnvironment);
var
M1,M2 : PZMatrix4f;
V1 : PZVector3f;
I : integer;
A : TDefineArray;
X,Y,Z,W : single;
begin
case Kind of
fcMatMultiply:
begin
Env.StackPopToPointer(M1);
Env.StackPopToPointer(M2);
A := TDefineArray(CreateManagedValue(zctMat4));
M1 := PZMatrix4f(TDefineArray(M1).GetData);
M2 := PZMatrix4f(TDefineArray(M2).GetData);
PZMatrix4f(A.GetData)^ := MatrixMultiply(M1^,M2^);
Env.StackPushPointer(A);
end;
fcMatTransformPoint :
begin
Env.StackPopToPointer(V1);
Env.StackPopToPointer(M1);
A := TDefineArray(CreateManagedValue(zctVec3));
V1 := PZVector3f(TDefineArray(V1).GetData);
M1 := PZMatrix4f(TDefineArray(M1).GetData);
VectorTransform(V1^,M1^,PZVector3f(A.GetData)^);
Env.StackPushPointer(A);
end;
fcGetMatrix :
begin
Env.StackPopToPointer(A);
Env.StackPopTo(I);
Self.ZApp.Driver.GetMatrix(I, PZMatrix4f(A.GetData));
end;
fcSetMatrix :
begin
Env.StackPopToPointer(A);
Env.StackPopTo(I);
Self.ZApp.Driver.SetMatrix(I, PZMatrix4f(A.GetData)^);
end;
fcVec2 :
begin
Env.StackPopTo(Y);
Env.StackPopTo(X);
A := TDefineArray(CreateManagedValue(zctVec2));
PZVector2f(A.GetData)^ := Vector2f(X,Y);
Env.StackPushPointer(A);
end;
fcVec3 :
begin
Env.StackPopTo(Z);
Env.StackPopTo(Y);
Env.StackPopTo(X);
A := TDefineArray(CreateManagedValue(zctVec3));
PZVector3f(A.GetData)^ := Vector3f(X,Y,Z);
Env.StackPushPointer(A);
end;
fcVec4 :
begin
Env.StackPopTo(W);
Env.StackPopTo(Z);
Env.StackPopTo(Y);
Env.StackPopTo(X);
A := TDefineArray(CreateManagedValue(zctVec4));
PColorf(A.GetData)^ := MakeColorf(X,Y,Z,W);
Env.StackPushPointer(A);
end;
end;
end;
{ TExpIDEFuncCall }
{$ifndef minimal}
procedure TExpIDEFuncCall.Execute(Env : PExecutionEnvironment);
var
P1,P2,P3 : pointer;
C : TZComponent;
Ci : TZComponentInfo;
Prop : TZProperty;
Value : TZPropertyValue;
V : single;
I : integer;
Stream : TMemoryStream;
TmpS : ansistring;
Dest : PAnsiChar;
begin
case Kind of
fcFindComponent :
begin
Env.StackPopToPointer(P1);
P2 := ZApp.Symtab.Lookup(String(PAnsiChar(P1)));
Env.StackPushPointer(P2);
end;
fcCreateComponent :
begin
Env.StackPopToPointer(P1); //compname
Env.StackPopToPointer(P2); //proplistname
Env.StackPopToPointer(P3); //owner
Ci := ZClasses.ComponentManager.GetInfoFromName(String(PAnsiChar(P1)));
if (P2=nil) or (P3=nil) then
begin
C := Ci.ZClass.Create( nil );
//No owner, add to GC
ZClasses.ManagedHeap_AddValueObject(C);
end else
begin
Prop := TZComponent(P3).GetProperties.GetByName( String(PAnsiChar(P2)) );
if (Prop=nil) or (Prop.PropertyType<>zptComponentList) then
Env.ScriptError('CreateComponent called with invalid proplistname: ' + String(PAnsiChar(P2)));
C := Ci.ZClass.Create( TZComponent(P3).GetProperty(Prop).ComponentListValue );
C.ZApp.HasScriptCreatedComponents := True;
end;
Env.StackPushPointer(C);
ZLog.GetLog('Zc').Write('Creating component: ' + Ci.ZClassName,lleNormal);
end;
fcSetNumericProperty :
begin
//XSIF
V := Env.StackPopFloat; //value
Env.StackPopTo(I); //index
Env.StackPopToPointer(P2); //propname
Env.StackPopToPointer(P1); //comp
Prop := TZComponent(P1).GetProperties.GetByName( String(PAnsiChar(P2)) );
if Prop=nil then
Env.ScriptError('SetNumericProperty called with invalid propname: ' + String(PAnsiChar(P2)));
Value := TZComponent(P1).GetProperty(Prop); //Must read prop first, when modifying rects
case Prop.PropertyType of
zptFloat,zptScalar: Value.FloatValue := V;
zptRectf: Value.RectfValue.Area[I] := V;
zptColorf: Value.ColorfValue.V[I] := V;
zptInteger: Value.IntegerValue := Round(V);
zptVector3f: Value.Vector3fValue[I] := V;
zptByte: Value.ByteValue := Round(V);
zptBoolean: Value.BooleanValue := ByteBool(Round(V));
else
Env.ScriptError('SetNumericProperty called with prop of unsupported type: ' + String(PAnsiChar(P2)));
end;
TZComponent(P1).SetProperty(Prop,Value);
end;
fcSetStringProperty :
begin
//XSS
Env.StackPopToPointer(P3); //value
Env.StackPopToPointer(P2); //propname
Env.StackPopToPointer(P1); //comp
Prop := TZComponent(P1).GetProperties.GetByName( String(PAnsiChar(P2)) );
if Prop=nil then
Env.ScriptError('SetStringProperty called with invalid propname: ' + String(PAnsiChar(P2)));
case Prop.PropertyType of
zptString : Value.StringValue := AnsiString(PAnsiChar(P3));
zptExpression : Value.ExpressionValue.Source := String(PAnsiChar(P3));
else
Env.ScriptError('SetStringProperty called with prop of unsupported type: ' + String(PAnsiChar(P2)));
end;
if (Prop.Name='Name') then
begin
if Assigned(ZApp.SymTab.Lookup(String(PAnsiChar(P3)))) then
Env.ScriptError('SetStringProperty tried to set duplicate name: ' + String(PAnsiChar(P3)));
ZApp.SymTab.Add(String(PAnsiChar(P3)),TZComponent(P1));
end;
TZComponent(P1).SetProperty(Prop,Value);
//If we set an expression, then compile this now so it will execute in same run.
if Prop.PropertyType=zptExpression then
Self.ZApp.CompileProperty(TZComponent(P1),TZComponent(P1).GetProperty(Prop),Prop);
end;
fcSetObjectProperty :
begin
Env.StackPopToPointer(P3); //value
Env.StackPopToPointer(P2); //propname
Env.StackPopToPointer(P1); //comp
Prop := TZComponent(P1).GetProperties.GetByName( String(PAnsiChar(P2)) );
if Prop=nil then
Env.ScriptError('SetObjectProperty called with invalid propname: ' + String(PAnsiChar(P2)));
case Prop.PropertyType of
zptComponentRef : Value.ComponentValue := P3;
else
Env.ScriptError('SetObjectProperty called with prop of unsupported type: ' + String(PAnsiChar(P2)));
end;
TZComponent(P1).SetProperty(Prop,Value);
end;
fcSaveComponentToTextFile:
begin
Env.StackPopToPointer(P2); //filename
Env.StackPopToPointer(P1); //comp
Stream := ComponentManager.SaveXmlToStream(TZComponent(P1)) as TMemoryStream;
Stream.SaveToFile( String(PAnsiChar(P2)) );
Stream.Free;
end;
fcGetStringProperty :
begin
Env.StackPopToPointer(P2); //propname
Env.StackPopToPointer(P1); //comp
Prop := TZComponent(P1).GetProperties.GetByName( String(PAnsiChar(P2)) );
if Prop=nil then
Env.ScriptError('GetStringProperty called with invalid propname: ' + String(PAnsiChar(P2)));
Value := TZComponent(P1).GetProperty(Prop);
case Prop.PropertyType of
zptString : TmpS := Value.StringValue;
zptExpression : TmpS := AnsiString(Value.ExpressionValue.Source);
else
Env.ScriptError('GetStringProperty called with prop of unsupported type: ' + String(PAnsiChar(P2)));
end;
Dest := ManagedHeap_Alloc(Length(TmpS)+1);
ZStrCopy(Dest,PAnsiChar(TmpS));
Env.StackPushPointer(Dest);
end;
end;
end;
{$endif}
{ TExpGetRawMemElement }
procedure TExpGetRawMemElement.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Type',{$ENDIF}(@_Type), zptByte);
end;
procedure TExpGetRawMemElement.Execute(Env : PExecutionEnvironment);
var
I3,I2,Index : integer;
P : PBytes;
begin
Env.StackPopToPointer(P);
case Self._Type of
zctMat4:
begin
Env.StackPopTo(I3);
Env.StackPopTo(I2);
Index := (I2*4) + I3;
end;
zctVec2..zctVec4:
begin
Env.StackPopTo(I3);
Index := I3;
end;
else
Index := 0;
end;
P := @P^[Index * 4];
Env.StackPushPointer(P);
end;
{ TExpArrayUtil }
procedure TExpArrayUtil.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'Kind',{$ENDIF}(@Kind), zptByte);
List.AddProperty({$IFNDEF MINIMAL}'Type',{$ENDIF}(@_Type), zptByte);
end;
procedure TExpArrayUtil.Execute(Env : PExecutionEnvironment);
var
A,A2 : TDefineArray;
P : pointer;
begin
case Kind of
auArrayToRawMem:
begin
Env.StackPopToPointer(A);
Env.StackPopToPointer(P);
Move(A.GetData^, P^, A.GetElementSize * A.CalcLimit);
end;
auRawMemToArray:
begin
Env.StackPopToPointer(P);
A := TDefineArray(CreateManagedValue(Self._Type));
Move(P^, A.GetData^, A.GetElementSize * A.CalcLimit);
Env.StackPushPointer(A);
end;
auArrayToArray: //Copy from one array into the memory of another
begin
Env.StackPopToPointer(A);
Env.StackPopToPointer(A2);
Move(A2.GetData^, A.GetData^, A.GetElementSize * A.CalcLimit);
end;
end;
end;
{ TExpSwitchTable }
procedure TExpSwitchTable.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'LowBound',{$ENDIF}@LowBound, zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'HighBound',{$ENDIF}@HighBound, zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'DefaultOrExit',{$ENDIF}@DefaultOrExit, zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'Jumps',{$ENDIF}@Jumps, zptBinary);
end;
procedure TExpSwitchTable.Execute(Env: PExecutionEnvironment);
var
V,Destination : integer;
begin
Env.StackPopTo(V);
if (V<LowBound) or (V>HighBound) then
Destination := Self.DefaultOrExit
else
begin
Dec(V,LowBound);
Destination := PIntegerArray(Self.Jumps.Data)^[V];
end;
Inc(Env.gCurrentPc,Destination);
end;
{ TExpNewClassInstance }
procedure TExpNewClassInstance.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'TheClass',{$ENDIF}@TheClass, zptComponentRef);
end;
procedure TExpNewClassInstance.Execute(Env: PExecutionEnvironment);
var
P : TUserClassInstance;
Cls : TUserClass;
begin
Cls := Self.TheClass;
P := TUserClassInstance.Create(Cls);
ManagedHeap_AddValueObject(P);
Env.StackPushPointer(P);
//todo: call initializer not here but generate code in constructor instead
if Cls.InitializerIndex<>-1 then
begin //Call initializer
Env.StackPushPointer(P); //push "this" as argument to initializer
Env.StackPushPointer(Env.gCurrentPC);
Env.gCurrentPC := Cls.DefinedInLib.Source.Code.GetPtrToItem(Cls.InitializerIndex);
Dec(Env.gCurrentPc);
end;
end;
{ TUserClassInstance }
constructor TUserClassInstance.Create(TheClass: TUserClass);
var
I : integer;
P : pointer;
Offsets : PInteger;
Mp : PPointer;
begin
Self.TheClass := TheClass;
GetMem(Self.InstanceData,TheClass.SizeInBytes);
FillChar(Self.InstanceData^,TheClass.SizeInBytes,0);
ManagedCount := (TheClass.ManagedFields.Size div 4);
if ManagedCount>0 then
begin
//Copy pointers to owned memory to avoid dangling pointer to UserClass
GetMem(ManagedCleanup,ManagedCount*SizeOf(Pointer));
//Add targets for managed fields
Offsets := PInteger(TheClass.ManagedFields.Data);
Mp := ManagedCleanup;
for I := 0 to ManagedCount-1 do
begin
P := Pointer(IntPtr(Self.InstanceData) + Offsets^);
ManagedHeap_AddTarget( P );
Mp^ := P;
Inc(Mp);
Inc(Offsets);
end;
end;
end;
destructor TUserClassInstance.Destroy;
var
I : integer;
Mp : PPointer;
begin
//Remove targets for managed fields
if Self.ManagedCount>0 then
begin
Mp := ManagedCleanup;
for I := 0 to Self.ManagedCount-1 do
begin
ManagedHeap_RemoveTarget( Mp^ );
Inc(Mp);
end;
FreeMem(ManagedCleanup);
end;
FreeMem(InstanceData);
inherited;
end;
{ TUserClass }
procedure TUserClass.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'SizeInBytes',{$ENDIF}@SizeInBytes, zptInteger);
List.AddProperty({$IFNDEF MINIMAL}'ManagedFields',{$ENDIF}@ManagedFields, zptBinary);
List.AddProperty({$IFNDEF MINIMAL}'BaseClass',{$ENDIF}@BaseClass, zptComponentRef);
List.AddProperty({$IFNDEF MINIMAL}'Vmt',{$ENDIF}@Vmt, zptBinary);
List.AddProperty({$IFNDEF MINIMAL}'DefinedInLib',{$ENDIF}@DefinedInLib, zptComponentRef);
List.AddProperty({$IFNDEF MINIMAL}'InitializerIndex',{$ENDIF}@InitializerIndex, zptInteger);
end;
{ TExpVirtualFuncCall }
procedure TExpVirtualFuncCall.DefineProperties(List: TZPropertyList);
begin
inherited;
List.AddProperty({$IFNDEF MINIMAL}'VmtIndex',{$ENDIF}@VmtIndex, zptInteger);
end;
procedure TExpVirtualFuncCall.Execute(Env: PExecutionEnvironment);
procedure InCheck(C : TUserClass);
var
Pc : integer;
begin
Pc := PIntegerArray(C.Vmt.Data)^[ Self.VmtIndex ];
if Pc<>-1 then
begin
Env.gCurrentPC := C.DefinedInLib.Source.Code.GetPtrToItem(Pc-1);
Exit;
end;
{$ifdef debug}
Assert(Assigned(C.BaseClass),'virtual method error');
{$endif}
InCheck(C.BaseClass);
end;
var
P : TUserClassInstance;
begin
Env.StackPopToPointer(P);
Env.StackPushPointer(Env.gCurrentPC);
InCheck(P.TheClass);
end;
initialization
ZClasses.Register(TZExpression,ZExpressionClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=2;{$endif}
ZClasses.Register(TZLibrary,ZLibraryClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=36;{$endif}
ZClasses.Register(TDefineVariable,DefineVariableClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=8;{$endif}
{$ifndef minimal}ComponentManager.LastAdded.ZClassName := 'Variable';{$endif}
{$ifndef minimal}ComponentManager.LastAdded.AutoName := True;{$endif}
ZClasses.Register(TDefineConstant,DefineConstantClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=29;{$endif}
{$ifndef minimal}ComponentManager.LastAdded.ZClassName := 'Constant';{$endif}
ZClasses.Register(TDefineArray,DefineArrayClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=22;{$endif}
{$ifndef minimal}ComponentManager.LastAdded.ZClassName := 'Array';{$endif}
{$ifndef minimal}ComponentManager.LastAdded.AutoName := True;{$endif}
ZClasses.Register(TZExternalLibrary,ExternalLibraryClassId);
{$ifndef minimal}ComponentManager.LastAdded.ImageIndex:=35;{$endif}
ZClasses.Register(TExpConstantFloat,ExpConstantFloatClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpConstantInt,ExpConstantIntClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpOpBinaryFloat,ExpOpBinaryFloatClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpOpBinaryInt,ExpOpBinaryIntClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpJump,ExpJumpClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpFuncCall,ExpFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpExternalFuncCall,ExpExternalFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpArrayGetElement,ExpArrayWriteClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpStackFrame,ExpStackFrameClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAccessLocal,ExpAccessLocalClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpReturn,ExpReturnClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpMisc,ExpMiscClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpUserFuncCall,ExpUserFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpConvert,ExpConvertClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAssign4,ExpAssign4ClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAssign1,ExpAssign1ClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAssignPointer,ExpAssignPointerClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpStringConstant,ExpStringConstantClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpStringConCat,ExpStringConCatClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpPointerFuncCall,ExpPointerFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpLoadComponent,ExpLoadComponentClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpLoadPropOffset,ExpLoadPropOffsetClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpLoadModelDefined,ExpLoadModelDefinedClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAddToPointer,ExpAddToPointerClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpInvokeComponent,ExpInvokeComponentClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpInitArray,ExpInitLocalArrayClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpMat4FuncCall,ExpMat4FuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpGetRawMemElement,ExpGetRawMemElementClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpArrayUtil,ExpArrayUtilClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpSwitchTable,ExpSwitchTableClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpAccessGlobal,ExpAccessGlobalClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TUserClass,UserClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpNewClassInstance,ExpNewClassInstanceId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
ZClasses.Register(TExpVirtualFuncCall,ExpVirtualFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
{$ifndef minimal}
ZClasses.Register(TExpIDEFuncCall,ExpIDEFuncCallClassId);
{$ifndef minimal}ComponentManager.LastAdded.NoUserCreate:=True;{$endif}
{$endif}
end.
| 0 | 0.945433 | 1 | 0.945433 | game-dev | MEDIA | 0.305576 | game-dev | 0.92101 | 1 | 0.92101 |
StranikS-Scan/WorldOfTanks-Decompiled | 2,550 | source/res/battle_modifiers/scripts/common/battle_modifiers_ext/remappings_cache.py | # Python bytecode 2.7 (decompiled from Python 2.7)
# Embedded file name: battle_modifiers/scripts/common/battle_modifiers_ext/remappings_cache.py
from typing import Any, Dict, TYPE_CHECKING, Optional
from battle_modifiers_ext.constants_ext import REMAPPING_XML_PATH, RemappingNames
from remapping.remapping_readers import ERR_TEMPLATE, readComposers, readConditions
from extension_utils import ResMgr
from ResMgr import DataSection
from soft_exception import SoftException
_ERR_TEMPLATE = "[Remapping] {} for remapping '{}'"
if TYPE_CHECKING:
from battle_modifiers_common import ModifiersContext
from battle_modifiers_ext.remapping.remapping_composers import IComposer
g_cache = None
class RemappingCache(object):
__slots__ = ('__remapping',)
def __init__(self):
self.__readConfig()
def __repr__(self):
return 'RemappingCache({})'.format(self.__remapping)
def getValue(self, modifierName, remappingName, oldValue, ctx):
composer = self.__remapping.get(remappingName, {}).get(modifierName)
return composer.getValue(ctx, oldValue) if composer is not None else None
def getValues(self, modifierName, remappingName, oldValue):
composer = self.__remapping.get(remappingName, {}).get(modifierName)
return composer.getValues(oldValue) if composer is not None else None
def __readConfig(self):
config = ResMgr.openSection(REMAPPING_XML_PATH)
if config is None:
raise SoftException("[Remapping] Cannot open or read '{}'".format(REMAPPING_XML_PATH))
self.__remapping = {}
for remappingName, remappingSection in config.items():
if remappingName == 'xmlns:xmlref':
continue
if remappingName not in RemappingNames.ALL:
raise SoftException("[Remapping] Invalid remapping name '{}'".format(remappingName))
self.__remapping[remappingName] = self.__readRemappingSection(remappingSection)
return
def __readRemappingSection(self, config):
remappingName = config.name
if not config.has_key('conditions'):
raise SoftException(ERR_TEMPLATE.format('Missing conditions', remappingName))
conditions = readConditions(config['conditions'], remappingName)
if not config.has_key('composers'):
raise SoftException(ERR_TEMPLATE.format('Missing composers', remappingName))
return readComposers(config['composers'], remappingName, conditions)
def init():
global g_cache
g_cache = RemappingCache()
| 0 | 0.863436 | 1 | 0.863436 | game-dev | MEDIA | 0.357303 | game-dev | 0.800323 | 1 | 0.800323 |
ProjectIgnis/CardScripts | 1,457 | official/c78636495.lua | --ニュート
--Slate Warrior
local s,id=GetID()
function s.initial_effect(c)
--flip
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0))
e1:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DEFCHANGE)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_FLIP)
e1:SetOperation(s.operation)
c:RegisterEffect(e1)
--destroyed
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DEFCHANGE)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e2:SetCode(EVENT_BATTLE_DESTROYED)
e2:SetOperation(s.desop)
c:RegisterEffect(e2)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetReset(RESET_EVENT|RESETS_STANDARD)
e1:SetValue(500)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EFFECT_UPDATE_DEFENSE)
c:RegisterEffect(e2)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local tc=Duel.GetAttacker()
if c==tc then tc=Duel.GetAttackTarget() end
if not tc:IsRelateToBattle() then return end
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetReset(RESET_EVENT|RESETS_STANDARD)
e1:SetValue(-500)
tc:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EFFECT_UPDATE_DEFENSE)
tc:RegisterEffect(e2)
end | 0 | 0.876402 | 1 | 0.876402 | game-dev | MEDIA | 0.967143 | game-dev | 0.79671 | 1 | 0.79671 |
LibraStack/Match3-SDK | 2,006 | src/Match3.Infrastructure/SequenceDetectors/LineDetector.cs | using System.Collections.Generic;
using Match3.App;
using Match3.App.Interfaces;
using Match3.Core.Interfaces;
using Match3.Core.Structs;
namespace Match3.Infrastructure.SequenceDetectors
{
public abstract class LineDetector<TGridSlot> : ISequenceDetector<TGridSlot> where TGridSlot : IGridSlot
{
public abstract ItemSequence<TGridSlot> GetSequence(IGameBoard<TGridSlot> gameBoard, GridPosition gridPosition);
protected ItemSequence<TGridSlot> GetSequenceByDirection(IGameBoard<TGridSlot> gameBoard, GridPosition gridPosition,
IEnumerable<GridPosition> directions)
{
var gridSlot = gameBoard[gridPosition];
var gridSlots = new List<TGridSlot>();
foreach (var direction in directions)
{
gridSlots.AddRange(GetSequenceOfGridSlots(gameBoard, gridSlot, gridPosition, direction));
}
if (gridSlots.Count < 2)
{
return null;
}
gridSlots.Add(gridSlot);
return new ItemSequence<TGridSlot>(GetType(), gridSlots);
}
private IEnumerable<TGridSlot> GetSequenceOfGridSlots(IGameBoard<TGridSlot> gameBoard,
TGridSlot gridSlot, GridPosition gridPosition, GridPosition direction)
{
var newPosition = gridPosition + direction;
var slotsSequence = new List<TGridSlot>();
while (gameBoard.IsPositionOnBoard(newPosition))
{
var currentSlot = gameBoard[newPosition];
if (currentSlot.HasItem == false)
{
break;
}
if (currentSlot.ItemId == gridSlot.ItemId)
{
newPosition += direction;
slotsSequence.Add(currentSlot);
}
else
{
break;
}
}
return slotsSequence;
}
}
} | 0 | 0.777104 | 1 | 0.777104 | game-dev | MEDIA | 0.812181 | game-dev | 0.685861 | 1 | 0.685861 |
ProjectIgnis/CardScripts | 1,646 | rush/c160012052.lua | --蒼救の祈り
--Skysavior Prayer
--scripted by YoshiDuels
local s,id=GetID()
function s.initial_effect(c)
--Special Summon 1 LIGHT/DARK Celestial Warrior monster from the GY
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCost(s.cost)
e1:SetTarget(s.target)
e1:SetOperation(s.activate)
c:RegisterEffect(e1)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(Card.IsAbleToGraveAsCost,tp,LOCATION_HAND,0,1,e:GetHandler()) end
end
function s.filter(c,e,tp)
return c:IsRace(RACE_CELESTIALWARRIOR) and c:IsAttribute(ATTRIBUTE_LIGHT|ATTRIBUTE_DARK) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_GRAVE,0,1,nil,e,tp) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_GRAVE)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
--Requirement
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local g=Duel.SelectMatchingCard(tp,Card.IsAbleToGraveAsCost,tp,LOCATION_HAND,0,1,1,e:GetHandler())
--Effect
if Duel.SendtoGrave(g,REASON_COST)>0 then
if Duel.GetLocationCount(tp,LOCATION_MZONE)==0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local tc=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(s.filter),tp,LOCATION_GRAVE,0,1,1,nil,e,tp):GetFirst()
if tc then
Duel.HintSelection(tc,true)
Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)
end
end
end | 0 | 0.952177 | 1 | 0.952177 | game-dev | MEDIA | 0.992557 | game-dev | 0.942208 | 1 | 0.942208 |
BigheadSMZ/Zelda-LA-DX-HD-Updated | 3,445 | ladxhd_game_source_code/InGame/GameObjects/Things/ObjLeverStone.cs | using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Systems;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjLeverStone : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly CBox _box;
private readonly Vector2 _startPosition;
private readonly Vector2 _endPosition;
private readonly int _direction;
public ObjLeverStone() : base("movestone_0") { }
public ObjLeverStone(Map.Map map, int posX, int posY, int direction) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
_direction = direction;
_startPosition = new Vector2(posX, posY);
_endPosition = new Vector2(posX, posY) + AnimationHelper.DirectionOffset[direction] * 16;
_box = new CBox(EntityPosition, 0, 0, 0, 16, 16, 8);
// does not deal damage in the real game
var damageBox = new CBox(EntityPosition, 1, 1, 0, 14, 14, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Object, 2));
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_box, Values.CollisionTypes.Normal));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawSpriteComponent("movestone_0", EntityPosition, Vector2.Zero, Values.LayerBottom));
}
private void Update()
{
UpdatePosition(ObjPullLever.LeverState);
}
private void UpdatePosition(float amount)
{
var lastBox = _box.Box;
EntityPosition.Set(Vector2.Lerp(_startPosition, _endPosition, amount));
// @HACK: this kind of stuff should be inside the movement system
// check for colliding bodies and push them forward
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)EntityPosition.Position.X - 1, (int)EntityPosition.Position.Y - 1, 18, 18, BodyComponent.Mask);
foreach (var collidingObject in _collidingObjects)
{
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
if (body.BodyBox.Box.Intersects(_box.Box) && !body.BodyBox.Box.Intersects(lastBox))
{
var offset = Vector2.Zero;
if (_direction == 2)
offset.X = _box.Box.Left - body.BodyBox.Box.Right - 0.05f;
else if (_direction == 0)
offset.X = _box.Box.Right - body.BodyBox.Box.Left + 0.05f;
else if (_direction == 3)
offset.Y = _box.Box.Back - body.BodyBox.Box.Front - 0.05f;
else if (_direction == 1)
offset.Y = _box.Box.Front - body.BodyBox.Box.Back + 0.05f;
SystemBody.MoveBody(body, offset, body.CollisionTypes, false, false, false);
body.Position.NotifyListeners();
}
}
}
}
} | 0 | 0.794819 | 1 | 0.794819 | game-dev | MEDIA | 0.864521 | game-dev | 0.956053 | 1 | 0.956053 |
blendogames/SkinDeep | 10,171 | d3xp/bc_vrvisor.cpp | #include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "Entity.h"
#include "Light.h"
#include "Player.h"
#include "Fx.h"
#include "ai/AI.h"
#include "bc_vrvisor.h"
CLASS_DECLARATION(idMoveableItem, idVRVisor)
END_CLASS
#define VISOR_MOVETIME 600
#define VISOR_MOVEPAUSETIME 150
#define VISOR_MOVINGTOEYES_TIME 300
#define VISOR_RETURNTIME 500
#define VISOR_FORWARDDIST 8
idVRVisor::idVRVisor(void)
{
state = VRV_IDLE;
stateTimer = 0;
visorStartPosition = vec3_zero;
visorStartAngle = idAngles(0, 0, 0);
visorFinalPosition = vec3_zero;
visorFinalAngle = idAngles(0, 0, 0);
playerStartPosition = vec3_zero;
playerStartAngle = 0;
arrowProp = NULL;
}
idVRVisor::~idVRVisor(void)
{
}
void idVRVisor::Save(idSaveGame* savefile) const
{
savefile->WriteInt( state ); // int state
savefile->WriteInt( stateTimer ); // int stateTimer
savefile->WriteVec3( visorStartPosition ); // idVec3 visorStartPosition
savefile->WriteAngles( visorStartAngle ); // idAngles visorStartAngle
savefile->WriteVec3( visorFinalPosition ); // idVec3 visorFinalPosition
savefile->WriteAngles( visorFinalAngle ); // idAngles visorFinalAngle
savefile->WriteVec3( playerStartPosition ); // idVec3 playerStartPosition
savefile->WriteFloat( playerStartAngle ); // float playerStartAngle
savefile->WriteObject( arrowProp ); // idEntity* arrowProp
}
void idVRVisor::Restore(idRestoreGame* savefile)
{
savefile->ReadInt( state ); // int state
savefile->ReadInt( stateTimer ); // int stateTimer
savefile->ReadVec3( visorStartPosition ); // idVec3 visorStartPosition
savefile->ReadAngles( visorStartAngle ); // idAngles visorStartAngle
savefile->ReadVec3( visorFinalPosition ); // idVec3 visorFinalPosition
savefile->ReadAngles( visorFinalAngle ); // idAngles visorFinalAngle
savefile->ReadVec3( playerStartPosition ); // idVec3 playerStartPosition
savefile->ReadFloat( playerStartAngle ); // float playerStartAngle
savefile->ReadObject( arrowProp ); // idEntity* arrowProp
}
void idVRVisor::Spawn(void)
{
isFrobbable = true;
BecomeActive(TH_THINK);
fl.takedamage = false;
if (spawnArgs.GetBool("showarrow", "1"))
{
idDict args;
args.Set("classname", "func_static");
args.Set("model", spawnArgs.GetString("model_arrow"));
args.SetBool("spin", true);
args.Set("bind", GetName());
args.SetVector("origin", GetPhysics()->GetOrigin() + idVec3(0,0,3));
args.SetBool("solid", false);
gameLocal.SpawnEntityDef(args, &arrowProp);
}
PostEventMS(&EV_PostSpawn, 0);
}
void idVRVisor::Event_PostSpawn(void)
{
//This does not work for some reason??????
//if (targets.Num() <= 0)
//{
// int zz = targets.Num();
// gameLocal.Error("visor '%s' has no targets.", GetName(), zz);
//}
}
void idVRVisor::Think(void)
{
if (state == VRV_IDLE)
{
idMoveableItem::Think();
}
else if (state == VRV_MOVINGTOPLAYER)
{
Present();
//Get visor final position.
idAngles playerViewAngle = gameLocal.GetLocalPlayer()->viewAngles;
playerViewAngle.pitch = 0;
playerViewAngle.roll = 0;
idVec3 playerEyePos = gameLocal.GetLocalPlayer()->firstPersonViewOrigin;
visorFinalPosition = playerEyePos + playerViewAngle.ToForward() * VISOR_FORWARDDIST;
visorFinalPosition.z += .1f;
//Get visor final angle.
visorFinalAngle = idAngles(0, gameLocal.GetLocalPlayer()->viewAngles.yaw, 0);;
visorFinalAngle.pitch = 0;
visorFinalAngle.yaw += 180;
visorFinalAngle.roll = 0;
visorFinalAngle.Normalize180();
float lerp = (gameLocal.time - stateTimer) / (float)VISOR_MOVETIME;
lerp = idMath::ClampFloat(0, 1, lerp);
lerp = idMath::CubicEaseOut(lerp);
//Lerp visor position.
idVec3 visorLerpedPosition;
visorLerpedPosition.Lerp(visorStartPosition, visorFinalPosition, lerp);
SetOrigin(visorLerpedPosition);
//Lerp visor angle.
idAngles visorLerpedAngle;
visorLerpedAngle.pitch = idMath::Lerp(visorStartAngle.pitch, visorFinalAngle.pitch, lerp);
visorLerpedAngle.yaw = idMath::Lerp(visorStartAngle.yaw, visorFinalAngle.yaw, lerp);
visorLerpedAngle.roll = idMath::Lerp(visorStartAngle.roll, visorFinalAngle.roll, lerp);
SetAxis(visorLerpedAngle.ToMat3());
if (gameLocal.time > stateTimer + VISOR_MOVETIME)
{
state = VRV_MOVEPAUSE;
stateTimer = gameLocal.time;
}
}
else if (state == VRV_MOVEPAUSE)
{
if (gameLocal.time > stateTimer + VISOR_MOVEPAUSETIME)
{
state = VRV_MOVINGTOEYES;
stateTimer = gameLocal.time;
gameLocal.GetLocalPlayer()->Event_SetFOVLerp(-80, VISOR_MOVINGTOEYES_TIME);
StartSound("snd_enter", SND_CHANNEL_ANY);
}
}
else if (state == VRV_MOVINGTOEYES)
{
if (gameLocal.time > stateTimer + VISOR_MOVINGTOEYES_TIME)
{
state = VRV_ATTACHEDTOPLAYER;
gameLocal.GetLocalPlayer()->Event_setPlayerFrozen(0);
if (targets.Num() > 0)
{
gameLocal.GetLocalPlayer()->FlashScreenCustom(idVec4(0, .6f, .8f, 1), 600);
gameLocal.GetLocalPlayer()->Event_SetFOVLerp(40, 0);
gameLocal.GetLocalPlayer()->Event_SetFOVLerp(0, 500);
gameLocal.GetLocalPlayer()->Event_TeleportToEnt(targets[0].GetEntity());
//Call the script to start the sequence.
idStr startScript = spawnArgs.GetString("call_start");
if (startScript.Length() > 0)
{
if (!gameLocal.RunMapScriptArgs(startScript.c_str(), this, this))
{
gameLocal.Warning("visor '%s' failed to run script '%s'", GetName(), startScript.c_str());
}
}
}
else
{
gameLocal.Error("visor '%s' has no targets.", GetName());
}
}
}
else if (state == VRV_RETURNINGTOSTARTPOSITION)
{
Present();
float lerp = (gameLocal.time - stateTimer) / (float)VISOR_RETURNTIME;
lerp = idMath::ClampFloat(0, 1, lerp);
//Lerp visor position.
idVec3 visorLerpedPosition;
visorLerpedPosition.Lerp(visorFinalPosition, visorStartPosition, lerp);
SetOrigin(visorLerpedPosition);
//Lerp visor angle.
idAngles visorLerpedAngle;
visorLerpedAngle.pitch = idMath::Lerp( visorFinalAngle.pitch, visorStartAngle.pitch, lerp);
visorLerpedAngle.yaw = idMath::Lerp( visorFinalAngle.yaw, visorStartAngle.yaw, lerp);
visorLerpedAngle.roll = idMath::Lerp(visorFinalAngle.roll, visorStartAngle.roll, lerp);
SetAxis(visorLerpedAngle.ToMat3());
if (gameLocal.time > stateTimer + VISOR_RETURNTIME)
{
state = VRV_IDLE;
//isFrobbable = true; //bc 11-12-2024 just make the vr visor be a one-use only item.
}
}
}
bool idVRVisor::DoFrob(int index, idEntity * frobber)
{
//idMoveableItem::DoFrob(index, frobber);
if (frobber == NULL)
return false;
if (frobber != gameLocal.GetLocalPlayer())
return false;
if (state == VRV_IDLE)
{
if (arrowProp != nullptr)
{
arrowProp->Hide();
}
gameLocal.GetLocalPlayer()->Event_setPlayerFrozen(1);
gameLocal.GetLocalPlayer()->SetViewPitchLerp(0, VISOR_MOVETIME+ VISOR_MOVINGTOEYES_TIME + VISOR_MOVEPAUSETIME);
gameLocal.GetLocalPlayer()->SetViewYawLerp(gameLocal.GetLocalPlayer()->viewAngles.yaw, VISOR_MOVETIME + VISOR_MOVINGTOEYES_TIME + VISOR_MOVEPAUSETIME);
state = VRV_MOVINGTOPLAYER;
stateTimer = gameLocal.time;
visorStartPosition = GetPhysics()->GetOrigin();
visorStartAngle = GetPhysics()->GetAxis().ToAngles();
isFrobbable = false;
//BC 6-11-2025: fix issue where player can go out of bounds by exiting a clambered/crouch space while interacting with vr visor (sd-654)
playerStartPosition = GetSafeStartPosition();
playerStartAngle = gameLocal.GetLocalPlayer()->viewAngles.yaw;
//Get visor final position.
idAngles playerViewAngle = gameLocal.GetLocalPlayer()->viewAngles;
playerViewAngle.pitch = 0;
playerViewAngle.roll = 0;
idVec3 playerEyePos = gameLocal.GetLocalPlayer()->firstPersonViewOrigin;
visorFinalPosition = playerEyePos + playerViewAngle.ToForward() * VISOR_FORWARDDIST;
visorFinalPosition.z += .1f;
//Get visor final angle.
visorFinalAngle = idAngles(0, gameLocal.GetLocalPlayer()->viewAngles.yaw, 0);;
visorFinalAngle.pitch = 0;
visorFinalAngle.yaw += 180;
visorFinalAngle.roll = 0;
visorFinalAngle.Normalize180();
StartSound("snd_grab", SND_CHANNEL_ANY);
}
return true;
}
//BC 6-11-2025: fix issue where player can go out of bounds by exiting a clambered/crouch space while interacting with vr visor (sd-654)
idVec3 idVRVisor::GetSafeStartPosition()
{
//See if player is already standing on solid ground.
idVec3 candidateStartPosition = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
trace_t tr;
gameLocal.clip.TracePoint(tr, candidateStartPosition + idVec3(0, 0, 1), candidateStartPosition + idVec3(0, 0, -16), MASK_SOLID, NULL);
if (tr.fraction < 1)
{
return candidateStartPosition; //player is on ground.
}
//Player is NOT on ground. Find the ground.
gameLocal.clip.TracePoint(tr, candidateStartPosition + idVec3(0, 0, 1), candidateStartPosition + idVec3(0, 0, -128), MASK_SOLID, NULL);
candidateStartPosition = tr.endpos + idVec3(0, 0, .1f);
//Get player standing bounding box
idBounds playerbounds = gameLocal.GetLocalPlayer()->GetPhysics()->GetBounds();
playerbounds[1].z = pm_normalheight.GetFloat(); //Get standing height.
#define CANDIDATEOFFSETCOUNT 9
idVec3 candidateOffsets[] =
{
idVec3(0, 0, 0),
idVec3(0, -16, 0),
idVec3(0, -32, 0),
idVec3(-16, 0, 0),
idVec3(-32, 0, 0),
idVec3(0, 16, 0),
idVec3(0, 32, 0),
idVec3(16, 0, 0),
idVec3(32, 0, 0),
};
//do bounds check.
for (int i = 0; i < CANDIDATEOFFSETCOUNT; i++)
{
trace_t standingTr;
idVec3 adjustedPos = candidateStartPosition + candidateOffsets[i];
gameLocal.clip.TraceBounds(standingTr, adjustedPos, adjustedPos, playerbounds, MASK_SOLID, NULL);
if (standingTr.fraction >= 1)
{
return adjustedPos;
}
}
//Couldn't find a clear spot, so just return the original position on the ground.
return candidateStartPosition;
}
//If this visor is active, then deactivate it and return player to the hub.
bool idVRVisor::SetExitVisor()
{
if (state != VRV_ATTACHEDTOPLAYER)
return false;
state = VRV_RETURNINGTOSTARTPOSITION;
stateTimer = gameLocal.time;
gameLocal.GetLocalPlayer()->FlashScreenCustom(idVec4(0, 0, 0, 1), 200);
gameLocal.GetLocalPlayer()->Teleport(playerStartPosition, idAngles(0, playerStartAngle,0), NULL);
return true;
} | 0 | 0.961451 | 1 | 0.961451 | game-dev | MEDIA | 0.97512 | game-dev | 0.997417 | 1 | 0.997417 |
4azuo/GuiGuBaHuang-ModLib | 2,108 | 3161035078/ModProject/ModCode/ModMain/Mod/SMLocalConfigsEvent.cs | using MOD_nE7UL2.Const;
using ModLib.Mod;
using UnityEngine;
namespace MOD_nE7UL2.Mod
{
[Cache(ModConst.SM_LOCAL_CONFIGS_EVENT)]
public class SMLocalConfigsEvent : ModEvent
{
public static SMLocalConfigsEvent Instance { get; set; }
public SMGlobalConfigsEvent Configs { get; set; }
public override void OnLoadClass(bool isNew, string modId, CacheAttribute attr)
{
base.OnLoadClass(isNew, modId, attr);
if (isNew)
Configs = CacheHelper.ReadGlobalCacheFile<SMGlobalConfigsEvent>(modId, ModConst.SM_GLOBAL_CONFIGS_EVENT) ?? new SMGlobalConfigsEvent();
}
public override void OnLoadGame()
{
base.OnLoadGame();
//exp
foreach (var item in g.conf.roleGrade._allConfList)
{
item.exp = Calculate(item.exp, Configs.AddLevelupExpRate).Parse<int>();
}
//item value
foreach (var props in g.conf.itemProps._allConfList)
{
if (props.type == (int)PropsType.Money)
continue;
props.sale = Calculate(props.sale, Configs.AddItemValueRate).Parse<int>();
props.worth = Calculate(props.worth, Configs.AddItemValueRate).Parse<int>();
}
foreach (var item in g.conf.itemSkill._allConfList)
{
item.price = Calculate(item.price, Configs.AddItemValueRate).Parse<int>();
item.cost = Calculate(item.cost, Configs.AddItemValueRate).Parse<int>();
item.sale = Calculate(item.sale, Configs.AddItemValueRate).Parse<int>();
item.worth = Calculate(item.worth, Configs.AddItemValueRate).Parse<int>();
}
foreach (var refine in g.conf.townRefine._allConfList)
{
refine.moneyCost = Calculate(refine.moneyCost, Configs.AddItemValueRate).Parse<int>();
}
}
public double Calculate(double bas, double addRate)
{
return bas + (bas * addRate);
}
}
}
| 0 | 0.887416 | 1 | 0.887416 | game-dev | MEDIA | 0.946951 | game-dev | 0.740581 | 1 | 0.740581 |
rdaum/moor | 13,423 | book/src/the-moo-programming-language/lambda-functions.md | # Functions and Lambdas
mooR lets you create small functions inside your verbs, similar to how you might define functions in other programming
languages. These functions help you organize your code better and avoid repeating yourself.
There are two main types:
- **Named functions** - functions with names that help organize your code
- **Anonymous functions** (also called "lambdas") - unnamed functions that are useful for short, simple operations
> **Fun Fact**: Despite its name suggesting otherwise, the original LambdaMOO never actually had lambda functions! mooR
> brings this useful programming tool to MOO as part of our mission of dragging the future into the past.
## Syntax Forms
Functions in mooR support three different syntax forms, each suited to different use cases:
### Arrow Syntax (Lambdas)
Perfect for simple, one-line anonymous functions:
```moo
{x, y} => x + y // Addition function
{name} => "Hello, " + name // String formatting
{} => random(100) // No parameters, returns random number
{x} => x * x // Square function
```
### Function Syntax
For more complex logic with multiple statements. These can be anonymous or named:
```moo
// Anonymous function
fn(x, y)
if (x > y)
return x;
else
return y;
endif
endfn
// Named function for code organization
fn calculate_damage(attacker, defender)
let base_damage = attacker.strength * 2;
let defense = defender.armor;
let final_damage = max(1, base_damage - defense);
return final_damage;
endfn
```
### Named Functions for Code Structure
Named functions work much like `def` in Python or `function` in JavaScript - they help organize code within verbs:
```moo
// In a combat verb:
fn calculate_hit_chance(attacker, target)
let base_chance = 0.5;
let skill_bonus = attacker.skill / 100.0;
let dodge_penalty = target.agility / 200.0;
return base_chance + skill_bonus - dodge_penalty;
endfn
fn apply_damage(target, damage)
target.health = target.health - damage;
if (target.health <= 0)
this:handle_death(target);
endif
endfn
// Main combat logic becomes much cleaner:
if (random() < calculate_hit_chance(attacker, defender))
let damage = calculate_damage(attacker, defender);
apply_damage(defender, damage);
notify(attacker, "You hit for " + damage + " damage!");
else
notify(attacker, "You miss!");
endif
```
### Named Recursive Functions
For functions that need to call themselves:
```moo
fn factorial(n)
if (n <= 1)
return 1;
else
return n * factorial(n - 1);
endif
endfn
fn fibonacci(n)
if (n <= 1)
return n;
else
return fibonacci(n - 1) + fibonacci(n - 2);
endif
endfn
```
## Parameter Patterns
Functions support all the same parameter patterns as regular MOO scatter assignments:
### Required Parameters
```moo
{x, y} => x + y // Both x and y must be provided
{name, age} => name + " is " + age // String concatenation
```
### Optional Parameters
Optional parameters default to `0` (false) if not provided:
```moo
{x, ?y} => x + (y || 10) // y defaults to 0, but we use 10 if not provided
{message, ?urgent} => urgent && ("URGENT: " + message) || message
```
### Rest Parameters
Collect extra arguments into a list:
```moo
{first, @rest} => {first, length(rest)}
{@all} => length(all) // Count total arguments
```
### Mixed Parameters
You can combine all parameter types:
```moo
{required, ?optional, @rest} => [
"required" -> required,
"optional" -> optional || "default",
"rest" -> rest
]
```
## Remembering Variables (Closures)
One of the most useful features of functions in mooR is that they can "remember" variables from where they were created.
This is called "capturing" variables, and when a function does this, programmers call it a "closure" - but don't worry
about the fancy name, it's simpler than it sounds!
### Basic Example
```moo
let multiplier = 5;
let multiply_by_five = {x} => x * multiplier; // The function "remembers" multiplier
return multiply_by_five(10); // Returns 50
```
Even though `multiplier` was created outside the function, the function can still use it!
### Remembering Multiple Things
Functions can remember more than one variable at a time:
```moo
fn create_calculator(operation, initial_value)
return {x} => {
if (operation == "add")
return initial_value + x;
elseif (operation == "multiply")
return initial_value * x;
else
return x;
endif
};
endfn
let add_ten = create_calculator("add", 10);
let multiply_by_three = create_calculator("multiply", 3);
add_ten(5); // Returns 15
multiply_by_three(4); // Returns 12
```
## Functions Are Like Other Values
In mooR, functions work just like other values (numbers, strings, lists) - you can store them in variables, put them in
properties, and pass them to other functions. This might seem strange at first, but it's actually very useful!
### Storing Functions in Variables
```moo
let add = {x, y} => x + y;
let max_func = fn(x, y)
return x > y && x || y;
endfn;
result = add(5, 3); // Returns 8
result = max_func(10, 7); // Returns 10
```
### Storing Functions in Properties
Functions can be stored in object properties and called later:
```moo
this.validator = {input} => length(input) >= 3;
this.formatter = fn(text)
return uppercase(text[1]) + lowercase(text[2..$]);
endfn;
// Later in another verb:
if (this.validator(user_input))
return this.formatter(user_input);
endif
```
**Important caveat:** Storing functions in properties is rarely what you actually want to do. When you call a function
stored in a property, it doesn't get the `this`, `player`, `caller`, etc. values you'd expect from the object the
property is on - instead it inherits those values from the calling verb. This can lead to confusing behavior.
In most cases, you'll want to use regular verbs instead. Function properties might occasionally be useful for things
like configuration callbacks or data transformation functions, but consider carefully whether a verb wouldn't be
clearer.
### Passing Functions as Arguments
Like Python or JavaScript, you can pass functions to other functions:
```moo
fn process_list(items, transform_func)
let result = {};
for item in (items)
result = {@result, transform_func(item)};
endfor
return result;
endfn
let numbers = {1, 2, 3, 4};
let doubled = process_list(numbers, {x} => x * 2);
let strings = process_list(numbers, {x} => "Item: " + tostr(x));
```
### Immediate Invocation
You can call a function immediately after creating it:
```moo
result = ({x} => x * 2)(5); // Returns 10
// Useful for creating isolated scopes:
let config = (fn()
let base_url = "https://api.example.com";
let api_key = "secret123";
return ["url" -> base_url, "key" -> api_key];
endfn)();
```
## Functions That Use Other Functions
One really useful thing you can do is write functions that take other functions as input. This might sound complicated,
but it's actually quite handy for common tasks like transforming lists of data:
### Map Function
Transform all elements in a list:
```moo
fn map(func, list)
let result = {};
for item in (list)
result = {@result, func(item)};
endfor
return result;
endfn
let numbers = {1, 2, 3, 4};
let doubled = map({x} => x * 2, numbers); // {2, 4, 6, 8}
let squared = map({x} => x * x, numbers); // {1, 4, 9, 16}
let strings = map({x} => tostr(x), numbers); // {"1", "2", "3", "4"}
```
### Filter Function
Select elements that match a condition:
```moo
fn filter(pred, list)
let result = {};
for item in (list)
if (pred(item))
result = {@result, item};
endif
endfor
return result;
endfn
let numbers = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
let evens = filter({x} => x % 2 == 0, numbers); // {2, 4, 6, 8, 10}
let big_numbers = filter({x} => x > 5, numbers); // {6, 7, 8, 9, 10}
```
### Reduce Function
Combine all elements into a single value:
```moo
fn reduce(func, list, initial)
let accumulator = initial;
for item in (list)
accumulator = func(accumulator, item);
endfor
return accumulator;
endfn
let numbers = {1, 2, 3, 4, 5};
let sum = reduce({acc, x} => acc + x, numbers, 0); // 15
let product = reduce({acc, x} => acc * x, numbers, 1); // 120
let max = reduce({acc, x} => x > acc && x || acc, numbers, 0); // 5
```
## Event Handling and Callbacks
Lambda functions are perfect for event handling:
```moo
fn on_player_connect(player, callback)
// Store the callback for later use
this.connect_callbacks = {@(this.connect_callbacks || {}), callback};
endfn
// Register event handlers
on_player_connect(player, {p} => notify(p, "Welcome to the server!"));
on_player_connect(player, {p} => this:log_connection(p));
```
## Practical Examples
### Data Processing Pipeline
```moo
let data = {" Alice ", " BOB ", " charlie "};
// Clean, normalize, and format names
let clean_names = map({name} => {
let trimmed = strsub(strsub(name, "^\\s+", ""), "\\s+$", "");
let lower = lowercase(trimmed);
return uppercase(lower[1]) + lower[2..$];
}, data);
// Result: {"Alice", "Bob", "Charlie"}
```
### Template Functions
```moo
fn create_template_renderer(template, defaults)
return {values} => {
let merged = defaults;
for key in (keys(values))
merged[key] = values[key];
endfor
let result = template;
for key in (keys(merged))
result = strsub(result, "{" + key + "}", tostr(merged[key]));
endfor
return result;
};
endfn
let email_template = create_template_renderer(
"Hello {name}, your order #{order_id} is ready!",
["name" -> "Customer", "order_id" -> "0000"]
);
email_template(["name" -> "Alice", "order_id" -> "1234"]);
// Returns: "Hello Alice, your order #1234 is ready!"
```
### Validation Functions
```moo
fn create_validator(rules)
return {data} => {
let errors = {};
for rule in (rules)
let field = rule["field"];
let check = rule["check"];
let message = rule["message"];
if (!check(data[field]))
errors = {@errors, message};
endif
endfor
return errors;
};
endfn
let user_validator = create_validator({
["field" -> "name", "check" -> {x} => length(x) > 0, "message" -> "Name required"],
["field" -> "email", "check" -> {x} => "@" in x, "message" -> "Invalid email"]
});
user_validator(["name" -> "Alice", "email" -> "alice@example.com"]);
// Returns: {} (no errors)
```
## Best Practices
### When to Use Functions vs Verbs
**Great for named functions within verbs:**
- Breaking down complex verb logic into smaller, manageable pieces
- Avoiding code duplication within a single verb
- Mathematical calculations or data processing
- Input validation and formatting
- Any logic that would benefit from a descriptive function name
**Great for lambdas (anonymous functions):**
- Short, focused operations
- Event handlers and callbacks
- Data transformation and filtering (map, filter, etc.)
- Function factories and builders
- Functional programming patterns
- One-off operations that don't need names
**Better to use regular verbs for:**
- Functions that need to be called from multiple other verbs
- Complex business logic that forms the core of your application
- Functions that need comprehensive documentation and help
- Code that should be accessible to other objects via inheritance
- Functions that need persistent storage or caching
### Performance Considerations
- Lambda creation is fast, but not free - avoid creating them in tight loops
- Variable capture is done by value, so large data structures are copied
- Recursive lambdas can still hit stack limits like regular MOO recursion (fancy functional languages like Scheme or
Lisp sometimes offer what's called tail-call elimination, but mooR doesn't)
### Debugging Tips
Stack traces show lambda calls clearly:
- Anonymous lambdas appear as `verb.<fn>`
- Named lambdas appear as `verb.function_name`
- Line numbers point to where the function was declared, not where it was invoked (to find the invocation site, look one level up in the traceback)
## Technical Details
### Variable Capture Semantics
- Variables are captured by **value**, not by reference
- Captured variables are immutable from the lambda's perspective
- Each lambda invocation gets its own copy of captured variables
### Memory Management
- Lambdas are garbage collected when no longer referenced
- Captured variables are freed when the lambda is freed
- Circular references between lambdas are not possible due to pass-by-value capture
### Compatibility
- Lambda functions are a mooR extension and won't work on LambdaMOO
- They can be stored in the database like any other value
- They survive server restarts when stored in properties
- They work seamlessly with existing MOO functions and operators
Lambda functions represent a significant enhancement to MOO's programming capabilities, enabling more expressive and
functional programming patterns while maintaining full compatibility with existing MOO code. | 0 | 0.88628 | 1 | 0.88628 | game-dev | MEDIA | 0.139172 | game-dev | 0.871399 | 1 | 0.871399 |
Stephane-D/SGDK | 1,346 | sample/game/platformer/src/levelgenerator.c | #include "levelgenerator.h"
#include "resources.h"
#include "global.h"
#include "map.h"
//Dynamic 2D array where we store the collision map data
//We could read that directly from ROM but in the long term it's cleaner and/or more performant
u8** currentMap;
//Downlscaled size of the map in order to match the collision map size
Vect2D_u16 roomTileSize;
void freeCollisionMap() {
//We have to free the collision map data in this way in order to avoid memory leaks
for (u16 i = 0; i < roomTileSize.y; i++) {
MEM_free(currentMap[i]);
}
MEM_free(currentMap);
}
void generateCollisionMap(const u8 map[][48]) {
roomSize = newAABB(0, 768, 0, 768);
//Each tile is 16x16px so we divide 768(size of the room in pixels) / 16, we use bitshifts because it is more performant than divisions
roomTileSize = newVector2D_u16(768 >> 4, 768 >> 4);
//To store a 2D array with pointers we have to do it in that way
currentMap = (u8**)MEM_alloc(roomTileSize.y * sizeof(u8*));
for (u16 i = 0; i < roomTileSize.y; i++) {
currentMap[i] = (u8*)MEM_alloc(roomTileSize.x);
memcpy(currentMap[i], map[i], roomTileSize.x);
}
}
u16 getTileValue(s16 x, s16 y) {
if (x >= roomTileSize.x || x < 0 || y < 0 || y >= roomTileSize.y)
return 0;
//If the position is inside the collision map return the value of the tile from it
return currentMap[y][x];
} | 0 | 0.855318 | 1 | 0.855318 | game-dev | MEDIA | 0.641226 | game-dev | 0.962639 | 1 | 0.962639 |
source-academy/frontend | 7,055 | src/features/game/scenes/chapterSelect/ChapterSelect.ts | import { screenCenter, screenSize } from 'src/features/game/commons/CommonConstants';
import { mandatory, toS3Path } from 'src/features/game/utils/GameUtils';
import ImageAssets from '../../assets/ImageAssets';
import CommonBackButton from '../../commons/CommonBackButton';
import { addLoadingScreen } from '../../effects/LoadingScreen';
import GameLayerManager from '../../layer/GameLayerManager';
import { Layer } from '../../layer/GameLayerTypes';
import SourceAcademyGame from '../../SourceAcademyGame';
import { createButton } from '../../utils/ButtonUtils';
import { loadImage } from '../../utils/LoaderUtils';
import { createBitmapText } from '../../utils/TextUtils';
import chapConstants, { pageNumberStyle } from './ChapterSelectConstants';
import { createChapter } from './ChapterSelectHelper';
/**
* The Chapter Select scene.
* Player is able to choose which chapter to play from here.
*/
class ChapterSelect extends Phaser.Scene {
public layerManager?: GameLayerManager;
private chaptersContainer: Phaser.GameObjects.Container | undefined;
private backButtonContainer: Phaser.GameObjects.Container | undefined;
private pageNumberText: Phaser.GameObjects.BitmapText | undefined;
private targetPage: number;
constructor() {
super('ChapterSelect');
this.chaptersContainer = undefined;
this.backButtonContainer = undefined;
this.pageNumberText = undefined;
this.targetPage = 0; // First page is page 0 (but is displayed as page 1)
}
public preload() {
addLoadingScreen(this);
}
public async create() {
SourceAcademyGame.getInstance().setCurrentSceneRef(this);
this.layerManager = new GameLayerManager(this);
await this.preloadChapterAssets();
this.renderBackground();
this.renderChapters();
}
public update() {
if (!this.chaptersContainer) return;
const targetX = -this.targetPage * screenSize.x;
if (this.chaptersContainer.x > targetX) {
// Scroll right
const newXPos = this.chaptersContainer.x - chapConstants.scrollSpeed;
this.chaptersContainer.x = Math.max(newXPos, targetX);
} else if (targetX > this.chaptersContainer.x) {
// Scroll left
const newXPos = this.chaptersContainer.x + chapConstants.scrollSpeed;
this.chaptersContainer.x = Math.min(newXPos, targetX);
}
}
/**
* Clean up of related managers.
*/
public cleanUp() {
this.getLayerManager().clearAllLayers();
}
/**
* Load the chapter previews assets to be shown.
*/
private async preloadChapterAssets() {
await Promise.all(
this.getGameChapters().map(
async chapterDetail =>
await loadImage(this, chapterDetail.imageUrl, toS3Path(chapterDetail.imageUrl, true))
)
);
}
/**
* Render the background of this scene.
*/
private renderBackground() {
const background = new Phaser.GameObjects.Image(
this,
screenCenter.x,
screenCenter.y,
ImageAssets.spaceshipBg.key
);
const blackOverlay = new Phaser.GameObjects.Rectangle(
this,
screenCenter.x,
screenCenter.y,
screenSize.x,
screenSize.y,
0
).setAlpha(0.3);
this.getLayerManager().addToLayer(Layer.Background, background);
this.getLayerManager().addToLayer(Layer.Background, blackOverlay);
}
/**
* Render all the chapter selections and UI elements
* (the gray frame, the left and right arrow, back button, page number)
*/
private renderChapters() {
this.backButtonContainer = new CommonBackButton(this, () => {
this.cleanUp();
this.scene.start('MainMenu');
});
this.chaptersContainer = this.createChaptersContainer();
this.pageNumberText = createBitmapText(
this,
`1 / ${this.numPages()}`,
chapConstants.pageNumberTextConfig,
pageNumberStyle
);
// Prepare to autoscroll to smallest incomplete chapter
const latestChapter = Math.min(
SourceAcademyGame.getInstance().getSaveManager().getLargestCompletedChapterNum() + 1,
this.getGameChapters().length - 1
);
this.targetPage = Math.floor(latestChapter / chapConstants.grid.chapPerPage);
if (this.targetPage < 0) {
// Only happens when this.getGameChapters().length === 0
this.targetPage = 0;
}
this.pageNumberText.setText(`${this.targetPage + 1} / ${this.numPages()}`);
const border = new Phaser.GameObjects.Image(
this,
screenCenter.x,
screenCenter.y,
ImageAssets.chapterSelectBorder.key
);
const leftArrow = createButton(this, {
assetKey: ImageAssets.chapterSelectArrow.key,
onUp: () => this.scrollPrevPage()
}).setPosition(screenCenter.x - chapConstants.arrow.xOffset, screenCenter.y);
const rightArrow = createButton(this, {
assetKey: ImageAssets.chapterSelectArrow.key,
onUp: () => this.scrollNextPage()
})
.setPosition(screenCenter.x + chapConstants.arrow.xOffset, screenCenter.y)
.setScale(-1, 1);
this.getLayerManager().addToLayer(Layer.UI, this.chaptersContainer);
this.getLayerManager().addToLayer(Layer.UI, this.backButtonContainer);
this.getLayerManager().addToLayer(Layer.UI, this.pageNumberText);
this.getLayerManager().addToLayer(Layer.UI, border);
this.getLayerManager().addToLayer(Layer.UI, leftArrow);
this.getLayerManager().addToLayer(Layer.UI, rightArrow);
}
/**
* Create a chapter selection based on its detail; as well as
* attach it with the necessary information (user progress).
*
* The information will be used/mutated depending on whether
* the user decides to continue or reset the progress.
*/
private createChaptersContainer() {
const chaptersContainer = new Phaser.GameObjects.Container(this, 0, 0);
chaptersContainer
.add(
this.getGameChapters().map((chapterDetail, chapterIndex) => {
return createChapter(this, chapterDetail, chapterIndex);
})
)
.sort('depth')
.reverse(); // Ensures hover text correctly render over other objects in container
return chaptersContainer;
}
private getGameChapters = () => SourceAcademyGame.getInstance().getGameChapters();
/**
* Returns the number of pages of chapters
*/
private numPages() {
const pages = Math.ceil(this.getGameChapters().length / chapConstants.grid.chapPerPage);
return Math.max(pages, 1); // Always have at least 1 page, even when 0 chapters
}
/**
* Scroll the screen to the previous page of chapters
*/
private scrollPrevPage() {
this.targetPage = Math.max(this.targetPage - 1, 0);
this.pageNumberText?.setText(`${this.targetPage + 1} / ${this.numPages()}`);
}
/**
* Scroll the screen to the next page of chapters
*/
private scrollNextPage() {
const numPages = this.numPages();
this.targetPage = Math.min(this.targetPage + 1, numPages - 1);
this.pageNumberText?.setText(`${this.targetPage + 1} / ${numPages}`);
}
public getLayerManager = () => mandatory(this.layerManager);
}
export default ChapterSelect;
| 0 | 0.838238 | 1 | 0.838238 | game-dev | MEDIA | 0.877312 | game-dev | 0.98248 | 1 | 0.98248 |
dcs-retribution/dcs-retribution | 13,976 | qt_ui/windows/mission/flight/settings/QFlightSlotEditor.py | import logging
from typing import Optional, Callable
from PySide6.QtCore import Signal, QModelIndex
from PySide6.QtWidgets import (
QLabel,
QGroupBox,
QSpinBox,
QGridLayout,
QComboBox,
QHBoxLayout,
QCheckBox,
QVBoxLayout,
QPushButton,
QDialog,
QWidget,
QSizePolicy,
)
from game import Game
from game.ato.closestairfields import ClosestAirfields
from game.ato.flight import Flight
from game.ato.flightroster import FlightRoster
from game.ato.iflightroster import IFlightRoster
from game.dcs.aircrafttype import AircraftType
from game.squadrons import Squadron
from game.squadrons.pilot import Pilot
from game.theater import ControlPoint, OffMapSpawn
from game.utils import nautical_miles
from qt_ui.models import PackageModel
class PilotSelector(QComboBox):
available_pilots_changed = Signal()
def __init__(
self, squadron: Optional[Squadron], roster: Optional[IFlightRoster], idx: int
) -> None:
super().__init__()
self.squadron = squadron
self.roster = roster
self.pilot_index = idx
self.rebuild()
@staticmethod
def text_for(pilot: Pilot) -> str:
return pilot.name
def _do_rebuild(self) -> None:
self.clear()
if self.roster is None or self.pilot_index >= self.roster.max_size:
self.addItem("No aircraft", None)
self.setDisabled(True)
return
if self.squadron is None:
raise RuntimeError("squadron cannot be None if roster is set")
self.setEnabled(True)
self.addItem("Unassigned", None)
choices = list(self.squadron.available_pilots)
current_pilot = self.roster.pilot_at(self.pilot_index)
if current_pilot is not None:
choices.append(current_pilot)
# Put players first, otherwise alphabetically.
for pilot in sorted(choices, key=lambda p: (not p.player, p.name)):
self.addItem(self.text_for(pilot), pilot)
if current_pilot is None:
self.setCurrentText("Unassigned")
else:
self.setCurrentText(self.text_for(current_pilot))
self.currentIndexChanged.connect(self.replace_pilot)
def rebuild(self) -> None:
# The contents of the selector depend on the selection of the other selectors
# for the flight, so changing the selection of one causes each selector to
# rebuild. A rebuild causes a selection change, so if we don't block signals
# during a rebuild we'll never stop rebuilding.
self.blockSignals(True)
try:
self._do_rebuild()
finally:
self.blockSignals(False)
def replace_pilot(self, index: QModelIndex) -> None:
if self.itemText(index) == "No aircraft":
# The roster resize is handled separately, so we have no pilots to remove.
return
pilot = self.itemData(index)
if pilot == self.roster.pilot_at(self.pilot_index):
return
self.roster.set_pilot(self.pilot_index, pilot)
self.available_pilots_changed.emit()
def replace(
self, squadron: Optional[Squadron], new_roster: Optional[FlightRoster]
) -> None:
self.squadron = squadron
self.roster = new_roster
self.rebuild()
class PilotControls(QHBoxLayout):
player_toggled = Signal()
def __init__(
self,
squadron: Optional[Squadron],
roster: Optional[FlightRoster],
idx: int,
pilots_changed: Signal,
) -> None:
super().__init__()
self.roster = roster
self.pilot_index = idx
self.pilots_changed = pilots_changed
self.selector = PilotSelector(squadron, roster, idx)
self.selector.setSizePolicy(
QSizePolicy.Policy.Minimum, QSizePolicy.Policy.Fixed
)
self.selector.currentIndexChanged.connect(self.on_pilot_changed)
self.addWidget(self.selector)
self.player_checkbox = QCheckBox(text="Player")
self.player_checkbox.setToolTip("Checked if this pilot is a player.")
self.on_pilot_changed(self.selector.currentIndex())
enabled = False
if self.roster is not None and squadron is not None:
enabled = squadron.aircraft.flyable
self.player_checkbox.setEnabled(enabled)
self.addWidget(self.player_checkbox)
self.player_checkbox.toggled.connect(self.on_player_toggled)
@property
def pilot(self) -> Optional[Pilot]:
if self.roster is None or self.pilot_index >= self.roster.max_size:
return None
return self.roster.pilot_at(self.pilot_index)
def on_player_toggled(self, checked: bool) -> None:
pilot = self.pilot
if pilot is None:
logging.error("Cannot toggle state of a pilot when none is selected")
return
pilot.player = checked
self.player_toggled.emit()
self.pilots_changed.emit()
def on_pilot_changed(self, index: int) -> None:
pilot = self.selector.itemData(index)
self.player_checkbox.blockSignals(True)
try:
if self.roster and self.roster.squadron.aircraft.flyable:
self.player_checkbox.setChecked(pilot is not None and pilot.player)
else:
self.player_checkbox.setChecked(False)
finally:
if self.roster is not None:
self.player_checkbox.setEnabled(self.roster.squadron.aircraft.flyable)
self.player_checkbox.blockSignals(False)
# on_pilot_changed should emit pilots_changed in its finally block,
# otherwise the start-type isn't updated if you have a single client
# pilot which you switch to a non-client pilot
self.pilots_changed.emit()
def update_available_pilots(self) -> None:
self.selector.rebuild()
def enable_and_reset(self) -> None:
self.selector.rebuild()
self.player_checkbox.setEnabled(True)
self.on_pilot_changed(self.selector.currentIndex())
def disable_and_clear(self) -> None:
self.selector.rebuild()
self.player_checkbox.blockSignals(True)
try:
self.player_checkbox.setEnabled(False)
self.player_checkbox.setChecked(False)
finally:
self.player_checkbox.blockSignals(False)
def replace(
self, squadron: Optional[Squadron], new_roster: Optional[FlightRoster]
) -> None:
self.roster = new_roster
if self.roster is None or self.pilot_index >= self.roster.max_size:
self.disable_and_clear()
else:
self.enable_and_reset()
self.selector.replace(squadron, new_roster)
class FlightRosterEditor(QVBoxLayout):
MAX_PILOTS = 4
pilots_changed = Signal()
def __init__(
self,
squadron: Optional[Squadron],
roster: Optional[IFlightRoster],
) -> None:
super().__init__()
self.roster = roster
self.pilot_controls = []
for pilot_idx in range(self.MAX_PILOTS):
def make_reset_callback(source_idx: int) -> Callable[[int], None]:
def callback() -> None:
self.update_available_pilots(source_idx)
return callback
controls = PilotControls(squadron, roster, pilot_idx, self.pilots_changed)
controls.selector.available_pilots_changed.connect(
make_reset_callback(pilot_idx)
)
self.pilot_controls.append(controls)
self.addLayout(controls)
def update_available_pilots(self, source_idx: int) -> None:
for idx, controls in enumerate(self.pilot_controls):
# No need to reset the source of the reset, it was just manually selected.
if idx != source_idx:
controls.update_available_pilots()
def resize(self, new_size: int) -> None:
if new_size > self.MAX_PILOTS:
raise ValueError("A flight may not have more than four pilots.")
if self.roster is not None:
self.roster.resize(new_size)
for controls in self.pilot_controls[:new_size]:
controls.enable_and_reset()
for controls in self.pilot_controls[new_size:]:
controls.disable_and_clear()
def replace(
self, squadron: Optional[Squadron], new_roster: Optional[FlightRoster]
) -> None:
if self.roster is not None:
self.roster.clear()
self.roster = new_roster
for controls in self.pilot_controls:
controls.replace(squadron, new_roster)
class QSquadronSelector(QDialog):
def __init__(self, flight: Flight, parent: Optional[QWidget] = None):
super().__init__(parent)
self.flight = flight
self.parent = parent
self.init()
def init(self):
vbox = QVBoxLayout()
self.setLayout(vbox)
self.selector = QComboBox()
air_wing = self.flight.coalition.air_wing
for squadron in air_wing.best_squadrons_for(
self.flight.package.target,
self.flight.flight_type,
self.flight.roster.max_size,
self.flight.is_helo,
True,
ignore_range=True,
):
if squadron is self.flight.squadron:
continue
self.selector.addItem(
f"{squadron.name} - {squadron.aircraft.variant_id}", squadron
)
vbox.addWidget(self.selector)
hbox = QHBoxLayout()
accept = QPushButton("Accept")
accept.clicked.connect(self.accept)
hbox.addWidget(accept)
cancel = QPushButton("Cancel")
cancel.clicked.connect(self.reject)
hbox.addWidget(cancel)
vbox.addLayout(hbox)
class QFlightSlotEditor(QGroupBox):
flight_resized = Signal(int)
squadron_changed = Signal(Flight)
def __init__(
self,
package_model: PackageModel,
flight: Flight,
game: Game,
):
super().__init__("Slots")
self.package_model = package_model
self.flight = flight
self.game = game
self.closest_airfields = ClosestAirfields(
flight.package.target,
list(game.theater.control_points_for(self.flight.coalition.player)),
)
available = self.flight.squadron.untasked_aircraft
max_count = self.flight.count + available
if max_count > 4:
max_count = 4
layout = QGridLayout()
self.aircraft_count = QLabel("Aircraft count:")
self.aircraft_count_spinner = QSpinBox()
self.aircraft_count_spinner.setMinimum(1)
self.aircraft_count_spinner.setMaximum(max_count)
self.aircraft_count_spinner.setValue(flight.count)
self.aircraft_count_spinner.valueChanged.connect(self._changed_aircraft_count)
layout.addWidget(self.aircraft_count, 0, 0)
layout.addWidget(self.aircraft_count_spinner, 0, 1)
layout.addWidget(QLabel("Squadron:"), 1, 0)
hbox = QHBoxLayout()
hbox.addWidget(QLabel(str(self.flight.squadron)))
squadron_btn = QPushButton("Change Squadron")
squadron_btn.clicked.connect(self._change_squadron)
hbox.addWidget(squadron_btn)
layout.addLayout(hbox, 1, 1)
layout.addWidget(QLabel("Assigned pilots:"), 2, 0)
self.roster_editor = FlightRosterEditor(flight.squadron, flight.roster)
layout.addLayout(self.roster_editor, 2, 1)
self.setLayout(layout)
def _change_squadron(self):
dialog = QSquadronSelector(self.flight)
if dialog.exec():
squadron: Optional[Squadron] = dialog.selector.currentData()
if not squadron:
return
flight = Flight(
self.package_model.package,
squadron,
self.flight.count,
self.flight.flight_type,
self.flight.start_type,
self._find_divert_field(squadron.aircraft, squadron.location),
frequency=self.flight.frequency,
cargo=self.flight.cargo,
channel=self.flight.tacan,
callsign_tcn=self.flight.tcn_name,
)
self.package_model.add_flight(flight)
self.package_model.delete_flight(self.flight)
self.squadron_changed.emit(flight)
def _find_divert_field(
self, aircraft: AircraftType, arrival: ControlPoint
) -> Optional[ControlPoint]:
divert_limit = nautical_miles(150)
for airfield in self.closest_airfields.operational_airfields_within(
divert_limit
):
if airfield.captured != self.flight.coalition.player:
continue
if airfield == arrival:
continue
if not airfield.can_operate(aircraft):
continue
if isinstance(airfield, OffMapSpawn):
continue
return airfield
return None
def _changed_aircraft_count(self):
old_count = self.flight.count
new_count = int(self.aircraft_count_spinner.value())
try:
self.flight.resize(new_count)
except ValueError:
# The UI should have prevented this, but if we ran out of aircraft
# then roll back the inventory change.
difference = new_count - self.flight.count
available = self.flight.squadron.untasked_aircraft
logging.error(
f"Could not add {difference} additional aircraft to "
f"{self.flight} because {self.flight.departure} has only "
f"{available} {self.flight.unit_type} remaining"
)
self.flight.resize(old_count)
return
self.roster_editor.resize(new_count)
self.flight_resized.emit(new_count)
| 0 | 0.804226 | 1 | 0.804226 | game-dev | MEDIA | 0.303585 | game-dev | 0.951178 | 1 | 0.951178 |
Retera/WarsmashModEngine | 1,347 | core/src/com/etheller/warsmash/viewer5/handlers/w3x/simulation/abilitybuilder/behavior/action/timer/ABActionUpdateTimerTimeout.java | package com.etheller.warsmash.viewer5.handlers.w3x.simulation.abilitybuilder.behavior.action.timer;
import java.util.Map;
import com.etheller.warsmash.parsers.jass.JassTextGenerator;
import com.etheller.warsmash.viewer5.handlers.w3x.simulation.CSimulation;
import com.etheller.warsmash.viewer5.handlers.w3x.simulation.CUnit;
import com.etheller.warsmash.viewer5.handlers.w3x.simulation.abilitybuilder.behavior.callback.floatcallbacks.ABFloatCallback;
import com.etheller.warsmash.viewer5.handlers.w3x.simulation.abilitybuilder.behavior.callback.timercallbacks.ABTimerCallback;
import com.etheller.warsmash.viewer5.handlers.w3x.simulation.abilitybuilder.core.ABSingleAction;
public class ABActionUpdateTimerTimeout implements ABSingleAction {
private ABTimerCallback timer;
private ABFloatCallback timeout;
@Override
public void runAction(final CSimulation game, final CUnit caster, final Map<String, Object> localStore,
final int castId) {
this.timer.callback(game, caster, localStore, castId)
.setTimeoutTime(this.timeout.callback(game, caster, localStore, castId));
}
@Override
public String generateJassEquivalent(JassTextGenerator jassTextGenerator) {
return "ABTimerSetTimeoutTime(" + this.timer.generateJassEquivalent(jassTextGenerator) + ", "
+ this.timeout.generateJassEquivalent(jassTextGenerator) + ")";
}
}
| 0 | 0.783756 | 1 | 0.783756 | game-dev | MEDIA | 0.932524 | game-dev | 0.903821 | 1 | 0.903821 |
Subject9x/battleMETAL | 7,901 | dp/subs.qc | /*
Quake 1
author: iD Software
*/
void() SUB_Null = {};
void(entity attacker) SUB_Null_pain = {};
void() SUB_Remove = {remove(self);};
/*
QuakeEd only writes a single float for angles (bad idea), so up and down are
just constant angles.
Lord Havoc note:
I added direct interpretation of movedir,
and you could already use direct vector angles.
*/
void() SetMovedir =
{
if (self.movedir != '0 0 0')
self.movedir = normalize(self.movedir);
else
{
if (self.angles == '0 -1 0')
self.movedir = '0 0 1';
else if (self.angles == '0 -2 0')
self.movedir = '0 0 -1';
else
{
makevectors (self.angles);
self.movedir = v_forward;
}
}
self.angles = '0 0 0';
};
/*
================
InitTrigger
================
*/
void() InitTrigger =
{
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if (self.movedir == '0 0 0')
if (self.angles != '0 0 0')
SetMovedir ();
self.solid = SOLID_TRIGGER;
setmodel (self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
void() InitSolidBSPTrigger =
{
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if (self.movedir == '0 0 0')
if (self.angles != '0 0 0')
SetMovedir ();
self.solid = SOLID_BSP;
setmodel (self, self.model); // set size and link into world
self.movetype = MOVETYPE_PUSH;
// self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
{
stemp = self;
self = ent;
SUB_CalcMove (tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
self.think1 = func;
self.dest3 = tdest;
self.think = SUB_CalcMoveDone;
if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen (vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
// LordHavoc - why does MOVETYPE_NOCLIP use per frame deltas???
if (self.movetype == MOVETYPE_NOCLIP)
self.velocity = self.velocity * 0.1;
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone =
{
setorigin(self, self.dest3);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
{
stemp = self;
self = ent;
SUB_CalcAngleMove (destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
{
local vector destdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen (destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.dest4 = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
After rotating, set angle to exact final angle
============
*/
void() SUB_CalcAngleMoveDone =
{
self.angles = self.dest4;
self.avelocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
//=============================================================================
void() DelayThink =
{
activator = self.enemy;
SUB_UseTargets ();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets =
{
local entity t, act;
local entity tempSelf, tempOther;
//
// check for a delay
//
if (self.delay){
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// print the message
//
if (activator.classname == "player" && self.message != "")
{
if (activator.flags & FL_CLIENT){
centerprint (activator, self.message);
}
if (!self.noise){
precache_sound ("misc/talk.wav");
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
}
//
// kill the killtagets
//
if (self.killtarget){
for( t = nextent(world); t != world; t = nextent(t) ){
if( t.targetname != self.killtarget ){
continue;
}
if( t.data_type && t.th_die){
t.think = t.th_die;
t.nextthink = time + 0.1;
}
else{
remove (t);
}
}
}
//
// fire targets
//
/*if (self.target){
act = activator;
t = world;
do{
t = find(t, targetname, self.target);
if (!t)
return;
tempSelf = self;
tempOther = other;
self = t;
other = tempSelf;
if (self.use)
self.use ();
self = tempSelf;
other = tempOther;
activator = act;
} while ( 1 );
}*/
// guess this needed updating too.
if( self.target ){
act = activator;
for(t = nextent(world); t != world; t = nextent(t) ){
if( t.targetname != self.target ){
continue;
}
if(!t.use){
continue;
}
tempSelf = self;
tempOther = other;
self = t;
other = tempSelf;
self.use();
self = tempSelf;
other = tempOther;
}
activator = act;
}
};
/*
in nightmare mode, all attack_finished times become 0
some monsters refire twice automatically
*/
void(float normal) SUB_AttackFinished =
{
self.cnt = 0; // refire count for nightmare
if (skill < 3)
self.attack_finished = time + normal;
};
void (void() thinkst) SUB_CheckRefire =
{
if (skill < 3)
return;
if (self.cnt == 1)
return;
//if (!visible (self.enemy))
//return;
self.cnt = 1;
self.think = thinkst;
};
//=========================
// SUB_NormalizeAngles
//=========================
vector (vector ang) SUB_NormalizeAngles =
{
while(ang_x > 360) ang_x = ang_x - 360;
while(ang_x < 0) ang_x = ang_x + 360;
while(ang_y > 360) ang_y = ang_y - 360;
while(ang_y < 0) ang_y = ang_y + 360;
while(ang_z > 360) ang_z = ang_z - 360;
while(ang_z < 0) ang_z = ang_z + 360;
return ang;
};
| 0 | 0.796235 | 1 | 0.796235 | game-dev | MEDIA | 0.951323 | game-dev | 0.980021 | 1 | 0.980021 |
ComfyFactory/ComfyFactorio | 12,108 | maps/journey/main.lua | --[[
Journey, launch a rocket in increasingly harder getting worlds. - MewMew
]]--
if script.active_mods['space-age'] then
error('Journey Scenario is not compatible with the Space Age mod. Please disable the mod and try again', 2)
end
local Server = require 'utils.server'
local Constants = require 'maps.journey.constants'
local Functions = require 'maps.journey.functions'
local Unique_modifiers = require 'maps.journey.unique_modifiers'
local Map = require 'modules.map_info'
local Global = require 'utils.global'
local Token = require 'utils.token'
local Event = require 'utils.event'
local Vacants = require 'modules.clear_vacant_players'
local Robolimits = require 'modules.robot_limits'
local journey = {
announce_capsules = true
}
local events = {
import = Event.generate_event_name('import'),
check_import = Event.generate_event_name('check_import'),
}
Global.register(
journey,
function(tbl)
journey = tbl
end
)
journey.import = Token.register(
function(data)
if not data then
return
end
script.raise_event(events.import, data)
end
)
journey.check_import = Token.register(
function(data)
if not data then
return
end
script.raise_event(events.check_import, data)
end
)
local function on_chunk_generated(event)
local surface = event.surface
if surface.index == 1 then
Functions.place_mixed_ore(event, journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_chunk_generated then unique_modifier.on_chunk_generated(event, journey) end
return
end
if surface.name ~= 'mothership' then return end
Functions.on_mothership_chunk_generated(event)
end
local function on_console_chat(event)
if not event.player_index then return end
local message = event.message
message = string.lower(message)
local a = string.find(message, '?', 1, true)
if not a then return end
local b = string.find(message, 'mother', 1, true)
if not b then return end
local answer = Constants.mothership_messages.answers[math.random(1, #Constants.mothership_messages.answers)]
if math.random(1, 4) == 1 then
for _ = 1, math.random(2, 5), 1 do table.insert(journey.mothership_messages, '') end
table.insert(journey.mothership_messages, '...')
end
for _ = 1, math.random(15, 30), 1 do table.insert(journey.mothership_messages, '') end
table.insert(journey.mothership_messages, answer)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
Functions.draw_gui(journey)
Functions.set_minimum_to_vote(journey)
if player.surface.name == 'mothership' then
journey.characters_in_mothership = journey.characters_in_mothership + 1
end
if player.force.name == 'enemy' then
Functions.clear_player(player)
player.force = game.forces.player
local position = game.surfaces.nauvis.find_non_colliding_position('character', {0,0}, 32, 0.5)
if position then
player.teleport(position, game.surfaces.nauvis)
else
player.teleport({0,0}, game.surfaces.nauvis)
end
end
end
local function on_player_left_game(event)
local player = game.players[event.player_index]
Functions.draw_gui(journey)
if player.surface.name == 'mothership' then
journey.characters_in_mothership = journey.characters_in_mothership - 1
player.clear_items_inside()
end
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
Functions.teleporters(journey, player)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_player_changed_position then unique_modifier.on_player_changed_position(event) end
end
local function on_built_entity(event)
Functions.deny_building(event)
Functions.register_built_silo(event, journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_built_entity then unique_modifier.on_built_entity(event, journey) end
end
local function on_robot_built_entity(event)
Functions.deny_building(event)
Functions.register_built_silo(event, journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_robot_built_entity then unique_modifier.on_robot_built_entity(event, journey) end
end
local function on_player_mined_entity(event)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_player_mined_entity then unique_modifier.on_player_mined_entity(event, journey) end
end
local function on_robot_mined_entity(event)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_robot_mined_entity then unique_modifier.on_robot_mined_entity(event, journey) end
end
local function on_research_finished(event)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_research_finished then
unique_modifier.on_research_finished(event, journey)
Functions.update_tooltips(journey)
Functions.draw_gui(journey)
end
end
local function on_entity_damaged(event)
local entity = event.entity
if not entity or not entity.valid then return end
if entity ~= journey.beacon_objective then return end
if event.force and event.force.name == 'enemy' then
Functions.deal_damage_to_beacon(journey, event.final_damage_amount)
end
entity.health = 1000
end
local function on_entity_died(event)
local unique_modifier = Unique_modifiers[journey.world_trait]
if unique_modifier.on_entity_died then unique_modifier.on_entity_died(event, journey) end
end
local function on_rocket_launched(event)
local rocket_inventory = event.rocket.cargo_pod.get_inventory(defines.inventory.cargo_unit)
local slot = rocket_inventory[1]
if slot and slot.valid and slot.valid_for_read then
if journey.mothership_cargo[slot.name] then
journey.mothership_cargo[slot.name] = journey.mothership_cargo[slot.name] + slot.count
else
journey.mothership_cargo[slot.name] = slot.count
end
if journey.mothership_cargo_space[slot.name] then
if journey.mothership_cargo[slot.name] > journey.mothership_cargo_space[slot.name] then
journey.mothership_cargo[slot.name] = journey.mothership_cargo_space[slot.name]
end
if slot.name == 'uranium-fuel-cell' or slot.name == 'nuclear-reactor' then
Server.to_discord_embed('Refueling progress: ' .. slot.name .. ': ' .. journey.mothership_cargo[slot.name] .. '/' .. journey.mothership_cargo_space[slot.name])
elseif journey.speedrun.enabled and slot.name == journey.speedrun.item then
Server.to_discord_embed('Orbital Station delivery: ' .. slot.name .. ': ' .. journey.mothership_cargo[slot.name] .. '/' .. journey.mothership_cargo_space[slot.name])
end
end
end
rocket_inventory.clear()
rocket_inventory.insert({name = 'space-science-pack', count = 200})
local force = event.rocket.force
if force.technologies['space-science-pack'].researched == false then
force.technologies['space-science-pack'].researched = true
force.print('[technology=space-science-pack] researched.')
force.play_sound({path = 'utility/research_completed'})
table.insert(journey.goods_to_dispatch, { 'loader', 3 })
table.insert(journey.mothership_messages, 'I am sending you some loaders. Use them to load the rocket silos with all needed items.')
journey.game_state = 'dispatch_goods'
end
Functions.draw_gui(journey)
end
local function make_import(data)
if not data then
return
end
if data.key ~= 'journey_data' then
return
end
local old_selectors = journey.world_selectors
for key, value in pairs(data.value) do
journey[key] = value
end
for k, selector in pairs(old_selectors) do
journey.world_selectors[k].border = selector.border
journey.world_selectors[k].texts = selector.texts
journey.world_selectors[k].rectangles = selector.rectangles
end
journey.importing = true
game.print('Journey data imported.')
journey.game_state = 'importing_world'
end
local function check_import(data)
if not data then
return
end
if data.key ~= 'journey_updating' then
return
end
journey.import_checked = true
local importing = data.value
if importing then
Functions.import_journey(journey)
end
end
local function on_nth_tick()
Functions[journey.game_state](journey)
Functions.mothership_message_queue(journey)
local tick = game.tick
if tick % 3600 == 0 then
Functions.lure_far_biters(journey)
elseif tick % 600 == 0 then
Functions.lure_biters(journey)
end
end
local function on_init()
local T = Map.Pop_info()
T.localised_category = 'journey'
T.main_caption_color = {r = 100, g = 20, b = 255}
T.sub_caption_color = {r = 100, g = 100, b = 100}
game.permissions.get_group('Default').set_allows_action(defines.input_action.set_rocket_silo_send_to_orbit_automated_mode, false)
Vacants.init(1, true)
Robolimits.set_construction_robot_limit(1000)
Robolimits.set_logistic_robot_limit(1000)
Robolimits.set_roboport_limit(100)
Functions.hard_reset(journey)
end
local function cmd_handler()
local player = game.player
local p
if not (player and player.valid) then
p = log
else
p = player.print
end
if player and not player.admin then
p('You are not an admin!')
return false, nil, p
end
return true, player or {name = 'Server'}, p
end
commands.add_command(
'journey-reset',
'Fully resets the journey map.',
function()
local s, player = cmd_handler()
if s then
Functions.hard_reset(journey)
game.print((player and player.name or 'Server') .. ' has reset the map.')
end
end
)
commands.add_command(
'journey-skip-world',
'Instantly wins and skips the current world.',
function()
local s, _, p = cmd_handler()
if s then
if journey.game_state ~= 'dispatch_goods' and journey.game_state ~= 'world' then return end
journey.game_state = 'set_world_selectors'
p('The current world was skipped...')
end
end
)
commands.add_command(
'journey-update',
'Restarts the server with newest version of Journey scenario code during next map reset',
function()
local s, _, p = cmd_handler()
if s then
journey.restart_from_scenario = not journey.restart_from_scenario
p('Journey marking for full restart with updates on next reset was switched to ' .. tostring(journey.restart_from_scenario))
end
end
)
commands.add_command(
'journey-update-now',
'Restarts the server with newest version of Journey scenario code right now. Only doable during map selection.',
function()
local s, _, p = cmd_handler()
if s then
Functions.restart_server(journey)
p('Journey is restarting to apply changes...')
end
end
)
commands.add_command(
'journey-import',
'Sets the journey gamestate to the last exported one.',
function()
local s, _, p = cmd_handler()
if s then
Functions.import_journey(journey)
p('Journey world settings importing...')
end
end
)
commands.add_command(
'journey-export',
'Exports the journey gamestate to the server',
function()
local s, _, p = cmd_handler()
if s then
Functions.export_journey(journey, journey.restart_from_scenario)
p('Journey world settings exporting...')
end
end
)
Event.on_init(on_init)
Event.on_nth_tick(10, on_nth_tick)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_rocket_launch_ordered, on_rocket_launched)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_console_chat, on_console_chat)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(events['import'], make_import)
Event.add(events['check_import'], check_import)
| 0 | 0.948699 | 1 | 0.948699 | game-dev | MEDIA | 0.938033 | game-dev | 0.972771 | 1 | 0.972771 |
ScutGame/Scut-samples | 3,510 | Koudai/Server/release/Script/CsScript/GM/GeneralCommand.cs | /****************************************************************************
Copyright (c) 2013-2015 scutgame.com
http://www.scutgame.com
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.
****************************************************************************/
using ZyGames.Framework.Cache.Generic;
using ZyGames.Framework.Common;
using ZyGames.Tianjiexing.Model;
using ZyGames.Framework.Game.Runtime;
using ZyGames.Tianjiexing.Model.Enum;
namespace ZyGames.Tianjiexing.BLL.GM
{
public class GeneralCommand : TjBaseCommand
{
protected override void ProcessCmd(string[] args)
{
int generalID = args.Length > 0 ? args[0].Trim().ToInt() : 1;
Process(UserID, generalID);
}
private void Process(string userID, int generalID)
{
GeneralInfo generalInfo = new ShareCacheStruct<GeneralInfo>().FindKey(generalID);
if (generalInfo != null)
{
var cacheSet = new PersonalCacheStruct<UserGeneral>();
var usergeneral = cacheSet.FindKey(userID, generalID);
if (usergeneral == null)
{
usergeneral = new UserGeneral()
{
UserID = userID,
GeneralID = generalID,
GeneralName = generalInfo.GeneralName,
HeadID = generalInfo.HeadID,
PicturesID = generalInfo.PicturesID,
GeneralLv = generalInfo.GeneralLv,
LifeNum = generalInfo.LifeNum,
GeneralType = GeneralType.YongBing,
CareerID = generalInfo.CareerID,
PowerNum = generalInfo.PowerNum,
SoulNum = generalInfo.SoulNum,
IntellectNum = generalInfo.IntellectNum,
TrainingPower = 0,
TrainingSoul = 0,
TrainingIntellect = 0,
AbilityID = generalInfo.AbilityID,
Momentum = 25,
HitProbability = 85,
GeneralStatus = GeneralStatus.DuiWuZhong,
Experience1 = 0,
Experience2 = 0,
CurrExperience = 0,
Description = string.Empty,
};
cacheSet.Add(usergeneral);
}
}
}
}
} | 0 | 0.678661 | 1 | 0.678661 | game-dev | MEDIA | 0.57903 | game-dev,web-backend | 0.654208 | 1 | 0.654208 |
NeotokyoRebuild/neo | 2,697 | src/game/server/hl2/ai_behavior_functank.h | //========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_BEHAVIOR_FUNCTANK_H
#define AI_BEHAVIOR_FUNCTANK_H
#ifdef _WIN32
#pragma once
#endif
#include "simtimer.h"
#include "ai_behavior.h"
#include "func_tank.h"
#define AI_FUNCTANK_BEHAVIOR_BUSYTIME 10.0f
enum
{
FUNCTANK_SENTENCE_MOVE_TO_MOUNT = SENTENCE_BASE_BEHAVIOR_INDEX,
FUNCTANK_SENTENCE_JUST_MOUNTED,
FUNCTANK_SENTENCE_SCAN_FOR_ENEMIES,
FUNCTANK_SENTENCE_DISMOUNTING,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CAI_FuncTankBehavior : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_FuncTankBehavior, CAI_SimpleBehavior );
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
DECLARE_DATADESC();
public:
// Contructor/Deconstructor
CAI_FuncTankBehavior();
~CAI_FuncTankBehavior();
void UpdateOnRemove();
// Identifier
const char *GetName() { return "FuncTank"; }
// Schedule
bool CanSelectSchedule();
void BeginScheduleSelection();
void EndScheduleSelection();
void PrescheduleThink();
Activity NPC_TranslateActivity( Activity activity );
// Conditions:
virtual void GatherConditions();
enum
{
SCHED_MOVE_TO_FUNCTANK = BaseClass::NEXT_SCHEDULE,
SCHED_FIRE_FUNCTANK,
SCHED_SCAN_WITH_FUNCTANK,
SCHED_FAIL_MOVE_TO_FUNCTANK,
};
// Tasks
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
enum
{
TASK_GET_PATH_TO_FUNCTANK = BaseClass::NEXT_TASK,
TASK_FACE_FUNCTANK,
TASK_HOLSTER_WEAPON,
TASK_FIRE_FUNCTANK,
TASK_SCAN_LEFT_FUNCTANK,
TASK_SCAN_RIGHT_FUNCTANK,
TASK_FORGET_ABOUT_FUNCTANK,
TASK_FUNCTANK_ANNOUNCE_SCAN,
};
enum
{
COND_FUNCTANK_DISMOUNT = BaseClass::NEXT_CONDITION,
NEXT_CONDITION,
};
// Combat.
CBaseEntity *BestEnemy( void );
void Event_Killed( const CTakeDamageInfo &info );
bool HasFuncTank( void ) { return ( m_hFuncTank != NULL ); }
void SetFuncTank( CHandle<CFuncTank> hFuncTank );
CFuncTank *GetFuncTank() { return m_hFuncTank; }
void AimGun( void );
void Dismount( void );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
// Time.
void SetBusy( float flTime ) { m_flBusyTime = flTime; }
bool IsBusy( void ) { return ( gpGlobals->curtime < m_flBusyTime ); }
bool IsMounted( void ) { return m_bMounted; }
private:
// Schedule
int SelectSchedule();
private:
CHandle<CFuncTank> m_hFuncTank;
bool m_bMounted;
float m_flBusyTime;
bool m_bSpottedPlayerOutOfCover;
};
#endif // AI_BEHAVIOR_FUNCTANK_H
| 0 | 0.947692 | 1 | 0.947692 | game-dev | MEDIA | 0.89364 | game-dev | 0.825834 | 1 | 0.825834 |
SlashGames/slash-framework | 1,946 | Source/Slash.Unity.Common/Source/GUI/ValueEditors/ValueEditorContext.cs | // --------------------------------------------------------------------------------------------------------------------
// <copyright file="ValueEditorContext.cs" company="Slash Games">
// Copyright (c) Slash Games. All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
namespace Slash.Unity.Common.GUI.ValueEditors
{
/// <summary>
/// Implements the basic methods.
/// </summary>
public abstract class ValueEditorContext
{
#region Public Methods and Operators
/// <summary>
/// Takes the value, tries to cast it to the specified type and returns it.
/// </summary>
/// <typeparam name="T"> Expected type of value. </typeparam>
/// <returns> Value casted to specified type. </returns>
/// <exception type="InvalidCastException">Thrown if value isn't of expected type.</exception>
public static T GetValue<T>(object objectValue)
{
return (T)objectValue;
}
/// <summary>
/// Tries to take the value, cast it to the specified type and return it. If value isn't of expected type, false is returned.
/// </summary>
/// <typeparam name="T"> Expected type of value. </typeparam>
/// <param name="objectValue"> Object value. </param>
/// <param name="value"> Contains the value if it was casted successful; otherwise the default value of the specified type. </param>
/// <returns> True if the value could be successful casted; otherwise, false. </returns>
public static bool TryGetValue<T>(object objectValue, out T value)
{
if (!(objectValue is T))
{
value = default(T);
return false;
}
value = (T)objectValue;
return true;
}
#endregion
}
} | 0 | 0.857305 | 1 | 0.857305 | game-dev | MEDIA | 0.559077 | game-dev | 0.727902 | 1 | 0.727902 |
oot-pc-port/oot-pc-port | 2,218 | asm/non_matchings/code/z_bgcheck/func_8003C55C.s | glabel func_8003C55C
/* AB36FC 8003C55C 3C014248 */ li $at, 0x42480000 # 0.000000
/* AB3700 8003C560 44811000 */ mtc1 $at, $f2
/* AB3704 8003C564 C4840004 */ lwc1 $f4, 4($a0)
/* AB3708 8003C568 C4A00000 */ lwc1 $f0, ($a1)
/* AB370C 8003C56C 46022181 */ sub.s $f6, $f4, $f2
/* AB3710 8003C570 4606003C */ c.lt.s $f0, $f6
/* AB3714 8003C574 00000000 */ nop
/* AB3718 8003C578 45010022 */ bc1t .L8003C604
/* AB371C 8003C57C 00000000 */ nop
/* AB3720 8003C580 C4880010 */ lwc1 $f8, 0x10($a0)
/* AB3724 8003C584 46024280 */ add.s $f10, $f8, $f2
/* AB3728 8003C588 4600503C */ c.lt.s $f10, $f0
/* AB372C 8003C58C 00000000 */ nop
/* AB3730 8003C590 4501001C */ bc1t .L8003C604
/* AB3734 8003C594 00000000 */ nop
/* AB3738 8003C598 C4900008 */ lwc1 $f16, 8($a0)
/* AB373C 8003C59C C4A00004 */ lwc1 $f0, 4($a1)
/* AB3740 8003C5A0 46028481 */ sub.s $f18, $f16, $f2
/* AB3744 8003C5A4 4612003C */ c.lt.s $f0, $f18
/* AB3748 8003C5A8 00000000 */ nop
/* AB374C 8003C5AC 45010015 */ bc1t .L8003C604
/* AB3750 8003C5B0 00000000 */ nop
/* AB3754 8003C5B4 C4840014 */ lwc1 $f4, 0x14($a0)
/* AB3758 8003C5B8 46022180 */ add.s $f6, $f4, $f2
/* AB375C 8003C5BC 4600303C */ c.lt.s $f6, $f0
/* AB3760 8003C5C0 00000000 */ nop
/* AB3764 8003C5C4 4501000F */ bc1t .L8003C604
/* AB3768 8003C5C8 00000000 */ nop
/* AB376C 8003C5CC C488000C */ lwc1 $f8, 0xc($a0)
/* AB3770 8003C5D0 C4A00008 */ lwc1 $f0, 8($a1)
/* AB3774 8003C5D4 46024281 */ sub.s $f10, $f8, $f2
/* AB3778 8003C5D8 460A003C */ c.lt.s $f0, $f10
/* AB377C 8003C5DC 00000000 */ nop
/* AB3780 8003C5E0 45010008 */ bc1t .L8003C604
/* AB3784 8003C5E4 00000000 */ nop
/* AB3788 8003C5E8 C4900018 */ lwc1 $f16, 0x18($a0)
/* AB378C 8003C5EC 24020001 */ li $v0, 1
/* AB3790 8003C5F0 46028480 */ add.s $f18, $f16, $f2
/* AB3794 8003C5F4 4600903C */ c.lt.s $f18, $f0
/* AB3798 8003C5F8 00000000 */ nop
/* AB379C 8003C5FC 45000003 */ bc1f .L8003C60C
/* AB37A0 8003C600 00000000 */ nop
.L8003C604:
/* AB37A4 8003C604 03E00008 */ jr $ra
/* AB37A8 8003C608 00001025 */ move $v0, $zero
.L8003C60C:
/* AB37AC 8003C60C 03E00008 */ jr $ra
/* AB37B0 8003C610 00000000 */ nop
| 0 | 0.622148 | 1 | 0.622148 | game-dev | MEDIA | 0.68258 | game-dev,embedded-firmware | 0.810292 | 1 | 0.810292 |
mdparker/Derelict3 | 35,599 | import/derelict/sdl2/sdl.d | /*
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
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, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
module derelict.sdl2.sdl;
public
{
import derelict.sdl2.types;
import derelict.sdl2.functions;
}
private
{
import derelict.util.loader;
import derelict.util.system;
static if(Derelict_OS_Windows)
enum libNames = "SDL2.dll";
else static if(Derelict_OS_Mac)
enum libNames = "/usr/local/lib/libSDL2.dylib, ../Frameworks/SDL2.framework/SDL2, /Library/Frameworks/SDL2.framework/SDL2, /System/Library/Frameworks/SDL2.framework/SDL2";
else static if(Derelict_OS_Posix)
enum libNames = "libSDL2.so, libSDL2-2.0.so, libSDL2-2.0.so.0, /usr/local/lib/libSDL2.so, /usr/local/lib/libSDL2-2.0.so, /usr/local/lib/libSDL2-2.0.so.0";
else
static assert(0, "Need to implement SDL2 libNames for this operating system.");
}
/*
This function is not part of the public interface, but SDL expects it to be called before any subsystems have been intiailized.
Normally, this happens via linking with libSDLmain, but since that doesn't happen when using Derelict, then the loader must
load this function and call it before the load method returns. Otherwise, bad things can happen.
*/
private extern(C) alias nothrow void function() da_SDL_SetMainReady;
class DerelictSDL2Loader : SharedLibLoader
{
protected
{
override void loadSymbols()
{
bindFunc(cast(void**)&SDL_Init, "SDL_Init");
bindFunc(cast(void**)&SDL_InitSubSystem, "SDL_InitSubSystem");
bindFunc(cast(void**)&SDL_QuitSubSystem, "SDL_QuitSubSystem");
bindFunc(cast(void**)&SDL_WasInit, "SDL_WasInit");
bindFunc(cast(void**)&SDL_Quit, "SDL_Quit");
bindFunc(cast(void**)&SDL_GetNumAudioDrivers, "SDL_GetNumAudioDrivers");
bindFunc(cast(void**)&SDL_GetAudioDriver, "SDL_GetAudioDriver");
bindFunc(cast(void**)&SDL_AudioInit, "SDL_AudioInit");
bindFunc(cast(void**)&SDL_AudioQuit, "SDL_AudioQuit");
bindFunc(cast(void**)&SDL_GetCurrentAudioDriver, "SDL_GetCurrentAudioDriver");
bindFunc(cast(void**)&SDL_OpenAudio, "SDL_OpenAudio");
bindFunc(cast(void**)&SDL_GetNumAudioDevices, "SDL_GetNumAudioDevices");
bindFunc(cast(void**)&SDL_GetAudioDeviceName, "SDL_GetAudioDeviceName");
bindFunc(cast(void**)&SDL_OpenAudioDevice, "SDL_OpenAudioDevice");
bindFunc(cast(void**)&SDL_GetAudioStatus, "SDL_GetAudioStatus");
bindFunc(cast(void**)&SDL_GetAudioDeviceStatus, "SDL_GetAudioDeviceStatus");
bindFunc(cast(void**)&SDL_PauseAudio, "SDL_PauseAudio");
bindFunc(cast(void**)&SDL_PauseAudioDevice, "SDL_PauseAudioDevice");
bindFunc(cast(void**)&SDL_LoadWAV_RW, "SDL_LoadWAV_RW");
bindFunc(cast(void**)&SDL_FreeWAV, "SDL_FreeWAV");
bindFunc(cast(void**)&SDL_BuildAudioCVT, "SDL_BuildAudioCVT");
bindFunc(cast(void**)&SDL_ConvertAudio, "SDL_ConvertAudio");
bindFunc(cast(void**)&SDL_MixAudio, "SDL_MixAudio");
bindFunc(cast(void**)&SDL_MixAudioFormat, "SDL_MixAudioFormat");
bindFunc(cast(void**)&SDL_LockAudio, "SDL_LockAudio");
bindFunc(cast(void**)&SDL_LockAudioDevice, "SDL_LockAudioDevice");
bindFunc(cast(void**)&SDL_UnlockAudio, "SDL_UnlockAudio");
bindFunc(cast(void**)&SDL_UnlockAudioDevice, "SDL_UnlockAudioDevice");
bindFunc(cast(void**)&SDL_CloseAudio, "SDL_CloseAudio");
bindFunc(cast(void**)&SDL_CloseAudioDevice, "SDL_CloseAudioDevice");
// bindFunc(cast(void**)&SDL_AudioDeviceConnected, "SDL_AudioDeviceConnected");
bindFunc(cast(void**)&SDL_SetClipboardText, "SDL_SetClipboardText");
bindFunc(cast(void**)&SDL_GetClipboardText, "SDL_GetClipboardText");
bindFunc(cast(void**)&SDL_HasClipboardText, "SDL_HasClipboardText");
bindFunc(cast(void**)&SDL_GetCPUCount, "SDL_GetCPUCount");
bindFunc(cast(void**)&SDL_GetCPUCacheLineSize, "SDL_GetCPUCacheLineSize");
bindFunc(cast(void**)&SDL_HasRDTSC, "SDL_HasRDTSC");
bindFunc(cast(void**)&SDL_HasAltiVec, "SDL_HasAltiVec");
bindFunc(cast(void**)&SDL_HasMMX, "SDL_HasMMX");
bindFunc(cast(void**)&SDL_Has3DNow, "SDL_Has3DNow");
bindFunc(cast(void**)&SDL_HasSSE, "SDL_HasSSE");
bindFunc(cast(void**)&SDL_HasSSE2, "SDL_HasSSE2");
bindFunc(cast(void**)&SDL_HasSSE3, "SDL_HasSSE3");
bindFunc(cast(void**)&SDL_HasSSE41, "SDL_HasSSE41");
bindFunc(cast(void**)&SDL_HasSSE42, "SDL_HasSSE42");
bindFunc(cast(void**)&SDL_GetSystemRAM, "SDL_GetSystemRAM");
bindFunc(cast(void**)&SDL_SetError, "SDL_SetError");
bindFunc(cast(void**)&SDL_GetError, "SDL_GetError");
bindFunc(cast(void**)&SDL_ClearError, "SDL_ClearError");
bindFunc(cast(void**)&SDL_PumpEvents, "SDL_PumpEvents");
bindFunc(cast(void**)&SDL_PeepEvents, "SDL_PeepEvents");
bindFunc(cast(void**)&SDL_HasEvent, "SDL_HasEvent");
bindFunc(cast(void**)&SDL_HasEvents, "SDL_HasEvents");
bindFunc(cast(void**)&SDL_FlushEvent, "SDL_FlushEvent");
bindFunc(cast(void**)&SDL_FlushEvents, "SDL_FlushEvents");
bindFunc(cast(void**)&SDL_PollEvent, "SDL_PollEvent");
bindFunc(cast(void**)&SDL_WaitEvent, "SDL_WaitEvent");
bindFunc(cast(void**)&SDL_WaitEventTimeout, "SDL_WaitEventTimeout");
bindFunc(cast(void**)&SDL_PushEvent, "SDL_PushEvent");
bindFunc(cast(void**)&SDL_SetEventFilter, "SDL_SetEventFilter");
bindFunc(cast(void**)&SDL_GetEventFilter, "SDL_GetEventFilter");
bindFunc(cast(void**)&SDL_AddEventWatch, "SDL_AddEventWatch");
bindFunc(cast(void**)&SDL_DelEventWatch, "SDL_DelEventWatch");
bindFunc(cast(void**)&SDL_FilterEvents, "SDL_FilterEvents");
bindFunc(cast(void**)&SDL_EventState, "SDL_EventState");
bindFunc(cast(void**)&SDL_RegisterEvents, "SDL_RegisterEvents");
bindFunc(cast(void**)&SDL_GameControllerAddMapping, "SDL_GameControllerAddMapping");
bindFunc(cast(void**)&SDL_GameControllerMappingForGUID, "SDL_GameControllerMappingForGUID");
bindFunc(cast(void**)&SDL_GameControllerMapping, "SDL_GameControllerMapping");
bindFunc(cast(void**)&SDL_IsGameController, "SDL_IsGameController");
bindFunc(cast(void**)&SDL_GameControllerNameForIndex, "SDL_GameControllerNameForIndex");
bindFunc(cast(void**)&SDL_GameControllerOpen, "SDL_GameControllerOpen");
bindFunc(cast(void**)&SDL_GameControllerName, "SDL_GameControllerName");
bindFunc(cast(void**)&SDL_GameControllerGetAttached, "SDL_GameControllerGetAttached");
bindFunc(cast(void**)&SDL_GameControllerGetJoystick, "SDL_GameControllerGetJoystick");
bindFunc(cast(void**)&SDL_GameControllerEventState, "SDL_GameControllerEventState");
bindFunc(cast(void**)&SDL_GameControllerUpdate, "SDL_GameControllerUpdate");
bindFunc(cast(void**)&SDL_GameControllerGetAxisFromString, "SDL_GameControllerGetAxisFromString");
bindFunc(cast(void**)&SDL_GameControllerGetStringForAxis, "SDL_GameControllerGetStringForAxis");
bindFunc(cast(void**)&SDL_GameControllerGetBindForAxis, "SDL_GameControllerGetBindForAxis");
bindFunc(cast(void**)&SDL_GameControllerGetAxis, "SDL_GameControllerGetAxis");
bindFunc(cast(void**)&SDL_GameControllerGetButtonFromString, "SDL_GameControllerGetButtonFromString");
bindFunc(cast(void**)&SDL_GameControllerGetStringForButton, "SDL_GameControllerGetStringForButton");
bindFunc(cast(void**)&SDL_GameControllerGetBindForButton, "SDL_GameControllerGetBindForButton");
bindFunc(cast(void**)&SDL_GameControllerGetButton, "SDL_GameControllerGetButton");
bindFunc(cast(void**)&SDL_GameControllerClose, "SDL_GameControllerClose");
bindFunc(cast(void**)&SDL_RecordGesture, "SDL_RecordGesture");
bindFunc(cast(void**)&SDL_SaveAllDollarTemplates, "SDL_SaveAllDollarTemplates");
bindFunc(cast(void**)&SDL_SaveDollarTemplate, "SDL_SaveDollarTemplate");
bindFunc(cast(void**)&SDL_LoadDollarTemplates, "SDL_LoadDollarTemplates");
bindFunc(cast(void**)&SDL_NumHaptics, "SDL_NumHaptics");
bindFunc(cast(void**)&SDL_HapticName, "SDL_HapticName");
bindFunc(cast(void**)&SDL_HapticOpen, "SDL_HapticOpen");
bindFunc(cast(void**)&SDL_HapticOpened, "SDL_HapticOpened");
bindFunc(cast(void**)&SDL_HapticIndex, "SDL_HapticIndex");
bindFunc(cast(void**)&SDL_MouseIsHaptic, "SDL_MouseIsHaptic");
bindFunc(cast(void**)&SDL_HapticOpenFromMouse, "SDL_HapticOpenFromMouse");
bindFunc(cast(void**)&SDL_JoystickIsHaptic, "SDL_JoystickIsHaptic");
bindFunc(cast(void**)&SDL_HapticOpenFromJoystick, "SDL_HapticOpenFromJoystick");
bindFunc(cast(void**)&SDL_HapticClose, "SDL_HapticClose");
bindFunc(cast(void**)&SDL_HapticNumEffects, "SDL_HapticNumEffects");
bindFunc(cast(void**)&SDL_HapticNumEffectsPlaying, "SDL_HapticNumEffectsPlaying");
bindFunc(cast(void**)&SDL_HapticQuery, "SDL_HapticQuery");
bindFunc(cast(void**)&SDL_HapticNumAxes, "SDL_HapticNumAxes");
bindFunc(cast(void**)&SDL_HapticEffectSupported, "SDL_HapticEffectSupported");
bindFunc(cast(void**)&SDL_HapticNewEffect, "SDL_HapticNewEffect");
bindFunc(cast(void**)&SDL_HapticUpdateEffect, "SDL_HapticUpdateEffect");
bindFunc(cast(void**)&SDL_HapticRunEffect, "SDL_HapticRunEffect");
bindFunc(cast(void**)&SDL_HapticStopEffect, "SDL_HapticStopEffect");
bindFunc(cast(void**)&SDL_HapticDestroyEffect, "SDL_HapticDestroyEffect");
bindFunc(cast(void**)&SDL_HapticGetEffectStatus, "SDL_HapticGetEffectStatus");
bindFunc(cast(void**)&SDL_HapticSetGain, "SDL_HapticSetGain");
bindFunc(cast(void**)&SDL_HapticSetAutocenter, "SDL_HapticSetAutocenter");
bindFunc(cast(void**)&SDL_HapticPause, "SDL_HapticPause");
bindFunc(cast(void**)&SDL_HapticUnpause, "SDL_HapticUnpause");
bindFunc(cast(void**)&SDL_HapticStopAll, "SDL_HapticStopAll");
bindFunc(cast(void**)&SDL_HapticRumbleSupported, "SDL_HapticRumbleSupported");
bindFunc(cast(void**)&SDL_HapticRumbleInit, "SDL_HapticRumbleInit");
bindFunc(cast(void**)&SDL_HapticRumblePlay, "SDL_HapticRumblePlay");
bindFunc(cast(void**)&SDL_HapticRumbleStop, "SDL_HapticRumbleStop");
bindFunc(cast(void**)&SDL_SetHintWithPriority, "SDL_SetHintWithPriority");
bindFunc(cast(void**)&SDL_SetHint, "SDL_SetHint");
bindFunc(cast(void**)&SDL_GetHint, "SDL_GetHint");
bindFunc(cast(void**)&SDL_AddHintCallback, "SDL_AddHintCallback");
bindFunc(cast(void**)&SDL_DelHintCallback, "SDL_DelHintCallback");
bindFunc(cast(void**)&SDL_ClearHints, "SDL_ClearHints");
// bindFunc(cast(void**)&SDL_RedetectInputDevices, "SDL_RedetectInputDevices");
// bindFunc(cast(void**)&SDL_GetNumInputDevices, "SDL_GetNumInputDevices");
// bindFunc(cast(void**)&SDL_GetInputDeviceName, "SDL_GetInputDeviceName");
// bindFunc(cast(void**)&SDL_IsDeviceDisconnected, "SDL_IsDeviceDisconnected");
bindFunc(cast(void**)&SDL_NumJoysticks, "SDL_NumJoysticks");
bindFunc(cast(void**)&SDL_JoystickNameForIndex, "SDL_JoystickNameForIndex");
bindFunc(cast(void**)&SDL_JoystickOpen, "SDL_JoystickOpen");
bindFunc(cast(void**)&SDL_JoystickName, "SDL_JoystickName");
bindFunc(cast(void**)&SDL_JoystickGetDeviceGUID, "SDL_JoystickGetDeviceGUID");
bindFunc(cast(void**)&SDL_JoystickGetGUID, "SDL_JoystickGetGUID");
bindFunc(cast(void**)&SDL_JoystickGetGUIDString, "SDL_JoystickGetGUIDString");
bindFunc(cast(void**)&SDL_JoystickGetGUIDFromString, "SDL_JoystickGetGUIDFromString");
bindFunc(cast(void**)&SDL_JoystickGetAttached, "SDL_JoystickGetAttached");
bindFunc(cast(void**)&SDL_JoystickInstanceID, "SDL_JoystickInstanceID");
bindFunc(cast(void**)&SDL_JoystickNumAxes, "SDL_JoystickNumAxes");
bindFunc(cast(void**)&SDL_JoystickNumBalls, "SDL_JoystickNumBalls");
bindFunc(cast(void**)&SDL_JoystickNumHats, "SDL_JoystickNumHats");
bindFunc(cast(void**)&SDL_JoystickNumButtons, "SDL_JoystickNumButtons");
bindFunc(cast(void**)&SDL_JoystickUpdate, "SDL_JoystickUpdate");
bindFunc(cast(void**)&SDL_JoystickEventState, "SDL_JoystickEventState");
bindFunc(cast(void**)&SDL_JoystickGetAxis, "SDL_JoystickGetAxis");
bindFunc(cast(void**)&SDL_JoystickGetHat, "SDL_JoystickGetHat");
bindFunc(cast(void**)&SDL_JoystickGetBall, "SDL_JoystickGetBall");
bindFunc(cast(void**)&SDL_JoystickGetButton, "SDL_JoystickGetButton");
bindFunc(cast(void**)&SDL_JoystickClose, "SDL_JoystickClose");
bindFunc(cast(void**)&SDL_GetKeyboardFocus, "SDL_GetKeyboardFocus");
bindFunc(cast(void**)&SDL_GetKeyboardState, "SDL_GetKeyboardState");
bindFunc(cast(void**)&SDL_GetModState, "SDL_GetModState");
bindFunc(cast(void**)&SDL_SetModState, "SDL_SetModState");
bindFunc(cast(void**)&SDL_GetKeyFromScancode, "SDL_GetKeyFromScancode");
bindFunc(cast(void**)&SDL_GetScancodeFromKey, "SDL_GetScancodeFromKey");
bindFunc(cast(void**)&SDL_GetScancodeName, "SDL_GetScancodeName");
bindFunc(cast(void**)&SDL_GetScancodeFromName, "SDL_GetScancodeFromName");
bindFunc(cast(void**)&SDL_GetKeyName, "SDL_GetKeyName");
bindFunc(cast(void**)&SDL_GetKeyFromName, "SDL_GetKeyFromName");
bindFunc(cast(void**)&SDL_StartTextInput, "SDL_StartTextInput");
bindFunc(cast(void**)&SDL_IsTextInputActive, "SDL_IsTextInputActive");
bindFunc(cast(void**)&SDL_StopTextInput, "SDL_StopTextInput");
bindFunc(cast(void**)&SDL_SetTextInputRect, "SDL_SetTextInputRect");
bindFunc(cast(void**)&SDL_HasScreenKeyboardSupport, "SDL_HasScreenKeyboardSupport");
bindFunc(cast(void**)&SDL_IsScreenKeyboardShown, "SDL_IsScreenKeyboardShown");
bindFunc(cast(void**)&SDL_LoadObject, "SDL_LoadObject");
bindFunc(cast(void**)&SDL_LoadFunction, "SDL_LoadFunction");
bindFunc(cast(void**)&SDL_UnloadObject, "SDL_UnloadObject");
bindFunc(cast(void**)&SDL_LogSetAllPriority, "SDL_LogSetAllPriority");
bindFunc(cast(void**)&SDL_LogSetPriority, "SDL_LogSetPriority");
bindFunc(cast(void**)&SDL_LogGetPriority, "SDL_LogGetPriority");
bindFunc(cast(void**)&SDL_LogResetPriorities, "SDL_LogResetPriorities");
bindFunc(cast(void**)&SDL_Log, "SDL_Log");
bindFunc(cast(void**)&SDL_LogVerbose, "SDL_LogVerbose");
bindFunc(cast(void**)&SDL_LogDebug, "SDL_LogDebug");
bindFunc(cast(void**)&SDL_LogInfo, "SDL_LogInfo");
bindFunc(cast(void**)&SDL_LogWarn, "SDL_LogWarn");
bindFunc(cast(void**)&SDL_LogError, "SDL_LogError");
bindFunc(cast(void**)&SDL_LogCritical, "SDL_LogCritical");
bindFunc(cast(void**)&SDL_LogMessage, "SDL_LogMessage");
bindFunc(cast(void**)&SDL_LogMessageV, "SDL_LogMessageV");
bindFunc(cast(void**)&SDL_LogGetOutputFunction, "SDL_LogGetOutputFunction");
bindFunc(cast(void**)&SDL_LogSetOutputFunction, "SDL_LogSetOutputFunction");
bindFunc(cast(void**)&SDL_ShowMessageBox, "SDL_ShowMessageBox");
bindFunc(cast(void**)&SDL_ShowSimpleMessageBox, "SDL_ShowSimpleMessageBox");
bindFunc(cast(void**)&SDL_GetMouseFocus, "SDL_GetMouseFocus");
bindFunc(cast(void**)&SDL_GetMouseState, "SDL_GetMouseState");
bindFunc(cast(void**)&SDL_GetRelativeMouseState, "SDL_GetRelativeMouseState");
bindFunc(cast(void**)&SDL_WarpMouseInWindow, "SDL_WarpMouseInWindow");
bindFunc(cast(void**)&SDL_SetRelativeMouseMode, "SDL_SetRelativeMouseMode");
bindFunc(cast(void**)&SDL_GetRelativeMouseMode, "SDL_GetRelativeMouseMode");
bindFunc(cast(void**)&SDL_CreateCursor, "SDL_CreateCursor");
bindFunc(cast(void**)&SDL_CreateColorCursor, "SDL_CreateColorCursor");
bindFunc(cast(void**)&SDL_CreateSystemCursor, "SDL_CreateSystemCursor");
bindFunc(cast(void**)&SDL_SetCursor, "SDL_SetCursor");
bindFunc(cast(void**)&SDL_GetCursor, "SDL_GetCursor");
bindFunc(cast(void**)&SDL_FreeCursor, "SDL_FreeCursor");
bindFunc(cast(void**)&SDL_ShowCursor, "SDL_ShowCursor");
bindFunc(cast(void**)&SDL_GetPixelFormatName, "SDL_GetPixelFormatName");
bindFunc(cast(void**)&SDL_PixelFormatEnumToMasks, "SDL_PixelFormatEnumToMasks");
bindFunc(cast(void**)&SDL_MasksToPixelFormatEnum, "SDL_MasksToPixelFormatEnum");
bindFunc(cast(void**)&SDL_AllocFormat, "SDL_AllocFormat");
bindFunc(cast(void**)&SDL_FreeFormat, "SDL_FreeFormat");
bindFunc(cast(void**)&SDL_AllocPalette, "SDL_AllocPalette");
bindFunc(cast(void**)&SDL_SetPixelFormatPalette, "SDL_SetPixelFormatPalette");
bindFunc(cast(void**)&SDL_SetPaletteColors, "SDL_SetPaletteColors");
bindFunc(cast(void**)&SDL_FreePalette, "SDL_FreePalette");
bindFunc(cast(void**)&SDL_MapRGB, "SDL_MapRGB");
bindFunc(cast(void**)&SDL_MapRGBA, "SDL_MapRGBA");
bindFunc(cast(void**)&SDL_GetRGB, "SDL_GetRGB");
bindFunc(cast(void**)&SDL_GetRGBA, "SDL_GetRGBA");
bindFunc(cast(void**)&SDL_CalculateGammaRamp, "SDL_CalculateGammaRamp");
bindFunc(cast(void**)&SDL_GetPlatform, "SDL_GetPlatform");
bindFunc(cast(void**)&SDL_GetPowerInfo, "SDL_GetPowerInfo");
bindFunc(cast(void**)&SDL_HasIntersection, "SDL_HasIntersection");
bindFunc(cast(void**)&SDL_IntersectRect, "SDL_IntersectRect");
bindFunc(cast(void**)&SDL_UnionRect, "SDL_UnionRect");
bindFunc(cast(void**)&SDL_EnclosePoints, "SDL_EnclosePoints");
bindFunc(cast(void**)&SDL_IntersectRectAndLine, "SDL_IntersectRectAndLine");
bindFunc(cast(void**)&SDL_GetNumRenderDrivers, "SDL_GetNumRenderDrivers");
bindFunc(cast(void**)&SDL_GetRenderDriverInfo, "SDL_GetRenderDriverInfo");
bindFunc(cast(void**)&SDL_CreateWindowAndRenderer, "SDL_CreateWindowAndRenderer");
bindFunc(cast(void**)&SDL_CreateRenderer, "SDL_CreateRenderer");
bindFunc(cast(void**)&SDL_CreateSoftwareRenderer, "SDL_CreateSoftwareRenderer");
bindFunc(cast(void**)&SDL_GetRendererInfo, "SDL_GetRendererInfo");
bindFunc(cast(void**)&SDL_CreateTexture, "SDL_CreateTexture");
bindFunc(cast(void**)&SDL_CreateTextureFromSurface, "SDL_CreateTextureFromSurface");
bindFunc(cast(void**)&SDL_QueryTexture, "SDL_QueryTexture");
bindFunc(cast(void**)&SDL_SetTextureColorMod, "SDL_SetTextureColorMod");
bindFunc(cast(void**)&SDL_GetTextureColorMod, "SDL_GetTextureColorMod");
bindFunc(cast(void**)&SDL_SetTextureAlphaMod, "SDL_SetTextureAlphaMod");
bindFunc(cast(void**)&SDL_GetTextureAlphaMod, "SDL_GetTextureAlphaMod");
bindFunc(cast(void**)&SDL_SetTextureBlendMode, "SDL_SetTextureBlendMode");
bindFunc(cast(void**)&SDL_GetTextureBlendMode, "SDL_GetTextureBlendMode");
bindFunc(cast(void**)&SDL_UpdateTexture, "SDL_UpdateTexture");
bindFunc(cast(void**)&SDL_UpdateYUVTexture, "SDL_UpdateYUVTexture");
bindFunc(cast(void**)&SDL_LockTexture, "SDL_LockTexture");
bindFunc(cast(void**)&SDL_UnlockTexture, "SDL_UnlockTexture");
bindFunc(cast(void**)&SDL_RenderTargetSupported, "SDL_RenderTargetSupported");
bindFunc(cast(void**)&SDL_SetRenderTarget, "SDL_SetRenderTarget");
bindFunc(cast(void**)&SDL_GetRenderTarget, "SDL_GetRenderTarget");
bindFunc(cast(void**)&SDL_RenderSetLogicalSize, "SDL_RenderSetLogicalSize");
bindFunc(cast(void**)&SDL_RenderGetLogicalSize, "SDL_RenderGetLogicalSize");
bindFunc(cast(void**)&SDL_RenderSetViewport, "SDL_RenderSetViewport");
bindFunc(cast(void**)&SDL_RenderGetViewport, "SDL_RenderGetViewport");
bindFunc(cast(void**)&SDL_RenderSetScale, "SDL_RenderSetScale");
bindFunc(cast(void**)&SDL_RenderGetScale, "SDL_RenderGetScale");
bindFunc(cast(void**)&SDL_SetRenderDrawColor, "SDL_SetRenderDrawColor");
bindFunc(cast(void**)&SDL_GetRenderDrawColor, "SDL_GetRenderDrawColor");
bindFunc(cast(void**)&SDL_SetRenderDrawBlendMode, "SDL_SetRenderDrawBlendMode");
bindFunc(cast(void**)&SDL_GetRenderDrawBlendMode, "SDL_GetRenderDrawBlendMode");
bindFunc(cast(void**)&SDL_RenderClear, "SDL_RenderClear");
bindFunc(cast(void**)&SDL_RenderDrawPoint, "SDL_RenderDrawPoint");
bindFunc(cast(void**)&SDL_RenderDrawPoints, "SDL_RenderDrawPoints");
bindFunc(cast(void**)&SDL_RenderDrawLine, "SDL_RenderDrawLine");
bindFunc(cast(void**)&SDL_RenderDrawLines, "SDL_RenderDrawLines");
bindFunc(cast(void**)&SDL_RenderDrawRect, "SDL_RenderDrawRect");
bindFunc(cast(void**)&SDL_RenderDrawRects, "SDL_RenderDrawRects");
bindFunc(cast(void**)&SDL_RenderFillRect, "SDL_RenderFillRect");
bindFunc(cast(void**)&SDL_RenderFillRects, "SDL_RenderFillRects");
bindFunc(cast(void**)&SDL_RenderCopy, "SDL_RenderCopy");
bindFunc(cast(void**)&SDL_RenderCopyEx, "SDL_RenderCopyEx");
bindFunc(cast(void**)&SDL_RenderReadPixels, "SDL_RenderReadPixels");
bindFunc(cast(void**)&SDL_RenderPresent, "SDL_RenderPresent");
bindFunc(cast(void**)&SDL_DestroyTexture, "SDL_DestroyTexture");
bindFunc(cast(void**)&SDL_DestroyRenderer, "SDL_DestroyRenderer");
bindFunc(cast(void**)&SDL_GL_BindTexture, "SDL_GL_BindTexture");
bindFunc(cast(void**)&SDL_GL_UnbindTexture, "SDL_GL_UnbindTexture");
bindFunc(cast(void**)&SDL_RWFromFile, "SDL_RWFromFile");
bindFunc(cast(void**)&SDL_RWFromFP, "SDL_RWFromFP");
bindFunc(cast(void**)&SDL_RWFromMem, "SDL_RWFromMem");
bindFunc(cast(void**)&SDL_RWFromConstMem, "SDL_RWFromConstMem");
bindFunc(cast(void**)&SDL_AllocRW, "SDL_AllocRW");
bindFunc(cast(void**)&SDL_FreeRW, "SDL_FreeRW");
bindFunc(cast(void**)&SDL_ReadU8, "SDL_ReadU8");
bindFunc(cast(void**)&SDL_ReadLE16, "SDL_ReadLE16");
bindFunc(cast(void**)&SDL_ReadBE16, "SDL_ReadBE16");
bindFunc(cast(void**)&SDL_ReadLE32, "SDL_ReadLE32");
bindFunc(cast(void**)&SDL_ReadBE32, "SDL_ReadBE32");
bindFunc(cast(void**)&SDL_ReadLE64, "SDL_ReadLE64");
bindFunc(cast(void**)&SDL_ReadBE64, "SDL_ReadBE64");
bindFunc(cast(void**)&SDL_WriteU8, "SDL_WriteU8");
bindFunc(cast(void**)&SDL_WriteLE16, "SDL_WriteLE16");
bindFunc(cast(void**)&SDL_WriteBE16, "SDL_WriteBE16");
bindFunc(cast(void**)&SDL_WriteLE32, "SDL_WriteLE32");
bindFunc(cast(void**)&SDL_WriteBE32, "SDL_WriteBE32");
bindFunc(cast(void**)&SDL_WriteLE64, "SDL_WriteLE64");
bindFunc(cast(void**)&SDL_WriteBE64, "SDL_WriteBE64");
bindFunc(cast(void**)&SDL_CreateShapedWindow, "SDL_CreateShapedWindow");
bindFunc(cast(void**)&SDL_IsShapedWindow, "SDL_IsShapedWindow");
bindFunc(cast(void**)&SDL_SetWindowShape, "SDL_SetWindowShape");
bindFunc(cast(void**)&SDL_GetShapedWindowMode, "SDL_GetShapedWindowMode");
bindFunc(cast(void**)&SDL_CreateRGBSurface, "SDL_CreateRGBSurface");
bindFunc(cast(void**)&SDL_CreateRGBSurfaceFrom, "SDL_CreateRGBSurfaceFrom");
bindFunc(cast(void**)&SDL_FreeSurface, "SDL_FreeSurface");
bindFunc(cast(void**)&SDL_SetSurfacePalette, "SDL_SetSurfacePalette");
bindFunc(cast(void**)&SDL_LockSurface, "SDL_LockSurface");
bindFunc(cast(void**)&SDL_UnlockSurface, "SDL_UnlockSurface");
bindFunc(cast(void**)&SDL_LoadBMP_RW, "SDL_LoadBMP_RW");
bindFunc(cast(void**)&SDL_SaveBMP_RW, "SDL_SaveBMP_RW");
bindFunc(cast(void**)&SDL_SetSurfaceRLE, "SDL_SetSurfaceRLE");
bindFunc(cast(void**)&SDL_SetColorKey, "SDL_SetColorKey");
bindFunc(cast(void**)&SDL_GetColorKey, "SDL_GetColorKey");
bindFunc(cast(void**)&SDL_SetSurfaceColorMod, "SDL_SetSurfaceColorMod");
bindFunc(cast(void**)&SDL_GetSurfaceColorMod, "SDL_GetSurfaceColorMod");
bindFunc(cast(void**)&SDL_SetSurfaceAlphaMod, "SDL_SetSurfaceAlphaMod");
bindFunc(cast(void**)&SDL_GetSurfaceAlphaMod, "SDL_GetSurfaceAlphaMod");
bindFunc(cast(void**)&SDL_SetSurfaceBlendMode, "SDL_SetSurfaceBlendMode");
bindFunc(cast(void**)&SDL_GetSurfaceBlendMode, "SDL_GetSurfaceBlendMode");
bindFunc(cast(void**)&SDL_SetClipRect, "SDL_SetClipRect");
bindFunc(cast(void**)&SDL_GetClipRect, "SDL_GetClipRect");
bindFunc(cast(void**)&SDL_ConvertSurface, "SDL_ConvertSurface");
bindFunc(cast(void**)&SDL_ConvertSurfaceFormat, "SDL_ConvertSurfaceFormat");
bindFunc(cast(void**)&SDL_ConvertPixels, "SDL_ConvertPixels");
bindFunc(cast(void**)&SDL_FillRect, "SDL_FillRect");
bindFunc(cast(void**)&SDL_FillRects, "SDL_FillRects");
bindFunc(cast(void**)&SDL_UpperBlit, "SDL_UpperBlit");
bindFunc(cast(void**)&SDL_LowerBlit, "SDL_LowerBlit");
bindFunc(cast(void**)&SDL_SoftStretch, "SDL_SoftStretch");
bindFunc(cast(void**)&SDL_UpperBlitScaled, "SDL_UpperBlitScaled");
bindFunc(cast(void**)&SDL_LowerBlitScaled, "SDL_LowerBlitScaled");
bindFunc(cast(void**)&SDL_GetTicks, "SDL_GetTicks");
bindFunc(cast(void**)&SDL_GetPerformanceCounter, "SDL_GetPerformanceCounter");
bindFunc(cast(void**)&SDL_GetPerformanceFrequency, "SDL_GetPerformanceFrequency");
bindFunc(cast(void**)&SDL_Delay, "SDL_Delay");
bindFunc(cast(void**)&SDL_AddTimer, "SDL_AddTimer");
bindFunc(cast(void**)&SDL_GetNumTouchDevices, "SDL_GetNumTouchDevices");
bindFunc(cast(void**)&SDL_GetTouchDevice, "SDL_GetTouchDevice");
bindFunc(cast(void**)&SDL_GetNumTouchFingers, "SDL_GetNumTouchFingers");
bindFunc(cast(void**)&SDL_GetTouchFinger, "SDL_GetTouchFinger");
bindFunc(cast(void**)&SDL_GetVersion, "SDL_GetVersion");
bindFunc(cast(void**)&SDL_GetRevision, "SDL_GetRevision");
bindFunc(cast(void**)&SDL_GetRevisionNumber, "SDL_GetRevisionNumber");
bindFunc(cast(void**)&SDL_GetNumVideoDrivers, "SDL_GetNumVideoDrivers");
bindFunc(cast(void**)&SDL_GetVideoDriver, "SDL_GetVideoDriver");
bindFunc(cast(void**)&SDL_VideoInit, "SDL_VideoInit");
bindFunc(cast(void**)&SDL_VideoQuit, "SDL_VideoQuit");
bindFunc(cast(void**)&SDL_GetCurrentVideoDriver, "SDL_GetCurrentVideoDriver");
bindFunc(cast(void**)&SDL_GetNumVideoDisplays, "SDL_GetNumVideoDisplays");
bindFunc(cast(void**)&SDL_GetDisplayName, "SDL_GetDisplayName");
bindFunc(cast(void**)&SDL_GetDisplayBounds, "SDL_GetDisplayBounds");
bindFunc(cast(void**)&SDL_GetNumDisplayModes, "SDL_GetNumDisplayModes");
bindFunc(cast(void**)&SDL_GetDisplayMode, "SDL_GetDisplayMode");
bindFunc(cast(void**)&SDL_GetDesktopDisplayMode, "SDL_GetDesktopDisplayMode");
bindFunc(cast(void**)&SDL_GetCurrentDisplayMode, "SDL_GetCurrentDisplayMode");
bindFunc(cast(void**)&SDL_GetClosestDisplayMode, "SDL_GetClosestDisplayMode");
bindFunc(cast(void**)&SDL_GetWindowDisplayIndex, "SDL_GetWindowDisplayIndex");
bindFunc(cast(void**)&SDL_SetWindowDisplayMode, "SDL_SetWindowDisplayMode");
bindFunc(cast(void**)&SDL_GetWindowDisplayMode, "SDL_GetWindowDisplayMode");
bindFunc(cast(void**)&SDL_GetWindowPixelFormat, "SDL_GetWindowPixelFormat");
bindFunc(cast(void**)&SDL_CreateWindow, "SDL_CreateWindow");
bindFunc(cast(void**)&SDL_CreateWindowFrom, "SDL_CreateWindowFrom");
bindFunc(cast(void**)&SDL_GetWindowID, "SDL_GetWindowID");
bindFunc(cast(void**)&SDL_GetWindowFromID, "SDL_GetWindowFromID");
bindFunc(cast(void**)&SDL_GetWindowFlags, "SDL_GetWindowFlags");
bindFunc(cast(void**)&SDL_SetWindowTitle, "SDL_SetWindowTitle");
bindFunc(cast(void**)&SDL_GetWindowTitle, "SDL_GetWindowTitle");
bindFunc(cast(void**)&SDL_SetWindowIcon, "SDL_SetWindowIcon");
bindFunc(cast(void**)&SDL_SetWindowData, "SDL_SetWindowData");
bindFunc(cast(void**)&SDL_GetWindowData, "SDL_GetWindowData");
bindFunc(cast(void**)&SDL_SetWindowPosition, "SDL_SetWindowPosition");
bindFunc(cast(void**)&SDL_GetWindowPosition, "SDL_GetWindowPosition");
bindFunc(cast(void**)&SDL_SetWindowSize, "SDL_SetWindowSize");
bindFunc(cast(void**)&SDL_GetWindowSize, "SDL_GetWindowSize");
bindFunc(cast(void**)&SDL_SetWindowMinimumSize, "SDL_SetWindowMinimumSize");
bindFunc(cast(void**)&SDL_GetWindowMinimumSize, "SDL_GetWindowMinimumSize");
bindFunc(cast(void**)&SDL_SetWindowMaximumSize, "SDL_SetWindowMaximumSize");
bindFunc(cast(void**)&SDL_GetWindowMaximumSize, "SDL_GetWindowMaximumSize");
bindFunc(cast(void**)&SDL_SetWindowBordered, "SDL_SetWindowBordered");
bindFunc(cast(void**)&SDL_ShowWindow, "SDL_ShowWindow");
bindFunc(cast(void**)&SDL_HideWindow, "SDL_HideWindow");
bindFunc(cast(void**)&SDL_RaiseWindow, "SDL_RaiseWindow");
bindFunc(cast(void**)&SDL_MaximizeWindow, "SDL_MaximizeWindow");
bindFunc(cast(void**)&SDL_MinimizeWindow, "SDL_MinimizeWindow");
bindFunc(cast(void**)&SDL_RestoreWindow, "SDL_RestoreWindow");
bindFunc(cast(void**)&SDL_SetWindowFullscreen, "SDL_SetWindowFullscreen");
bindFunc(cast(void**)&SDL_GetWindowSurface, "SDL_GetWindowSurface");
bindFunc(cast(void**)&SDL_UpdateWindowSurface, "SDL_UpdateWindowSurface");
bindFunc(cast(void**)&SDL_UpdateWindowSurfaceRects, "SDL_UpdateWindowSurfaceRects");
bindFunc(cast(void**)&SDL_SetWindowGrab, "SDL_SetWindowGrab");
bindFunc(cast(void**)&SDL_GetWindowGrab, "SDL_GetWindowGrab");
bindFunc(cast(void**)&SDL_SetWindowBrightness, "SDL_SetWindowBrightness");
bindFunc(cast(void**)&SDL_GetWindowBrightness, "SDL_GetWindowBrightness");
bindFunc(cast(void**)&SDL_SetWindowGammaRamp, "SDL_SetWindowGammaRamp");
bindFunc(cast(void**)&SDL_GetWindowGammaRamp, "SDL_GetWindowGammaRamp");
bindFunc(cast(void**)&SDL_DestroyWindow, "SDL_DestroyWindow");
bindFunc(cast(void**)&SDL_IsScreenSaverEnabled, "SDL_IsScreenSaverEnabled");
bindFunc(cast(void**)&SDL_EnableScreenSaver, "SDL_EnableScreenSaver");
bindFunc(cast(void**)&SDL_DisableScreenSaver, "SDL_DisableScreenSaver");
bindFunc(cast(void**)&SDL_GL_LoadLibrary, "SDL_GL_LoadLibrary");
bindFunc(cast(void**)&SDL_GL_GetProcAddress, "SDL_GL_GetProcAddress");
bindFunc(cast(void**)&SDL_GL_UnloadLibrary, "SDL_GL_UnloadLibrary");
bindFunc(cast(void**)&SDL_GL_ExtensionSupported, "SDL_GL_ExtensionSupported");
bindFunc(cast(void**)&SDL_GL_SetAttribute, "SDL_GL_SetAttribute");
bindFunc(cast(void**)&SDL_GL_GetAttribute, "SDL_GL_GetAttribute");
bindFunc(cast(void**)&SDL_GL_CreateContext, "SDL_GL_CreateContext");
bindFunc(cast(void**)&SDL_GL_MakeCurrent, "SDL_GL_MakeCurrent");
bindFunc(cast(void**)&SDL_GL_GetCurrentWindow, "SDL_GL_GetCurrentWindow");
bindFunc(cast(void**)&SDL_GL_GetCurrentContext, "SDL_GL_GetCurrentContext");
bindFunc(cast(void**)&SDL_GL_SetSwapInterval, "SDL_GL_SetSwapInterval");
bindFunc(cast(void**)&SDL_GL_GetSwapInterval, "SDL_GL_GetSwapInterval");
bindFunc(cast(void**)&SDL_GL_SwapWindow, "SDL_GL_SwapWindow");
bindFunc(cast(void**)&SDL_GL_DeleteContext, "SDL_GL_DeleteContext");
// SDL_init will fail if SDL_SetMainReady has not been called.
// Since there's no SDL_main on the D side, it needs to be handled
// manually. My understanding that this is fine on the platforms
// that D is currently available on. If we ever get on to Android
// or iPhone, though, this will need to be versioned.
// I've wrapped it in a try/catch because it seem the function is
// not always exported on Linux. See issue #153
// https://github.com/aldacron/Derelict3/issues/153
import derelict.util.exception;
try {
da_SDL_SetMainReady setReady;
bindFunc(cast(void**)&setReady, "SDL_SetMainReady");
setReady();
} catch( DerelictException de ) {}
}
}
public
{
this()
{
super(libNames);
}
}
}
__gshared DerelictSDL2Loader DerelictSDL2;
shared static this()
{
DerelictSDL2 = new DerelictSDL2Loader();
}
shared static ~this()
{
DerelictSDL2.unload();
}
| 0 | 0.811528 | 1 | 0.811528 | game-dev | MEDIA | 0.881332 | game-dev | 0.509214 | 1 | 0.509214 |
Sandrem/FlyCasual | 4,473 | Assets/Scripts/Model/Content/SecondEdition/Standard/Pilots/Republic/BTLBYWing/Goji.cs | using BoardTools;
using Bombs;
using Content;
using Ship;
using System;
using System.Collections.Generic;
using System.Linq;
using Upgrade;
namespace Ship
{
namespace SecondEdition.BTLBYWing
{
public class Goji : BTLBYWing
{
public Goji() : base()
{
PilotInfo = new PilotCardInfo25
(
"\"Goji\"",
"Payload Specialist",
Faction.Republic,
2,
4,
12,
isLimited: true,
abilityType: typeof(Abilities.SecondEdition.GojiAbility),
extraUpgradeIcons: new List<UpgradeType>
{
UpgradeType.Talent,
UpgradeType.Turret,
UpgradeType.Gunner,
UpgradeType.Astromech,
UpgradeType.Device,
UpgradeType.Device,
UpgradeType.Device,
UpgradeType.Modification
},
tags: new List<Tags>
{
Tags.Clone,
Tags.YWing
}
);
ImageUrl = "https://images-cdn.fantasyflightgames.com/filer_public/71/ca/71ca5555-2cf9-4d11-8163-c443669897bd/swz48_pilot-goji.png";
}
}
}
}
namespace Abilities.SecondEdition
{
public class GojiAbility : GenericAbility
{
private int BombsAndMinesInRangeCount;
public override void ActivateAbility()
{
GenericShip.OnAttackStartAsDefenderGlobal += CheckAbility;
}
public override void DeactivateAbility()
{
GenericShip.OnAttackStartAsDefenderGlobal -= CheckAbility;
}
private void CheckAbility()
{
if (Combat.Defender.Owner.PlayerNo != HostShip.Owner.PlayerNo) return;
DistanceInfo distInfo = new DistanceInfo(HostShip, Combat.Defender);
if (distInfo.Range > 3) return;
BombsAndMinesInRangeCount = 0;
foreach (var bombHolder in BombsManager.GetBombsOnBoard().Where(n => n.Value.HostShip.Owner.PlayerNo == HostShip.Owner.PlayerNo))
{
//January 2020 errata: This ability now only works with bombs
if (bombHolder.Value.UpgradeInfo.SubType != UpgradeSubType.Bomb)
break;
if (BombsManager.IsShipInRange(Combat.Defender, bombHolder.Key, 1))
{
BombsAndMinesInRangeCount++;
break;
}
}
if (BombsAndMinesInRangeCount > 0) RegisterAbilityTrigger(TriggerTypes.OnDefenseStart, AskToAddExtraDice);
}
private void AskToAddExtraDice(object sender, EventArgs e)
{
if (!alwaysUseAbility)
{
AskToUseAbility(
HostShip.PilotInfo.PilotName,
AlwaysUseByDefault,
ChooseToAddExtraDice,
showAlwaysUseOption: true,
descriptionLong: "Do you want to roll 1 additional defense dice for each friendly bomb or mine in range?",
imageHolder: HostShip,
requiredPlayer: HostShip.Owner.PlayerNo
);
}
else
{
PlanToAddExtraDice();
}
}
private void ChooseToAddExtraDice(object sender, EventArgs e)
{
SubPhases.DecisionSubPhase.ConfirmDecisionNoCallback();
PlanToAddExtraDice();
}
private void PlanToAddExtraDice()
{
Combat.Defender.AfterGotNumberOfDefenceDice += AddExtraDice;
Triggers.FinishTrigger();
}
private void AddExtraDice(ref int count)
{
Combat.Defender.OnAttackFinishAsDefender += PlanToDisableAbility;
Messages.ShowInfo(HostShip.PilotInfo.PilotName + ": Exra dice are added");
count += BombsAndMinesInRangeCount;
}
private void PlanToDisableAbility(GenericShip ship)
{
Combat.Defender.OnAttackFinishAsDefender -= PlanToDisableAbility;
Combat.Defender.AfterGotNumberOfDefenceDice -= AddExtraDice;
}
}
}
| 0 | 0.83569 | 1 | 0.83569 | game-dev | MEDIA | 0.943504 | game-dev | 0.920226 | 1 | 0.920226 |
semontesdeoca/MNPR | 1,583 | plugins/mnpr_present.h | #pragma once
///////////////////////////////////////////////////////////////////////////////////
// _ _ _
// _ __ _ __ ___ ___ ___ _ __ | |_ ___ _ __ ___ _ __ __ _| |_(_) ___ _ __
// | '_ \| '__/ _ \/ __|/ _ \ '_ \| __| / _ \| '_ \ / _ \ '__/ _` | __| |/ _ \| '_ \
// | |_) | | | __/\__ \ __/ | | | |_ | (_) | |_) | __/ | | (_| | |_| | (_) | | | |
// | .__/|_| \___||___/\___|_| |_|\__| \___/| .__/ \___|_| \__,_|\__|_|\___/|_| |_|
// |_| |_|
//
// \brief Present operation
// Contains the MPresentTarget that will display the active render target in the viewport
///////////////////////////////////////////////////////////////////////////////////
#include "MRenderTargetList.h"
class PresentTarget : public MHWRender::MPresentTarget {
public:
PresentTarget(const MString &t_name, MRenderTargetList* t_targetList) :
MPresentTarget(t_name) {
mTargets[0] = t_targetList->target(t_targetList->length() - 1);
mTargets[1] = t_targetList->target(1); // depth
}
~PresentTarget() {}
/// target override list
MHWRender::MRenderTarget* const* targetOverrideList(unsigned int &listSize) {
if (mTargets) {
listSize = 2;
return mTargets;
}
listSize = 0;
return nullptr;
}
protected:
MHWRender::MRenderTarget* mTargets[2]; ///< target list that is presented on the viewport
};
| 0 | 0.674971 | 1 | 0.674971 | game-dev | MEDIA | 0.200291 | game-dev | 0.736985 | 1 | 0.736985 |
spacechase0/StardewValleyMods | 4,626 | framework/JsonAssets/Data/BigCraftableRecipe.cs | using System.Collections.Generic;
using System.Runtime.Serialization;
using JsonAssets.Framework;
using SpaceShared;
using StardewValley;
namespace JsonAssets.Data
{
public class BigCraftableRecipe
{
/*********
** Accessors
*********/
public string SkillUnlockName { get; set; } = null;
public int SkillUnlockLevel { get; set; } = -1;
public int ResultCount { get; set; } = 1;
public IList<BigCraftableIngredient> Ingredients { get; set; } = new List<BigCraftableIngredient>();
public bool IsDefault { get; set; } = false;
public bool CanPurchase { get; set; } = false;
public int PurchasePrice { get; set; }
public string PurchaseFrom { get; set; } = "Gus";
public IList<string> PurchaseRequirements { get; set; } = new List<string>();
public IList<PurchaseData> AdditionalPurchaseData { get; set; } = new List<PurchaseData>();
/*********
** Public methods
*********/
internal string GetRecipeString(BigCraftableData parent)
{
string str = "";
foreach (var ingredient in this.Ingredients)
{
string ingredientName = ingredient.Object.ToString();
// If the original object name is an integer, it's a category or an original ID
if (int.TryParse(ingredientName, out int ingredIndex))
{
ingredientName = ingredIndex.ToString();
// Check if it's valid item or category, if it's not then skip adding the item
if (ItemRegistry.GetDataOrErrorItem(ingredientName).IsErrorItem && StardewValley.Object.GetCategoryDisplayName(ingredIndex) == "")
{
Log.Warn($"Invalid recipe ingredient:{ingredient.Object.ToString()}");
continue;
}
}
// If the object is a JA object, then just use that
else if (ingredient.Object.ToString().FixIdJA("O") != null)
{
ingredientName = ingredient.Object.ToString().FixIdJA("O");
}
// If the object isn't an integer, or a JA object, or an existing item, check if it's close to the name of any existing item and use that if so
else if (ItemRegistry.GetDataOrErrorItem(ingredientName).IsErrorItem)
{
Item tryGetItem = Utility.fuzzyItemSearch(ingredientName);
if (tryGetItem != null)
{
ingredientName = tryGetItem.ItemId;
}
// Don't add the ingredient if it's not a valid item
else
{
Log.Warn($"Invalid recipe ingredient:{ingredient.Object.ToString()}");
continue;
}
}
// Finally, add the ingredient name if it now matches an existing item
str += ingredientName + " " + ingredient.Count + " ";
}
// If no ingredients were added, add the torch recipe ingredients
if (str == "")
{
Log.Warn($"Recipe with no valid ingredients:{parent.Name}");
str += "388 1 92 2 ";
}
str = str.Substring(0, str.Length - 1);
str += $"/what is this for?/{parent.Name.FixIdJA("BC")} {this.ResultCount}/true/";
if (this.SkillUnlockName?.Length > 0 && this.SkillUnlockLevel > 0)
str += this.SkillUnlockName + " " + this.SkillUnlockLevel;
else
str += "null";
//if (LocalizedContentManager.CurrentLanguageCode != LocalizedContentManager.LanguageCode.en)
str += "/" + parent.LocalizedName();
return str;
}
/*********
** Private methods
*********/
/// <summary>Normalize the model after it's deserialized.</summary>
/// <param name="context">The deserialization context.</param>
[OnDeserialized]
private void OnDeserialized(StreamingContext context)
{
this.Ingredients ??= new List<BigCraftableIngredient>();
this.PurchaseRequirements ??= new List<string>();
this.AdditionalPurchaseData ??= new List<PurchaseData>();
this.Ingredients.FilterNulls();
this.PurchaseRequirements.FilterNulls();
this.AdditionalPurchaseData.FilterNulls();
}
}
}
| 0 | 0.799629 | 1 | 0.799629 | game-dev | MEDIA | 0.832857 | game-dev | 0.941965 | 1 | 0.941965 |
ProjectIgnis/CardScripts | 3,890 | official/c41371602.lua | --スタンドアップ・センチュリオン!
--Stand Up Centur-Ion!
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCost(s.reg)
c:RegisterEffect(e1)
--Cannot be destroyed by your opponent's effects while you control a "Centurion" Monster Card
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e2:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
e2:SetRange(LOCATION_FZONE)
e2:SetCondition(s.indcon)
e2:SetValue(aux.indoval)
c:RegisterEffect(e2)
--Place 1 "Centurion" monster from your Deck in your Spell & Trap Zone as a Continuous Trap
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(id,0))
e3:SetType(EFFECT_TYPE_IGNITION)
e3:SetRange(LOCATION_FZONE)
e3:SetCountLimit(1,{id,0})
e3:SetCondition(function(e) return e:GetHandler():HasFlagEffect(id) end)
e3:SetCost(s.tfcost)
e3:SetTarget(s.tftg)
e3:SetOperation(s.tfop)
c:RegisterEffect(e3)
--Synchro Summon using at least 1 "Centurion" monster as material
local e4=Effect.CreateEffect(c)
e4:SetDescription(aux.Stringid(id,1))
e4:SetCategory(CATEGORY_SPECIAL_SUMMON)
e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e4:SetProperty(EFFECT_FLAG_DELAY)
e4:SetCode(EVENT_SPSUMMON_SUCCESS)
e4:SetRange(LOCATION_FZONE)
e4:SetCountLimit(1,{id,1})
e4:SetTarget(s.syntg)
e4:SetOperation(s.synop)
c:RegisterEffect(e4)
end
s.listed_series={SET_CENTURION}
function s.reg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
e:GetHandler():RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,EFFECT_FLAG_OATH,1)
end
function s.indfilter(c)
return c:IsFaceup() and c:IsOriginalType(TYPE_MONSTER) and c:IsSetCard(SET_CENTURION)
end
function s.indcon(e)
return Duel.IsExistingMatchingCard(s.indfilter,e:GetHandlerPlayer(),LOCATION_ONFIELD,0,1,nil)
end
function s.tfcost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(Card.IsAbleToGraveAsCost,tp,LOCATION_HAND,0,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local g=Duel.SelectMatchingCard(tp,Card.IsAbleToGraveAsCost,tp,LOCATION_HAND,0,1,1,nil)
Duel.SendtoGrave(g,REASON_COST)
end
function s.plfilter(c)
return c:IsSetCard(SET_CENTURION) and c:IsMonster() and not c:IsForbidden()
end
function s.tftg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0
and Duel.IsExistingMatchingCard(s.plfilter,tp,LOCATION_DECK,0,1,nil) end
end
function s.tfop(e,tp,eg,ep,ev,re,r,rp)
if Duel.GetLocationCount(tp,LOCATION_SZONE)<=0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD)
local tc=Duel.SelectMatchingCard(tp,s.plfilter,tp,LOCATION_DECK,0,1,1,nil):GetFirst()
if tc and Duel.MoveToField(tc,tp,tp,LOCATION_SZONE,POS_FACEUP,true) then
--Treat it as a Continuous Trap
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetCode(EFFECT_CHANGE_TYPE)
e1:SetValue(TYPE_TRAP|TYPE_CONTINUOUS)
e1:SetReset((RESET_EVENT|RESETS_STANDARD)&~RESET_TURN_SET)
tc:RegisterEffect(e1)
end
end
function s.syncheck(tp,sg,sc)
return sg:IsExists(Card.IsSetCard,1,nil,SET_CENTURION)
end
function s.syntg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
Synchro.CheckAdditional=s.syncheck
local res=Duel.IsExistingMatchingCard(Card.IsSynchroSummonable,tp,LOCATION_EXTRA,0,1,nil)
Synchro.CheckAdditional=nil
return res
end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA)
end
function s.synop(e,tp,eg,ep,ev,re,r,rp)
Synchro.CheckAdditional=s.syncheck
local g=Duel.GetMatchingGroup(Card.IsSynchroSummonable,tp,LOCATION_EXTRA,0,nil)
if #g>0 then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local sg=g:Select(tp,1,1,nil)
Duel.SynchroSummon(tp,sg:GetFirst())
else
Synchro.CheckAdditional=nil
end
end | 0 | 0.884881 | 1 | 0.884881 | game-dev | MEDIA | 0.987943 | game-dev | 0.972547 | 1 | 0.972547 |
darkstornmetu/JellyLink | 1,840 | Assets/02_Scripts/InjectionSystem/GameInitializer.cs | using System;
using System.Collections.Generic;
using UnityEngine;
public class GameInitializer : MonoBehaviour
{
[Header("Inject Scene References")]
[SerializeField] private GridManager _gridManager;
[SerializeField] private SelectionManager _selectionManager;
[SerializeField] private LinkFactory _linkFactory;
[SerializeField] private JellyFactory _jellyFactory;
[SerializeField] private Camera _mainCamera;
[Header("Inject Data References")]
[SerializeField] private LevelProperties _levelProperties;
[SerializeField] private AnimationProperties _animationProperties;
private void Awake()
{
ServiceContainer.Register<ICollectableFactory>(_jellyFactory);
ServiceContainer.Register<IJellyFactory>(_jellyFactory);
ServiceContainer.Register<ILinkFactory>(_linkFactory);
ServiceContainer.Register(_gridManager);
ServiceContainer.Register(_selectionManager);
ServiceContainer.Register(_mainCamera);
ServiceContainer.Register(_levelProperties);
ServiceContainer.Register(_animationProperties);
InjectDependenciesInScene();
}
private void InjectDependenciesInScene()
{
var injectables = InjectableMonoBehaviours();
foreach (var injectable in injectables)
ServiceContainer.InjectDependencies(injectable);
}
private IEnumerable<MonoBehaviour> InjectableMonoBehaviours()
{
var allMonoBehaviours = FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
foreach (var monoBehaviour in allMonoBehaviours)
{
var type = monoBehaviour.GetType();
if (Attribute.IsDefined(type, typeof(InjectableAttribute)))
{
yield return monoBehaviour;
}
}
}
} | 0 | 0.847549 | 1 | 0.847549 | game-dev | MEDIA | 0.795861 | game-dev | 0.8267 | 1 | 0.8267 |
CrypticMonkey33/ArchipelagoExplorersOfSky | 2,531 | worlds/stardew_valley/mods/logic/sve_logic.py | from ...logic.base_logic import BaseLogicMixin, BaseLogic
from ...strings.ap_names.mods.mod_items import SVELocation, SVERunes, SVEQuestItem
from ...strings.quest_names import Quest, ModQuest
from ...strings.region_names import Region, SVERegion
from ...strings.tool_names import Tool, ToolMaterial
from ...strings.wallet_item_names import Wallet
class SVELogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.sve = SVELogic(*args, **kwargs)
class SVELogic(BaseLogic):
def initialize_rules(self):
self.registry.sve_location_rules.update({
SVELocation.tempered_galaxy_sword: self.logic.money.can_spend_at(SVERegion.alesia_shop, 350000),
SVELocation.tempered_galaxy_dagger: self.logic.money.can_spend_at(SVERegion.isaac_shop, 600000),
SVELocation.tempered_galaxy_hammer: self.logic.money.can_spend_at(SVERegion.isaac_shop, 400000),
})
def has_any_rune(self):
rune_list = SVERunes.nexus_items
return self.logic.or_(*(self.logic.received(rune) for rune in rune_list))
def has_iridium_bomb(self):
if self.options.quest_locations.has_story_quests():
return self.logic.received(SVEQuestItem.iridium_bomb)
return self.logic.quest.can_complete_quest(ModQuest.RailroadBoulder)
def has_marlon_boat(self):
if self.options.quest_locations.has_story_quests():
return self.logic.received(SVEQuestItem.marlon_boat_paddle)
return self.logic.quest.can_complete_quest(ModQuest.MarlonsBoat)
def has_grandpa_shed_repaired(self):
if self.options.quest_locations.has_story_quests():
return self.logic.received(SVEQuestItem.grandpa_shed)
return self.logic.quest.can_complete_quest(ModQuest.GrandpasShed)
def has_bear_knowledge(self):
if self.options.quest_locations.has_story_quests():
return self.logic.received(Wallet.bears_knowledge)
return self.logic.quest.can_complete_quest(Quest.strange_note)
def can_buy_bear_recipe(self):
access_rule = (self.logic.quest.can_complete_quest(Quest.strange_note) & self.logic.tool.has_tool(Tool.axe, ToolMaterial.basic) &
self.logic.tool.has_tool(Tool.pickaxe, ToolMaterial.basic))
forage_rule = self.logic.region.can_reach_any((Region.forest, Region.backwoods, Region.mountain))
knowledge_rule = self.has_bear_knowledge()
return access_rule & forage_rule & knowledge_rule
| 0 | 0.833938 | 1 | 0.833938 | game-dev | MEDIA | 0.888312 | game-dev | 0.860939 | 1 | 0.860939 |
CalamityTeam/CalamityModPublic | 1,483 | Projectiles/Magic/BrimstoneHomer.cs | using CalamityMod.Buffs.DamageOverTime;
using CalamityMod.Dusts;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;
namespace CalamityMod.Projectiles.Magic
{
public class BrimstoneHomer : ModProjectile, ILocalizedModType
{
public new string LocalizationCategory => "Projectiles.Magic";
public override void SetDefaults()
{
Projectile.width = 8;
Projectile.height = 8;
Projectile.friendly = true;
Projectile.DamageType = DamageClass.Magic;
Projectile.ignoreWater = true;
Projectile.penetrate = 1;
Projectile.extraUpdates = 1;
Projectile.timeLeft = 180;
}
public override bool? CanHitNPC(NPC target) => Projectile.timeLeft < 150 && target.CanBeChasedBy(Projectile);
public override void AI()
{
Projectile.rotation += 0.7f * Projectile.direction;
int brimstone = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, (int)CalamityDusts.Brimstone, 0f, 0f, 100, default, 1f);
Main.dust[brimstone].noGravity = true;
if (Projectile.timeLeft < 150)
CalamityUtils.HomeInOnNPC(Projectile, !Projectile.tileCollide, 200f, 8f, 20f);
}
public override void OnHitNPC(NPC target, NPC.HitInfo hit, int damageDone)
{
target.AddBuff(ModContent.BuffType<BrimstoneFlames>(), 120);
}
}
}
| 0 | 0.892429 | 1 | 0.892429 | game-dev | MEDIA | 0.995508 | game-dev | 0.941539 | 1 | 0.941539 |
OpenXRay/xray-15 | 2,807 | cs/engine/xrGame/ui/UIOutfitSlot.cpp | #include "stdafx.h"
#include "UIOutfitSlot.h"
#include "UIStatic.h"
#include "UICellItem.h"
#include "CustomOutfit.h"
#include "Actor.h"
#include "UIInventoryUtilities.h"
CUIOutfitDragDropList::CUIOutfitDragDropList()
{
m_background = new CUIStatic();
m_background->SetAutoDelete (true);
AttachChild (m_background);
m_default_outfit = "npc_icon_without_outfit";
}
CUIOutfitDragDropList::~CUIOutfitDragDropList()
{
}
#include "Level.h"
#include "game_base_space.h"
void CUIOutfitDragDropList::SetOutfit(CUICellItem* itm)
{
m_background->SetWndPos (Fvector2().set(0,0));
m_background->SetWndSize (Fvector2().set(GetWidth(), GetHeight()));
m_background->SetStretchTexture (true);
if ((!IsGameTypeSingle()) && !itm)
{
CObject *pActor = NULL;
pActor = smart_cast<CActor*>(Level().CurrentEntity());
xr_string a;
if (pActor)
a = *pActor->cNameVisual();
else
a = *m_default_outfit;
xr_string::iterator it = std::find(a.rbegin(), a.rend(), '\\').base();
// Cut leading full path
if (it != a.begin())
a.erase(a.begin(), it);
// Cut trailing ".ogf"
R_ASSERT(xr_strlen(a.c_str()) > 4);
if ('.' == a[a.size() - 4])
a.erase(a.size() - 4);
m_background->InitTexture(a.c_str());
}
else {
if(itm)
{
PIItem _iitem = (PIItem)itm->m_pData;
CCustomOutfit* pOutfit = smart_cast<CCustomOutfit*>(_iitem); VERIFY(pOutfit);
/*
r.lt = pOutfit->GetIconPos();
r.x1 *= ICON_GRID_WIDTH;
r.y1 *= ICON_GRID_HEIGHT;
*/
m_background->InitTexture (pOutfit->GetFullIconName().c_str());
}else
{
m_background->InitTexture ("npc_icon_without_outfit");
}
/*
r.x2 = r.x1+CHAR_ICON_FULL_WIDTH*ICON_GRID_WIDTH;
r.y2 = r.y1+CHAR_ICON_FULL_HEIGHT*ICON_GRID_HEIGHT;
m_background->SetShader (InventoryUtilities::GetCharIconsShader());
m_background->SetOriginalRect (r);
*/
}
m_background->TextureOn ();
// m_background->RescaleRelative2Rect (r);
}
void CUIOutfitDragDropList::SetDefaultOutfit(LPCSTR default_outfit){
m_default_outfit = default_outfit;
}
void CUIOutfitDragDropList::SetItem(CUICellItem* itm)
{
if(itm) inherited::SetItem (itm);
SetOutfit (itm);
}
void CUIOutfitDragDropList::SetItem(CUICellItem* itm, Fvector2 abs_pos)
{
if(itm) inherited::SetItem (itm, abs_pos);
SetOutfit (itm);
}
void CUIOutfitDragDropList::SetItem(CUICellItem* itm, Ivector2 cell_pos)
{
if(itm) inherited::SetItem (itm, cell_pos);
SetOutfit (itm);
}
CUICellItem* CUIOutfitDragDropList::RemoveItem(CUICellItem* itm, bool force_root)
{
VERIFY (!force_root);
CUICellItem* ci = inherited::RemoveItem(itm, force_root);
SetOutfit (NULL);
return ci;
}
void CUIOutfitDragDropList::Draw()
{
m_background->Draw ();
//. inherited::Draw ();
} | 0 | 0.944948 | 1 | 0.944948 | game-dev | MEDIA | 0.835801 | game-dev | 0.930245 | 1 | 0.930245 |
glKarin/com.n0n3m4.diii4a | 3,275 | Q3E/src/main/jni/openmohaa/code/botlib/be_aas_bsp.h | /*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: be_aas_bsp.h
*
* desc: AAS
*
* $Archive: /source/code/botlib/be_aas_bsp.h $
*
*****************************************************************************/
#ifdef AASINTERN
//loads the given BSP file
int AAS_LoadBSPFile(void);
//dump the loaded BSP data
void AAS_DumpBSPData(void);
//unlink the given entity from the bsp tree leaves
void AAS_UnlinkFromBSPLeaves(bsp_link_t *leaves);
//link the given entity to the bsp tree leaves of the given model
bsp_link_t *AAS_BSPLinkEntity(vec3_t absmins,
vec3_t absmaxs,
int entnum,
int modelnum);
//calculates collision with given entity
qboolean AAS_EntityCollision(int entnum,
vec3_t start,
vec3_t boxmins,
vec3_t boxmaxs,
vec3_t end,
int contentmask,
bsp_trace_t *trace);
//for debugging
void AAS_PrintFreeBSPLinks(char *str);
//
#endif //AASINTERN
#define MAX_EPAIRKEY 128
//trace through the world
bsp_trace_t AAS_Trace( vec3_t start,
vec3_t mins,
vec3_t maxs,
vec3_t end,
int passent,
int contentmask);
//returns the contents at the given point
int AAS_PointContents(vec3_t point);
//returns true when p2 is in the PVS of p1
qboolean AAS_inPVS(vec3_t p1, vec3_t p2);
//returns true when p2 is in the PHS of p1
qboolean AAS_inPHS(vec3_t p1, vec3_t p2);
//returns true if the given areas are connected
qboolean AAS_AreasConnected(int area1, int area2);
//creates a list with entities totally or partly within the given box
int AAS_BoxEntities(vec3_t absmins, vec3_t absmaxs, int *list, int maxcount);
//gets the mins, maxs and origin of a BSP model
void AAS_BSPModelMinsMaxsOrigin(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin);
//handle to the next bsp entity
int AAS_NextBSPEntity(int ent);
//return the value of the BSP epair key
int AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
//get a vector for the BSP epair key
int AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
//get a float for the BSP epair key
int AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
//get an integer for the BSP epair key
int AAS_IntForBSPEpairKey(int ent, char *key, int *value);
| 0 | 0.847596 | 1 | 0.847596 | game-dev | MEDIA | 0.845642 | game-dev | 0.836185 | 1 | 0.836185 |
ether/pad | 22,134 | infrastructure/rhino1_7R1/src/org/mozilla/javascript/optimizer/Block.java | /* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Rhino code, released
* May 6, 1999.
*
* The Initial Developer of the Original Code is
* Netscape Communications Corporation.
* Portions created by the Initial Developer are Copyright (C) 1997-1999
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Norris Boyd
* Igor Bukanov
* Roger Lawrence
*
* Alternatively, the contents of this file may be used under the terms of
* the GNU General Public License Version 2 or later (the "GPL"), in which
* case the provisions of the GPL are applicable instead of those above. If
* you wish to allow use of your version of this file only under the terms of
* the GPL and not to allow others to use your version of this file under the
* MPL, indicate your decision by deleting the provisions above and replacing
* them with the notice and other provisions required by the GPL. If you do
* not delete the provisions above, a recipient may use your version of this
* file under either the MPL or the GPL.
*
* ***** END LICENSE BLOCK ***** */
package org.mozilla.javascript.optimizer;
import org.mozilla.javascript.*;
import java.util.Hashtable;
import java.io.PrintWriter;
import java.io.StringWriter;
class Block
{
private static class FatBlock
{
private static Block[] reduceToArray(ObjToIntMap map)
{
Block[] result = null;
if (!map.isEmpty()) {
result = new Block[map.size()];
int i = 0;
ObjToIntMap.Iterator iter = map.newIterator();
for (iter.start(); !iter.done(); iter.next()) {
FatBlock fb = (FatBlock)(iter.getKey());
result[i++] = fb.realBlock;
}
}
return result;
}
void addSuccessor(FatBlock b) { successors.put(b, 0); }
void addPredecessor(FatBlock b) { predecessors.put(b, 0); }
Block[] getSuccessors() { return reduceToArray(successors); }
Block[] getPredecessors() { return reduceToArray(predecessors); }
// all the Blocks that come immediately after this
private ObjToIntMap successors = new ObjToIntMap();
// all the Blocks that come immediately before this
private ObjToIntMap predecessors = new ObjToIntMap();
Block realBlock;
}
Block(int startNodeIndex, int endNodeIndex)
{
itsStartNodeIndex = startNodeIndex;
itsEndNodeIndex = endNodeIndex;
}
static void runFlowAnalyzes(OptFunctionNode fn, Node[] statementNodes)
{
int paramCount = fn.fnode.getParamCount();
int varCount = fn.fnode.getParamAndVarCount();
int[] varTypes = new int[varCount];
// If the variable is a parameter, it could have any type.
for (int i = 0; i != paramCount; ++i) {
varTypes[i] = Optimizer.AnyType;
}
// If the variable is from a "var" statement, its typeEvent will be set
// when we see the setVar node.
for (int i = paramCount; i != varCount; ++i) {
varTypes[i] = Optimizer.NoType;
}
Block[] theBlocks = buildBlocks(statementNodes);
if (DEBUG) {
++debug_blockCount;
System.out.println("-------------------"+fn.fnode.getFunctionName()+" "+debug_blockCount+"--------");
System.out.println(toString(theBlocks, statementNodes));
}
reachingDefDataFlow(fn, statementNodes, theBlocks, varTypes);
typeFlow(fn, statementNodes, theBlocks, varTypes);
if (DEBUG) {
for (int i = 0; i < theBlocks.length; i++) {
System.out.println("For block " + theBlocks[i].itsBlockID);
theBlocks[i].printLiveOnEntrySet(fn);
}
System.out.println("Variable Table, size = " + varCount);
for (int i = 0; i != varCount; i++) {
System.out.println("["+i+"] type: "+varTypes[i]);
}
}
for (int i = paramCount; i != varCount; i++) {
if (varTypes[i] == Optimizer.NumberType) {
fn.setIsNumberVar(i);
}
}
}
private static Block[] buildBlocks(Node[] statementNodes)
{
// a mapping from each target node to the block it begins
Hashtable theTargetBlocks = new Hashtable();
ObjArray theBlocks = new ObjArray();
// there's a block that starts at index 0
int beginNodeIndex = 0;
for (int i = 0; i < statementNodes.length; i++) {
switch (statementNodes[i].getType()) {
case Token.TARGET :
{
if (i != beginNodeIndex) {
FatBlock fb = newFatBlock(beginNodeIndex, i - 1);
if (statementNodes[beginNodeIndex].getType()
== Token.TARGET)
theTargetBlocks.put(statementNodes[beginNodeIndex], fb);
theBlocks.add(fb);
// start the next block at this node
beginNodeIndex = i;
}
}
break;
case Token.IFNE :
case Token.IFEQ :
case Token.GOTO :
{
FatBlock fb = newFatBlock(beginNodeIndex, i);
if (statementNodes[beginNodeIndex].getType()
== Token.TARGET)
theTargetBlocks.put(statementNodes[beginNodeIndex], fb);
theBlocks.add(fb);
// start the next block at the next node
beginNodeIndex = i + 1;
}
break;
}
}
if (beginNodeIndex != statementNodes.length) {
FatBlock fb = newFatBlock(beginNodeIndex, statementNodes.length - 1);
if (statementNodes[beginNodeIndex].getType() == Token.TARGET)
theTargetBlocks.put(statementNodes[beginNodeIndex], fb);
theBlocks.add(fb);
}
// build successor and predecessor links
for (int i = 0; i < theBlocks.size(); i++) {
FatBlock fb = (FatBlock)(theBlocks.get(i));
Node blockEndNode = statementNodes[fb.realBlock.itsEndNodeIndex];
int blockEndNodeType = blockEndNode.getType();
if ((blockEndNodeType != Token.GOTO)
&& (i < (theBlocks.size() - 1))) {
FatBlock fallThruTarget = (FatBlock)(theBlocks.get(i + 1));
fb.addSuccessor(fallThruTarget);
fallThruTarget.addPredecessor(fb);
}
if ( (blockEndNodeType == Token.IFNE)
|| (blockEndNodeType == Token.IFEQ)
|| (blockEndNodeType == Token.GOTO) ) {
Node target = ((Node.Jump)blockEndNode).target;
FatBlock branchTargetBlock
= (FatBlock)(theTargetBlocks.get(target));
target.putProp(Node.TARGETBLOCK_PROP,
branchTargetBlock.realBlock);
fb.addSuccessor(branchTargetBlock);
branchTargetBlock.addPredecessor(fb);
}
}
Block[] result = new Block[theBlocks.size()];
for (int i = 0; i < theBlocks.size(); i++) {
FatBlock fb = (FatBlock)(theBlocks.get(i));
Block b = fb.realBlock;
b.itsSuccessors = fb.getSuccessors();
b.itsPredecessors = fb.getPredecessors();
b.itsBlockID = i;
result[i] = b;
}
return result;
}
private static FatBlock newFatBlock(int startNodeIndex, int endNodeIndex)
{
FatBlock fb = new FatBlock();
fb.realBlock = new Block(startNodeIndex, endNodeIndex);
return fb;
}
private static String toString(Block[] blockList, Node[] statementNodes)
{
if (!DEBUG) return null;
StringWriter sw = new StringWriter();
PrintWriter pw = new PrintWriter(sw);
pw.println(blockList.length + " Blocks");
for (int i = 0; i < blockList.length; i++) {
Block b = blockList[i];
pw.println("#" + b.itsBlockID);
pw.println("from " + b.itsStartNodeIndex
+ " "
+ statementNodes[b.itsStartNodeIndex].toString());
pw.println("thru " + b.itsEndNodeIndex
+ " "
+ statementNodes[b.itsEndNodeIndex].toString());
pw.print("Predecessors ");
if (b.itsPredecessors != null) {
for (int j = 0; j < b.itsPredecessors.length; j++)
pw.print(b.itsPredecessors[j].itsBlockID + " ");
pw.println();
}
else
pw.println("none");
pw.print("Successors ");
if (b.itsSuccessors != null) {
for (int j = 0; j < b.itsSuccessors.length; j++)
pw.print(b.itsSuccessors[j].itsBlockID + " ");
pw.println();
}
else
pw.println("none");
}
return sw.toString();
}
private static void reachingDefDataFlow(OptFunctionNode fn, Node[] statementNodes, Block theBlocks[], int[] varTypes)
{
/*
initialize the liveOnEntry and liveOnExit sets, then discover the variables
that are def'd by each function, and those that are used before being def'd
(hence liveOnEntry)
*/
for (int i = 0; i < theBlocks.length; i++) {
theBlocks[i].initLiveOnEntrySets(fn, statementNodes);
}
/*
this visits every block starting at the last, re-adding the predecessors of
any block whose inputs change as a result of the dataflow.
REMIND, better would be to visit in CFG postorder
*/
boolean visit[] = new boolean[theBlocks.length];
boolean doneOnce[] = new boolean[theBlocks.length];
int vIndex = theBlocks.length - 1;
boolean needRescan = false;
visit[vIndex] = true;
while (true) {
if (visit[vIndex] || !doneOnce[vIndex]) {
doneOnce[vIndex] = true;
visit[vIndex] = false;
if (theBlocks[vIndex].doReachedUseDataFlow()) {
Block pred[] = theBlocks[vIndex].itsPredecessors;
if (pred != null) {
for (int i = 0; i < pred.length; i++) {
int index = pred[i].itsBlockID;
visit[index] = true;
needRescan |= (index > vIndex);
}
}
}
}
if (vIndex == 0) {
if (needRescan) {
vIndex = theBlocks.length - 1;
needRescan = false;
}
else
break;
}
else
vIndex--;
}
/*
if any variable is live on entry to block 0, we have to mark it as
not jRegable - since it means that someone is trying to access the
'undefined'-ness of that variable.
*/
theBlocks[0].markAnyTypeVariables(varTypes);
}
private static void typeFlow(OptFunctionNode fn, Node[] statementNodes, Block theBlocks[], int[] varTypes)
{
boolean visit[] = new boolean[theBlocks.length];
boolean doneOnce[] = new boolean[theBlocks.length];
int vIndex = 0;
boolean needRescan = false;
visit[vIndex] = true;
while (true) {
if (visit[vIndex] || !doneOnce[vIndex]) {
doneOnce[vIndex] = true;
visit[vIndex] = false;
if (theBlocks[vIndex].doTypeFlow(fn, statementNodes, varTypes))
{
Block succ[] = theBlocks[vIndex].itsSuccessors;
if (succ != null) {
for (int i = 0; i < succ.length; i++) {
int index = succ[i].itsBlockID;
visit[index] = true;
needRescan |= (index < vIndex);
}
}
}
}
if (vIndex == (theBlocks.length - 1)) {
if (needRescan) {
vIndex = 0;
needRescan = false;
}
else
break;
}
else
vIndex++;
}
}
private static boolean assignType(int[] varTypes, int index, int type)
{
return type != (varTypes[index] |= type);
}
private void markAnyTypeVariables(int[] varTypes)
{
for (int i = 0; i != varTypes.length; i++) {
if (itsLiveOnEntrySet.test(i)) {
assignType(varTypes, i, Optimizer.AnyType);
}
}
}
/*
We're tracking uses and defs - in order to
build the def set and to identify the last use
nodes.
The itsNotDefSet is built reversed then flipped later.
*/
private void lookForVariableAccess(OptFunctionNode fn, Node n)
{
switch (n.getType()) {
case Token.DEC :
case Token.INC :
{
Node child = n.getFirstChild();
if (child.getType() == Token.GETVAR) {
int varIndex = fn.getVarIndex(child);
if (!itsNotDefSet.test(varIndex))
itsUseBeforeDefSet.set(varIndex);
itsNotDefSet.set(varIndex);
}
}
break;
case Token.SETVAR :
{
Node lhs = n.getFirstChild();
Node rhs = lhs.getNext();
lookForVariableAccess(fn, rhs);
itsNotDefSet.set(fn.getVarIndex(n));
}
break;
case Token.GETVAR :
{
int varIndex = fn.getVarIndex(n);
if (!itsNotDefSet.test(varIndex))
itsUseBeforeDefSet.set(varIndex);
}
break;
default :
Node child = n.getFirstChild();
while (child != null) {
lookForVariableAccess(fn, child);
child = child.getNext();
}
break;
}
}
/*
build the live on entry/exit sets.
Then walk the trees looking for defs/uses of variables
and build the def and useBeforeDef sets.
*/
private void initLiveOnEntrySets(OptFunctionNode fn, Node[] statementNodes)
{
int listLength = fn.getVarCount();
itsUseBeforeDefSet = new DataFlowBitSet(listLength);
itsNotDefSet = new DataFlowBitSet(listLength);
itsLiveOnEntrySet = new DataFlowBitSet(listLength);
itsLiveOnExitSet = new DataFlowBitSet(listLength);
for (int i = itsStartNodeIndex; i <= itsEndNodeIndex; i++) {
Node n = statementNodes[i];
lookForVariableAccess(fn, n);
}
itsNotDefSet.not(); // truth in advertising
}
/*
the liveOnEntry of each successor is the liveOnExit for this block.
The liveOnEntry for this block is -
liveOnEntry = liveOnExit - defsInThisBlock + useBeforeDefsInThisBlock
*/
private boolean doReachedUseDataFlow()
{
itsLiveOnExitSet.clear();
if (itsSuccessors != null)
for (int i = 0; i < itsSuccessors.length; i++)
itsLiveOnExitSet.or(itsSuccessors[i].itsLiveOnEntrySet);
return itsLiveOnEntrySet.df2(itsLiveOnExitSet,
itsUseBeforeDefSet, itsNotDefSet);
}
/*
the type of an expression is relatively unknown. Cases we can be sure
about are -
Literals,
Arithmetic operations - always return a Number
*/
private static int findExpressionType(OptFunctionNode fn, Node n,
int[] varTypes)
{
switch (n.getType()) {
case Token.NUMBER :
return Optimizer.NumberType;
case Token.CALL :
case Token.NEW :
case Token.REF_CALL :
return Optimizer.AnyType;
case Token.GETELEM :
return Optimizer.AnyType;
case Token.GETVAR :
return varTypes[fn.getVarIndex(n)];
case Token.INC :
case Token.DEC :
case Token.DIV:
case Token.MOD:
case Token.BITOR:
case Token.BITXOR:
case Token.BITAND:
case Token.LSH:
case Token.RSH:
case Token.URSH:
case Token.SUB :
return Optimizer.NumberType;
case Token.ARRAYLIT:
case Token.OBJECTLIT:
return Optimizer.AnyType; // XXX: actually, we know it's not
// number, but no type yet for that
case Token.ADD : {
// if the lhs & rhs are known to be numbers, we can be sure that's
// the result, otherwise it could be a string.
Node child = n.getFirstChild();
int lType = findExpressionType(fn, child, varTypes);
int rType = findExpressionType(fn, child.getNext(), varTypes);
return lType | rType; // we're not distinguishing strings yet
}
}
Node child = n.getFirstChild();
if (child == null) {
return Optimizer.AnyType;
} else {
int result = Optimizer.NoType;
while (child != null) {
result |= findExpressionType(fn, child, varTypes);
child = child.getNext();
}
return result;
}
}
private static boolean findDefPoints(OptFunctionNode fn, Node n,
int[] varTypes)
{
boolean result = false;
Node child = n.getFirstChild();
switch (n.getType()) {
default :
while (child != null) {
result |= findDefPoints(fn, child, varTypes);
child = child.getNext();
}
break;
case Token.DEC :
case Token.INC :
if (child.getType() == Token.GETVAR) {
// theVar is a Number now
int i = fn.getVarIndex(child);
result |= assignType(varTypes, i, Optimizer.NumberType);
}
break;
case Token.SETPROP :
case Token.SETPROP_OP :
if (child.getType() == Token.GETVAR) {
int i = fn.getVarIndex(child);
assignType(varTypes, i, Optimizer.AnyType);
}
while (child != null) {
result |= findDefPoints(fn, child, varTypes);
child = child.getNext();
}
break;
case Token.SETVAR : {
Node rValue = child.getNext();
int theType = findExpressionType(fn, rValue, varTypes);
int i = fn.getVarIndex(n);
result |= assignType(varTypes, i, theType);
break;
}
}
return result;
}
private boolean doTypeFlow(OptFunctionNode fn, Node[] statementNodes,
int[] varTypes)
{
boolean changed = false;
for (int i = itsStartNodeIndex; i <= itsEndNodeIndex; i++) {
Node n = statementNodes[i];
if (n != null)
changed |= findDefPoints(fn, n, varTypes);
}
return changed;
}
private void printLiveOnEntrySet(OptFunctionNode fn)
{
if (DEBUG) {
for (int i = 0; i < fn.getVarCount(); i++) {
String name = fn.fnode.getParamOrVarName(i);
if (itsUseBeforeDefSet.test(i))
System.out.println(name + " is used before def'd");
if (itsNotDefSet.test(i))
System.out.println(name + " is not def'd");
if (itsLiveOnEntrySet.test(i))
System.out.println(name + " is live on entry");
if (itsLiveOnExitSet.test(i))
System.out.println(name + " is live on exit");
}
}
}
// all the Blocks that come immediately after this
private Block[] itsSuccessors;
// all the Blocks that come immediately before this
private Block[] itsPredecessors;
private int itsStartNodeIndex; // the Node at the start of the block
private int itsEndNodeIndex; // the Node at the end of the block
private int itsBlockID; // a unique index for each block
// reaching def bit sets -
private DataFlowBitSet itsLiveOnEntrySet;
private DataFlowBitSet itsLiveOnExitSet;
private DataFlowBitSet itsUseBeforeDefSet;
private DataFlowBitSet itsNotDefSet;
static final boolean DEBUG = false;
private static int debug_blockCount;
}
| 0 | 0.946204 | 1 | 0.946204 | game-dev | MEDIA | 0.585197 | game-dev | 0.967804 | 1 | 0.967804 |
orchain/go-ethereum | 24,883 | tests/testdata/src/GeneralStateTestsFiller/stBadOpcode/opcCFDiffPlacesFiller.yml |
# Created by tests/src/Templates/DiffPlaces/templateGen.js
#
# With the template code:
# // Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
# // kill the goat if we don't revert.
#
#
# verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
#
# // If we get here, kill the goat so we'll get an error
# mstore(0, hex"DEAD60A7")
#
#
# Expected result: 0x60A7
#
opcCFDiffPlaces:
_info:
comment: Ori Pomerantz qbzzt1@gmail.com
env:
currentCoinbase: 2adc25665018aa1fe0e6bc666dac8fc2697ff9ba
currentDifficulty: 0x20000
currentNumber: 1
currentTimestamp: 1000
currentGasLimit: 0x10000000000000
previousHash: 5e20a0453cecd065ea59c37ac63e079ee08998b6045136a8ce6635c7912ec0b6
currentBaseFee: 10
pre:
# It is not trivial to use the Yul compiler to get the
# binary code for the code we're checking, so we'll use EXTCODECOPY
# from this contract
000000000000000000000000000000000000C0DE:
balance: 1000000000000000000
code: |
:yul {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
// Here the result is is mload(0). We want to run it, but
// prefix it with a zero so we'll be safe from being considered
// an invalid program.
//
// If we use this as a contructor the result will be
// the code of the created contract, but we can live
// with that. We won't call it.
mstore(0x40, mload(0x00))
return(0x3F, 0x21)
}
nonce: 1
storage: {}
# When we create a contract and then call it, we don't want the
# zero prefix in the return value
000000000000000000000000000000000020C0DE:
balance: 1000000000000000000
code: |
:yul {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
// Here the result is is mload(0).
return(0x00, 0x20)
}
nonce: 1
storage: {}
# Code for a construct to create a contract with the template code
00000000000000000000000000000000C0DEC0DE:
balance: 1000000000000000000
code: |
:yul {
let addr := 0x20C0DE
let length := extcodesize(addr)
// Read the code from 0x20C0DE
extcodecopy(addr, 0, 0, length)
// Return this memory as the code for the contract
return(0, length)
}
nonce: 1
storage: {}
# Perform the action (directly or indirectly). Either way,
# store the result in sload(0).
cccccccccccccccccccccccccccccccccccccccc:
balance: 1000000000000000000
code: |
:yul {
let action := calldataload(4)
let res := 1 // If the result of a call is revert, revert here too
let addr := 1 // If the result of CREATE[2] is zero, it reverted
// For when we need code in our memory
let codeBuffer := 0x20
// When running the template in the constructor
let codeLength := extcodesize(0xC0DE)
// When running the template in the created code
let codeLength2 := extcodesize(0xC0DEC0DE)
// Goat should be overwritten
mstore(0, 0x60A7)
switch action
case 0 { // run the code snippet as normal code
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
}
// One level of call stack
case 0xF1 { // call a contract to run this code
res := call(gas(), 0xca11, 0, 0, 0, 0, 0x20) // call template code
}
case 0xF2 { // callcode a contract to run this code
res := callcode(gas(), 0xca11, 0, 0, 0, 0, 0x20)
}
case 0xF4 { // delegate call a contract to run this code
res := delegatecall(gas(), 0xca11, 0, 0, 0, 0x20)
}
case 0xFA { // static call a contract to run this code
res := staticcall(gas(), 0xca11, 0, 0, 0, 0x20)
}
// Two levels of call stack
case 0xF1F1 { // call, call
res := call(gas(), 0xca1100f1, 0, 0, 0, 0, 0x20)
}
case 0xF2F1 { // callcode, call
res := callcode(gas(), 0xca1100f1, 0, 0, 0, 0, 0x20)
}
case 0xF4F1 { // delegatecall, call
res := delegatecall(gas(), 0xca1100f1, 0, 0, 0, 0x20)
}
case 0xFAF1 { // staticcall, call
res := staticcall(gas(), 0xca1100f1, 0, 0, 0, 0x20)
}
case 0xF1F2 { // call, callcode
res := call(gas(), 0xca1100f2, 0, 0, 0, 0, 0x20)
}
case 0xF2F2 { // callcode, callcode
res := callcode(gas(), 0xca1100f2, 0, 0, 0, 0, 0x20)
}
case 0xF4F2 { // delegatecall, callcode
res := delegatecall(gas(), 0xca1100f2, 0, 0, 0, 0x20)
}
case 0xFAF2 { // staticcall, callcode
res := staticcall(gas(), 0xca1100f2, 0, 0, 0, 0x20)
}
case 0xF1F4 { // call, delegatecall
res := call(gas(), 0xca1100f4, 0, 0, 0, 0, 0x20)
}
case 0xF2F4 { // callcode, delegatecall
res := callcode(gas(), 0xca1100f4, 0, 0, 0, 0, 0x20)
}
case 0xF4F4 { // delegatecall, delegatecall
res := delegatecall(gas(), 0xca1100f4, 0, 0, 0, 0x20)
}
case 0xFAF4 { // staticcall, delegatecall
res := staticcall(gas(), 0xca1100f4, 0, 0, 0, 0x20)
}
case 0xF1FA { // call, staticcall
res := call(gas(), 0xca1100fa, 0, 0, 0, 0, 0x20)
}
case 0xF2FA { // callcode, staticcall
res := callcode(gas(), 0xca1100fa, 0, 0, 0, 0, 0x20)
}
case 0xF4FA { // delegatecall, staticcall
res := delegatecall(gas(), 0xca1100fa, 0, 0, 0, 0x20)
}
case 0xFAFA { // staticcall, staticcall
res := staticcall(gas(), 0xca1100fa, 0, 0, 0, 0x20)
}
case 0xFD { // Rerun the code after a REVERT
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
sstore(0, mload(0))
pop(call(gas(), 0x60BACC, 0, 0, 0, 0, 0))
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
// The two results should be equal
if iszero(eq(sload(0), mload(0))) {mstore(0, 0xBADBADBAD)}
}
case 0xFE { // Rerun the code after an out of gas
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
sstore(0, mload(0))
pop(call(25000, 0x60006, 0, 0, 0, 0, 0))
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
// The two results should be equal
if iszero(eq(sload(0), mload(0))) {mstore(0, 0xBADBADBAD)}
}
case 0xFF { // Rerun the code after a SELFDESTRUCT
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
sstore(0, mload(0))
pop(call(gas(), 0xDEADDEAD, 0, 0, 0, 0, 0))
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
// The two results should be equal
if iszero(eq(sload(0), mload(0))) {mstore(0, 0xBADBADBAD)}
}
case 0xF0 { // CREATE, run the code in the constructor
// Read the code from 0xC0DE and create a contract based on it
extcodecopy(0xC0DE, codeBuffer, 0, codeLength)
addr := create(1000000000000000000, codeBuffer, codeLength)
// Read the created contract, that is the result
// We start it from the second byte so the first byte of
// code will be STOP (0x00). Otherwise we might run into
// invalid program issues (because the result isn't a valid
// program
extcodecopy(addr, 0, 1, 0x20)
}
case 0xF5 { // CREATE2, run the code in the constructor
// Read the code from 0xC0DE and create a contract based on it
extcodecopy(0xC0DE, codeBuffer, 0, codeLength)
addr := create2(1000000000000000000, codeBuffer, codeLength, 0x5a17)
// Read the created contract, that is the result
// We start it from the second byte so the first byte of
// code will be STOP (0x00). Otherwise we might run into
// invalid program issues (because the result isn't a valid
// program
extcodecopy(addr, 0, 1, 0x20)
}
case 0xF0F1 { // CREATE, then CALL the created code for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
addr := create(1000000000000000000, codeBuffer, codeLength2)
// Call the contract
res := call(gas(), addr, 0, 0, 0, 0, 0x20)
}
case 0xF5F1 { // CREATE2, then CALL the created code for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
addr := create2(1000000000000000000, codeBuffer, codeLength2, 0x5a17)
// Call the contract
res := call(gas(), addr, 0, 0, 0, 0, 0x20)
}
case 0xF0F2 { // CREATE, then CALLCODE the created code
// for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
// Here we don't transfer cc..cc's ETH to the new contract
// because if we run SELFBALANCE it will run in the context
// of CC....CC and therefore return 0
addr := create(0, codeBuffer, codeLength2)
// Call the contract
res := callcode(gas(), addr, 0, 0, 0, 0, 0x20)
}
case 0xF5F2 { // CREATE2, then CALLCODE the created code for
// the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
// Here we don't transfer cc..cc's ETH to the new contract
// because if we run SELFBALANCE it will run in the context
// of CC....CC and therefore return 0
addr := create2(0, codeBuffer, codeLength2, 0x5a17)
// Call the contract
res := callcode(gas(), addr, 0, 0, 0, 0, 0x20)
}
case 0xF0F4 { // CREATE, then DELEGATECALL the created code
// for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
// Here we don't transfer cc..cc's ETH to the new contract
// because if we run SELFBALANCE it will run in the context
// of CC....CC and therefore return 0
addr := create(0, codeBuffer, codeLength2)
// Call the contract
res := delegatecall(gas(), addr, 0, 0, 0, 0x20)
}
case 0xF5F4 { // CREATE2, then DELEGATECALL the created code
// for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
// Here we don't transfer cc..cc's ETH to the new contract
// because if we run SELFBALANCE it will run in the context
// of CC....CC and therefore return 0
addr := create2(0, codeBuffer, codeLength2, 0x5a17)
// Call the contract
res := delegatecall(gas(), addr, 0, 0, 0, 0x20)
}
case 0xF0FA { // CREATE, then CALLSTATIC the created code
// for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
addr := create(1000000000000000000, codeBuffer, codeLength2)
// Call the contract
res := staticcall(gas(), addr, 0, 0, 0, 0x20)
}
case 0xF5FA { // CREATE2, then STATICCALL the created code
// for the result
// Read the code from 0xC0DEC0DE and create a
// contract based on it
extcodecopy(0xC0DEC0DE, codeBuffer, 0, codeLength2)
addr := create2(1000000000000000000, codeBuffer, codeLength2, 0x5a17)
// Call the contract
res := staticcall(gas(), addr, 0, 0, 0, 0x20)
}
// Recurse (= run backwards)
case 0x60BACCFA57 {
mstore(0, 1023)
res := call(gas(), 0x60BACCFA57, 0, 0, 0x20, 0, 0x20)
}
default { // Fail, we should never get here
mstore(0, 0xBAD0BAD0BAD0)
}
// If res is zero, that means a call failed, so fail too
if iszero(res) { revert(0,0x20) }
// If addr is zero, that means a create failed, so fail too
if iszero(addr) { revert(0,0x20) }
// Here the result is is mload(0), store it so
// the test can check it
sstore(0, mload(0))
}
nonce: 1
storage:
0: 0x60A7 # To be overwritten by the code snippet
# Called to perform the code snippet and return the result
000000000000000000000000000000000000ca11:
balance: '1000000000000000000'
code: |
:yul {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
return(0, 0x20) // return the result as our return value
}
nonce: 1
storage: {}
# Called to CALL the code (two level call stack)
00000000000000000000000000000000ca1100f1:
balance: '1000000000000000000'
code: |
:yul {
if iszero(call(gas(), 0xca11, 0, 0, 0, 0, 0x20))
{ revert(0,0x20) }
return(0, 0x20) // return the result as our return value
}
nonce: 1
storage: {}
# Called to CALLCODE the code (two level call stack)
00000000000000000000000000000000ca1100f2:
balance: '1000000000000000000'
code: |
:yul {
if iszero(callcode(gas(), 0xca11, 0, 0, 0, 0, 0x20))
{ revert(0,0x20) }
return(0, 0x20) // return the result as our return value
}
nonce: 1
storage: {}
# Called to DELEGATECALL the code (two level call stack)
00000000000000000000000000000000ca1100f4:
balance: '1000000000000000000'
code: |
:yul {
if iszero(delegatecall(gas(), 0xca11, 0, 0, 0, 0x20))
{ revert(0,0x20) }
return(0, 0x20) // return the result as our return value
}
nonce: 1
storage: {}
# Called to STATICCALL the code (two level call stack)
00000000000000000000000000000000ca1100fa:
balance: '1000000000000000000'
code: |
:yul {
if iszero(staticcall(gas(), 0xca11, 0, 0, 0, 0x20))
{ revert(0,0x20) }
return(0, 0x20) // return the result as our return value
}
nonce: 1
storage: {}
# Failures (to run the code after a failure, see it works)
# Out of gas
0000000000000000000000000000000000060006:
balance: '1000000000000000000'
code: |
:yul {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
sstore(0,mload(0))
invalid()
}
nonce: 1
storage:
0: 0x60A7 # If it changes, we have a problem
# REVERT
000000000000000000000000000000000060BACC:
balance: '1000000000000000000'
code: |
:yul {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
sstore(0,mload(0))
revert(0,0x20)
}
nonce: 1
storage:
0: 0x60A7 # If it changes, we have a problem
# SELFDESTRUCT
00000000000000000000000000000000DEADDEAD:
balance: '1000000000000000000'
code: |
:yul {
selfdestruct(0)
}
nonce: 1
storage: {}
# Recursively call until reaching the stack depth, then run the template
00000000000000000000000000000060BACCFA57:
balance: 1000000000000000000
code: |
:yul {
let depth := calldataload(0)
if eq(depth,0) {
// Run an invalid opcode (make sure it doesn't fail due to a stack underflow) and then
// kill the goat if we don't revert.
verbatim_9i_0o(hex"CF", 1, 2, 3, 4, 5, 6, 7, 8, 9)
// If we get here, kill the goat so we'll get an error
mstore(0, hex"DEAD60A7")
return(0, 0x20)
}
// Dig deeper
mstore(0, sub(depth,1))
// Call yourself with depth-1
if iszero(call(gas(), 0x60BACCFA57, 0, 0, 0x20, 0, 0x20)) {
// Propagate failure if we failed
revert(0, 0x20)
}
// Propagate success
return (0, 0x20)
}
nonce: 1
storage: {}
a94f5374fce5edbc8e2a8697c15331677e6ebf0b:
balance: 1000000000000000000000
code: '0x'
nonce: 1
storage: {}
transaction:
data:
# Run the code snippet normally
- :label normal :abi f(uint) 0x00
# Single level call stack
# CALL
- :label normal :abi f(uint) 0xf1
# CALLCODE
- :label normal :abi f(uint) 0xf2
# DELEGATECALL
- :abi f(uint) 0xf4
# STATICCALL
- :abi f(uint) 0xfa
# Two level call stack
# CALL CALL
- :abi f(uint) 0xf1f1
# CALLCODE CALL
- :abi f(uint) 0xf2f1
# DELEGATECALL CALL
- :abi f(uint) 0xf4f1
# STATICCALL CALL
- :abi f(uint) 0xfaf1
# CALL CALLCODE
- :abi f(uint) 0xf1f2
# CALLCODE CALLCODE
- :abi f(uint) 0xf2f2
# DELEGATECALL CALLCODE
- :abi f(uint) 0xf4f2
# STATICCALL CALLCODE
- :abi f(uint) 0xfaf2
# CALL DELEGATECALL
- :abi f(uint) 0xf1f4
# CALLCODE DELEGATECALL
- :abi f(uint) 0xf2f4
# DELEGATECALL DELEGATECALL
- :abi f(uint) 0xf4f4
# STATICCALL DELEGATECALL
- :abi f(uint) 0xfaf4
# CALL STATICCALL
- :abi f(uint) 0xf1fa
# CALLCODE STATICCALL
- :abi f(uint) 0xf2fa
# DELEGATECALL STATICCALL
- :abi f(uint) 0xf4fa
# STATICCALL STATICCALL
- :abi f(uint) 0xfafa
# Call after something fails
# REVERT
- :abi f(uint) 0xfd
# Out of gas
- :abi f(uint) 0xfe
# SELFDESTRUCT
- :abi f(uint) 0xff
# Combined with creation of contracts
# CREATE (run code in the constructor)
- :abi f(uint) 0xf0
# CREATE2 (run code in the constructor)
- :abi f(uint) 0xf5
# CREATE and then CALL
- :abi f(uint) 0xf0f1
# CREATE2 and then CALL
- :abi f(uint) 0xf5f1
# CREATE and then CALLCODE
- :abi f(uint) 0xf0f2
# CREATE2 and then CALLCODE
- :abi f(uint) 0xf5f2
# CREATE and then DELEGATECALL
- :abi f(uint) 0xf0f4
# CREATE2 and then DELEGATECALL
- :abi f(uint) 0xf5f4
# CREATE and then STATICCALL
- :abi f(uint) 0xf0fa
# CREATE2 and then STATICCALL
- :abi f(uint) 0xf5fa
# Recurse almost until the limit
- :abi f(uint) 0x60BACCFA57
gasLimit:
- 0x10000000000000
nonce: 1
to: cccccccccccccccccccccccccccccccccccccccc
value:
- 0
secretKey: "45a915e4d060149eb4365960e6a7a45f334393093061116b197e3240065ff2d8"
gasPrice: 2000
expect:
- indexes:
data: !!int -1
gas: !!int -1
value: !!int -1
network:
- '>=London'
result:
cccccccccccccccccccccccccccccccccccccccc:
storage:
# The result we expect
0x00: 0x60A7
000000000000000000000000000000000060BACC:
storage:
0x00: 0x60A7 # Anything that happens should be reverted out of
0000000000000000000000000000000000060006:
storage:
0x00: 0x60A7 # Anything that happens should be reverted out of
| 0 | 0.779719 | 1 | 0.779719 | game-dev | MEDIA | 0.777649 | game-dev | 0.752632 | 1 | 0.752632 |
RestedXP/RXPGuides | 3,805 | libs/AceGUI-3.0/widgets/AceGUIWidget-Icon.lua | --[[-----------------------------------------------------------------------------
Icon Widget
-------------------------------------------------------------------------------]]
local Type, Version = "Icon", 21
local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end
-- Lua APIs
local select, pairs, print = select, pairs, print
-- WoW APIs
local CreateFrame, UIParent = CreateFrame, UIParent
--[[-----------------------------------------------------------------------------
Scripts
-------------------------------------------------------------------------------]]
local function Control_OnEnter(frame)
frame.obj:Fire("OnEnter")
end
local function Control_OnLeave(frame)
frame.obj:Fire("OnLeave")
end
local function Button_OnClick(frame, button)
frame.obj:Fire("OnClick", button)
AceGUI:ClearFocus()
end
--[[-----------------------------------------------------------------------------
Methods
-------------------------------------------------------------------------------]]
local methods = {
["OnAcquire"] = function(self)
self:SetHeight(110)
self:SetWidth(110)
self:SetLabel()
self:SetImage(nil)
self:SetImageSize(64, 64)
self:SetDisabled(false)
end,
-- ["OnRelease"] = nil,
["SetLabel"] = function(self, text)
if text and text ~= "" then
self.label:Show()
self.label:SetText(text)
self:SetHeight(self.image:GetHeight() + 25)
else
self.label:Hide()
self:SetHeight(self.image:GetHeight() + 10)
end
end,
["SetImage"] = function(self, path, ...)
local image = self.image
image:SetTexture(path)
if image:GetTexture() then
local n = select("#", ...)
if n == 4 or n == 8 then
image:SetTexCoord(...)
else
image:SetTexCoord(0, 1, 0, 1)
end
end
end,
["SetImageSize"] = function(self, width, height)
self.image:SetWidth(width)
self.image:SetHeight(height)
--self.frame:SetWidth(width + 30)
if self.label:IsShown() then
self:SetHeight(height + 25)
else
self:SetHeight(height + 10)
end
end,
["SetDisabled"] = function(self, disabled)
self.disabled = disabled
if disabled then
self.frame:Disable()
self.label:SetTextColor(0.5, 0.5, 0.5)
self.image:SetVertexColor(0.5, 0.5, 0.5, 0.5)
else
self.frame:Enable()
self.label:SetTextColor(1, 1, 1)
self.image:SetVertexColor(1, 1, 1, 1)
end
end
}
--[[-----------------------------------------------------------------------------
Constructor
-------------------------------------------------------------------------------]]
local function Constructor()
local frame = CreateFrame("Button", nil, UIParent)
frame:Hide()
frame:EnableMouse(true)
frame:SetScript("OnEnter", Control_OnEnter)
frame:SetScript("OnLeave", Control_OnLeave)
frame:SetScript("OnClick", Button_OnClick)
local label = frame:CreateFontString(nil, "BACKGROUND", "GameFontHighlight")
label:SetPoint("BOTTOMLEFT")
label:SetPoint("BOTTOMRIGHT")
label:SetJustifyH("CENTER")
label:SetJustifyV("TOP")
label:SetHeight(18)
local image = frame:CreateTexture(nil, "BACKGROUND")
image:SetWidth(64)
image:SetHeight(64)
image:SetPoint("TOP", 0, -5)
local highlight = frame:CreateTexture(nil, "HIGHLIGHT")
highlight:SetAllPoints(image)
highlight:SetTexture(136580) -- Interface\\PaperDollInfoFrame\\UI-Character-Tab-Highlight
highlight:SetTexCoord(0, 1, 0.23, 0.77)
highlight:SetBlendMode("ADD")
local widget = {
label = label,
image = image,
frame = frame,
type = Type
}
for method, func in pairs(methods) do
widget[method] = func
end
widget.SetText = function(self, ...) print("AceGUI-3.0-Icon: SetText is deprecated! Use SetLabel instead!"); self:SetLabel(...) end
return AceGUI:RegisterAsWidget(widget)
end
AceGUI:RegisterWidgetType(Type, Constructor, Version)
| 0 | 0.869413 | 1 | 0.869413 | game-dev | MEDIA | 0.659066 | game-dev | 0.539792 | 1 | 0.539792 |
H4PM/Elywing | 2,220 | src/pocketmine/block/SignPost.php | <?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program 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.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
namespace pocketmine\block;
use pocketmine\item\Item;
use pocketmine\item\Tool;
use pocketmine\level\Level;
use pocketmine\Player;
use pocketmine\math\Vector3;
class SignPost extends Transparent{
protected $id = self::SIGN_POST;
public function __construct($meta = 0){
$this->meta = $meta;
}
public function getHardness(){
return 1;
}
public function isSolid(){
return false;
}
public function getName(){
return "Sign Post";
}
public function getBoundingBox(){
return null;
}
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null){
if($face !== 0){
$faces = [
2 => 2,
3 => 3,
4 => 4,
5 => 5,
];
if(!isset($faces[$face])){
$this->meta = floor((($player->yaw + 180) * 16 / 360) + 0.5) & 0x0F;
$this->getLevel()->setBlock($block, Block::get(Item::SIGN_POST, $this->meta), true);
return true;
}else{
$this->meta = $faces[$face];
$this->getLevel()->setBlock($block, Block::get(Item::WALL_SIGN, $this->meta), true);
return true;
}
}
return false;
}
public function onUpdate($type){
if($type === Level::BLOCK_UPDATE_NORMAL){
if($this->getSide(Vector3::SIDE_DOWN)->getId() === Block::AIR){
$this->getLevel()->useBreakOn($this);
return Level::BLOCK_UPDATE_NORMAL;
}
}
return false;
}
public function getDrops(Item $item) : array{
return [
[Item::SIGN, 0, 1],
];
}
public function getToolType(){
return Tool::TYPE_AXE;
}
}
| 0 | 0.984031 | 1 | 0.984031 | game-dev | MEDIA | 0.959636 | game-dev | 0.987598 | 1 | 0.987598 |
advent-of-craft/2024 | 2,487 | exercise/C#/day16/TaskAssignmentSystem/TaskAssignment.cs | namespace TaskAssignmentSystem
{
public class TaskAssignment(IEnumerable<Elf> elves)
{
public bool ReportTaskCompletion(int elfId)
{
var elf = elves.FirstOrDefault(e => e.Id == elfId);
if (elf != null)
{
TotalTasksCompleted++;
return true;
}
return false;
}
public int TotalTasksCompleted { get; private set; }
public Elf ElfWithHighestSkill()
=> elves.Aggregate((prev, current) => prev.SkillLevel > current.SkillLevel ? prev : current);
public Elf AssignTask(int taskSkillRequired)
=> elves.FirstOrDefault(elf => elf.SkillLevel >= taskSkillRequired + 1);
public void IncreaseSkillLevel(int elfId, int increment)
{
var elf = elves.FirstOrDefault(e => e.Id == elfId);
if (elf != null)
{
elf.SkillLevel += increment;
}
}
public void DecreaseSkillLevel(int elfId, int decrement)
{
var elf = elves.FirstOrDefault(e => e.Id == elfId);
if (elf != null && elf.SkillLevel - decrement > 0)
{
elf.SkillLevel -= decrement;
}
}
// Ignore this function and use AssignTask instead
public Elf AssignTaskBasedOnAvailability(int taskSkillRequired)
{
var availableElves = elves.Where(elf => elf.SkillLevel >= taskSkillRequired).ToList();
if (availableElves.Any())
{
var random = new Random();
return availableElves[random.Next(availableElves.Count)];
}
return null;
}
public bool ReassignTask(int fromElfId, int toElfId)
{
var fromElf = elves.FirstOrDefault(e => e.Id == fromElfId);
var toElf = elves.FirstOrDefault(e => e.Id == toElfId);
if (fromElf != null && toElf != null && fromElf.SkillLevel > toElf.SkillLevel)
{
toElf.SkillLevel = fromElf.SkillLevel;
return true;
}
return false;
}
public List<Elf> ElvesBySkillDescending() => elves.OrderByDescending(e => e.SkillLevel).ToList();
public void ResetAllSkillsToBaseline(int baseline)
{
foreach (var elf in elves)
{
elf.SkillLevel = baseline;
}
}
}
} | 0 | 0.799517 | 1 | 0.799517 | game-dev | MEDIA | 0.707133 | game-dev | 0.85745 | 1 | 0.85745 |
DigitalRune/DigitalRune | 2,345 | Samples/Samples/Shared GameObjects/GroundObject.cs | using DigitalRune.Game;
using DigitalRune.Geometry.Shapes;
using DigitalRune.Graphics.SceneGraph;
using DigitalRune.Mathematics.Algebra;
using DigitalRune.Physics;
using Microsoft.Practices.ServiceLocation;
using Microsoft.Xna.Framework.Content;
namespace Samples
{
// Loads a ground plane model and creates a static rigid body for the ground plane.
public class GroundObject : GameObject
{
private readonly IServiceLocator _services;
private ModelNode _modelNode;
private RigidBody _rigidBody;
public GroundObject(IServiceLocator services)
{
_services = services;
Name = "Ground";
}
// OnLoad() is called when the GameObject is added to the IGameObjectService.
protected override void OnLoad()
{
// Load model.
var contentManager = _services.GetInstance<ContentManager>();
_modelNode = contentManager.Load<ModelNode>("Ground/Ground").Clone();
_modelNode.ScaleLocal = new Vector3F(0.5f);
foreach (var node in _modelNode.GetSubtree())
{
// Disable the CastsShadows flag for ground meshes. No need to render
// this model into the shadow map. (This also avoids any shadow acne on
// the ground model.)
node.CastsShadows = false;
// If models will never move, set the IsStatic flag. This gives the engine
// more room for optimizations. Additionally, some effects, like certain
// decals, may only affect static geometry.
node.IsStatic = true;
}
// Add model node to scene graph.
var scene = _services.GetInstance<IScene>();
scene.Children.Add(_modelNode);
// Create rigid body.
_rigidBody = new RigidBody(new PlaneShape(Vector3F.UnitY, 0))
{
MotionType = MotionType.Static,
};
// Add rigid body to the physics simulation.
var simulation = _services.GetInstance<Simulation>();
simulation.RigidBodies.Add(_rigidBody);
}
// OnUnload() is called when the GameObject is removed from the IGameObjectService.
protected override void OnUnload()
{
// Remove model and rigid body.
_modelNode.Parent.Children.Remove(_modelNode);
_modelNode.Dispose(false);
_modelNode = null;
_rigidBody.Simulation.RigidBodies.Remove(_rigidBody);
_rigidBody = null;
}
}
}
| 0 | 0.503323 | 1 | 0.503323 | game-dev | MEDIA | 0.920034 | game-dev | 0.802385 | 1 | 0.802385 |
oot-pc-port/oot-pc-port | 1,164 | asm/non_matchings/overlays/actors/ovl_En_Xc/func_80B3ED88.s | glabel func_80B3ED88
/* 02BA8 80B3ED88 27BDFFE8 */ addiu $sp, $sp, 0xFFE8 ## $sp = FFFFFFE8
/* 02BAC 80B3ED8C AFBF0014 */ sw $ra, 0x0014($sp)
/* 02BB0 80B3ED90 AFA40018 */ sw $a0, 0x0018($sp)
/* 02BB4 80B3ED94 0C2CF12C */ jal func_80B3C4B0
/* 02BB8 80B3ED98 AFA5001C */ sw $a1, 0x001C($sp)
/* 02BBC 80B3ED9C 8FA40018 */ lw $a0, 0x0018($sp)
/* 02BC0 80B3EDA0 0C2CF11A */ jal func_80B3C468
/* 02BC4 80B3EDA4 8FA5001C */ lw $a1, 0x001C($sp)
/* 02BC8 80B3EDA8 0C2CF0C7 */ jal func_80B3C31C
/* 02BCC 80B3EDAC 8FA40018 */ lw $a0, 0x0018($sp)
/* 02BD0 80B3EDB0 8FA40018 */ lw $a0, 0x0018($sp)
/* 02BD4 80B3EDB4 0C2CFB24 */ jal func_80B3EC90
/* 02BD8 80B3EDB8 8FA5001C */ lw $a1, 0x001C($sp)
/* 02BDC 80B3EDBC 8FBF0014 */ lw $ra, 0x0014($sp)
/* 02BE0 80B3EDC0 27BD0018 */ addiu $sp, $sp, 0x0018 ## $sp = 00000000
/* 02BE4 80B3EDC4 03E00008 */ jr $ra
/* 02BE8 80B3EDC8 00000000 */ nop
| 0 | 0.639323 | 1 | 0.639323 | game-dev | MEDIA | 0.937677 | game-dev | 0.674241 | 1 | 0.674241 |
SpongePowered/SpongeForge | 9,367 | src/main/java/org/spongepowered/mod/mixin/core/world/WorldMixin_Forge.java | /*
* This file is part of Sponge, licensed under the MIT License (MIT).
*
* Copyright (c) SpongePowered <https://www.spongepowered.org>
* Copyright (c) contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package org.spongepowered.mod.mixin.core.world;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.profiler.Profiler;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.EnumSkyBlock;
import net.minecraft.world.World;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.WorldServer;
import net.minecraft.world.storage.ISaveHandler;
import net.minecraft.world.storage.MapStorage;
import net.minecraft.world.storage.WorldInfo;
import net.minecraftforge.common.DimensionManager;
import org.spongepowered.asm.mixin.Dynamic;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Group;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.ModifyArg;
import org.spongepowered.asm.mixin.injection.Redirect;
import org.spongepowered.asm.mixin.injection.Slice;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import org.spongepowered.common.SpongeImplHooks;
import org.spongepowered.common.bridge.world.WorldBridge;
import org.spongepowered.mod.bridge.world.WorldBridge_Forge;
import org.spongepowered.mod.event.CapturedSnapshotWrapperList;
import javax.annotation.Nullable;
// Use lower priority so it is applied before the changes in SpongeCommon
@Mixin(value = World.class, priority = 999)
public abstract class WorldMixin_Forge implements WorldBridge_Forge {
private WorldInfo forgeImpl$redirectWorldInfo;
@Shadow(remap = false) public java.util.ArrayList<net.minecraftforge.common.util.BlockSnapshot> capturedBlockSnapshots;
@Shadow @Final public WorldProvider provider;
@Shadow @Final public boolean isRemote;
@Shadow protected MapStorage mapStorage;
@Shadow public abstract boolean canSeeSky(BlockPos pos);
@Shadow public abstract IBlockState getBlockState(BlockPos pos);
@Shadow public abstract int getLightFor(EnumSkyBlock type, BlockPos pos);
@Shadow public abstract void updateComparatorOutputLevel(BlockPos pos, Block blockIn);
@Shadow public boolean isBlockModifiable(final EntityPlayer player, final BlockPos pos) { return false; } // Shadow
@Shadow protected WorldInfo worldInfo;
@Shadow public abstract long getTotalWorldTime();
/**
* @author gabizou - July 25th, 2016
* @reason Optimizes several blockstate lookups for getting raw light.
*
* @param pos The position to get the light for
* @param lightType The light type
* @return The raw light
*/
@Overwrite
private int getRawLight(final BlockPos pos, final EnumSkyBlock lightType) {
if (lightType == EnumSkyBlock.SKY && this.canSeeSky(pos)) {
return 15;
} else {
// Sponge Start - Optimize block light checks
final IBlockState blockState = this.getBlockState(pos);
final int blockLight = SpongeImplHooks.getChunkPosLight(blockState, (net.minecraft.world.World) (Object) this, pos);
int i = lightType == EnumSkyBlock.SKY ? 0 : blockLight; // Changed by forge to use the local variable
int j = SpongeImplHooks.getBlockLightOpacity(blockState, (net.minecraft.world.World) (Object) this, pos);
// Sponge End
if (j >= 15 && blockLight > 0) {
j = 1;
}
if (j < 1) {
j = 1;
}
if (j >= 15) {
return 0;
} else if (i >= 14) {
return i;
} else {
for (final EnumFacing enumfacing : EnumFacing.values()) {
final BlockPos blockpos = pos.offset(enumfacing);
final int k = this.getLightFor(lightType, blockpos) - j;
if (k > i) {
i = k;
}
if (i >= 14) {
return i;
}
}
return i;
}
}
}
@Redirect(method = "updateEntities",
at = @At(
value = "INVOKE",
// Forge adds the method change from isBlockLoaded(BlockPos) to isBlockLoaded(BlockPos,boolean)....
target = "Lnet/minecraft/world/World;isBlockLoaded(Lnet/minecraft/util/math/BlockPos;Z)Z"),
slice = @Slice(
from = @At(value = "INVOKE", target = "Lnet/minecraft/tileentity/TileEntity;isInvalid()Z", ordinal = 0),
to = @At(value = "INVOKE", target = "Lnet/minecraft/world/border/WorldBorder;contains(Lnet/minecraft/util/math/BlockPos;)Z")
)
)
private boolean forgeImpl$useTileActiveChunk(final World world, final BlockPos pos, final boolean allowEmpty) {
return true; // If we got to here, we already have the method `bridge$shouldTick()` passing
}
/**
* @author gabizou - March 1st, 2019 - 1.12.2
* @reason Forge adds the comparator output update to notify neighboring
* blocks, and when Sponge is performing block restores, this needs to be
* ignored when Sponge performs the restore. To be overridden in the mod
* equivalent to MixinWorldServer.
*
* @param world This world
* @param pos The position of the tile being removed
* @param blockIn The block type of the tile entity being removed
*/
@Redirect(method = "removeTileEntity", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/World;updateComparatorOutputLevel(Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/block/Block;)V"))
protected void forgeImpl$UseComparatorOutputLevel(final World world, final BlockPos pos, final Block blockIn, final BlockPos samePos) {
this.updateComparatorOutputLevel(pos, blockIn);
}
@Inject(method = "getWorldInfo", at = @At("HEAD"), cancellable = true)
private void forgeImpl$getRedirectedWorldInfoIfAvailable(final CallbackInfoReturnable<WorldInfo> cir) {
if (this.provider.getDimension() != 0 && this.forgeImpl$redirectWorldInfo != null) {
cir.setReturnValue(this.forgeImpl$redirectWorldInfo);
}
}
@Inject(method = "getMapStorage", at = @At("HEAD"), cancellable = true)
private void forgeImpl$getOverworldMapStorageInsteadOfMultiDimension(final CallbackInfoReturnable<MapStorage> cir)
{
// Forge only uses a single save handler so we need to always pass overworld's mapstorage here
if (!this.isRemote && (this.mapStorage == null || this.provider.getDimension() != 0)) {
final WorldServer overworld = DimensionManager.getWorld(0);
if (overworld != null) {
cir.setReturnValue(overworld.getMapStorage());
}
}
}
@Override
public void forgeBridge$setRedirectedWorldInfo(@Nullable final WorldInfo info) {
this.forgeImpl$redirectWorldInfo = info;
}
@Inject(method = "<init>", at = @At("RETURN"))
private void onIniitToSetForgeList(final ISaveHandler saveHandlerIn, final WorldInfo info, final WorldProvider providerIn,
final Profiler profilerIn, final boolean client, final CallbackInfo ci) {
if (!((WorldBridge) this).bridge$isFake()) {
this.capturedBlockSnapshots = new CapturedSnapshotWrapperList((World) (Object) this);
}
}
@ModifyArg(method = "updateWeatherBody", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/storage/WorldInfo;setRainTime(I)V"))
int vanillaImpl$updateRainTimeStart(final int newRainTime) {
return newRainTime;
}
@ModifyArg(method = "updateWeatherBody", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/storage/WorldInfo;setThunderTime(I)V"))
int vanillaImpl$updateThunderTimeStart(final int newThunderTime) {
return newThunderTime;
}
}
| 0 | 0.93566 | 1 | 0.93566 | game-dev | MEDIA | 0.998172 | game-dev | 0.979742 | 1 | 0.979742 |
Hiro420/GI_CBT1_Data | 2,524 | resources/lua/actor/quest/MQ382.lua | require('Actor/ActorCommon')
local questActorProxy = require('Actor/Quest/QuestActorProxy')
local Quest382 = class("Quest382", questActorProxy)
Quest382.defaultAlias = "Quest382"
local q382Cfg = require('Quest/Client/Q382ClientConfig')
local subIDs = q382Cfg.SubIDs
-- Generated
function Quest382:OnSubStartHandlerBuild()
self.subStartHandlers = {}
self.subStartHandlers["38201"] = self.OnSubStart38201
self.subStartHandlers["38202"] = self.OnSubStart38202
self.subStartHandlers["38203"] = self.OnSubStart38203
end
function Quest382:OnSubFinishHandlerBuild()
self.subFinishHandlers = {}
self.subFinishHandlers["38201"] = self.OnSubFinish38201
self.subFinishHandlers["38202"] = self.OnSubFinish38202
self.subFinishHandlers["38203"] = self.OnSubFinish38203
end
-- local param begin
-- local param end
-- local method begin
--@region sub start handlers
function Quest382:OnSubStart38201(quest)
print("38201 start:...")
-- local quest = actorMgr:GetActor(q382Cfg.ActorAlias)
-- if quest ~= nil then
-- quest:FinishQuest(false, nil)
-- end
actorMgr:CreateActorWithPos("Q382Trigger", "Actor/Gadget/Q382Trigger", 70900002, 0, sceneData:GetDummyPoint(3,"Q382DragonTill").pos, sceneData:GetDummyPoint(3,"Q382DragonTill").rot, true, false)
end
function Quest382:OnSubStart38202(quest)
print("38202 start:...")
self:CallDelay(20,self.DestroyMark)
end
function Quest382:OnSubStart38203(quest)
print("38203 start:...")
-- TODO: Do sth on sub quest 38202 start
local quest = actorMgr:GetActor(q382Cfg.ActorAlias)
if quest ~= nil then
quest:FinishQuest(false, nil)
end
end
--@endregion
--@region sub finish handlers
function Quest382:OnSubFinish38201(quest)
print("OnFinished 38201")
self:NarratorOnlyTask(q382Cfg.PaimonNarrator, nil, "Story")
self:EnterSceneLookCamera(sceneData:GetDummyPoint(3,"Q382DragonTillChest").pos, 4.5, 3, true)
-- globalActor:SpawnGadget(70900201, sceneData:GetDummyPoint(3,"Q382DragonTillChest").pos, sceneData:GetDummyPoint(3,"Q382DragonTillChest").rot, "Tearchest", 3)
end
function Quest382:OnSubFinish38202(quest)
print("OnFinished 38202")
self:UnSpawn("Tearchest")
-- self:NarratorOnlyTask(q382Cfg.StoryNarrator, nil, "Story")
end
function Quest382:DestroyMark()
self:UnSpawn("Tearchest")
end
function Quest382:OnSubFinish38203(quest)
print("OnFinished 38202")
end
--@endregion
function Quest382:Start()
end
function Quest382:OnDestroy()
end
return Quest382 | 0 | 0.745767 | 1 | 0.745767 | game-dev | MEDIA | 0.933198 | game-dev | 0.653868 | 1 | 0.653868 |
kwsch/pkNX | 7,371 | pkNX.WinForms/Subforms/PaldeaMap.cs | using System;
using System.Collections.Generic;
using pkNX.Game;
using pkNX.Structures;
using pkNX.Structures.FlatBuffers;
using pkNX.Structures.FlatBuffers.SV;
using pkNX.Structures.FlatBuffers.SV.Trinity;
namespace pkNX.WinForms.Subforms;
public class PaldeaMap
{
public readonly List<string>[] AreaNames = [[], [], []];
private readonly Dictionary<string, AreaDef9>[] Areas = [[], [], []];
public readonly Dictionary<string, HavokCollision.AABBTree>[] AreaCollisionTrees = [[], [], []];
public readonly Dictionary<string, BoxCollision9>[] AreaCollisionBoxes = [[], [], []];
private readonly IList<FieldMainArea>[] MainAreas = new IList<FieldMainArea>[3];
private readonly IList<FieldSubArea>[] SubAreas = new IList<FieldSubArea>[3];
private readonly IList<FieldInsideArea>[] InsideAreas = new IList<FieldInsideArea>[3];
private readonly IList<FieldDungeonArea>[] DungeonAreas = new IList<FieldDungeonArea>[3];
private readonly IList<FieldLocation>[] FieldLocations = new IList<FieldLocation>[3];
public PaldeaMap(GameManagerSV ROM)
{
MainAreas[0] = FlatBufferConverter.DeserializeFrom<FieldMainAreaArray>(ROM.GetPackedFile("world/data/field/area/field_main_area/field_main_area_array.bin")).Table;
SubAreas[0] = FlatBufferConverter.DeserializeFrom<FieldSubAreaArray>(ROM.GetPackedFile("world/data/field/area/field_sub_area/field_sub_area_array.bin")).Table;
InsideAreas[0] = FlatBufferConverter.DeserializeFrom<FieldInsideAreaArray>(ROM.GetPackedFile("world/data/field/area/field_inside_area/field_inside_area_array.bin")).Table;
DungeonAreas[0] = FlatBufferConverter.DeserializeFrom<FieldDungeonAreaArray>(ROM.GetPackedFile("world/data/field/area/field_dungeon_area/field_dungeon_area_array.bin")).Table;
FieldLocations[0] = FlatBufferConverter.DeserializeFrom<FieldLocationArray>(ROM.GetPackedFile("world/data/field/area/field_location/field_location_array.bin")).Table;
MainAreas[1] = FlatBufferConverter.DeserializeFrom<FieldMainAreaArray>(ROM.GetPackedFile("world/data/field/area_su1/field_main_area_su1/field_main_area_su1_array.bin")).Table;
SubAreas[1] = FlatBufferConverter.DeserializeFrom<FieldSubAreaArray>(ROM.GetPackedFile("world/data/field/area_su1/field_sub_area_su1/field_sub_area_su1_array.bin")).Table;
InsideAreas[1] = FlatBufferConverter.DeserializeFrom<FieldInsideAreaArray>(ROM.GetPackedFile("world/data/field/area_su1/field_inside_area_su1/field_inside_area_su1_array.bin")).Table;
DungeonAreas[1] = FlatBufferConverter.DeserializeFrom<FieldDungeonAreaArray>(ROM.GetPackedFile("world/data/field/area_su1/field_dungeon_area_su1/field_dungeon_area_su1_array.bin")).Table;
FieldLocations[1] = FlatBufferConverter.DeserializeFrom<FieldLocationArray>(ROM.GetPackedFile("world/data/field/area_su1/field_location_su1/field_location_su1_array.bin")).Table;
MainAreas[2] = FlatBufferConverter.DeserializeFrom<FieldMainAreaArray>(ROM.GetPackedFile("world/data/field/area_su2/field_main_area_su2/field_main_area_su2_array.bin")).Table;
SubAreas[2] = FlatBufferConverter.DeserializeFrom<FieldSubAreaArray>(ROM.GetPackedFile("world/data/field/area_su2/field_sub_area_su2/field_sub_area_su2_array.bin")).Table;
InsideAreas[2] = FlatBufferConverter.DeserializeFrom<FieldInsideAreaArray>(ROM.GetPackedFile("world/data/field/area_su2/field_inside_area_su2/field_inside_area_su2_array.bin")).Table;
DungeonAreas[2] = FlatBufferConverter.DeserializeFrom<FieldDungeonAreaArray>(ROM.GetPackedFile("world/data/field/area_su2/field_dungeon_area_su2/field_dungeon_area_su2_array.bin")).Table;
FieldLocations[2] = []; // FlatBufferConverter.DeserializeFrom<FieldLocationArray>(ROM.GetPackedFile("world/data/field/area_su2/field_location_su2/field_location_su2_array.bin")).Table;
LoadScenes(ROM);
}
private void LoadScenes(GameManagerSV ROM)
{
// Load default scenes
LoadScene(ROM, ROM.GetPackedFile("world/scene/parts/field/resident_event/resident_area_collision_/resident_area_collision_0.trscn"), 0);
// Load default scenes
LoadScene(ROM, ROM.GetPackedFile("world/scene/parts/field/main/field_1/field_main/resident_event/resident_area_collision_/resident_area_collision_0.trscn"), 1);
// Load default scenes
LoadScene(ROM, ROM.GetPackedFile("world/scene/parts/field/main/field_2/field_main/resident_event/resident_area_collision_/resident_area_collision_0.trscn"), 2);
}
private void LoadScene(GameManagerSV ROM, byte[] collisionFile, int index)
{
var area_collision = FlatBufferConverter.DeserializeFrom<TrinitySceneObjectTemplate>(collisionFile);
foreach (var obj in area_collision.Objects)
{
if (obj is not { Type: "trinity_SceneObject", SubObjects.Count: > 0 })
continue;
if (obj.SubObjects[0].Type != "trinity_CollisionComponent")
continue;
var sceneObject = FlatBufferConverter.DeserializeFrom<TrinitySceneObject>(obj.Data);
var trcData = obj.SubObjects[0].Data;
var trc = FlatBufferConverter.DeserializeFrom<TrinityComponent>(trcData);
var collisionComponent = trc.Component.CollisionComponent;
AreaNames[index].Add(sceneObject.ObjectName);
var areaInfo = FindAreaInfo(index, sceneObject.ObjectName);
var shape = collisionComponent.Shape;
if (shape.TryGet(out Box? box))
{
// Box collision, obj.ObjectPosition.Field_02 is pos, box.Field_01 is size of box
AreaCollisionBoxes[index][sceneObject.ObjectName] = new BoxCollision9
{
Position = sceneObject.ObjectPosition.Field02,
Size = box!.Field01,
};
}
if (shape.TryGet(out Havok? havok))
{
var havokData = ROM.GetPackedFile(havok!.TrcolFilePath);
AreaCollisionTrees[index][sceneObject.ObjectName] = HavokCollision.ParseAABBTree(havokData);
}
Areas[index][sceneObject.ObjectName] = new AreaDef9
{
SceneObject = sceneObject,
CollisionComponent = collisionComponent,
Info = areaInfo,
};
}
}
public AreaInfo FindAreaInfo(int index, string name)
{
foreach (var area in MainAreas[index])
{
if (area.Name == name)
return area.Info;
}
foreach (var area in SubAreas[index])
{
if (area.Name == name)
return area.Info;
}
foreach (var area in InsideAreas[index])
{
if (area.Name == name)
return area.Info;
}
foreach (var area in DungeonAreas[index])
{
if (area.Name == name)
return area.Info;
}
foreach (var area in FieldLocations[index])
{
if (area.Name == name)
return area.Info;
}
throw new ArgumentException($"Unknown area {name}");
}
}
public class AreaDef9
{
public required TrinitySceneObject SceneObject;
public required CollisionComponent CollisionComponent;
public required AreaInfo Info;
}
| 0 | 0.88635 | 1 | 0.88635 | game-dev | MEDIA | 0.872163 | game-dev | 0.984331 | 1 | 0.984331 |
M-Studio-M/2D-Controller | 21,512 | Library/PackageCache/com.unity.cinemachine@2.4.0/Editor/Utility/SaveDuringPlay.cs | using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace SaveDuringPlay
{
/// <summary>A collection of tools for finding objects</summary>
internal static class ObjectTreeUtil
{
/// <summary>
/// Get the full name of an object, travelling up the transform parents to the root.
/// </summary>
public static string GetFullName(GameObject current)
{
if (current == null)
return "";
if (current.transform.parent == null)
return "/" + current.name;
return GetFullName(current.transform.parent.gameObject) + "/" + current.name;
}
/// <summary>
/// Will find the named object, active or inactive, from the full path.
/// </summary>
public static GameObject FindObjectFromFullName(string fullName, GameObject[] roots)
{
if (fullName == null || fullName.Length == 0 || roots == null)
return null;
string[] path = fullName.Split('/');
if (path.Length < 2) // skip leading '/'
return null;
Transform root = null;
for (int i = 0; root == null && i < roots.Length; ++i)
if (roots[i].name == path[1])
root = roots[i].transform;
if (root == null)
return null;
for (int i = 2; i < path.Length; ++i) // skip root
{
bool found = false;
for (int c = 0; c < root.childCount; ++c)
{
Transform child = root.GetChild(c);
if (child.name == path[i])
{
found = true;
root = child;
break;
}
}
if (!found)
return null;
}
return root.gameObject;
}
/// <summary>Finds all the root objects in a scene, active or not</summary>
public static GameObject[] FindAllRootObjectsInScene()
{
return UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
}
/// <summary>
/// This finds all the behaviours in scene, active or inactive, excluding prefabs
/// </summary>
public static T[] FindAllBehavioursInScene<T>() where T : MonoBehaviour
{
List<T> objectsInScene = new List<T>();
foreach (T b in Resources.FindObjectsOfTypeAll<T>())
{
GameObject go = b.gameObject;
if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)
continue;
if (EditorUtility.IsPersistent(go.transform.root.gameObject))
continue;
objectsInScene.Add(b);
}
return objectsInScene.ToArray();
}
}
class GameObjectFieldScanner
{
/// <summary>
/// Called for each leaf field. Return value should be true if action was taken.
/// It will be propagated back to the caller.
/// </summary>
public OnLeafFieldDelegate OnLeafField;
public delegate bool OnLeafFieldDelegate(string fullName, Type type, ref object value);
/// <summary>
/// Called for each field node, if and only if OnLeafField() for it or one
/// of its leaves returned true.
/// </summary>
public OnFieldValueChangedDelegate OnFieldValueChanged;
public delegate bool OnFieldValueChangedDelegate(
string fullName, FieldInfo fieldInfo, object fieldOwner, object value);
/// <summary>
/// Called for each field, to test whether to proceed with scanning it. Return true to scan.
/// </summary>
public FilterFieldDelegate FilterField;
public delegate bool FilterFieldDelegate(string fullName, FieldInfo fieldInfo);
/// <summary>
/// Which fields will be scanned
/// </summary>
public BindingFlags bindingFlags = BindingFlags.Public | BindingFlags.Instance;
bool ScanFields(string fullName, Type type, ref object obj)
{
bool doneSomething = false;
// Check if it's a complex type
bool isLeaf = true;
if (obj != null
&& !typeof(Component).IsAssignableFrom(type)
&& !typeof(ScriptableObject).IsAssignableFrom(type)
&& !typeof(GameObject).IsAssignableFrom(type))
{
// Is it an array?
if (type.IsArray)
{
isLeaf = false;
Array array = obj as Array;
object arrayLength = array.Length;
if (OnLeafField != null && OnLeafField(
fullName + ".Length", arrayLength.GetType(), ref arrayLength))
{
Array newArray = Array.CreateInstance(
array.GetType().GetElementType(), Convert.ToInt32(arrayLength));
Array.Copy(array, 0, newArray, 0, Math.Min(array.Length, newArray.Length));
array = newArray;
doneSomething = true;
}
for (int i = 0; i < array.Length; ++i)
{
object element = array.GetValue(i);
if (ScanFields(fullName + "[" + i + "]", array.GetType().GetElementType(), ref element))
{
array.SetValue(element, i);
doneSomething = true;
}
}
if (doneSomething)
obj = array;
}
else
{
// Check if it's a complex type
FieldInfo[] fields = obj.GetType().GetFields(bindingFlags);
if (fields.Length > 0)
{
isLeaf = false;
for (int i = 0; i < fields.Length; ++i)
{
string name = fullName + "." + fields[i].Name;
if (FilterField == null || FilterField(name, fields[i]))
{
object fieldValue = fields[i].GetValue(obj);
if (ScanFields(name, fields[i].FieldType, ref fieldValue))
{
doneSomething = true;
if (OnFieldValueChanged != null)
OnFieldValueChanged(name, fields[i], obj, fieldValue);
}
}
}
}
}
}
// If it's a leaf field then call the leaf handler
if (isLeaf && OnLeafField != null)
if (OnLeafField(fullName, type, ref obj))
doneSomething = true;
return doneSomething;
}
public bool ScanFields(string fullName, MonoBehaviour b)
{
bool doneSomething = false;
FieldInfo[] fields = b.GetType().GetFields(bindingFlags);
if (fields.Length > 0)
{
for (int i = 0; i < fields.Length; ++i)
{
string name = fullName + "." + fields[i].Name;
if (FilterField == null || FilterField(name, fields[i]))
{
object fieldValue = fields[i].GetValue(b);
if (ScanFields(name, fields[i].FieldType, ref fieldValue))
doneSomething = true;
// If leaf action was taken, propagate it up to the parent node
if (doneSomething && OnFieldValueChanged != null)
OnFieldValueChanged(fullName, fields[i], b, fieldValue);
}
}
}
return doneSomething;
}
/// <summary>
/// Recursively scan the MonoBehaviours of a GameObject and its children.
/// For each leaf field found, call the OnFieldValue delegate.
/// </summary>
public bool ScanFields(GameObject go, string prefix = null)
{
bool doneSomething = false;
if (prefix == null)
prefix = "";
else if (prefix.Length > 0)
prefix += ".";
MonoBehaviour[] components = go.GetComponents<MonoBehaviour>();
for (int i = 0; i < components.Length; ++i)
{
MonoBehaviour c = components[i];
if (c != null && ScanFields(prefix + c.GetType().FullName + i, c))
doneSomething = true;
}
return doneSomething;
}
};
/// <summary>
/// Using reflection, this class scans a GameObject (and optionally its children)
/// and records all the field settings. This only works for "nice" field settings
/// within MonoBehaviours. Changes to the behaviour stack made between saving
/// and restoring will fool this class.
/// </summary>
class ObjectStateSaver
{
string mObjectFullPath;
Dictionary<string, string> mValues = new Dictionary<string, string>();
/// <summary>
/// Recursively collect all the field values in the MonoBehaviours
/// owned by this object and its descendants. The values are stored
/// in an internal dictionary.
/// </summary>
public void CollectFieldValues(GameObject go)
{
mObjectFullPath = ObjectTreeUtil.GetFullName(go);
GameObjectFieldScanner scanner = new GameObjectFieldScanner();
scanner.FilterField = FilterField;
scanner.OnLeafField = (string fullName, Type type, ref object value) =>
{
// Save the value in the dictionary
mValues[fullName] = StringFromLeafObject(value);
//Debug.Log(mObjectFullPath + "." + fullName + " = " + mValues[fullName]);
return false;
};
scanner.ScanFields(go);
}
public GameObject FindSavedGameObject(GameObject[] roots)
{
return ObjectTreeUtil.FindObjectFromFullName(mObjectFullPath, roots);
}
public string ObjetFullPath { get { return mObjectFullPath; } }
/// <summary>
/// Recursively scan the MonoBehaviours of a GameObject and its children.
/// For each field found, look up its value in the internal dictionary.
/// If it's present and its value in the dictionary differs from the actual
/// value in the game object, Set the GameObject's value using the value
/// recorded in the dictionary.
/// </summary>
public bool PutFieldValues(GameObject go, GameObject[] roots)
{
GameObjectFieldScanner scanner = new GameObjectFieldScanner();
scanner.FilterField = FilterField;
scanner.OnLeafField = (string fullName, Type type, ref object value) =>
{
// Lookup the value in the dictionary
string savedValue;
if (mValues.TryGetValue(fullName, out savedValue)
&& StringFromLeafObject(value) != savedValue)
{
//Debug.Log("Put " + mObjectFullPath + "." + fullName + " = " + mValues[fullName]);
value = LeafObjectFromString(type, mValues[fullName].Trim(), roots);
return true; // changed
}
return false;
};
scanner.OnFieldValueChanged = (fullName, fieldInfo, fieldOwner, value) =>
{
fieldInfo.SetValue(fieldOwner, value);
return true;
};
return scanner.ScanFields(go);
}
/// Ignore fields marked with the [NoSaveDuringPlay] attribute
bool FilterField(string fullName, FieldInfo fieldInfo)
{
var attrs = fieldInfo.GetCustomAttributes(false);
foreach (var attr in attrs)
if (attr.GetType().Name.Contains("NoSaveDuringPlay"))
return false;
return true;
}
/// <summary>
/// Parse a string to generate an object.
/// Only very limited primitive object types are supported.
/// Enums, Vectors and most other structures are automatically supported,
/// because the reflection system breaks them down into their primitive components.
/// You can add more support here, as needed.
/// </summary>
static object LeafObjectFromString(Type type, string value, GameObject[] roots)
{
if (type == typeof(Single))
return float.Parse(value);
if (type == typeof(Double))
return double.Parse(value);
if (type == typeof(Boolean))
return Boolean.Parse(value);
if (type == typeof(string))
return value;
if (type == typeof(Int32))
return Int32.Parse(value);
if (type == typeof(UInt32))
return UInt32.Parse(value);
if (typeof(Component).IsAssignableFrom(type))
{
// Try to find the named game object
GameObject go = ObjectTreeUtil.FindObjectFromFullName(value, roots);
return (go != null) ? go.GetComponent(type) : null;
}
if (typeof(GameObject).IsAssignableFrom(type))
{
// Try to find the named game object
return GameObject.Find(value);
}
if (typeof(ScriptableObject).IsAssignableFrom(type))
{
return AssetDatabase.LoadAssetAtPath(value, type);
}
return null;
}
static string StringFromLeafObject(object obj)
{
if (obj == null)
return string.Empty;
if (typeof(Component).IsAssignableFrom(obj.GetType()))
{
Component c = (Component)obj;
if (c == null) // Component overrides the == operator, so we have to check
return string.Empty;
return ObjectTreeUtil.GetFullName(c.gameObject);
}
if (typeof(GameObject).IsAssignableFrom(obj.GetType()))
{
GameObject go = (GameObject)obj;
if (go == null) // GameObject overrides the == operator, so we have to check
return string.Empty;
return ObjectTreeUtil.GetFullName(go);
}
if (typeof(ScriptableObject).IsAssignableFrom(obj.GetType()))
{
return AssetDatabase.GetAssetPath(obj as ScriptableObject);
}
return obj.ToString();
}
};
/// <summary>
/// For all registered object types, record their state when exiting Play Mode,
/// and restore that state to the objects in the scene. This is a very limited
/// implementation which has not been rigorously tested with many objects types.
/// It's quite possible that not everything will be saved.
///
/// This class is expected to become obsolete when Unity implements this functionality
/// in a more general way.
///
/// To use this class,
/// drop this script into your project, and add the [SaveDuringPlay] attribute to your class.
///
/// Note: if you want some specific field in your class NOT to be saved during play,
/// add a property attribute whose class name contains the string "NoSaveDuringPlay"
/// and the field will not be saved.
/// </summary>
[InitializeOnLoad]
public class SaveDuringPlay
{
public static string kEnabledKey = "SaveDuringPlay_Enabled";
public static bool Enabled
{
get { return EditorPrefs.GetBool(kEnabledKey, false); }
set
{
if (value != Enabled)
{
EditorPrefs.SetBool(kEnabledKey, value);
}
}
}
static SaveDuringPlay()
{
// Install our callbacks
#if UNITY_2017_2_OR_NEWER
EditorApplication.playModeStateChanged += OnPlayStateChanged;
#else
EditorApplication.update += OnEditorUpdate;
EditorApplication.playmodeStateChanged += OnPlayStateChanged;
#endif
}
#if UNITY_2017_2_OR_NEWER
static void OnPlayStateChanged(PlayModeStateChange pmsc)
{
if (Enabled)
{
// If exiting playmode, collect the state of all interesting objects
if (pmsc == PlayModeStateChange.ExitingPlayMode)
SaveAllInterestingStates();
else if (pmsc == PlayModeStateChange.EnteredEditMode && sSavedStates != null)
RestoreAllInterestingStates();
}
}
#else
static void OnPlayStateChanged()
{
// If exiting playmode, collect the state of all interesting objects
if (Enabled)
{
if (!EditorApplication.isPlayingOrWillChangePlaymode && EditorApplication.isPlaying)
SaveAllInterestingStates();
}
}
static float sWaitStartTime = 0;
static void OnEditorUpdate()
{
if (Enabled && sSavedStates != null && !Application.isPlaying)
{
// Wait a bit for things to settle before applying the saved state
const float WaitTime = 1f; // GML todo: is there a better way to do this?
float time = Time.realtimeSinceStartup;
if (sWaitStartTime == 0)
sWaitStartTime = time;
else if (time - sWaitStartTime > WaitTime)
{
RestoreAllInterestingStates();
sWaitStartTime = 0;
}
}
}
#endif
/// <summary>
/// If you need to get notified before state is collected for hotsave, this is the place
/// </summary>
public static OnHotSaveDelegate OnHotSave;
public delegate void OnHotSaveDelegate();
/// Collect all relevant objects, active or not
static Transform[] FindInterestingObjects()
{
List<Transform> objects = new List<Transform>();
MonoBehaviour[] everything = ObjectTreeUtil.FindAllBehavioursInScene<MonoBehaviour>();
foreach (var b in everything)
{
var attrs = b.GetType().GetCustomAttributes(true);
foreach (var attr in attrs)
{
if (attr.GetType().Name.Contains("SaveDuringPlay"))
{
//Debug.Log("Found " + ObjectTreeUtil.GetFullName(b.gameObject) + " for hot-save");
objects.Add(b.transform);
break;
}
}
}
return objects.ToArray();
}
static List<ObjectStateSaver> sSavedStates = null;
static GameObject sSaveStatesGameObject;
static void SaveAllInterestingStates()
{
//Debug.Log("Exiting play mode: Saving state for all interesting objects");
if (OnHotSave != null)
OnHotSave();
sSavedStates = new List<ObjectStateSaver>();
Transform[] objects = FindInterestingObjects();
foreach (Transform obj in objects)
{
ObjectStateSaver saver = new ObjectStateSaver();
saver.CollectFieldValues(obj.gameObject);
sSavedStates.Add(saver);
}
if (sSavedStates.Count == 0)
sSavedStates = null;
}
static void RestoreAllInterestingStates()
{
//Debug.Log("Updating state for all interesting objects");
bool dirty = false;
GameObject[] roots = ObjectTreeUtil.FindAllRootObjectsInScene();
foreach (ObjectStateSaver saver in sSavedStates)
{
GameObject go = saver.FindSavedGameObject(roots);
if (go != null)
{
Undo.RegisterFullObjectHierarchyUndo(go, "SaveDuringPlay");
if (saver.PutFieldValues(go, roots))
{
//Debug.Log("SaveDuringPlay: updated settings of " + saver.ObjetFullPath);
EditorUtility.SetDirty(go);
dirty = true;
}
}
}
if (dirty)
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
sSavedStates = null;
}
}
}
| 0 | 0.914921 | 1 | 0.914921 | game-dev | MEDIA | 0.743855 | game-dev | 0.984626 | 1 | 0.984626 |
DecentSoftware-eu/DecentHolograms | 2,570 | nms/nms-paper_v1_21_R6/src/main/java/eu/decentsoftware/holograms/nms/paper_v1_21_R6/HeadHologramRenderer.java | package eu.decentsoftware.holograms.nms.paper_v1_21_R6;
import eu.decentsoftware.holograms.nms.api.NmsHologramPartData;
import eu.decentsoftware.holograms.nms.api.renderer.NmsHeadHologramRenderer;
import eu.decentsoftware.holograms.shared.DecentPosition;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
class HeadHologramRenderer implements NmsHeadHologramRenderer {
private final int entityId;
private final boolean small;
HeadHologramRenderer(EntityIdGenerator entityIdGenerator) {
this(entityIdGenerator, false);
}
protected HeadHologramRenderer(EntityIdGenerator entityIdGenerator, boolean small) {
this.entityId = entityIdGenerator.getFreeEntityId();
this.small = small;
}
@Override
public void display(Player player, NmsHologramPartData<ItemStack> data) {
DecentPosition position = data.getPosition();
ItemStack content = data.getContent();
DecentPosition offsetPosition = offsetPosition(position);
EntityPacketsBuilder.create()
.withSpawnEntity(entityId, EntityType.ARMOR_STAND, offsetPosition)
.withEntityMetadata(entityId, EntityMetadataBuilder.create()
.withInvisible()
.withNoGravity()
.withArmorStandProperties(small, true)
.toWatchableObjects())
.withHelmet(entityId, content)
.sendTo(player);
}
@Override
public void updateContent(Player player, NmsHologramPartData<ItemStack> data) {
EntityPacketsBuilder.create()
.withHelmet(entityId, data.getContent())
.sendTo(player);
}
@Override
public void move(Player player, NmsHologramPartData<ItemStack> data) {
EntityPacketsBuilder.create()
.withTeleportEntity(entityId, offsetPosition(data.getPosition()))
.sendTo(player);
}
@Override
public void hide(Player player) {
EntityPacketsBuilder.create()
.withRemoveEntity(entityId)
.sendTo(player);
}
@Override
public double getHeight(NmsHologramPartData<ItemStack> data) {
return small ? 0.5d : 0.7d;
}
@Override
public int[] getEntityIds() {
return new int[]{entityId};
}
private DecentPosition offsetPosition(DecentPosition position) {
double offsetY = small ? 1.1875d : 2.0d;
return position.subtractY(offsetY);
}
}
| 0 | 0.813535 | 1 | 0.813535 | game-dev | MEDIA | 0.764523 | game-dev | 0.95095 | 1 | 0.95095 |
kisence-mian/UnityLockStepDemo | 3,651 | LockStepDemo/Client/Assets/Script/SyncFrameWork/ECS/ECSEvent.cs | using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public delegate void ECSEventHandle(EntityBase entity,params object[] objs);
public class ECSEvent
{
WorldBase m_world;
private Dictionary<string, ECSEventHandle> m_EventDict = new Dictionary<string, ECSEventHandle>();
//只在重计算和本地计算调用
private Dictionary<string, ECSEventHandle> m_certaintyEventDict = new Dictionary<string, ECSEventHandle>();
List<EventCache> m_eventCache = new List<EventCache>();
public ECSEvent(WorldBase world)
{
m_world = world;
}
public void AddListener(string key, ECSEventHandle handle,bool certainty = false)
{
if (!certainty)
{
if (m_EventDict.ContainsKey(key))
{
m_EventDict[key] += handle;
}
else
{
m_EventDict.Add(key, handle);
}
}
else
{
if (m_certaintyEventDict.ContainsKey(key))
{
m_certaintyEventDict[key] += handle;
}
else
{
m_certaintyEventDict.Add(key, handle);
}
}
}
public void RemoveListener(string key, ECSEventHandle handle, bool certainty = false)
{
if (!certainty)
{
if (m_EventDict.ContainsKey(key))
{
m_EventDict[key] -= handle;
}
}
else
{
if (m_certaintyEventDict.ContainsKey(key))
{
m_certaintyEventDict[key] -= handle;
}
}
}
public void DispatchEvent(string key, EntityBase entity, params object[] objs)
{
if (m_EventDict.ContainsKey(key))
{
try
{
m_EventDict[key](entity, objs);
}
catch(Exception e)
{
Debug.LogError("DispatchECSEvent " + e.ToString());
}
}
if (m_world.m_isCertainty)
{
if (m_certaintyEventDict.ContainsKey(key))
{
try
{
m_certaintyEventDict[key](entity, objs);
}
catch (Exception e)
{
Debug.LogError("DispatchECSEvent isCertainty " + e.ToString());
}
}
}
else
{
EventCache e = new EventCache();
e.frame = m_world.FrameCount;
e.eventKey = key;
e.entity = entity;
e.objs = objs;
m_eventCache.Add(e);
}
}
//这一帧之前的计算认为全部有效
public void DispatchCertainty(int frame)
{
for (int i = 0; i < m_eventCache.Count; i++)
{
EventCache e = m_eventCache[i];
if (e.frame <= frame)
{
if (m_certaintyEventDict.ContainsKey(e.eventKey))
{
m_certaintyEventDict[e.eventKey](e.entity, e.objs);
}
m_eventCache.RemoveAt(i);
i--;
}
}
}
//推倒重新计算
public void ClearCache(int frame)
{
for (int i = 0; i < m_eventCache.Count; i++)
{
EventCache e = m_eventCache[i];
if (e.frame <= frame)
{
m_eventCache.RemoveAt(i);
i--;
}
}
}
public struct EventCache
{
public int frame;
public string eventKey;
public EntityBase entity;
public object[] objs;
}
}
| 0 | 0.722314 | 1 | 0.722314 | game-dev | MEDIA | 0.591127 | game-dev | 0.850641 | 1 | 0.850641 |
localcc/PalworldModdingKit | 2,117 | Source/Pal/Public/PalMapObjectMasterData.h | #pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "EPalMapObjectMaterialSubType.h"
#include "EPalMapObjectMaterialType.h"
#include "PalMapObjectMasterData.generated.h"
class APalMapObject;
USTRUCT(BlueprintType)
struct PAL_API FPalMapObjectMasterData : public FTableRowBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName OverrideNameMsgID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName BlueprintClassName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<APalMapObject> BlueprintClassSoft;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EPalMapObjectMaterialType MaterialType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EPalMapObjectMaterialSubType MaterialSubType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bCollectionObject;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Hp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Defense;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bBelongToBaseCamp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 DistributeExpAroundPlayer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DeteriorationDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExtinguishBurnWorkAmount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShowHPGauge;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bInDevelop;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Editor_RowNameHash;
FPalMapObjectMasterData();
};
| 0 | 0.916153 | 1 | 0.916153 | game-dev | MEDIA | 0.896728 | game-dev | 0.539255 | 1 | 0.539255 |
Phobos-developers/Phobos | 5,392 | src/Ext/Bullet/Trajectories/ParabolaTrajectory.h | #pragma once
#include "PhobosTrajectory.h"
enum class ParabolaFireMode
{
Speed = 0,
Height = 1,
Angle = 2,
SpeedAndHeight = 3,
HeightAndAngle = 4,
SpeedAndAngle = 5,
};
class ParabolaTrajectoryType final : public PhobosTrajectoryType
{
public:
ParabolaTrajectoryType() : PhobosTrajectoryType()
, DetonationDistance { Leptons(102) }
, TargetSnapDistance { Leptons(128) }
, OpenFireMode { ParabolaFireMode::Speed }
, ThrowHeight { 600 }
, LaunchAngle { 30.0 }
, LeadTimeCalculate { false }
, DetonationAngle { -90.0 }
, DetonationHeight { -1 }
, BounceTimes { 0 }
, BounceOnWater { false }
, BounceDetonate { false }
, BounceAttenuation { 0.8 }
, BounceCoefficient { 0.8 }
, OffsetCoord { { 0, 0, 0 } }
, RotateCoord { 0 }
, MirrorCoord { true }
, UseDisperseBurst { false }
, AxisOfRotation { { 0, 0, 1 } }
{ }
virtual bool Load(PhobosStreamReader& Stm, bool RegisterForChange) override;
virtual bool Save(PhobosStreamWriter& Stm) const override;
virtual std::unique_ptr<PhobosTrajectory> CreateInstance() const override;
virtual void Read(CCINIClass* const pINI, const char* pSection) override;
virtual TrajectoryFlag Flag() const override { return TrajectoryFlag::Parabola; }
Valueable<Leptons> DetonationDistance;
Valueable<Leptons> TargetSnapDistance;
Valueable<ParabolaFireMode> OpenFireMode;
Valueable<int> ThrowHeight;
Valueable<double> LaunchAngle;
Valueable<bool> LeadTimeCalculate;
Valueable<double> DetonationAngle;
Valueable<int> DetonationHeight;
Valueable<int> BounceTimes;
Valueable<bool> BounceOnWater;
Valueable<bool> BounceDetonate;
Valueable<double> BounceAttenuation;
Valueable<double> BounceCoefficient;
Valueable<CoordStruct> OffsetCoord;
Valueable<double> RotateCoord;
Valueable<bool> MirrorCoord;
Valueable<bool> UseDisperseBurst;
Valueable<CoordStruct> AxisOfRotation;
private:
template <typename T>
void Serialize(T& Stm);
};
class ParabolaTrajectory final : public PhobosTrajectory
{
public:
ParabolaTrajectory(noinit_t) { }
ParabolaTrajectory(ParabolaTrajectoryType const* trajType) : Type { trajType }
, ThrowHeight { trajType->ThrowHeight > 0 ? trajType->ThrowHeight : 600 }
, BounceTimes { trajType->BounceTimes }
, OffsetCoord { trajType->OffsetCoord.Get() }
, UseDisperseBurst { trajType->UseDisperseBurst }
, ShouldDetonate { false }
, ShouldBounce { false }
, NeedExtraCheck { false }
, LastTargetCoord {}
, CurrentBurst { 0 }
, CountOfBurst { 0 }
, WaitOneFrame { 0 }
, LastVelocity {}
{ }
virtual bool Load(PhobosStreamReader& Stm, bool RegisterForChange) override;
virtual bool Save(PhobosStreamWriter& Stm) const override;
virtual TrajectoryFlag Flag() const override { return TrajectoryFlag::Parabola; }
virtual void OnUnlimbo(BulletClass* pBullet, CoordStruct* pCoord, BulletVelocity* pVelocity) override;
virtual bool OnAI(BulletClass* pBullet) override;
virtual void OnAIPreDetonate(BulletClass* pBullet) override;
virtual void OnAIVelocity(BulletClass* pBullet, BulletVelocity* pSpeed, BulletVelocity* pPosition) override;
virtual TrajectoryCheckReturnType OnAITargetCoordCheck(BulletClass* pBullet) override;
virtual TrajectoryCheckReturnType OnAITechnoCheck(BulletClass* pBullet, TechnoClass* pTechno) override;
const ParabolaTrajectoryType* Type;
int ThrowHeight;
int BounceTimes;
CoordStruct OffsetCoord;
bool UseDisperseBurst;
bool ShouldDetonate;
bool ShouldBounce;
bool NeedExtraCheck;
CoordStruct LastTargetCoord;
int CurrentBurst;
int CountOfBurst;
int WaitOneFrame;
BulletVelocity LastVelocity;
private:
template <typename T>
void Serialize(T& Stm);
void PrepareForOpenFire(BulletClass* pBullet);
bool BulletPrepareCheck(BulletClass* pBullet);
void CalculateBulletVelocityRightNow(BulletClass* pBullet, CoordStruct* pSourceCoords, double gravity);
void CalculateBulletVelocityLeadTime(BulletClass* pBullet, CoordStruct* pSourceCoords, double gravity);
void CheckIfNeedExtraCheck(BulletClass* pBullet);
double SearchVelocity(double horizontalDistance, int distanceCoordsZ, double radian, double gravity);
double CheckVelocityEquation(double horizontalDistance, int distanceCoordsZ, double velocity, double radian, double gravity);
double SolveFixedSpeedMeetTime(CoordStruct* pSourceCrd, CoordStruct* pTargetCrd, CoordStruct* pOffsetCrd, double horizontalSpeed);
double SearchFixedHeightMeetTime(CoordStruct* pSourceCrd, CoordStruct* pTargetCrd, CoordStruct* pOffsetCrd, double gravity);
double CheckFixedHeightEquation(CoordStruct* pSourceCrd, CoordStruct* pTargetCrd, CoordStruct* pOffsetCrd, double meetTime, double gravity);
double SearchFixedAngleMeetTime(CoordStruct* pSourceCrd, CoordStruct* pTargetCrd, CoordStruct* pOffsetCrd, double radian, double gravity);
double CheckFixedAngleEquation(CoordStruct* pSourceCrd, CoordStruct* pTargetCrd, CoordStruct* pOffsetCrd, double meetTime, double radian, double gravity);
bool CalculateBulletVelocityAfterBounce(BulletClass* pBullet, CellClass* pCell);
BulletVelocity GetGroundNormalVector(BulletClass* pBullet, CellClass* pCell);
bool CheckBulletHitCliff(short X, short Y, int bulletHeight, int lastCellHeight);
bool BulletDetonatePreCheck(BulletClass* pBullet);
bool BulletDetonateLastCheck(BulletClass* pBullet, CellClass* pCell, double gravity, bool bounce);
void BulletDetonateEffectuate(BulletClass* pBullet, double velocityMult);
};
| 0 | 0.803614 | 1 | 0.803614 | game-dev | MEDIA | 0.936813 | game-dev | 0.682812 | 1 | 0.682812 |
acidburn974/CorthezzWoWBot | 31,878 | BotTemplate/Helper/Ingame.cs | using System;
using BotTemplate.Interact;
using System.Windows.Forms;
using BotTemplate.Constants;
using BotTemplate.Engines;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using BotTemplate.Helper.SpellSystem;
namespace BotTemplate.Helper
{
internal static class Ingame
{
#region BG functions
internal static bool IsInQ()
{
string LuaStatement =
"test12 = GetBattlefieldTimeWaited(1)";
return (Calls.GetText(LuaStatement, "test12", 10) != "0");
}
internal static bool IsBgEnd()
{
string LuaStatement =
"test123 = GetBattlefieldWinner()";
return (Calls.GetText(LuaStatement, "test123", 10) == "");
}
internal static bool CanJoinBg()
{
string LuaStatement =
"test123 = GetBattlefieldPortExpiration(1)";
return (Calls.GetText(LuaStatement, "test123", 10) != "0");
}
internal static string ZoneText()
{
string LuaStatement = "tesko1 = GetRealZoneText()";
return Calls.GetText(LuaStatement, "tesko1", 30);
}
internal static void SignUp()
{
Calls.DoString("SelectGossipOption(1) JoinBattlefield(0)");
}
internal static bool IsBgFrameOpen()
{
string LuaStatement = "function IsOpen() if BattlefieldFrame:IsVisible() then return 'true' else return 'false' end end " +
"tesko1 = IsOpen();";
return (Calls.GetText(LuaStatement, "tesko1", 5).Trim() == "true");
}
internal static void CloseBgFrame()
{
Calls.DoString("BattlefieldFrame:Hide()");
}
internal static void AcceptPort()
{
Calls.DoString("AcceptBattlefieldPort(1, true)");
}
internal static void LeaveBg()
{
Calls.DoString("LeaveBattlefield()");
}
#endregion
#region misc
internal static void Follow(string name)
{
Calls.DoString("FollowByName('" + name + "');");
}
internal static void BackToLogin()
{
Calls.DoString("if GlueDialog:IsVisible() then GlueDialog:Hide(); end if RealmList:IsVisible() then RealmListCancelButton:Click(); end CharacterSelect_Exit();");
}
internal static bool IsDc()
{
try
{
if (ObjectManager.playerPtr == 0)
{
string LuaStatement =
"test123 = 0 if AccountLogin ~= nil or CharacterSelect ~= nil then test123 = 1 end";
return (Calls.GetText(LuaStatement, "test123", 10) != "0");
}
return false;
}
catch { return false; }
}
internal static int GetLatency()
{
string LuaStatement =
"_,_,drei = GetNetStats()";
return Int32.Parse(Calls.GetText(LuaStatement, "drei", 2));
}
#endregion
#region enchants
internal static bool IsMainHandEnchantApplied
{
get
{
string LuaStatement = "mainhand1 = GetWeaponEnchantInfo()";
return (Calls.GetText(LuaStatement, "mainhand1", 5) == "1");
}
}
internal static bool IsOffHandEnchantApplied
{
get
{
string LuaStatement = "_, _, _, offhand1 = GetWeaponEnchantInfo()";
return (Calls.GetText(LuaStatement, "offhand1", 5) == "1");
}
}
internal static void EnchantMainHand(string name)
{
if (!Ingame.IsMainHandEnchantApplied)
{
Ingame.UseItem(name);
Calls.DoString("PickupInventoryItem(16)");
}
}
internal static void EnchantOffHand(string name)
{
if (!Ingame.IsOffHandEnchantApplied)
{
Ingame.UseItem(name);
Calls.DoString("PickupInventoryItem(17)");
}
}
#endregion
#region Item Management
private static void SkipGossip()
{
string Statement = "arg = { GetGossipOptions() }; count = 1; typ = 2; while true do if arg[typ] ~= nil then if arg[typ] == 'vendor' then SelectGossipOption(count); break; else count = count + 1; typ = typ + 2; end else break end end";
Calls.DoString(Statement);
}
internal static bool IsVendorFrameOpen()
{
string LuaStatement = "troll1 = IsVendorOpen();";
return (Calls.GetText(LuaStatement, "troll1", 10).Trim() == "true");
}
internal static bool PopupVisible()
{
string LuaStatement = "troll1 = 'false' if StaticPopup1:IsVisible() then troll1 = 'true'; else troll1 = 'false' end";
return (Calls.GetText(LuaStatement, "troll1", 10).Trim() == "true");
}
internal static void SellAll()
{
Calls.DoString("for bag = 0,4,1 do for slot = 1, GetContainerNumSlots(bag), 1 do local name = GetContainerItemLink(bag,slot); if name then UseContainerItem(bag,slot) end end end");
}
internal static void SellAllButGlobal()
{
string part1 = "if MerchantRepairAllButton:IsVisible() then MerchantRepairAllButton:Click() end " +
"for bag = 0,4,1 do " +
"for slot = 1, GetContainerNumSlots(bag), 1 do " +
"link = GetContainerItemLink(bag,slot) " +
"if link then " +
"name = gsub(link,'^.*%[(.*)%].*$','%1') " +
"if '1' == '1' ";
string part2 = "";
part2 += " and string.find(name, 'Dragon Finger') == nil";
part2 += " and string.find(name, 'Glowstar') == nil";
string part3 =
" then " +
"UseContainerItem(bag,slot) " +
"end " +
"end " +
"end " +
"end ";
string execute = part1 + part2 + part3;
Calls.DoString(execute);
}
internal static void SellAllBut(string[] items)
{
string part1 = "if MerchantRepairAllButton:IsVisible() then MerchantRepairAllButton:Click() end " +
"for bag = 0,4,1 do " +
"for slot = 1, GetContainerNumSlots(bag), 1 do " +
"link = GetContainerItemLink(bag,slot) " +
"if link then " +
"name = gsub(link,'^.*%[(.*)%].*$','%1') " +
"if '1' == '1' ";
if (Data.keepGreen)
{
part1 = part1 + "and string.find(link, '1eff00') == nil ";
}
if (Data.keepBlue)
{
part1 = part1 + "and string.find(link, '0070dd') == nil ";
}
if (Data.keepPurple)
{
part1 = part1 + "and string.find(link, 'a335ee') == nil ";
}
string part2 = "";
foreach (string x in items)
{
part2 += " and string.find(name, '" + x.Trim() + "') == nil";
}
part2 += " and string.find(name, 'Dragon Finger') == nil";
part2 += " and string.find(name, 'Glowstar') == nil";
string part3 =
" then " +
"UseContainerItem(bag,slot) " +
"end " +
"end " +
"end " +
"end ";
string execute = part1 + part2 + part3;
Calls.DoString(execute);
}
private static int QueryBag(int bagnumber, string item)
{
int totalSlots = 0;
switch (bagnumber)
{
case 0:
totalSlots = 16;
break;
case 1:
totalSlots = ObjectManager.Bag1.TotalSlots;
break;
case 2:
totalSlots = ObjectManager.Bag2.TotalSlots;
break;
case 3:
totalSlots = ObjectManager.Bag3.TotalSlots;
break;
case 4:
totalSlots = ObjectManager.Bag4.TotalSlots;
break;
default:
totalSlots = 0;
break;
}
string LuaStatement = "itemcount1 = getItemsInBag(" + totalSlots + "," + bagnumber + ",'" + item + "');";
int tmpInt;
Int32.TryParse(Calls.GetText(LuaStatement, "itemcount1", 10), out tmpInt);
return tmpInt;
}
private static bool UseQueryBag(int bagnumber, string item)
{
int totalSlots = 0;
switch (bagnumber)
{
case 0:
totalSlots = 16;
break;
case 1:
totalSlots = ObjectManager.Bag1.TotalSlots;
break;
case 2:
totalSlots = ObjectManager.Bag2.TotalSlots;
break;
case 3:
totalSlots = ObjectManager.Bag3.TotalSlots;
break;
case 4:
totalSlots = ObjectManager.Bag4.TotalSlots;
break;
default:
totalSlots = 0;
break;
}
string LuaStatement = "tryhard = useItemInBag(" + totalSlots + "," + bagnumber + ",'" + item + "');";
return (Calls.GetText(LuaStatement, "tryhard", 5) == "1");
}
internal static void UseDrink()
{
if (!IsDrinking()) UseItem(Data.drinkName);
}
internal static void UseFood()
{
if (!IsEating()) UseItem(Data.foodName);
}
internal static void UseItem(string name)
{
for (int i = 0; i <= ObjectManager.TotalBags; i = i + 1)
{
bool con = UseQueryBag(i, name);
if (con == true)
{
break;
}
}
}
internal static int ItemCount(string name)
{
int itemCount = 0;
for (int i = 0; i <= ObjectManager.TotalBags; i = i + 1)
{
itemCount = itemCount + QueryBag(i, name);
}
return itemCount;
}
#endregion
#region tele
private static readonly object tele_Lock = new object();
internal static void TeleOverTarget()
{
lock (tele_Lock)
{
float x = ObjectManager.TargetObject.Pos.x;
float y = ObjectManager.TargetObject.Pos.y;
float z = ObjectManager.TargetObject.Pos.z + 100;
if (x != 0 && y != 0 && z != 0)
{
Tele(new Objects.Location(x, y, z), 60, false);
}
}
}
internal static void KillPlayer()
{
lock (tele_Lock)
{
Ingame.Tele(new Objects.Location(ObjectManager.PlayerObject.Pos.x, ObjectManager.PlayerObject.Pos.y, -10000f), 60, false);
}
}
internal static void hotKeyTele(Objects.Location TargetPos, float parSeconds)
{
lock (tele_Lock)
{
if (parSeconds > 0.25f) parSeconds = 0.25f;
Calls.StepTelePreview(TargetPos.x, TargetPos.y, TargetPos.z, parSeconds);
}
}
internal static void setCoords(Objects.Location TargetPos)
{
uint ptr = ObjectManager.playerPtr + 0x9B8;
BmWrapper.memory.WriteFloat(ptr, TargetPos.x);
BmWrapper.memory.WriteFloat(ptr + 4, TargetPos.y);
BmWrapper.memory.WriteFloat(ptr + 8, TargetPos.z);
}
internal static void TeleHb(Objects.Location TargetPos, float seconds, bool Preview)
{
lock (tele_Lock)
{
if (seconds > 0.25f) seconds = 0.25f;
uint ptr = ObjectManager.playerPtr;
if (ptr != 0)
{
float diff = ObjectManager.PlayerObject.Pos.differenceTo(TargetPos);
bool success = true;
if (diff > 2)
{
// 7 meter alle 1000 ms
float startX = ObjectManager.PlayerObject.Pos.x;
float startY = ObjectManager.PlayerObject.Pos.y;
float steps = (float)diff / (7f * seconds);
float stepRangeX = (TargetPos.x - startX) / steps;
float StepRangeY = (TargetPos.y - startY) / steps;
Calls.SetTeleStart(startX,
startY,
ObjectManager.PlayerObject.Pos.z);
Calls.StopRunning();
Calls.SetMovementFlags(0);
Thread.CurrentThread.Join(50);
for (int i = 0; i < steps - 1; i++)
{
startX = startX + stepRangeX;
startY = startY + StepRangeY;
if (Preview)
{
success = Calls.StepTelePreview(startX, startY, 10000, seconds);
}
else
{
success = Calls.StepTele(startX, startY, 10000, seconds, 0);
}
if (!success)
{
break;
}
}
}
if (success)
{
if (Preview)
{
success = Calls.StepTelePreview(TargetPos.x, TargetPos.y, TargetPos.z, seconds);
}
else
{
success = Calls.StepTele(TargetPos.x, TargetPos.y, TargetPos.z, seconds, 1);
}
}
}
}
}
internal static void Tele(Objects.Location TargetPos, float seconds, bool Preview)
{
lock (tele_Lock)
{
//uint xAddr = ObjectManager.playerPtr + 0x9B8;
//uint yAddr = ObjectManager.playerPtr + 0x9B8 + 0x4;
//uint zAddr = ObjectManager.playerPtr + 0x9B8 + 0x8;
//BmWrapper.memory.WriteFloat(xAddr, TargetPos.x);
//BmWrapper.memory.WriteFloat(yAddr, TargetPos.y);
//BmWrapper.memory.WriteFloat(zAddr, TargetPos.z);
if (seconds > 0.35f) seconds = 0.35f;
uint ptr = ObjectManager.playerPtr;
if (ptr != 0)
{
float diff = ObjectManager.PlayerObject.Pos.differenceTo(TargetPos);
bool success = true;
if (diff > 2)
{
// 7 meter alle 1000 ms
float startX = ObjectManager.PlayerObject.Pos.x;
float startY = ObjectManager.PlayerObject.Pos.y;
float steps = (float)diff / (7f * seconds);
float stepRangeX = (TargetPos.x - startX) / steps;
float StepRangeY = (TargetPos.y - startY) / steps;
Calls.SetTeleStart(startX,
startY,
ObjectManager.PlayerObject.Pos.z);
Calls.StopRunning();
Calls.SetMovementFlags(0);
Thread.CurrentThread.Join(50);
for (int i = 0; i < steps - 1; i++)
{
startX = startX + stepRangeX;
startY = startY + StepRangeY;
if (Preview)
{
success = Calls.StepTelePreview(startX, startY, 10000, seconds);
}
else
{
success = Calls.StepTele(startX, startY, 10000, seconds, 0);
}
if (!success)
{
break;
}
}
}
if (success)
{
if (Preview)
{
success = Calls.StepTelePreview(TargetPos.x, TargetPos.y, TargetPos.z, seconds);
}
else
{
success = Calls.StepTele(TargetPos.x, TargetPos.y, TargetPos.z, seconds, 1);
}
}
}
}
}
internal static void TeleNoZFake(Objects.Location TargetPos, float seconds, bool Preview)
{
lock (tele_Lock)
{
if (seconds > 0.25f) seconds = 0.25f;
uint ptr = ObjectManager.playerPtr;
if (ptr != 0)
{
float diff = ObjectManager.PlayerObject.Pos.differenceTo(TargetPos);
bool success = true;
if (diff > 2)
{
// 7 meter alle 1000 ms
float startX = ObjectManager.PlayerObject.Pos.x;
float startY = ObjectManager.PlayerObject.Pos.y;
float z = ObjectManager.PlayerObject.Pos.z;
float steps = (float)diff / (7f * seconds);
float stepRangeX = (TargetPos.x - startX) / steps;
float StepRangeY = (TargetPos.y - startY) / steps;
Calls.SetTeleStart(startX,
startY,
ObjectManager.PlayerObject.Pos.z);
Calls.StopRunning();
Calls.SetMovementFlags(0);
Thread.CurrentThread.Join(50);
for (int i = 0; i < steps - 1; i++)
{
startX = startX + stepRangeX;
startY = startY + StepRangeY;
if (Preview)
{
success = Calls.StepTelePreview(startX, startY, z, seconds);
}
else
{
success = Calls.StepTele(startX, startY, 10000, z, 0);
}
if (!success)
{
break;
}
}
}
if (success)
{
if (Preview)
{
success = Calls.StepTelePreview(TargetPos.x, TargetPos.y, TargetPos.z, seconds);
}
else
{
success = Calls.StepTele(TargetPos.x, TargetPos.y, TargetPos.z, seconds, 1);
}
}
}
}
}
#endregion
#region Movement
internal static void moveForward()
{
if (!Calls.MovementContainsFlag((uint)Offsets.movementFlags.Forward))
{
Calls.SetControlBit((uint)Offsets.controlBits.Back, 0);
Calls.SetControlBit((uint)Offsets.controlBits.Front, 1);
}
}
internal static void moveBackwards()
{
if (!Calls.MovementContainsFlag((uint)Offsets.movementFlags.Back))
{
Calls.SetControlBit((uint)Offsets.controlBits.Front, 0);
Calls.SetControlBit((uint)Offsets.controlBits.Back, 1);
}
}
internal static void Jump()
{
Calls.DoString("Jump();");
}
#endregion
#region Spells
internal static bool druidIsBear()
{
return GotBuff("Dire Bear Form") || GotBuff("Bear Form");
}
internal static bool druidIsCat()
{
return GotBuff("Cat Form");
}
private static StringBuilder writeToChain = new StringBuilder(castChain);
private static string castChain = "";
private static StringBuilder writeToPetChain = new StringBuilder(petCastChain);
private static string petCastChain = "";
internal static void Cast(string name, bool gotCastTime)
{
if (gotCastTime)
{
if (Calls.MovementIsOnly(0) || Calls.MovementIsOnly((uint)Offsets.movementFlags.Swimming))
{
if (IsSpellReady(name))
{
//Calls.DoString("CastSpellByName('" + name + "');");
writeToChain.Append("CastSpellByName('" + name + "');");
}
}
}
else
{
if (IsSpellReady(name))
{
//Calls.DoString("CastSpellByName('" + name + "');");
writeToChain.Append("CastSpellByName('" + name + "');");
}
}
}
internal static void CastWait(string name, int ms, bool gotCastTime)
{
if (!SpellManager.SpellContains(name))
{
if (gotCastTime)
{
if (Calls.MovementIsOnly(0) || Calls.MovementIsOnly((uint)Offsets.movementFlags.Swimming))
{
if (IsSpellReady(name))
{
Cast(name, gotCastTime);
SpellManager.Add(new Spell(name, ms));
}
}
}
else
{
if (IsSpellReady(name))
{
Cast(name, gotCastTime);
SpellManager.Add(new Spell(name, ms));
}
}
}
}
internal static void Stand()
{
Calls.DoString("DoEmote('stand')");
}
internal static void SwitchToStance(string name)
{
Calls.DoString("CastShapeshiftForm(returnStanceIndex('" + name + "'));");
}
internal static bool IsInStance(string name)
{
string LuaStatement = "_, _, active, _ = GetShapeshiftFormInfo(returnStanceIndex('" + name + "'))";
return (Calls.GetText(LuaStatement, "active", 1) == "1");
}
internal static string getSpellId(string name)
{
string LuaStatement = "finalresult = getSpellId('" + name + "');";
return Calls.GetText(LuaStatement, "finalresult", 6);
}
internal static void CastFinal()
{
if (!IsGCD())
{
if (ObjectManager.PlayerObject.isChanneling == 0 && !ObjectManager.IsCasting)
{
if (writeToChain.Length != 0)
{
Calls.DoString(writeToChain.ToString());
}
}
}
if (ObjectManager.playerClass == (uint)Offsets.classIds.Hunter || ObjectManager.playerClass == (uint)Offsets.classIds.Warlock)
{
if (!IsPetGCD())
{
if (writeToPetChain.Length != 0)
{
Calls.DoString(writeToPetChain.ToString());
}
}
}
writeToChain.Length = 0;
writeToPetChain.Length = 0;
}
internal static bool IsGCD()
{
return CooldownManager.Contains("GCD");
}
internal static bool IsPetGCD()
{
return PetCooldownManager.Contains("GCD");
}
internal static bool GotBuff(string name)
{
if (!BuffManager.Contains(name))
{
string LuaStatement = "finalresult = hasBuff('" + name + "');";
if (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true")
{
BuffManager.Add(name);
return true;
}
else
{
return false;
}
}
return true;
}
internal static bool GotDebuff(string name, string unit)
{
string LuaStatement = "finalresult = hasDebuff('" + name + "','" + unit + "');";
return (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true");
}
internal static void PlaceAutoAttackAndShoot()
{
string LuaStatement = "abc12 = getSpellId('Shoot') " +
"if abc12 ~= nil then " +
"PickupSpell(abc12, 'BOOKTYPE_SPELL') PlaceAction(23) ClearCursor() end";
Calls.DoString(LuaStatement);
}
internal static void Shoot()
{
string LuaStatement = "shoot()";
Calls.DoString(LuaStatement);
}
internal static void StopShoot()
{
string LuaStatement = "stopShoot()";
Calls.DoString(LuaStatement);
}
internal static int GetComboPoints()
{
return Convert.ToInt32(Calls.GetText("points = GetComboPoints('target')", "points", 1));
}
internal static void Attack()
{
if (!IsGCD())
{
Calls.OnRightClickUnit(ObjectManager.TargetObject.baseAdd, 0);
}
}
internal static bool IsTargetInCombat()
{
return (Calls.GetText("abc = UnitAffectingCombat('target')", "abc", 1) == "1");
}
internal static bool IsSpellReady(string name)
{
name = name.Replace("()", "");
if (!CooldownManager.Contains("GCD") && !CooldownManager.Contains(name))
{
string LuaStatement = "eins, zwei, drei = isSpellReady('" + name + "')";
string[] result = Calls.GetText(LuaStatement, new string[] { "eins", "zwei", "drei" }, 20);
if (result[0].Trim() == "0")
{
return true;
}
else
{
if (result[0] != "" && result[1] != "")
{
double timeStamp = Convert.ToDouble(result[0].Replace(".", ""));
double secCd = TimeSpan.FromSeconds(Convert.ToDouble(result[1].Replace(".", ","))).TotalMilliseconds;
if (result[2] == "1")
{
if (secCd == 1500)
{
CooldownManager.Add("GCD", timeStamp + secCd);
}
CooldownManager.Add(name, timeStamp + secCd);
}
}
}
}
return false;
}
internal static bool GotTextureAsBuff(string tex)
{
string LuaStatement = "finalresult = hasBuffWithTexture('" + tex + "', 'player');";
return (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true");
}
internal static bool GotTextureAsDebuff(string tex)
{
string LuaStatement = "finalresult = hasDebuffWithTexture('" + tex + "', 'player');";
return (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true");
}
internal static bool IsEating()
{
string eat = @"Interface\\Icons\\INV_Misc_Fork&Knife";
return GotTextureAsBuff(eat);
}
internal static bool IsPartyEatingOrDrinking()
{
try
{
return Convert.ToBoolean(Calls.GetText("maxo = isGroupResting()", "maxo", 5));
}
catch
{
return false;
}
}
internal static bool IsDrinking()
{
string drink = @"Interface\\Icons\\INV_Drink_07";
return GotTextureAsBuff(drink);
}
#endregion
#region Pet stuff
internal static void PetFollow()
{
Calls.DoString("PetFollow()");
}
internal static bool PetGotTextureAsDebuff(string tex)
{
string LuaStatement = "finalresult = hasDebuffWithTexture('" + tex + "', 'pet');";
return (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true");
}
internal static bool PetGotTextureAsBuff(string tex)
{
string LuaStatement = "finalresult = hasBuffWithTexture('" + tex + "', 'pet');";
return (Calls.GetText(LuaStatement, "finalresult", 5).Trim() == "true");
}
internal static void CastPetSpell(string name)
{
if (PetIsSpellReady(name))
{
writeToPetChain.Append("castPetSpell('" + name + "');");
}
}
internal static void DismissPet()
{
Calls.DoString("PetDismiss()");
}
internal static bool GotPet()
{
return (ObjectManager.PetObject.guid != 0);
}
internal static void PetAttack()
{
writeToChain.Append("PetAttack()");
}
internal static bool PetIsSpellReady(string name)
{
name = name.Replace("()", "");
if (!PetCooldownManager.Contains("GCD") && !PetCooldownManager.Contains(name))
{
string LuaStatement = "eins, zwei = gotPetSpellCd('" + name + "')";
string[] result = Calls.GetText(LuaStatement, new string[] { "eins", "zwei" }, 20);
if (result[0].Trim() == "0")
{
return true;
}
else
{
if (result[0] != "" && result[1] != "")
{
double timeStamp = Convert.ToDouble(result[0].Replace(".", ""));
double secCd = TimeSpan.FromSeconds(Convert.ToDouble(result[1].Replace(".", ","))).TotalMilliseconds;
if (secCd == 1500)
{
PetCooldownManager.Add("GCD", timeStamp + secCd);
}
PetCooldownManager.Add(name, timeStamp + secCd);
}
}
}
return false;
}
#endregion
}
}
| 0 | 0.904768 | 1 | 0.904768 | game-dev | MEDIA | 0.8912 | game-dev | 0.954509 | 1 | 0.954509 |
CloudburstMC/Cloudburst | 3,841 | server/src/main/java/org/cloudburstmc/server/blockentity/LecternBlockEntity.java | package org.cloudburstmc.server.blockentity;
import org.checkerframework.checker.nullness.qual.Nullable;
import org.cloudburstmc.api.block.BlockTypes;
import org.cloudburstmc.api.blockentity.BlockEntityType;
import org.cloudburstmc.api.blockentity.Lectern;
import org.cloudburstmc.api.item.ItemKeys;
import org.cloudburstmc.api.item.ItemStack;
import org.cloudburstmc.api.item.ItemTypes;
import org.cloudburstmc.api.level.chunk.Chunk;
import org.cloudburstmc.math.GenericMath;
import org.cloudburstmc.math.vector.Vector3i;
import org.cloudburstmc.nbt.NbtMap;
import org.cloudburstmc.nbt.NbtMapBuilder;
import org.cloudburstmc.server.item.ItemUtils;
import javax.annotation.Nonnegative;
public class LecternBlockEntity extends BaseBlockEntity implements Lectern {
private static final String TAG_HAS_BOOK = "hasBook";
private static final String TAG_BOOK = "book";
private static final String TAG_PAGE = "page";
private static final String TAG_TOTAL_PAGES = "totalPages";
private ItemStack book;
private int page;
private int totalPages;
public LecternBlockEntity(BlockEntityType<?> type, Chunk chunk, Vector3i position) {
super(type, chunk, position);
}
@Override
public boolean isValid() {
return getBlockState().getType() == BlockTypes.LECTERN;
}
@Override
protected void init() {
updateTotalPages(false);
}
@Override
public void loadAdditionalData(NbtMap tag) {
super.loadAdditionalData(tag);
if (tag.getBoolean(TAG_HAS_BOOK)) {
this.book = ItemUtils.deserializeItem(tag.getCompound(TAG_BOOK));
this.page = tag.getInt(TAG_PAGE);
this.totalPages = tag.getInt(TAG_TOTAL_PAGES);
}
}
@Override
public void saveAdditionalData(NbtMapBuilder tag) {
super.saveAdditionalData(tag);
if (this.book != null) {
tag.putBoolean(TAG_HAS_BOOK, true);
tag.putCompound(TAG_BOOK, ItemUtils.serializeItem(this.book));
tag.putInt(TAG_PAGE, this.page);
tag.putInt(TAG_TOTAL_PAGES, this.totalPages);
}
}
@Override
public void onBreak() {
if (this.book != null) {
this.getLevel().dropItem(this.getPosition(), book);
}
}
public boolean hasBook() {
return this.book != null;
}
@Nullable
public ItemStack getBook() {
return book;
}
public void setBook(ItemStack item) {
if (item != null && (item.getType() == ItemTypes.WRITTEN_BOOK || item.getType() == ItemTypes.WRITABLE_BOOK)) {
this.book = item;
} else {
this.book = null;
}
updateTotalPages(true);
}
public int getLeftPage() {
return (getPage() * 2) + 1;
}
public void setLeftPage(int newLeftPage) {
setPage((newLeftPage - 1) / 2);
}
public int getRightPage() {
return getLeftPage() + 1;
}
public void setRightPage(int newRightPage) {
setLeftPage(newRightPage - 1);
}
@Override
public int getPage() {
return this.page;
}
@Override
public void setPage(@Nonnegative int page) {
this.page = GenericMath.clamp(page, 0, this.totalPages);
this.getLevel().updateAround(this.getPosition());
}
@Override
public int getTotalPages() {
return totalPages;
}
private void updateTotalPages(boolean updateRedstone) {
if (hasBook()) {
this.totalPages = this.book.get(ItemKeys.BOOK_DATA).getPages().size();
} else {
this.totalPages = 0;
}
if (updateRedstone) {
this.getLevel().updateAroundRedstone(this.getPosition(), null);
}
}
@Override
public boolean isSpawnable() {
return true;
}
}
| 0 | 0.83995 | 1 | 0.83995 | game-dev | MEDIA | 0.625215 | game-dev | 0.819249 | 1 | 0.819249 |
CardboardPowered/cardboard | 25,870 | src/main/java/org/cardboardpowered/mixin/MixinPlayerManager.java | /**
* CardboardPowered - Bukkit/Spigot for Fabric
* Copyright (C) CardboardPowered.org and contributors
*
* 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
* Lesser 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
package org.cardboardpowered.mixin;
//<<<<<<< HEAD
import com.google.common.collect.Lists;
import org.bukkit.craftbukkit.event.CraftEventFactory;
import org.cardboardpowered.interfaces.IMixinPlayNetworkHandler;
import org.cardboardpowered.interfaces.IMixinPlayerManager;
import org.cardboardpowered.interfaces.IMixinServerEntityPlayer;
import org.cardboardpowered.interfaces.IMixinServerLoginNetworkHandler;
import org.cardboardpowered.interfaces.IMixinWorld;
import com.mojang.authlib.GameProfile;
import me.isaiah.common.ICommonMod;
import me.isaiah.common.cmixin.IMixinMinecraftServer;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.network.ClientConnection;
import net.minecraft.network.encryption.PlayerPublicKey;
import net.minecraft.network.packet.c2s.common.SyncedClientOptions;
import net.minecraft.registry.tag.BlockTags;
import net.minecraft.scoreboard.ServerScoreboard;
import net.minecraft.server.BannedIpEntry;
import net.minecraft.server.PlayerManager;
import net.minecraft.server.network.ConnectedClientData;
import net.minecraft.server.network.ServerLoginNetworkHandler;
import net.minecraft.server.network.ServerPlayerEntity;
import net.minecraft.server.network.ServerPlayerEntity.RespawnPos;
import net.minecraft.server.world.ServerWorld;
import net.minecraft.text.MutableText;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.math.Vec3i;
import net.minecraft.world.World;
//=======
import java.net.SocketAddress;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.UUID;
import java.util.concurrent.atomic.AtomicBoolean;
import org.bukkit.Bukkit;
//>>>>>>> upstream/ver/1.20
import org.bukkit.Location;
import org.bukkit.craftbukkit.CraftServer;
import org.bukkit.craftbukkit.util.CraftChatMessage;
import org.bukkit.craftbukkit.util.CraftLocation;
import org.bukkit.entity.Player;
import org.bukkit.event.player.PlayerChangedWorldEvent;
import org.bukkit.event.player.PlayerJoinEvent;
import org.bukkit.event.player.PlayerLoginEvent;
import org.bukkit.event.player.PlayerQuitEvent;
import org.bukkit.event.player.PlayerRespawnEvent;
import org.bukkit.event.player.PlayerRespawnEvent.RespawnFlag;
import org.cardboardpowered.impl.entity.CraftPlayer;
import org.cardboardpowered.impl.world.CraftWorld;
import org.jetbrains.annotations.NotNull;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.Redirect;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import java.util.function.Function;
import net.minecraft.entity.Entity;
import net.minecraft.entity.Entity.RemovalReason;
import net.minecraft.entity.effect.StatusEffectInstance;
import net.minecraft.server.MinecraftServer;
import net.minecraft.sound.SoundCategory;
import net.minecraft.sound.SoundEvents;
import net.minecraft.world.WorldProperties;
import net.minecraft.network.packet.s2c.play.*;
//>>>>>>> upstream/ver/1.20
@Mixin(PlayerManager.class)
public abstract class MixinPlayerManager implements IMixinPlayerManager {
@Shadow
public List<ServerPlayerEntity> players;
@Shadow private MinecraftServer server;
@Shadow
public void sendCommandTree(ServerPlayerEntity player) {}
@Shadow
public void sendWorldInfo(ServerPlayerEntity player, ServerWorld world) {}
@Shadow
public void savePlayerData(ServerPlayerEntity player) {}
@Shadow
public void sendPlayerStatus(ServerPlayerEntity player) {}
@Shadow
public Map<UUID, ServerPlayerEntity> playerMap;
@Override
public ServerPlayerEntity moveToWorld(ServerPlayerEntity player, ServerWorld worldserver, boolean flag, Location location, boolean avoidSuffocation) {
boolean flag2 = false;
BlockPos blockposition = player.getSpawnPointPosition();
float f = player.getSpawnAngle();
boolean flag1 = player.isSpawnForced();
if (location == null) {
boolean isBedSpawn = false;
ServerWorld worldserver1 = CraftServer.server.getWorld(player.getSpawnPointDimension());
if (worldserver1 != null) {
Optional<?> optional;
if (blockposition != null)
optional = ServerPlayerEntity.findRespawnPosition(worldserver1, blockposition, f, flag1, flag).map(RespawnPos::pos);
else optional = Optional.empty();
if (optional.isPresent()) {
BlockState iblockdata = worldserver1.getBlockState(blockposition);
boolean flag3 = iblockdata.isOf(Blocks.RESPAWN_ANCHOR);
Vec3d vec3d = (Vec3d) optional.get();
float f1;
if (!iblockdata.isIn(BlockTags.BEDS) && !flag3) {
f1 = f;
} else {
Vec3d vec3d1 = Vec3d.ofBottomCenter((Vec3i) blockposition).subtract(vec3d).normalize();
f1 = (float) MathHelper.wrapDegrees(MathHelper.atan2(vec3d1.z, vec3d1.x) * 57.2957763671875D - 90.0D);
}
player.refreshPositionAndAngles(vec3d.x, vec3d.y, vec3d.z, f1, 0.0F);
player.setSpawnPoint(worldserver1.getRegistryKey(), blockposition, f, flag1, false);
flag2 = !flag && flag3;
isBedSpawn = true;
location = new Location(((IMixinWorld)worldserver1).getCraftWorld(), vec3d.x, vec3d.y, vec3d.z);
} else if (blockposition != null)
player.networkHandler.sendPacket(new GameStateChangeS2CPacket(GameStateChangeS2CPacket.NO_RESPAWN_BLOCK, 0.0F));
}
if (location == null) {
worldserver1 = CraftServer.server.getWorld(World.OVERWORLD);
blockposition = player.getSpawnPointPosition();
location = new Location(((IMixinWorld)worldserver1).getCraftWorld(), (double) ((float) blockposition.getX() + 0.5F), (double) ((float) blockposition.getY() + 0.1F), (double) ((float) blockposition.getZ() + 0.5F));
}
Player respawnPlayer = CraftServer.INSTANCE.getPlayer(player);
PlayerRespawnEvent respawnEvent = new PlayerRespawnEvent(respawnPlayer, location, isBedSpawn && !flag2, flag2);
CraftServer.INSTANCE.getPluginManager().callEvent(respawnEvent);
if (player.isDisconnected()) return player;
location = respawnEvent.getRespawnLocation();
} else location.setWorld(((IMixinWorld)worldserver).getCraftWorld());
ServerWorld worldserver1 = ((CraftWorld) location.getWorld()).getHandle();
World fromWorld = player.getWorld();
// TODO: 1.21.4: Check this
player.teleport(worldserver1, location.getX(), location.getY(), location.getZ(), null, 0, 0, false);
if (fromWorld != ((CraftWorld) location.getWorld()).getHandle()) {
PlayerChangedWorldEvent event = new PlayerChangedWorldEvent((Player) ((IMixinServerEntityPlayer)player).getBukkitEntity(), ((IMixinWorld)fromWorld).getCraftWorld());
CraftServer.INSTANCE.getPluginManager().callEvent(event);
}
return player;
}
@Unique private CraftPlayer plr;
@Inject(method = "onPlayerConnect", at = @At("HEAD"))
public void onConnect(ClientConnection connection, ServerPlayerEntity player, ConnectedClientData clientData, CallbackInfo ci) {
this.plr = (CraftPlayer) CraftServer.INSTANCE.getPlayer(player);
}
@Redirect(method = "onPlayerConnect", at = @At(value = "INVOKE", target = "Lnet/minecraft/server/PlayerManager;broadcast(Lnet/minecraft/text/Text;Z)V"))
public void firePlayerJoinEvent(PlayerManager instance, Text message, boolean overlay) {
CraftPlayer plr;
if(this.plr == null) {
instance.broadcast(message, overlay);
return;
} else {
plr = this.plr;
this.plr = null;
}
String key = "multiplayer.player.joined";
Text name = plr.nms.getDisplayName();
String joinMessage = Formatting.YELLOW + Text.translatable(key, name).getString();
PlayerJoinEvent playerJoinEvent = new PlayerJoinEvent(plr, joinMessage);
CraftEventFactory.callEvent(playerJoinEvent);
IMixinPlayNetworkHandler ims = (IMixinPlayNetworkHandler)plr.nms.networkHandler;
if (!ims.cb_get_connection().isOpen()) {
return;
}
joinMessage = playerJoinEvent.getJoinMessage();
if (joinMessage != null && !joinMessage.isEmpty()) {
for (Text line : CraftChatMessage.fromString(joinMessage)) {
broadcast(line, entityplayer -> line, false);
}
}
}
@Inject(at = @At("HEAD"), method = "remove")
public void firePlayerQuitEvent(ServerPlayerEntity player, CallbackInfo ci) {
player.closeHandledScreen();
PlayerQuitEvent playerQuitEvent = new PlayerQuitEvent(CraftServer.INSTANCE.getPlayer(player), "\u00A7e" + player.getDisplayName().getString() + " left the game");
CraftServer.INSTANCE.getPluginManager().callEvent(playerQuitEvent);
player.playerTick();
}
@Override
public ServerPlayerEntity attemptLogin(ServerLoginNetworkHandler nethand, GameProfile profile, PlayerPublicKey key, String hostname) {
MutableText chatmessage;
// Moved from processLogin
// 1.18: UUID uuid = PlayerEntity.getUuidFromProfile(profile);
UUID uuid = ICommonMod.getIServer().get_uuid_from_profile(profile);
// UUID uuid = DynamicSerializableUuid.getUuidFromProfile(profile);
List<ServerPlayerEntity> list = Lists.newArrayList();
ServerPlayerEntity entityplayer;
for (int i = 0; i < this.players.size(); ++i) {
entityplayer = (ServerPlayerEntity) this.players.get(i);
if (entityplayer.getUuid().equals(uuid))
list.add(entityplayer);
}
Iterator<ServerPlayerEntity> iterator = list.iterator();
while (iterator.hasNext()) {
entityplayer = (ServerPlayerEntity) iterator.next();
savePlayerData(entityplayer); // Force the player's inventory to be saved
entityplayer.networkHandler.disconnect(Text.of("multiplayer.disconnect.duplicate_login"));
}
IMixinServerLoginNetworkHandler ims = (IMixinServerLoginNetworkHandler)nethand;
SocketAddress address = ims.cb_get_connection().getAddress();
me.isaiah.common.cmixin.IMixinPlayerManager imixin = (me.isaiah.common.cmixin.IMixinPlayerManager) (Object)this;
// ServerPlayerEntity entity = imixin.InewPlayer(CraftServer.server, CraftServer.server.getWorld(World.OVERWORLD), profile);
ServerPlayerEntity entity = new ServerPlayerEntity(CraftServer.server, CraftServer.server.getWorld(World.OVERWORLD), profile, SyncedClientOptions.createDefault());
Player player = (Player) ((IMixinServerEntityPlayer)entity).getBukkitEntity();
PlayerLoginEvent event = new PlayerLoginEvent(player, hostname, ((java.net.InetSocketAddress) address).getAddress(), ((java.net.InetSocketAddress) ims.cb_get_connection().channel.remoteAddress()).getAddress());
if (((PlayerManager)(Object)this).getUserBanList().contains(profile) /*&& !((PlayerManager)(Object)this).getUserBanList().get(gameprofile).isInvalid()*/) {
chatmessage = Text.translatable("multiplayer.disconnect.banned.reason", new Object[]{"TODO REASON!"});
//chatmessage.append(new TranslatableTextContent("multiplayer.disconnect.banned.expiration", new Object[] {"TODO EXPIRE!"}));
event.disallow(PlayerLoginEvent.Result.KICK_BANNED, CraftChatMessage.fromComponent(chatmessage));
} else if (!((PlayerManager)(Object)this).isWhitelisted(profile)) {
chatmessage = Text.translatable("multiplayer.disconnect.not_whitelisted");
event.disallow(PlayerLoginEvent.Result.KICK_WHITELIST, "Server whitelisted!");
} else if (((PlayerManager)(Object)this).getIpBanList().isBanned(address) /*&& !((PlayerManager)(Object)this).getIpBanList().get(socketaddress).isInvalid()*/) {
BannedIpEntry ipbanentry = ((PlayerManager)(Object)this).getIpBanList().get(address);
chatmessage = Text.translatable("multiplayer.disconnect.banned_ip.reason", new Object[]{ipbanentry.getReason()});
//if (ipbanentry.getExpiryDate() != null)
// chatmessage.append(new TranslatableTextContent("multiplayer.disconnect.banned_ip.expiration", new Object[]{ipbanentry.getExpiryDate()}));
event.disallow(PlayerLoginEvent.Result.KICK_BANNED, CraftChatMessage.fromComponent(chatmessage));
} else {
if (this.players.size() >= ((PlayerManager)(Object)this).getMaxPlayerCount() && !((PlayerManager)(Object)this).canBypassPlayerLimit(profile))
event.disallow(PlayerLoginEvent.Result.KICK_FULL, "Server is full");
}
CraftEventFactory.callEvent(event);
if (event.getResult() != PlayerLoginEvent.Result.ALLOWED) {
nethand.disconnect(Text.of(event.getKickMessage()));
return null;
}
return entity;
}
@Shadow
public void sendScoreboard(ServerScoreboard scoreboardserver, ServerPlayerEntity entityplayer) {
}
@Shadow public abstract void broadcast(Text message, Function<ServerPlayerEntity, Text> playerMessageFactory, boolean overlay);
@Override
public void sendScoreboardBF(ServerScoreboard newboard, ServerPlayerEntity handle) {
sendScoreboard(newboard, handle);
}
/*@Redirect(at = @At(value = "INVOKE",
target = "class=net/minecraft/server/network/ServerPlayerEntity;"),
method = "acceptPlayer")
public ServerPlayerEntity acceptPlayer_createPlayer(PlayerManager man, GameProfile a, PlayerPublicKey key) {
return cardboard_player;
}*/
/**
* @author wdog5
* @reason bukkit
*/
@Overwrite
public ServerPlayerEntity respawnPlayer(ServerPlayerEntity playerIn, boolean conqueredEnd, RemovalReason removalReason) {
playerIn.stopRiding(); // CraftBukkit
this.players.remove(playerIn);
playerIn.getServerWorld().removePlayer(playerIn, Entity.RemovalReason.DISCARDED);
BlockPos blockposition = playerIn.getSpawnPointPosition();
float f = playerIn.getSpawnAngle();
boolean flag1 = playerIn.isSpawnForced();
// CraftBukkit start
// Banner start - remain original field to compat with carpet
ServerWorld worldserver_vanilla = this.server.getWorld(playerIn.getSpawnPointDimension());
Optional<Vec3d> optional_vanilla;
if (worldserver_vanilla != null && blockposition != null) {
optional_vanilla = ServerPlayerEntity.findRespawnPosition(worldserver_vanilla, blockposition, f, flag1, conqueredEnd).map(RespawnPos::pos);
} else {
optional_vanilla = Optional.empty();
}
ServerWorld worldserver_vanilla_1 = worldserver_vanilla != null && optional_vanilla.isPresent() ? worldserver_vanilla : this.server.getOverworld();
entityplayer_vanilla = new ServerPlayerEntity(this.server, worldserver_vanilla_1, playerIn.getGameProfile(), SyncedClientOptions.createDefault());
// Banner end
ServerPlayerEntity entityplayer1 = playerIn;
fromWorld = ((IMixinServerEntityPlayer)playerIn).getBukkitEntity().getWorld();
playerIn.notInAnyWorld = false;
// CraftBukkit end
if (null != playerIn.networkHandler) {
//entityplayer1.networkHandler = playerIn.networkHandler;
}
((IMixinServerEntityPlayer)entityplayer1).copyFrom_unused(playerIn, conqueredEnd);
entityplayer1.setId(playerIn.getId());
entityplayer1.setMainArm(playerIn.getMainArm());
// for (String s : playerIn.getCommandTags()) {
// entityplayer1.addCommandTag(s);
// }
boolean flag2 = false;
// CraftBukkit start - fire PlayerRespawnEvent
if (banner$loc == null) {
boolean isBedSpawn = false;
ServerWorld worldserver1 = this.server.getWorld(playerIn.getSpawnPointDimension());
if (worldserver1 != null) {
if (optional_vanilla.isPresent()) {
BlockState iblockdata = worldserver1.getBlockState(blockposition);
boolean flag3 = iblockdata.isOf(Blocks.RESPAWN_ANCHOR);
Vec3d vec3d = (Vec3d) optional_vanilla.get();
float f1;
if (!iblockdata.isIn(BlockTags.BEDS) && !flag3) {
f1 = f;
} else {
Vec3d vec3d1 = Vec3d.ofBottomCenter(blockposition).subtract(vec3d).normalize();
f1 = (float) MathHelper.wrapDegrees(MathHelper.atan2(vec3d1.z, vec3d1.x) * 57.2957763671875D - 90.0D);
}
// Banner end
flag2 = !conqueredEnd && flag3;
isBedSpawn = true;
banner$loc = CraftLocation.toBukkit(vec3d, ((IMixinWorld)worldserver1).getCraftWorld(), f1, 0.0F);
} else if (blockposition != null) {
entityplayer1.networkHandler.sendPacket(new GameStateChangeS2CPacket(GameStateChangeS2CPacket.NO_RESPAWN_BLOCK, 0.0F));
// entityplayer1.pushChangeSpawnCause(PlayerSpawnChangeEvent.Cause.RESET);
entityplayer1.setSpawnPoint(null, null, 0f, false, false);
}
}
if (banner$loc == null) {
worldserver1 = this.server.getWorld(World.OVERWORLD);
// blockposition = entityplayer1.getSpawnPoint(worldserver1);
blockposition = entityplayer1.getSpawnPointPosition();
if (null == blockposition) {
blockposition = worldserver1.getSpawnPos();
}
banner$loc = CraftLocation.toBukkit(blockposition, ((IMixinWorld)worldserver1).getCraftWorld()).add(0.5F, 0.1F, 0.5F);
}
Player respawnPlayer = (Player) ((IMixinServerEntityPlayer)entityplayer1).getBukkitEntity();
respawnEvent = new PlayerRespawnEvent(respawnPlayer, banner$loc, isBedSpawn && !flag2, flag2);
CraftServer.INSTANCE.getPluginManager().callEvent(respawnEvent);
// Spigot Start
// if (playerIn.networkHandler.isDisconnected()) {
if (playerIn.isDisconnected()) {
System.out.println("PLAYER DISCONNECT");
return playerIn;
}
// Spigot End
banner$loc = respawnEvent.getRespawnLocation();
if (!conqueredEnd) { // keep inventory here since inventory dropped at ServerPlayerEntity#onDeath
((IMixinServerEntityPlayer)playerIn).reset(); // SPIGOT-4785
}
} else {
if (banner$worldserver == null) banner$worldserver = this.server.getWorld(playerIn.getSpawnPointDimension());
banner$loc.setWorld(((IMixinWorld)banner$worldserver).getCraftWorld());
}
worldserver1 = ((CraftWorld) banner$loc.getWorld()).getHandle();
entityplayer1.setPos(banner$loc.getX(), banner$loc.getY(), banner$loc.getZ());
entityplayer1.setRotation(banner$loc.getYaw(), banner$loc.getPitch());
//entityplayer1.forceSetPositionRotation(banner$loc.getX(), banner$loc.getY(), banner$loc.getZ(), banner$loc.getYaw(), banner$loc.getPitch());
// CraftBukkit end
while (avoidSuffocation.getAndSet(true) && !worldserver1.isSpaceEmpty(entityplayer1) && entityplayer1.getY() < (double) worldserver1.getTopYInclusive()) {
entityplayer1.setPosition(entityplayer1.getX(), entityplayer1.getY() + 1.0D, entityplayer1.getZ());
}
// CraftBukkit start
worlddata = worldserver1.getLevelProperties();
int sim = CraftServer.INSTANCE.getSimulationDistance();
int vd = CraftServer.INSTANCE.getViewDistance();
entityplayer1.networkHandler.sendPacket(new PlayerRespawnS2CPacket(entityplayer1.createCommonPlayerSpawnInfo(entityplayer1.getServerWorld()), (byte) (conqueredEnd ? 1 : 0)));
//entityplayer1.networkHandler.sendPacket(new PlayerRespawnS2CPacket(worldserver1.getDimensionKey(), worldserver1.getRegistryKey(),
// BiomeAccess.hashSeed(worldserver1.getSeed()), entityplayer1.interactionManager.getGameMode(), entityplayer1.interactionManager.getPreviousGameMode(),
// worldserver1.isDebugWorld(), worldserver1.isFlat(), (byte) (conqueredEnd ? 1 : 0), entityplayer1.getLastDeathPos(), entityplayer1.getPortalCooldown()));
entityplayer1.networkHandler.sendPacket(new ChunkLoadDistanceS2CPacket((vd)));
entityplayer1.networkHandler.sendPacket(new SimulationDistanceS2CPacket(sim));
((IMixinServerEntityPlayer)entityplayer1).spawnIn(worldserver1);
entityplayer1.unsetRemoved();
((IMixinPlayNetworkHandler)entityplayer1.networkHandler).teleport(CraftLocation.toBukkit(entityplayer1.getPos(), ((IMixinWorld)worldserver1).getCraftWorld(), entityplayer1.getYaw(), entityplayer1.getPitch()));
entityplayer1.setSneaking(false);
entityplayer1.networkHandler.sendPacket(new PlayerSpawnPositionS2CPacket(worldserver1.getSpawnPos(), worldserver1.getSpawnAngle()));
entityplayer1.networkHandler.sendPacket(new DifficultyS2CPacket(worlddata.getDifficulty(), worlddata.isDifficultyLocked()));
entityplayer1.networkHandler.sendPacket(new ExperienceBarUpdateS2CPacket(entityplayer1.experienceProgress, entityplayer1.totalExperience, entityplayer1.experienceLevel));
this.sendWorldInfo(entityplayer1, worldserver1);
this.sendCommandTree(entityplayer1);
if (!playerIn.isDisconnected()) {
worldserver1.onPlayerRespawned(entityplayer1);
this.players.add(entityplayer1);
this.playerMap.put(entityplayer1.getUuid(), entityplayer1);
}
// Banner start - add for carpet compat
if (entityplayer_vanilla == null) {
entityplayer1.onSpawn();
}
// Banner end
entityplayer1.setHealth(entityplayer1.getHealth());
if (flag2) {
entityplayer1.networkHandler.sendPacket(new PlaySoundS2CPacket(SoundEvents.BLOCK_RESPAWN_ANCHOR_DEPLETE, SoundCategory.BLOCKS, (double) blockposition.getX(), (double) blockposition.getY(), (double) blockposition.getZ(), 1.0F, 1.0F, worldserver1.getRandom().nextLong()));
}
// Added from changeDimension
this.sendPlayerStatus(playerIn); // Update health, etc...
playerIn.sendAbilitiesUpdate();
for (StatusEffectInstance mobEffect : playerIn.getStatusEffects()) {
EntityStatusEffectS2CPacket pk = ((IMixinMinecraftServer)ICommonMod.getIServer().getMinecraft()).new_status_effect_packet(playerIn.getId(), mobEffect, false);
playerIn.networkHandler.sendPacket(pk);
}
// Fire advancement trigger
playerIn.worldChanged(((CraftWorld) fromWorld).getHandle());
// Don't fire on respawn
if (fromWorld != banner$loc.getWorld()) {
PlayerChangedWorldEvent event = new PlayerChangedWorldEvent( (@NotNull Player) ((IMixinServerEntityPlayer)playerIn).getBukkitEntity(), fromWorld);
Bukkit.getPluginManager().callEvent(event);
}
// Save player file again if they were disconnected
// if (playerIn.networkHandler.isDisconnected()) {
if (playerIn.isDisconnected()) {
this.savePlayerData(playerIn);
}
// CraftBukkit end
banner$loc = null;
banner$respawnReason = null;
banner$worldserver = null;
entityplayer1.setHealth(entityplayer1.getMaxHealth());
return entityplayer1;
}
private Location banner$loc = null;
private transient RespawnFlag banner$respawnReason;
public ServerWorld banner$worldserver = null;
public AtomicBoolean avoidSuffocation = new AtomicBoolean(true);
// Banner start - Fix mixin by apoli
public org.bukkit.World fromWorld;
public PlayerRespawnEvent respawnEvent;
public ServerWorld worldserver1;
public WorldProperties worlddata;
public ServerPlayerEntity entityplayer_vanilla;
// Banner end
}
| 0 | 0.973403 | 1 | 0.973403 | game-dev | MEDIA | 0.973974 | game-dev | 0.958117 | 1 | 0.958117 |
DavidPeicho/ecstra | 6,784 | src/decorators.ts | import { ComponentData } from './component.js';
import {
ArrayProp,
BooleanProp,
CopyableProp,
CopyClonableOptions,
CopyClonableType,
NumberProp,
Property,
RefProp,
StringProp
} from './property.js';
import { QueryComponents } from './query.js';
import {
DataComponentClass,
Nullable,
PropertyClass,
SystemClass,
SystemGroupClass
} from './types.js';
/** Properties. */
/**
* Assigns the given Fecs property to a decorated class property
*
* @param property - Fecs property object to assign to the decorated class
* property
* @return A generic property decorator
*
* @hidden
*/
function setupProperty(property: Property<unknown>) {
return function (target: ComponentData, key: string) {
const constructor = target.constructor as DataComponentClass;
if (!constructor.Properties) {
constructor.Properties = {};
}
constructor.Properties[key] = property;
};
}
/**
* Builds a Fecs property and assign it to a decorated class property.
*
* **Notes**: This function is just a healper to construct class with a generic
* object
*
* @param {(PropertyClass | PropertyDecoratorOptions<T>)} options - Option
* object to use to setup the property
* @return A generic property decorator
*/
export function property<T>(
options: PropertyClass | PropertyDecoratorOptions<T>
) {
return function (_: ComponentData, key: string) {
if (typeof options === 'function') {
setupProperty(new (options as PropertyClass)());
} else {
const Class = options.type;
setupProperty(new Class(options));
}
};
}
/**
* Decorator for a boolean component property
*
* ```ts
* class MyComponent extends ComponentData {
* boolean(true)
* myBoolean!: boolean;
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing a boolean value
*/
export function boolean(defaultValue?: boolean) {
return setupProperty(BooleanProp(defaultValue));
}
/**
* Decorator for a numeric component property
*
* ## Examples
*
* ```ts
* class MyComponent extends ComponentData {
* number(100)
* myNumber!: boolean;
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing a number value
*/
export function number(defaultValue?: number) {
return setupProperty(NumberProp(defaultValue));
}
/**
* Decorator for a string component property
*
* ```ts
* class MyComponent extends ComponentData {
* string('This is the default value!')
* myString!: boolean;
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing a string value
*/
export function string(defaultValue?: string) {
return setupProperty(StringProp(defaultValue));
}
/**
* Decorator for an array component property
*
* ```ts
* class MyComponent extends ComponentData {
* array([ 'This', 'is', 'the', 'default', 'value'])
* myArray!: string[];
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing an array value
*/
export function array<T>(defaultValue?: T[]) {
return setupProperty(ArrayProp(defaultValue));
}
/**
* Decorator for a reference component property
*
* ```ts
* class MyComponent extends ComponentData {
* ref(null)
* myRef!: Vector2 | null;
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing a reference value
*/
export function ref<T>(defaultValue?: Nullable<T>) {
return setupProperty(RefProp(defaultValue));
}
/**
* Decorator for a reference component property
*
* ## Examples
*
* ```ts
* class Vector2() {
* static Zero = new Vector2(0, 0);
* constructor(x: number, y: number) {
* this.x = x;
* this.y = y;
* }
* copy(source: this): this {
* this.x = source.x;
* this.y = source.y;
* return this;
* }
* clone(): Vector2 {
* return new (this.constructor)().copy(this);
* }
* }
*
* class MyComponent extends ComponentData {
* copyable({ type: Vector2, default: new Vector2(0, 0) })
* myCopyable!: Vector2;
* }
* ```
*
* @param defaultValue - Default value of the property, used when
* the component is initialized
* @return Decorator for a property storing a 'copyable' value
*/
export function copyable<T extends CopyClonableType>(
opts: CopyClonableOptions<T>
) {
return setupProperty(CopyableProp(opts));
}
export interface PropertyDecoratorOptions<T> {
type: PropertyClass;
default?: T;
}
/** Systems. */
/**
* Decorator to specifiy system classes that should be executed **after**
* a system
*
* ## Examples
*
* @before([ SystemThatRunsAfter, ... ])
* class MySystem extends System {}
*
* @param Classes - List of classes that should be executed
* **after**
* @return Decorator for a system class declaration
*/
export function before(Classes: SystemClass[]) {
return function (constructor: SystemClass) {
constructor.UpdateBefore = Classes;
};
}
/**
* Decorator to specifiy system classes that should be executed **before**
* a system
*
* ## Examples
*
* @after([ SystemThatRunsBefore, ... ])
* class MySystem extends System {}
*
* @param Classes - List of classes that should be executed
* **before**
* @return Decorator for a system class declaration
*/
export function after(Classes: SystemClass[]) {
// @todo: merge with existing hierarchy.
return function (constructor: SystemClass) {
constructor.UpdateAfter = Classes;
};
}
/**
* Decorator to specifiy the group a system should belong to
*
* ## Examples
*
* class MyGroup extends SystemGroup {}
*
* @group(MyGroup)
* class MySystem extends System {}
*
* @param Class - Group class in which this system should be added
* @return Decorator for a system class declaration
*/
export function group(Class: SystemGroupClass) {
// @todo: merge with existing hierarchy.
return function (constructor: SystemClass) {
constructor.Group = Class;
};
}
/**
* Decorator to specifiy the static queries of a system.
*
*
* ## Examples
*
* class MyGroup extends SystemGroup {}
*
* @queries({
* queryA: [ ComponentX, ... ]
* })
* class MySystem extends System {}
*
* @param Class - Group class in which this system should be added
* @return Decorator for a system class declaration
*/
export function queries(QueriesDesc: { [key: string]: QueryComponents }) {
return function (constructor: SystemClass) {
constructor.Queries = QueriesDesc;
};
}
| 0 | 0.924464 | 1 | 0.924464 | game-dev | MEDIA | 0.178905 | game-dev | 0.875141 | 1 | 0.875141 |
MotorolaMobilityLLC/system-core | 4,726 | libpixelflinger/codeflinger/tinyutils/smartpointer.h | /*
* Copyright 2005 The Android Open Source Project
*
* 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.
*/
#ifndef ANDROID_PIXELFLINGER_SMART_POINTER_H
#define ANDROID_PIXELFLINGER_SMART_POINTER_H
#include <stdint.h>
#include <sys/types.h>
#include <stdlib.h>
// ---------------------------------------------------------------------------
namespace android {
namespace tinyutils {
// ---------------------------------------------------------------------------
#define COMPARE(_op_) \
inline bool operator _op_ (const sp<T>& o) const { \
return m_ptr _op_ o.m_ptr; \
} \
inline bool operator _op_ (const T* o) const { \
return m_ptr _op_ o; \
} \
template<typename U> \
inline bool operator _op_ (const sp<U>& o) const { \
return m_ptr _op_ o.m_ptr; \
} \
template<typename U> \
inline bool operator _op_ (const U* o) const { \
return m_ptr _op_ o; \
}
// ---------------------------------------------------------------------------
template <typename T>
class sp
{
public:
inline sp() : m_ptr(0) { }
sp(T* other);
sp(const sp<T>& other);
template<typename U> sp(U* other);
template<typename U> sp(const sp<U>& other);
~sp();
// Assignment
sp& operator = (T* other);
sp& operator = (const sp<T>& other);
template<typename U> sp& operator = (const sp<U>& other);
template<typename U> sp& operator = (U* other);
// Reset
void clear();
// Accessors
inline T& operator* () const { return *m_ptr; }
inline T* operator-> () const { return m_ptr; }
inline T* get() const { return m_ptr; }
// Operators
COMPARE(==)
COMPARE(!=)
COMPARE(>)
COMPARE(<)
COMPARE(<=)
COMPARE(>=)
private:
template<typename Y> friend class sp;
T* m_ptr;
};
// ---------------------------------------------------------------------------
// No user serviceable parts below here.
template<typename T>
sp<T>::sp(T* other)
: m_ptr(other)
{
if (other) other->incStrong(this);
}
template<typename T>
sp<T>::sp(const sp<T>& other)
: m_ptr(other.m_ptr)
{
if (m_ptr) m_ptr->incStrong(this);
}
template<typename T> template<typename U>
sp<T>::sp(U* other) : m_ptr(other)
{
if (other) other->incStrong(this);
}
template<typename T> template<typename U>
sp<T>::sp(const sp<U>& other)
: m_ptr(other.m_ptr)
{
if (m_ptr) m_ptr->incStrong(this);
}
template<typename T>
sp<T>::~sp()
{
if (m_ptr) m_ptr->decStrong(this);
}
template<typename T>
sp<T>& sp<T>::operator = (const sp<T>& other) {
if (other.m_ptr) other.m_ptr->incStrong(this);
if (m_ptr) m_ptr->decStrong(this);
m_ptr = other.m_ptr;
return *this;
}
template<typename T>
sp<T>& sp<T>::operator = (T* other)
{
if (other) other->incStrong(this);
if (m_ptr) m_ptr->decStrong(this);
m_ptr = other;
return *this;
}
template<typename T> template<typename U>
sp<T>& sp<T>::operator = (const sp<U>& other)
{
if (other.m_ptr) other.m_ptr->incStrong(this);
if (m_ptr) m_ptr->decStrong(this);
m_ptr = other.m_ptr;
return *this;
}
template<typename T> template<typename U>
sp<T>& sp<T>::operator = (U* other)
{
if (other) other->incStrong(this);
if (m_ptr) m_ptr->decStrong(this);
m_ptr = other;
return *this;
}
template<typename T>
void sp<T>::clear()
{
if (m_ptr) {
m_ptr->decStrong(this);
m_ptr = 0;
}
}
// ---------------------------------------------------------------------------
} // namespace tinyutils
} // namespace android
// ---------------------------------------------------------------------------
#endif // ANDROID_PIXELFLINGER_SMART_POINTER_H
| 0 | 0.976919 | 1 | 0.976919 | game-dev | MEDIA | 0.101823 | game-dev | 0.975149 | 1 | 0.975149 |
mridgers/clink | 2,875 | clink/lib/src/matches_impl.h | // Copyright (c) Martin Ridgers
// License: http://opensource.org/licenses/MIT
#pragma once
#include "matches.h"
#include <vector>
//------------------------------------------------------------------------------
struct MatchInfo
{
uint16 store_id;
uint16 displayable_store_id;
uint16 aux_store_id;
uint8 cell_count;
uint8 suffix : 7; // TODO: suffix can be in Store instead of info.
uint8 select : 1;
};
//------------------------------------------------------------------------------
class MatchStore
{
public:
const char* get(uint32 id) const;
protected:
static const int32 alignment_bits = 1;
static const int32 alignment = 1 << alignment_bits;
char* _ptr;
uint32 _size;
};
//------------------------------------------------------------------------------
class MatchesImpl
: public Matches
{
public:
MatchesImpl(uint32 store_size=0x10000);
virtual uint32 get_match_count() const override;
virtual const char* get_match(uint32 index) const override;
virtual const char* get_displayable(uint32 index) const override;
virtual const char* get_aux(uint32 index) const override;
virtual char get_suffix(uint32 index) const override;
virtual uint32 get_cell_count(uint32 index) const override;
virtual bool has_aux() const override;
bool is_prefix_included() const;
virtual void get_match_lcd(StrBase& out) const override;
private:
friend class MatchPipeline;
friend class MatchBuilder;
void set_prefix_included(bool included);
bool add_match(const MatchDesc& desc);
uint32 get_info_count() const;
MatchInfo* get_infos();
const MatchStore& get_store() const;
void reset();
void coalesce(uint32 count_hint);
private:
class StoreImpl
: public MatchStore
{
public:
StoreImpl(uint32 size);
~StoreImpl();
void reset();
int32 store_front(const char* str);
int32 store_back(const char* str);
private:
uint32 get_size(const char* str) const;
uint32 _front;
uint32 _back;
};
typedef std::vector<MatchInfo> Infos;
StoreImpl _store;
Infos _infos;
uint16 _count = 0;
bool _coalesced = false;
bool _has_aux = false;
bool _prefix_included = false;
};
| 0 | 0.885502 | 1 | 0.885502 | game-dev | MEDIA | 0.236991 | game-dev | 0.647268 | 1 | 0.647268 |
thomhurst/ModularPipelines | 1,189 | src/ModularPipelines.Azure/Services/AzCosmosdbCassandraTableThroughput.cs | using System.Diagnostics.CodeAnalysis;
using ModularPipelines.Attributes;
using ModularPipelines.Azure.Options;
using ModularPipelines.Context;
using ModularPipelines.Models;
namespace ModularPipelines.Azure.Services;
[ExcludeFromCodeCoverage]
[CommandPrecedingArguments("cosmosdb", "cassandra", "table")]
public class AzCosmosdbCassandraTableThroughput
{
public AzCosmosdbCassandraTableThroughput(
ICommand internalCommand
)
{
_command = internalCommand;
}
private readonly ICommand _command;
public async Task<CommandResult> Migrate(AzCosmosdbCassandraTableThroughputMigrateOptions options, CancellationToken token = default)
{
return await _command.ExecuteCommandLineTool(options, token);
}
public async Task<CommandResult> Show(AzCosmosdbCassandraTableThroughputShowOptions options, CancellationToken token = default)
{
return await _command.ExecuteCommandLineTool(options, token);
}
public async Task<CommandResult> Update(AzCosmosdbCassandraTableThroughputUpdateOptions options, CancellationToken token = default)
{
return await _command.ExecuteCommandLineTool(options, token);
}
} | 0 | 0.817693 | 1 | 0.817693 | game-dev | MEDIA | 0.258035 | game-dev | 0.515476 | 1 | 0.515476 |
RomkoSI/G3D | 22,293 | GLG3D.lib/source/GConsole.cpp | /**
@file GConsole.cpp
Copyright 2000-2015, Morgan McGuire.
All rights reserved.
*/
#include "G3D/stringutils.h"
#include "G3D/fileutils.h"
#include "G3D/debugPrintf.h"
#include "G3D/TextInput.h"
#include "G3D/FileSystem.h"
#include "GLG3D/GConsole.h"
#include "GLG3D/RenderDevice.h"
#include "GLG3D/Draw.h"
#include "GLG3D/SlowMesh.h"
namespace G3D {
static weak_ptr<GConsole> lastGConsole;
static void gconsolePrintHook(const String& s) {
GConsoleRef last = lastGConsole.lock();
if (last) {
last->print(s);
}
}
GConsole::Settings::Settings() :
blinkRate(3),
keyRepeatRate(18),
lineHeight(13),
numVisibleLines(15),
maxBufferLength(2000),
keyRepeatDelay(0.25f),
commandEcho(true),
performFilenameCompletion(true),
performCommandCompletion(true),
maxCompletionHistorySize(3000),
defaultCommandColor(Color3::white()),
defaultPrintColor(0.8f, 1.0f, 0.8f),
backgroundColor(0, 0, 0, 0.3f) {
}
GConsoleRef GConsole::create(const shared_ptr<GFont>& f, const Settings& s, Callback callback, void* data) {
GConsoleRef c(new GConsole(f, s, callback, data));
lastGConsole = c;
if (consolePrintHook() == NULL) {
setConsolePrintHook(gconsolePrintHook);
}
return c;
}
GConsole::GConsole(const shared_ptr<GFont>& f, const Settings& s, Callback callback, void* data) :
m_settings(s),
m_callback(callback),
m_callbackData(data),
m_font(f),
m_resetHistoryIndexOnEnter(true),
m_rect(Rect2D::xywh(-finf(), -(float)inf(), (float)inf(), (float)inf())),
m_bufferShift(0),
m_active(false),
m_inCompletion(false),
m_cursorPos(0) {
debugAssert(m_font);
unsetRepeatKeysym();
m_keyDownTime = System::time();
setActive(true);
m_historyIndex = m_history.size() - 1;
}
GConsole::~GConsole() {
// Intentionally empty
}
void GConsole::setCallback(Callback callback, void* callbackData) {
m_callback = callback;
m_callbackData = callbackData;
}
void GConsole::setActive(bool a) {
if (m_active != a) {
unsetRepeatKeysym();
m_active = a;
if (m_manager != NULL) {
if (m_active) {
m_manager->setFocusedWidget(dynamic_pointer_cast<Widget>(shared_from_this()));
// Conservative; these bounds will be refined in render
m_rect = Rect2D::xywh(-(float)inf(), -(float)inf(), (float)inf(), (float)inf());
} else {
m_manager->defocusWidget(dynamic_pointer_cast<Widget>(shared_from_this()));
m_rect = Rect2D::xywh(0,0,0,0);
}
}
}
}
void GConsole::onPose(Array<shared_ptr<Surface> >& posedArray, Array<shared_ptr<Surface2D> >& posed2DArray) {
if (m_active) {
posed2DArray.append(dynamic_pointer_cast<Surface2D>(shared_from_this()));
}
}
void GConsole::issueCommand() {
string oldCommandLine = m_currentLine;
m_currentLine = string();
m_cursorPos = 0;
// Jump back to the end
m_bufferShift = 0;
if (m_settings.commandEcho) {
print(oldCommandLine, m_settings.defaultCommandColor);
} else {
addToCompletionHistory(oldCommandLine);
}
m_history.push(oldCommandLine);
if (m_resetHistoryIndexOnEnter) {
// Note that we need to go one past the end of the list so that
// the first up arrow allows us to hit the last element.
m_historyIndex = m_history.size();
m_resetHistoryIndexOnEnter = true;
}
onCommand(oldCommandLine);
}
void GConsole::onCommand(const string& cmd) {
if (m_callback) {
m_callback(cmd, m_callbackData);
}
}
void GConsole::clearBuffer() {
m_buffer.clear();
m_bufferShift = 0;
}
void GConsole::clearHistory() {
m_history.clear();
}
void GConsole::paste(const string& s) {
if (s.empty()) {
// Nothing to do
return;
}
size_t i = 0;
// Separate the string by newlines and paste each individually
do {
size_t j = s.find('\n', i);
bool issue = true;
if (j == string::npos) {
j = s.size();
issue = false;
}
string insert = s.substr(i, j - i + 1);
if (! insert.empty()) {
if (insert[0] == '\r') {
// On Win32, we can conceivably get carriage returns next to newlines in a paste
insert = insert.substr(1, insert.size() - 1);
}
if (! insert.empty() && (insert[insert.size() - 1] == '\r')) {
insert = insert.substr(0, insert.size() - 1);
}
if (! insert.empty()) {
string begin = m_currentLine.substr(0, max(0, m_cursorPos - 1));
string end = m_currentLine.substr(m_cursorPos, m_currentLine.size() - m_cursorPos + 1);
m_currentLine = begin + insert + end;
m_cursorPos += (int)insert.size();
}
}
if (issue) {
issueCommand();
}
i = j + 1;
} while (i < s.size());
}
void __cdecl GConsole::printf(const char* fmt, ...) {
va_list arg_list;
va_start(arg_list, fmt);
vprintf(fmt, arg_list);
va_end(arg_list);
}
void __cdecl GConsole::vprintf(const char* fmt, va_list argPtr) {
print(vformat(fmt, argPtr), m_settings.defaultPrintColor);
}
void GConsole::print(const string& s) {
print(s, m_settings.defaultPrintColor);
}
void GConsole::print(const string& s, const Color4& c) {
// Break by newlines
size_t firstNewline = (int)s.find('\n');
if ((firstNewline != String::npos) && (firstNewline != s.size() - 1)) {
// There are newlines in the middle of this string
Array<String> lines = stringSplit(s, '\n');
for (int i = 0; i < lines.size() - 1; ++i) {
print(lines[i] + "\n", c);
}
if (lines.last() != "") {
print(lines.last() + "\n", c);
}
return;
}
addToCompletionHistory(s);
// If the buffer is too long, pop one from the front
if (m_buffer.size() >= m_settings.maxBufferLength) {
m_buffer.popFront();
}
m_buffer.pushBack(Text(s, c));
}
static void parseForCompletion(
const GConsole::string& source,
const int x,
GConsole::string& beginStr,
GConsole::string& matchStr,
GConsole::string& endStr) {
// Search backwards for a non-identifier character (start one before cursor)
int i = x - 1;
while ((i >= 0) && (isDigit(source[i]) || isLetter(source[i]))) {
--i;
}
beginStr = source.substr(0, i + 1);
matchStr = source.substr(i + 1, x - i - 1);
endStr = source.substr(x, source.size() - x + 1);
}
/*inline static bool isQuote(char c) {
return (c == '\'') || (c == '\"');
}
*/
void GConsole::generateFilenameCompletions(Array<string>& files) {
if (m_cursorPos == 0) {
// Nothing to do
return;
}
// Walk backwards, looking for a slash space or a quote that breaks the filename)
int i = m_cursorPos - 1;
while ((i > 0) &&
! isWhitespace(m_currentLine[i - 1]) &&
! isQuote(m_currentLine[i - 1])) {
--i;
}
const String& filespec = m_currentLine.substr(i, m_cursorPos - i + 1) + "*";
FileSystem::list(filespec, files);
}
void GConsole::beginCompletion() {
m_completionArray.fastClear();
// Separate the current line into two pieces; before and after the current word.
// A word follows normal C++ identifier rules.
string matchStr;
parseForCompletion(m_currentLine, m_cursorPos, m_completionBeginStr, matchStr, m_completionEndStr);
// Push the current command on so that we can TAB back to it
m_completionArray.push(matchStr);
m_completionArrayIndex = 0;
// Don't insert the same completion more than once
static Set<string> alreadySeen;
if (m_settings.performFilenameCompletion) {
static Array<string> fcomplete;
generateFilenameCompletions(fcomplete);
for (int i = 0; i < fcomplete.size(); ++i) {
const string& s = fcomplete[i];
if (! alreadySeen.contains(s)) {
m_completionArray.push(s);
}
}
fcomplete.fastClear();
}
if (m_settings.performCommandCompletion && ! matchStr.empty()) {
// Generate command completions against completionHistory
for (int i = 0; i < m_completionHistory.size(); ++i) {
const string& s = m_completionHistory[i];
if (beginsWith(s, matchStr) && ! alreadySeen.contains(s)) {
m_completionArray.push(s);
}
}
// Generate command completions against seed array
for (int i = 0; i < m_settings.commandCompletionSeed.size(); ++i) {
const string& s = m_settings.commandCompletionSeed[i];
if (beginsWith(s, matchStr) && ! alreadySeen.contains(s)) {
m_completionArray.push(s);
}
}
}
if (m_completionArray.size() > 1) {
// We found at least one new alternative to the current string
m_inCompletion = true;
}
alreadySeen.clear();
}
void GConsole::endCompletion() {
// Cancel the current completion
m_inCompletion = false;
}
void GConsole::addTokenToCompletionHistory(const string& s) {
// See if already present
if (m_completionHistorySet.contains(s)) {
return;
}
// See if we need to remove a queue element
if (m_completionHistory.size() > m_settings.maxCompletionHistorySize) {
m_completionHistorySet.remove(m_completionHistory.popFront());
}
m_completionHistory.pushBack(s);
m_completionHistorySet.insert(s);
}
void GConsole::addToCompletionHistory(const string& s) {
// Parse tokens.
// This algorithm treats a token as a legal C++ identifier, number, or string.
// A better algorithm might follow the one from emacs, which considers pathnames
// and operator-separated tokens to also be tokens when combined.
static bool initialized = false;
static TextInput::Settings settings;
if (! initialized) {
settings.cppBlockComments = false;
settings.cppLineComments = false;
settings.msvcFloatSpecials = false;
initialized = true;
}
try {
TextInput t(TextInput::FROM_STRING, s, settings);
while (t.hasMore()) {
Token x = t.read();
// No point in considering one-character completions
if (x.string().size() > 1) {
if (x.type() == Token::STRING) {
// Recurse into the string to grab its tokens
addToCompletionHistory(x.string());
} else {
// Add the raw unparsed string contents
addTokenToCompletionHistory(x.string());
} // if string
} // if
} // while
} catch (...) {
// In the event of a parse exception we just give up on this string;
// the worst that will happen is that we'll miss the opportunity to
// add some tokens.
}
}
void GConsole::completeCommand(int direction) {
if (! m_inCompletion) {
beginCompletion();
if (! m_inCompletion) {
// No identifier under cursor
return;
}
}
// Compose new command line
m_completionArrayIndex = (m_completionArrayIndex + m_completionArray.size() + direction) % m_completionArray.size();
const string& str = m_completionArray[m_completionArrayIndex];
m_currentLine = m_completionBeginStr + str + m_completionEndStr;
m_cursorPos = (int)(m_completionBeginStr.size() + str.size());
m_resetHistoryIndexOnEnter = true;
}
void GConsole::processRepeatKeysym() {
if ((m_repeatKeysym.sym != GKey::TAB) && m_inCompletion) {
endCompletion();
}
switch (m_repeatKeysym.sym) {
case GKey::UNKNOWN:
// No key
break;
case GKey::RIGHT:
if (m_cursorPos < (int)m_currentLine.size()) {
++m_cursorPos;
}
break;
case GKey::LEFT:
if (m_cursorPos > 0) {
--m_cursorPos;
}
break;
case GKey::HOME:
m_cursorPos = 0;
break;
case GKey::END:
m_cursorPos = (int)m_currentLine.size();
break;
case GKey::DELETE:
if (m_cursorPos < (int)m_currentLine.size()) {
m_currentLine =
m_currentLine.substr(0, m_cursorPos) +
m_currentLine.substr(m_cursorPos + 1, string::npos);
m_resetHistoryIndexOnEnter = true;
}
break;
case GKey::BACKSPACE:
if (m_cursorPos > 0) {
m_currentLine =
m_currentLine.substr(0, m_cursorPos - 1) +
((m_cursorPos < (int)m_currentLine.size()) ?
m_currentLine.substr(m_cursorPos, string::npos) :
string());
m_resetHistoryIndexOnEnter = true;
--m_cursorPos;
}
break;
case GKey::UP:
if (m_historyIndex > 0) {
historySelect(-1);
}
break;
case GKey::DOWN:
if (m_historyIndex < m_history.size() - 1) {
historySelect(+1);
}
break;
case GKey::TAB:
// Command completion
if ((m_repeatKeysym.mod & GKeyMod::SHIFT) != 0) {
completeCommand(-1);
} else {
completeCommand(1);
}
break;
case GKey::PAGEUP:
if (m_bufferShift < m_buffer.length() - m_settings.numVisibleLines + 1) {
++m_bufferShift;
}
break;
case GKey::PAGEDOWN:
if (m_bufferShift > 0) {
--m_bufferShift;
}
break;
case GKey::RETURN:
issueCommand();
break;
default:
// This key wasn't processed by the console
debugAssertM(false, "Unexpected repeat key");
}
}
void GConsole::historySelect(int direction) {
m_historyIndex += direction;
m_currentLine = m_history[m_historyIndex];
m_cursorPos = (int)m_currentLine.size();
m_resetHistoryIndexOnEnter = false;
}
void GConsole::setRepeatKeysym(GKeySym key) {
m_keyDownTime = System::time();
m_keyRepeatTime = m_keyDownTime + m_settings.keyRepeatDelay;
m_repeatKeysym = key;
}
void GConsole::unsetRepeatKeysym() {
m_repeatKeysym.sym = GKey::UNKNOWN;
}
bool GConsole::onEvent(const GEvent& event) {
if (! m_active) {
if ((event.type == GEventType::CHAR_INPUT) &&
((event.character.unicode & 0xFF) == '~')) {
// '~': Open console
setActive(true);
return true;
} else {
// Console is closed, ignore key
return false;
}
}
switch (event.type) {
case GEventType::KEY_DOWN:
switch (event.key.keysym.sym) {
case GKey::ESCAPE:
// Close the console
setActive(false);
return true;
case GKey::RIGHT:
case GKey::LEFT:
case GKey::DELETE:
case GKey::BACKSPACE:
case GKey::UP:
case GKey::DOWN:
case GKey::PAGEUP:
case GKey::PAGEDOWN:
case GKey::RETURN:
case GKey::HOME:
case GKey::END:
setRepeatKeysym(event.key.keysym);
processRepeatKeysym();
return true;
break;
case GKey::TAB:
setRepeatKeysym(event.key.keysym);
processRepeatKeysym();
// Tab is used for command completion and shouldn't repeat
unsetRepeatKeysym();
return true;
break;
default:
if ((((event.key.keysym.mod & GKeyMod::CTRL) != 0) &&
((event.key.keysym.sym == 'v') || (event.key.keysym.sym == 'y'))) ||
(((event.key.keysym.mod & GKeyMod::SHIFT) != 0) &&
(event.key.keysym.sym == GKey::INSERT))) {
// Paste (not autorepeatable)
paste(OSWindow::clipboardText());
return true;
} else if (((event.key.keysym.mod & GKeyMod::CTRL) != 0) &&
(event.key.keysym.sym == 'k')) {
// Cut (not autorepeatable)
string cut = m_currentLine.substr(m_cursorPos);
m_currentLine = m_currentLine.substr(0, m_cursorPos);
OSWindow::setClipboardText(cut);
return true;
} else if ((event.key.keysym.sym >= GKey::SPACE) &&
(event.key.keysym.sym <= 'z')) {
// Suppress this event. Actually handle the key press on the CHAR_INPUT event
return true;
} else { // Text input is done through CHAR_INPUT events instead
// This key wasn't processed by the console
return false;
}
}
break;
case GEventType::KEY_UP:
if (event.key.keysym.sym == m_repeatKeysym.sym) {
unsetRepeatKeysym();
return true;
}
break;
case GEventType::CHAR_INPUT:
// Insert character
char c = event.character.unicode & 0xFF;
m_currentLine =
m_currentLine.substr(0, m_cursorPos) +
c +
((m_cursorPos < (int)m_currentLine.size()) ?
m_currentLine.substr(m_cursorPos, string::npos) :
string());
++m_cursorPos;
m_resetHistoryIndexOnEnter = true;
break;
}
return false;
}
void GConsole::render(RenderDevice* rd) const {
if (! m_active) {
return;
}
static const float pad = 2;
const float fontSize = m_settings.lineHeight - 3;
Rect2D rect;
static RealTime then = System::time();
RealTime now = System::time();
bool hasKeyDown = (m_repeatKeysym.sym != GKey::UNKNOWN);
// Amount of time that the last simulation step took.
// This is used to limit the key repeat rate
// so that it is not faster than the frame rate.
RealTime frameTime = then - now;
// If a key is being pressed, process it on a steady repeat schedule.
if (hasKeyDown && (now > m_keyRepeatTime)) {
const_cast<GConsole*>(this)->processRepeatKeysym();
m_keyRepeatTime = max(now + frameTime * 1.1, now + 1.0 / m_settings.keyRepeatRate);
}
then = now;
// Only blink the cursor when keys are not being pressed or
// have not recently been pressed.
bool solidCursor = hasKeyDown || (now - m_keyRepeatTime < 1.0 / m_settings.blinkRate);
if (! solidCursor) {
static const RealTime zero = System::time();
solidCursor = isOdd((int)((now - zero) * m_settings.blinkRate));
}
{
float w = (float)rd->width();
float h = (float)rd->height();
float myHeight = m_settings.lineHeight * m_settings.numVisibleLines + pad * 2;
rect = m_rect = Rect2D::xywh(pad, h - myHeight - pad, w - pad * 2, myHeight);
}
rd->push2D();
rd->setBlendFunc(RenderDevice::BLEND_SRC_ALPHA, RenderDevice::BLEND_ONE_MINUS_SRC_ALPHA);
if (m_settings.backgroundColor.a > 0) {
Draw::rect2D(rect, rd, m_settings.backgroundColor);
}
if (m_bufferShift > 0) {
// Draw a line indicating that we aren't looking at the bottom of the buffer
SlowMesh mesh(PrimitiveType::LINES);
mesh.setColor(Color3::white());
const Vector2 v(rect.x0() - 0.3f, rect.y1() - m_settings.lineHeight + 1 - 0.3f);
mesh.makeVertex(v);
mesh.makeVertex(v + Vector2(rect.width(), 0));
mesh.render(rd);
}
static Array<GFont::CPUCharVertex> charVertexArray;
static Array<int> indexArray;
charVertexArray.fastClear();
indexArray.fastClear();
// Show PGUP/PGDN commands
if (m_buffer.size() >= m_settings.numVisibleLines) {
m_font->appendToCharVertexArray(charVertexArray, indexArray, rd, "pgup ^", rect.x1y0() - Vector2(2, 0), fontSize * 0.75f, Color4(1,1,1,0.7f), Color4::clear(), GFont::XALIGN_RIGHT, GFont::YALIGN_TOP);
m_font->appendToCharVertexArray(charVertexArray, indexArray, rd, "pgdn v", rect.x1y1() - Vector2(2, 0), fontSize * 0.75f, Color4(1,1,1,0.7f), Color4::clear(), GFont::XALIGN_RIGHT, GFont::YALIGN_BOTTOM);
}
rect = Rect2D::xyxy(rect.x0y0() + Vector2(2,1), rect.x1y1() - Vector2(2, 1));
// Print history
for (int count = 0; count < m_settings.numVisibleLines - 1; ++count) {
int q = m_buffer.size() - count - 1 - m_bufferShift;
if (q >= 0) {
m_font->appendToCharVertexArray(charVertexArray, indexArray, rd, m_buffer[q].value, rect.x0y1() - Vector2(0, m_settings.lineHeight * (count + 2)), fontSize, m_buffer[q].color);
}
}
m_font->appendToCharVertexArray(charVertexArray, indexArray, rd, m_currentLine, rect.x0y1() - Vector2(0, m_settings.lineHeight), fontSize, m_settings.defaultCommandColor);
// Draw cursor
if (solidCursor) {
// Put cursor under a specific character. We need to check bounds to do this because we might not
// have a fixed width font.
Vector2 bounds;
if (m_cursorPos > 0) {
bounds = m_font->bounds(m_currentLine.substr(0, m_cursorPos), fontSize);
}
m_font->appendToCharVertexArray(charVertexArray, indexArray, rd, "_", rect.x0y1() + Vector2(bounds.x, -m_settings.lineHeight), fontSize, m_settings.defaultCommandColor);
}
m_font->renderCharVertexArray(rd, charVertexArray, indexArray);
rd->pop2D();
}
void GConsole::onNetwork() {
}
void GConsole::onAI() {
}
void GConsole::onUserInput(UserInput* ui) {
if (m_active && (m_manager->focusedWidget().get() != this)) {
// Something else has stolen the focus; turn off the console.
setActive(false);
}
}
void GConsole::onSimulation(RealTime rdt, SimTime sdt, SimTime idt) {
}
} // G3D
| 0 | 0.974642 | 1 | 0.974642 | game-dev | MEDIA | 0.344794 | game-dev | 0.959396 | 1 | 0.959396 |
nbusseneau/hephaistos | 1,248 | hephaistos-data/lua/GUIComponents/UpgradeChoice.lua | local filterHooks = {
OpenUpgradeChoiceMenu = {
SetScale = {
-- boon / hammer choice menu overlay
UpgradeChoiceMenuOverlay = {
Filter = function(params)
return Hephaistos.MatchAll(params, { Id = ScreenAnchors.ChoiceScreen.Components.ShopBackgroundDim.Id, Fraction = 4 })
end,
Callback = Hephaistos.Rescale,
},
},
CreateScreenComponent = {
-- top left icon on boon / hammer choice menu
UpgradeChoiceMenuTopLeftIcon = {
Filter = function(params)
return Hephaistos.MatchAll(params, { Name = "rectangle01", Group = "Combat_Menu", X = 182, Y = 160 })
end,
Callback = Hephaistos.Recenter,
},
},
},
CreateBoonLootButtons = {
CreateScreenComponent = {
-- the boons themselves
UpgradeChoiceMenuBoons = {
Filter = function(params)
return Hephaistos.MatchAll(params,
{ Group = "Combat_Menu" },
{ Group = "Combat_Menu_Overlay_Backing" })
and params.X and params.Y
end,
Callback = function(params) params.Y = Hephaistos.RecomputeFixedYFromCenter(params.Y) end,
},
},
},
}
Hephaistos.CopyFilterHooks(filterHooks, Hephaistos.FilterHooks)
| 0 | 0.868009 | 1 | 0.868009 | game-dev | MEDIA | 0.88553 | game-dev | 0.882274 | 1 | 0.882274 |
ronbrogan/OpenH2 | 2,627 | src/OpenH2.Engine/Systems/Physics/DefaultFilterShader.cs | using PhysX;
namespace OpenH2.Engine.Systems.Physics
{
public enum OpenH2FilterData : uint
{
PlayerCharacter = 1 << 0,
AiActor = 1 << 1,
TriggerVolume = 1 << 2,
NoClip = 1 << 3,
TriggerSubject = PlayerCharacter | AiActor
}
public class DefaultFilterShader : SimulationFilterShader
{
private static FilterResult DefaultResult = new FilterResult()
{
PairFlags = PairFlag.ContactDefault,
FilterFlag = FilterFlag.Default
};
private static FilterResult PlayerCharacterResult = new FilterResult()
{
PairFlags = PairFlag.ModifyContacts | PairFlag.ContactDefault,
FilterFlag = FilterFlag.Default
};
private static FilterResult TriggerVolumeResult = new FilterResult()
{
PairFlags = PairFlag.TriggerDefault,
FilterFlag = FilterFlag.Default
};
public override FilterResult Filter(int attributes0, FilterData filterData0, int attributes1, FilterData filterData1)
{
if(filterData0.Word0 == 0 && filterData1.Word0 == 0)
{
return DefaultResult;
}
var result = DefaultResult;
result.FilterFlag = FilterFlag.Default;
if(IsPlayerCharacter(filterData0) || IsPlayerCharacter(filterData1))
{
result.PairFlags |= PlayerCharacterResult.PairFlags;
}
if ((IsTriggerSubject(filterData0) || IsTriggerSubject(filterData1)) &&
(IsTriggerVolume(filterData0) || IsTriggerVolume(filterData1)))
{
result.PairFlags |= TriggerVolumeResult.PairFlags;
}
if(IsNoClip(filterData0) || IsNoClip(filterData1))
{
// TODO: surface PairFlag.SolveContact in package
result.PairFlags = (result.PairFlags) & (PairFlag)(~1);
}
return result;
}
private bool IsPlayerCharacter(FilterData fd) => (((OpenH2FilterData)fd.Word0) & OpenH2FilterData.PlayerCharacter) == OpenH2FilterData.PlayerCharacter;
private bool IsNoClip(FilterData fd) => (((OpenH2FilterData)fd.Word0) & OpenH2FilterData.NoClip) == OpenH2FilterData.NoClip;
private bool IsTriggerVolume(FilterData fd) => (((OpenH2FilterData)fd.Word0) & OpenH2FilterData.TriggerVolume) == OpenH2FilterData.TriggerVolume;
private bool IsTriggerSubject(FilterData fd) => (((OpenH2FilterData)fd.Word0) & OpenH2FilterData.TriggerSubject) != 0;
}
}
| 0 | 0.78776 | 1 | 0.78776 | game-dev | MEDIA | 0.494601 | game-dev | 0.754063 | 1 | 0.754063 |
ezEngine/ezEngine | 30,185 | Code/ThirdParty/RmlUi/Dependencies/lunasvg/source/svgparser.cpp | #include "lunasvg.h"
#include "svgelement.h"
#include "svgparserutils.h"
#include <cassert>
namespace lunasvg {
struct SimpleSelector;
using Selector = std::vector<SimpleSelector>;
using SelectorList = std::vector<Selector>;
struct AttributeSelector {
enum class MatchType {
None,
Equals,
Contains,
Includes,
StartsWith,
EndsWith,
DashEquals
};
MatchType matchType{MatchType::None};
PropertyID id{PropertyID::Unknown};
std::string value;
};
struct PseudoClassSelector {
enum class Type {
Unknown,
Empty,
Root,
Is,
Not,
FirstChild,
LastChild,
OnlyChild,
FirstOfType,
LastOfType,
OnlyOfType
};
Type type{Type::Unknown};
SelectorList subSelectors;
};
struct SimpleSelector {
enum class Combinator {
None,
Descendant,
Child,
DirectAdjacent,
InDirectAdjacent
};
explicit SimpleSelector(Combinator combinator) : combinator(combinator) {}
Combinator combinator{Combinator::Descendant};
ElementID id{ElementID::Star};
std::vector<AttributeSelector> attributeSelectors;
std::vector<PseudoClassSelector> pseudoClassSelectors;
};
struct Declaration {
int specificity;
PropertyID id;
std::string value;
};
using DeclarationList = std::vector<Declaration>;
struct Rule {
SelectorList selectors;
DeclarationList declarations;
};
class RuleData {
public:
RuleData(const Selector& selector, const DeclarationList& declarations, size_t specificity, size_t position)
: m_selector(selector), m_declarations(declarations), m_specificity(specificity), m_position(position)
{}
bool isLessThan(const RuleData& rule) const { return std::tie(m_specificity, m_position) < std::tie(rule.m_specificity, rule.m_position); }
const Selector& selector() const { return m_selector; }
const DeclarationList& declarations() const { return m_declarations; }
size_t specificity() const { return m_specificity; }
size_t position() const { return m_position; }
bool match(const SVGElement* element) const;
private:
Selector m_selector;
DeclarationList m_declarations;
size_t m_specificity;
size_t m_position;
};
inline bool operator<(const RuleData& a, const RuleData& b) { return a.isLessThan(b); }
using RuleDataList = std::vector<RuleData>;
constexpr bool equals(const std::string_view& value, const std::string_view& subvalue)
{
return value.compare(subvalue) == 0;
}
constexpr bool contains(const std::string_view& value, const std::string_view& subvalue)
{
return value.find(subvalue) != std::string_view::npos;
}
constexpr bool includes(const std::string_view& value, const std::string_view& subvalue)
{
if(subvalue.empty() || subvalue.length() > value.length())
return false;
std::string_view input(value);
while(!input.empty()) {
skipOptionalSpaces(input);
std::string_view start(input);
while(!input.empty() && !IS_WS(input.front()))
input.remove_prefix(1);
if(subvalue == start.substr(0, start.length() - input.length())) {
return true;
}
}
return false;
}
constexpr bool startswith(const std::string_view& value, const std::string_view& subvalue)
{
if(subvalue.empty() || subvalue.length() > value.length())
return false;
return subvalue == value.substr(0, subvalue.size());
}
constexpr bool endswith(const std::string_view& value, const std::string_view& subvalue)
{
if(subvalue.empty() || subvalue.length() > value.length())
return false;
return subvalue == value.substr(value.size() - subvalue.size(), subvalue.size());
}
constexpr bool dashequals(const std::string_view& value, const std::string_view& subvalue)
{
if(startswith(value, subvalue))
return (value.length() == subvalue.length() || value.at(subvalue.length()) == '-');
return false;
}
static bool matchAttributeSelector(const AttributeSelector& selector, const SVGElement* element)
{
const auto& value = element->getAttribute(selector.id);
if(selector.matchType == AttributeSelector::MatchType::None)
return !value.empty();
if(selector.matchType == AttributeSelector::MatchType::Equals)
return equals(value, selector.value);
if(selector.matchType == AttributeSelector::MatchType::Contains)
return contains(value, selector.value);
if(selector.matchType == AttributeSelector::MatchType::Includes)
return includes(value, selector.value);
if(selector.matchType == AttributeSelector::MatchType::StartsWith)
return startswith(value, selector.value);
if(selector.matchType == AttributeSelector::MatchType::EndsWith)
return endswith(value, selector.value);
if(selector.matchType == AttributeSelector::MatchType::DashEquals)
return dashequals(value, selector.value);
return false;
}
static bool matchSimpleSelector(const SimpleSelector& selector, const SVGElement* element);
static bool matchPseudoClassSelector(const PseudoClassSelector& selector, const SVGElement* element)
{
if(selector.type == PseudoClassSelector::Type::Empty)
return element->children().empty();
if(selector.type == PseudoClassSelector::Type::Root)
return element->isRootElement();
if(selector.type == PseudoClassSelector::Type::Is) {
for(const auto& subSelector : selector.subSelectors) {
for(const auto& simpleSelector : subSelector) {
if(!matchSimpleSelector(simpleSelector, element)) {
return false;
}
}
}
return true;
}
if(selector.type == PseudoClassSelector::Type::Not) {
for(const auto& subSelector : selector.subSelectors) {
for(const auto& simpleSelector : subSelector) {
if(matchSimpleSelector(simpleSelector, element)) {
return false;
}
}
}
return true;
}
if(selector.type == PseudoClassSelector::Type::FirstChild)
return !element->previousElement();
if(selector.type == PseudoClassSelector::Type::LastChild)
return !element->nextElement();
if(selector.type == PseudoClassSelector::Type::OnlyChild)
return !(element->previousElement() || element->nextElement());
if(selector.type == PseudoClassSelector::Type::FirstOfType) {
auto sibling = element->previousElement();
while(sibling) {
if(sibling->id() == element->id())
return false;
sibling = element->previousElement();
}
return true;
}
if(selector.type == PseudoClassSelector::Type::LastOfType) {
auto sibling = element->nextElement();
while(sibling) {
if(sibling->id() == element->id())
return false;
sibling = element->nextElement();
}
return true;
}
return false;
}
static bool matchSimpleSelector(const SimpleSelector& selector, const SVGElement* element)
{
if(selector.id != ElementID::Star && selector.id != element->id())
return false;
for(const auto& sel : selector.attributeSelectors) {
if(!matchAttributeSelector(sel, element)) {
return false;
}
}
for(const auto& sel : selector.pseudoClassSelectors) {
if(!matchPseudoClassSelector(sel, element)) {
return false;
}
}
return true;
}
static bool matchSelector(const Selector& selector, const SVGElement* element)
{
if(selector.empty())
return false;
auto it = selector.rbegin();
auto end = selector.rend();
if(!matchSimpleSelector(*it, element)) {
return false;
}
auto combinator = it->combinator;
++it;
while(it != end) {
switch(combinator) {
case SimpleSelector::Combinator::Child:
case SimpleSelector::Combinator::Descendant:
element = element->parentElement();
break;
case SimpleSelector::Combinator::DirectAdjacent:
case SimpleSelector::Combinator::InDirectAdjacent:
element = element->previousElement();
break;
case SimpleSelector::Combinator::None:
assert(false);
}
if(element == nullptr)
return false;
if(matchSimpleSelector(*it, element)) {
combinator = it->combinator;
++it;
} else if(combinator != SimpleSelector::Combinator::Descendant
&& combinator != SimpleSelector::Combinator::InDirectAdjacent) {
return false;
}
}
return true;
}
bool RuleData::match(const SVGElement* element) const
{
return matchSelector(m_selector, element);
}
constexpr bool IS_CSS_STARTNAMECHAR(int c) { return IS_ALPHA(c) || c == '_' || c == '-'; }
constexpr bool IS_CSS_NAMECHAR(int c) { return IS_CSS_STARTNAMECHAR(c) || IS_NUM(c); }
inline bool readCSSIdentifier(std::string_view& input, std::string& output)
{
if(input.empty() || !IS_CSS_STARTNAMECHAR(input.front()))
return false;
output.clear();
do {
output.push_back(input.front());
input.remove_prefix(1);
} while(!input.empty() && IS_CSS_NAMECHAR(input.front()));
return true;
}
static bool parseTagSelector(std::string_view& input, SimpleSelector& simpleSelector)
{
std::string name;
if(skipDelimiter(input, '*'))
simpleSelector.id = ElementID::Star;
else if(readCSSIdentifier(input, name))
simpleSelector.id = elementid(name);
else
return false;
return true;
}
static bool parseIdSelector(std::string_view& input, SimpleSelector& simpleSelector)
{
AttributeSelector a;
a.id = PropertyID::Id;
a.matchType = AttributeSelector::MatchType::Equals;
if(!readCSSIdentifier(input, a.value))
return false;
simpleSelector.attributeSelectors.push_back(std::move(a));
return true;
}
static bool parseClassSelector(std::string_view& input, SimpleSelector& simpleSelector)
{
AttributeSelector a;
a.id = PropertyID::Class;
a.matchType = AttributeSelector::MatchType::Includes;
if(!readCSSIdentifier(input, a.value))
return false;
simpleSelector.attributeSelectors.push_back(std::move(a));
return true;
}
static bool parseAttributeSelector(std::string_view& input, SimpleSelector& simpleSelector)
{
std::string name;
skipOptionalSpaces(input);
if(!readCSSIdentifier(input, name))
return false;
AttributeSelector a;
a.id = propertyid(name);
a.matchType = AttributeSelector::MatchType::None;
if(skipDelimiter(input, '='))
a.matchType = AttributeSelector::MatchType::Equals;
else if(skipString(input, "*="))
a.matchType = AttributeSelector::MatchType::Contains;
else if(skipString(input, "~="))
a.matchType = AttributeSelector::MatchType::Includes;
else if(skipString(input, "^="))
a.matchType = AttributeSelector::MatchType::StartsWith;
else if(skipString(input, "$="))
a.matchType = AttributeSelector::MatchType::EndsWith;
else if(skipString(input, "|="))
a.matchType = AttributeSelector::MatchType::DashEquals;
if(a.matchType != AttributeSelector::MatchType::None) {
skipOptionalSpaces(input);
if(!readCSSIdentifier(input, a.value)) {
if(input.empty() || !(input.front() == '\"' || input.front() == '\''))
return false;
auto quote = input.front();
input.remove_prefix(1);
auto n = input.find(quote);
if(n == std::string_view::npos)
return false;
a.value.assign(input.substr(0, n));
input.remove_prefix(n + 1);
}
}
skipOptionalSpaces(input);
if(!skipDelimiter(input, ']'))
return false;
simpleSelector.attributeSelectors.push_back(std::move(a));
return true;
}
static bool parseSelectors(std::string_view& input, SelectorList& selectors);
static bool parsePseudoClassSelector(std::string_view& input, SimpleSelector& simpleSelector)
{
std::string name;
if(!readCSSIdentifier(input, name))
return false;
PseudoClassSelector selector;
if(name.compare("empty") == 0)
selector.type = PseudoClassSelector::Type::Empty;
else if(name.compare("root") == 0)
selector.type = PseudoClassSelector::Type::Root;
else if(name.compare("not") == 0)
selector.type = PseudoClassSelector::Type::Not;
else if(name.compare("first-child") == 0)
selector.type = PseudoClassSelector::Type::FirstChild;
else if(name.compare("last-child") == 0)
selector.type = PseudoClassSelector::Type::LastChild;
else if(name.compare("only-child") == 0)
selector.type = PseudoClassSelector::Type::OnlyChild;
else if(name.compare("first-of-type") == 0)
selector.type = PseudoClassSelector::Type::FirstOfType;
else if(name.compare("last-of-type") == 0)
selector.type = PseudoClassSelector::Type::LastOfType;
else if(name.compare("only-of-type") == 0)
selector.type = PseudoClassSelector::Type::OnlyOfType;
if(selector.type == PseudoClassSelector::Type::Is || selector.type == PseudoClassSelector::Type::Not) {
skipOptionalSpaces(input);
if(!skipDelimiter(input, '('))
return false;
skipOptionalSpaces(input);
if(!parseSelectors(input, selector.subSelectors))
return false;
skipOptionalSpaces(input);
if(!skipDelimiter(input, ')')) {
return false;
}
}
simpleSelector.pseudoClassSelectors.push_back(std::move(selector));
return true;
}
static bool parseSimpleSelector(std::string_view& input, SimpleSelector& simpleSelector, bool& failed)
{
auto consumed = parseTagSelector(input, simpleSelector);
do {
if(skipDelimiter(input, '#'))
failed = !parseIdSelector(input, simpleSelector);
else if(skipDelimiter(input, '.'))
failed = !parseClassSelector(input, simpleSelector);
else if(skipDelimiter(input, '['))
failed = !parseAttributeSelector(input, simpleSelector);
else if(skipDelimiter(input, ':'))
failed = !parsePseudoClassSelector(input, simpleSelector);
else
break;
consumed = true;
} while(!failed);
return consumed && !failed;
}
static bool parseCombinator(std::string_view& input, SimpleSelector::Combinator& combinator)
{
combinator = SimpleSelector::Combinator::None;
while(!input.empty() && IS_WS(input.front())) {
combinator = SimpleSelector::Combinator::Descendant;
input.remove_prefix(1);
}
if(skipDelimiterAndOptionalSpaces(input, '>'))
combinator = SimpleSelector::Combinator::Child;
else if(skipDelimiterAndOptionalSpaces(input, '+'))
combinator = SimpleSelector::Combinator::DirectAdjacent;
else if(skipDelimiterAndOptionalSpaces(input, '~'))
combinator = SimpleSelector::Combinator::InDirectAdjacent;
return combinator != SimpleSelector::Combinator::None;
}
static bool parseSelector(std::string_view& input, Selector& selector)
{
auto combinator = SimpleSelector::Combinator::None;
do {
bool failed = false;
SimpleSelector simpleSelector(combinator);
if(!parseSimpleSelector(input, simpleSelector, failed))
return !failed && (combinator == SimpleSelector::Combinator::Descendant);
selector.push_back(std::move(simpleSelector));
} while(parseCombinator(input, combinator));
return true;
}
static bool parseSelectors(std::string_view& input, SelectorList& selectors)
{
do {
Selector selector;
if(!parseSelector(input, selector))
return false;
selectors.push_back(std::move(selector));
} while(skipDelimiterAndOptionalSpaces(input, ','));
return true;
}
static bool parseDeclarations(std::string_view& input, DeclarationList& declarations)
{
if(!skipDelimiter(input, '{'))
return false;
skipOptionalSpaces(input);
do {
std::string name;
if(!readCSSIdentifier(input, name))
return false;
skipOptionalSpaces(input);
if(!skipDelimiter(input, ':'))
return false;
skipOptionalSpaces(input);
std::string_view value(input);
while(!input.empty() && !(input.front() == '!' || input.front() == ';' || input.front() == '}'))
input.remove_prefix(1);
value.remove_suffix(input.length());
stripTrailingSpaces(value);
Declaration declaration;
declaration.specificity = 0x10;
declaration.id = csspropertyid(name);
declaration.value.assign(value);
if(skipDelimiter(input, '!')) {
skipOptionalSpaces(input);
if(!skipString(input, "important"))
return false;
declaration.specificity = 0x1000;
}
if(declaration.id != PropertyID::Unknown)
declarations.push_back(std::move(declaration));
skipOptionalSpacesOrDelimiter(input, ';');
} while(!input.empty() && input.front() != '}');
return skipDelimiter(input, '}');
}
static bool parseRule(std::string_view& input, Rule& rule)
{
if(!parseSelectors(input, rule.selectors))
return false;
return parseDeclarations(input, rule.declarations);
}
static RuleDataList parseStyleSheet(std::string_view input)
{
RuleDataList rules;
while(!input.empty()) {
skipOptionalSpaces(input);
if(skipDelimiter(input, '@')) {
int depth = 0;
while(!input.empty()) {
auto ch = input.front();
input.remove_prefix(1);
if(ch == ';' && depth == 0)
break;
if(ch == '{') ++depth;
else if(ch == '}' && depth > 0) {
if(depth == 1)
break;
--depth;
}
}
continue;
}
Rule rule;
if(!parseRule(input, rule))
break;
for(const auto& selector : rule.selectors) {
size_t specificity = 0;
for(const auto& simpleSelector : selector) {
specificity += (simpleSelector.id == ElementID::Star) ? 0x0 : 0x1;
for(const auto& attributeSelector : simpleSelector.attributeSelectors) {
specificity += (attributeSelector.id == PropertyID::Id) ? 0x10000 : 0x100;
}
}
rules.emplace_back(selector, rule.declarations, specificity, rules.size());
}
}
return rules;
}
static SelectorList parseQuerySelectors(std::string_view input)
{
SelectorList selectors;
stripLeadingAndTrailingSpaces(input);
if(!parseSelectors(input, selectors)
|| !input.empty()) {
return SelectorList();
}
return selectors;
}
inline void parseInlineStyle(std::string_view input, SVGElement* element)
{
std::string name;
skipOptionalSpaces(input);
while(readCSSIdentifier(input, name)) {
skipOptionalSpaces(input);
if(!skipDelimiter(input, ':'))
return;
std::string value;
while(!input.empty() && input.front() != ';') {
value.push_back(input.front());
input.remove_prefix(1);
}
auto id = csspropertyid(name);
if(id != PropertyID::Unknown)
element->setAttribute(0x100, id, value);
skipOptionalSpacesOrDelimiter(input, ';');
}
}
inline void removeStyleComments(std::string& value)
{
auto start = value.find("/*");
while(start != std::string::npos) {
auto end = value.find("*/", start + 2);
value.erase(start, end - start + 2);
start = value.find("/*");
}
}
inline bool decodeText(std::string_view input, std::string& output)
{
output.clear();
while(!input.empty()) {
auto ch = input.front();
input.remove_prefix(1);
if(ch != '&') {
output.push_back(ch);
continue;
}
if(skipDelimiter(input, '#')) {
int base = 10;
if(skipDelimiter(input, 'x'))
base = 16;
unsigned int cp;
if(!parseInteger(input, cp, base))
return false;
char c[5] = {0, 0, 0, 0, 0};
if(cp < 0x80) {
c[1] = 0;
c[0] = char(cp);
} else if(cp < 0x800) {
c[2] = 0;
c[1] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[0] = char(cp | 0xC0);
} else if(cp < 0x10000) {
c[3] = 0;
c[2] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[1] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[0] = char(cp | 0xE0);
} else if(cp < 0x200000) {
c[4] = 0;
c[3] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[2] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[1] = char((cp & 0x3F) | 0x80);
cp >>= 6;
c[0] = char(cp | 0xF0);
}
output.append(c);
} else {
if(skipString(input, "amp")) {
output.push_back('&');
} else if(skipString(input, "lt")) {
output.push_back('<');
} else if(skipString(input, "gt")) {
output.push_back('>');
} else if(skipString(input, "quot")) {
output.push_back('\"');
} else if(skipString(input, "apos")) {
output.push_back('\'');
} else {
return false;
}
}
if(!skipDelimiter(input, ';')) {
return false;
}
}
return true;
}
constexpr bool IS_STARTNAMECHAR(int c) { return IS_ALPHA(c) || c == '_' || c == ':'; }
constexpr bool IS_NAMECHAR(int c) { return IS_STARTNAMECHAR(c) || IS_NUM(c) || c == '-' || c == '.'; }
inline bool readIdentifier(std::string_view& input, std::string& output)
{
if(input.empty() || !IS_STARTNAMECHAR(input.front()))
return false;
output.clear();
do {
output.push_back(input.front());
input.remove_prefix(1);
} while(!input.empty() && IS_NAMECHAR(input.front()));
return true;
}
bool Document::parse(const char* data, size_t length)
{
std::string buffer;
std::string styleSheet;
SVGElement* currentElement = nullptr;
int ignoring = 0;
auto handleText = [&](const std::string_view& text, bool in_cdata) {
if(text.empty() || currentElement == nullptr || ignoring > 0)
return;
if(currentElement->id() != ElementID::Text && currentElement->id() != ElementID::Tspan && currentElement->id() != ElementID::Style) {
return;
}
if(in_cdata) {
buffer.assign(text);
} else {
decodeText(text, buffer);
}
if(currentElement->id() == ElementID::Style) {
removeStyleComments(buffer);
styleSheet.append(buffer);
} else {
auto node = std::make_unique<SVGTextNode>(this);
node->setData(buffer);
currentElement->addChild(std::move(node));
}
};
std::string_view input(data, length);
while(!input.empty()) {
if(currentElement) {
auto text = input.substr(0, input.find('<'));
handleText(text, false);
input.remove_prefix(text.length());
} else {
if(!skipOptionalSpaces(input)) {
break;
}
}
if(!skipDelimiter(input, '<'))
return false;
if(skipDelimiter(input, '?')) {
if(!readIdentifier(input, buffer))
return false;
auto n = input.find("?>");
if(n == std::string_view::npos)
return false;
input.remove_prefix(n + 2);
continue;
}
if(skipDelimiter(input, '!')) {
if(skipString(input, "--")) {
auto n = input.find("-->");
if(n == std::string_view::npos)
return false;
handleText(input.substr(0, n), false);
input.remove_prefix(n + 3);
continue;
}
if(skipString(input, "[CDATA[")) {
auto n = input.find("]]>");
if(n == std::string_view::npos)
return false;
handleText(input.substr(0, n), true);
input.remove_prefix(n + 3);
continue;
}
if(skipString(input, "DOCTYPE")) {
while(!input.empty() && input.front() != '>') {
if(input.front() == '[') {
int depth = 1;
input.remove_prefix(1);
while(!input.empty() && depth > 0) {
if(input.front() == '[') ++depth;
else if(input.front() == ']') --depth;
input.remove_prefix(1);
}
} else {
input.remove_prefix(1);
}
}
if(!skipDelimiter(input, '>'))
return false;
continue;
}
return false;
}
if(skipDelimiter(input, '/')) {
if(currentElement == nullptr && ignoring == 0)
return false;
if(!readIdentifier(input, buffer))
return false;
if(ignoring == 0) {
auto id = elementid(buffer);
if(id != currentElement->id())
return false;
currentElement = currentElement->parentElement();
} else {
--ignoring;
}
skipOptionalSpaces(input);
if(!skipDelimiter(input, '>'))
return false;
continue;
}
if(!readIdentifier(input, buffer))
return false;
SVGElement* element = nullptr;
if(ignoring > 0) {
++ignoring;
} else {
auto id = elementid(buffer);
if(id == ElementID::Unknown) {
ignoring = 1;
} else {
if(m_rootElement && currentElement == nullptr)
return false;
if(m_rootElement == nullptr) {
if(id != ElementID::Svg)
return false;
m_rootElement = std::make_unique<SVGRootElement>(this);
element = m_rootElement.get();
} else {
auto child = SVGElement::create(this, id);
element = child.get();
currentElement->addChild(std::move(child));
}
}
}
skipOptionalSpaces(input);
while(readIdentifier(input, buffer)) {
skipOptionalSpaces(input);
if(!skipDelimiter(input, '='))
return false;
skipOptionalSpaces(input);
if(input.empty() || !(input.front() == '\"' || input.front() == '\''))
return false;
auto quote = input.front();
input.remove_prefix(1);
auto n = input.find(quote);
if(n == std::string_view::npos)
return false;
auto id = PropertyID::Unknown;
if(element != nullptr)
id = propertyid(buffer);
if(id != PropertyID::Unknown) {
decodeText(input.substr(0, n), buffer);
if(id == PropertyID::Style) {
removeStyleComments(buffer);
parseInlineStyle(buffer, element);
} else {
if(id == PropertyID::Id)
m_rootElement->addElementById(buffer, element);
element->setAttribute(0x1, id, buffer);
}
}
input.remove_prefix(n + 1);
skipOptionalSpaces(input);
}
if(skipDelimiter(input, '>')) {
if(element != nullptr)
currentElement = element;
continue;
}
if(skipDelimiter(input, '/')) {
if(!skipDelimiter(input, '>'))
return false;
if(ignoring > 0)
--ignoring;
continue;
}
return false;
}
if(m_rootElement == nullptr || ignoring > 0 || !input.empty())
return false;
applyStyleSheet(styleSheet);
m_rootElement->build();
return true;
}
void Document::applyStyleSheet(const std::string& content)
{
auto rules = parseStyleSheet(content);
if(!rules.empty()) {
std::sort(rules.begin(), rules.end());
m_rootElement->transverse([&rules](SVGElement* element) {
for(const auto& rule : rules) {
if(rule.match(element)) {
for(const auto& declaration : rule.declarations()) {
element->setAttribute(declaration.specificity, declaration.id, declaration.value);
}
}
}
});
}
}
ElementList Document::querySelectorAll(const std::string& content) const
{
auto selectors = parseQuerySelectors(content);
if(selectors.empty())
return ElementList();
ElementList elements;
m_rootElement->transverse([&](SVGElement* element) {
for(const auto& selector : selectors) {
if(matchSelector(selector, element)) {
elements.push_back(element);
break;
}
}
});
return elements;
}
} // namespace lunasvg
| 0 | 0.97678 | 1 | 0.97678 | game-dev | MEDIA | 0.203718 | game-dev | 0.97693 | 1 | 0.97693 |
Coderx-Gamer/ui-utils | 26,094 | src/main/java/com/ui_utils/MainClient.java | package com.ui_utils;
import com.google.common.collect.ImmutableList;
import com.google.gson.Gson;
import com.mojang.serialization.JsonOps;
import it.unimi.dsi.fastutil.ints.Int2ObjectArrayMap;
import net.fabricmc.api.ClientModInitializer;
import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents;
import net.fabricmc.fabric.api.client.keybinding.v1.KeyBindingHelper;
import net.fabricmc.loader.api.FabricLoader;
import net.fabricmc.loader.api.metadata.ModMetadata;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.font.TextRenderer;
import net.minecraft.client.gui.DrawContext;
import net.minecraft.client.gui.screen.Screen;
import net.minecraft.client.gui.widget.ButtonWidget;
import net.minecraft.client.option.KeyBinding;
import net.minecraft.client.util.InputUtil;
import net.minecraft.network.packet.Packet;
import net.minecraft.network.packet.c2s.play.ButtonClickC2SPacket;
import net.minecraft.network.packet.c2s.play.ClickSlotC2SPacket;
import net.minecraft.network.packet.c2s.play.CloseHandledScreenC2SPacket;
import net.minecraft.screen.slot.SlotActionType;
import net.minecraft.screen.sync.ItemStackHash;
import net.minecraft.text.Text;
import net.minecraft.text.TextCodecs;
import org.jetbrains.annotations.NotNull;
import org.lwjgl.glfw.GLFW;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import com.ui_utils.mixin.accessor.ClientConnectionAccessor;
import javax.swing.*;
import java.awt.*;
import java.util.Timer;
import java.util.TimerTask;
import java.util.Vector;
public class MainClient implements ClientModInitializer {
public static Font monospace;
public static Color darkWhite;
public static KeyBinding restoreScreenKey;
public static Logger LOGGER = LoggerFactory.getLogger("ui-utils");
public static MinecraftClient mc = MinecraftClient.getInstance();
@Override
public void onInitializeClient() {
UpdateUtils.checkForUpdates();
// register "restore screen" key
restoreScreenKey = KeyBindingHelper.registerKeyBinding(new KeyBinding("Restore Screen", InputUtil.Type.KEYSYM, GLFW.GLFW_KEY_V, "UI Utils"));
// register event for END_CLIENT_TICK
ClientTickEvents.END_CLIENT_TICK.register((client) -> {
// detect if the "restore screen" keybinding is pressed
while (restoreScreenKey.wasPressed()) {
if (SharedVariables.storedScreen != null && SharedVariables.storedScreenHandler != null && client.player != null) {
client.setScreen(SharedVariables.storedScreen);
client.player.currentScreenHandler = SharedVariables.storedScreenHandler;
}
}
});
// set java.awt.headless to false if os is not mac (allows for JFrame guis to be used)
if (!MinecraftClient.IS_SYSTEM_MAC) {
System.setProperty("java.awt.headless", "false");
monospace = new Font(Font.MONOSPACED, Font.PLAIN, 10);
darkWhite = new Color(220, 220, 220);
}
}
@SuppressWarnings("all")
public static void createText(MinecraftClient mc, DrawContext context, TextRenderer textRenderer) {
// display the current gui's sync id, revision
context.drawText(textRenderer, "Sync Id: " + mc.player.currentScreenHandler.syncId, 200, 5, Color.WHITE.getRGB(), false);
context.drawText(textRenderer, "Revision: " + mc.player.currentScreenHandler.getRevision(), 200, 35, Color.WHITE.getRGB(), false);
}
// bro are you ever going to clean this up?
// this code is very messy, ill clean it up if you dont
// -- MrBreakNFix
public static void createWidgets(MinecraftClient mc, Screen screen) {
// register "close without packet" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("Close without packet"), (button) -> {
// closes the current gui without sending a packet to the current server
mc.setScreen(null);
}).width(115).position(5, 5).build());
// register "de-sync" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("De-sync"), (button) -> {
// keeps the current gui open client-side and closed server-side
if (mc.getNetworkHandler() != null && mc.player != null) {
mc.getNetworkHandler().sendPacket(new CloseHandledScreenC2SPacket(mc.player.currentScreenHandler.syncId));
} else {
LOGGER.warn("Minecraft network handler or player was null while using 'De-sync' in UI Utils.");
}
}).width(115).position(5, 35).build());
// register "send packets" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("Send packets: " + SharedVariables.sendUIPackets), (button) -> {
// tells the client if it should send any gui related packets
SharedVariables.sendUIPackets = !SharedVariables.sendUIPackets;
button.setMessage(Text.of("Send packets: " + SharedVariables.sendUIPackets));
}).width(115).position(5, 65).build());
// register "delay packets" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("Delay packets: " + SharedVariables.delayUIPackets), (button) -> {
// toggles a setting to delay all gui related packets to be used later when turning this setting off
SharedVariables.delayUIPackets = !SharedVariables.delayUIPackets;
button.setMessage(Text.of("Delay packets: " + SharedVariables.delayUIPackets));
if (!SharedVariables.delayUIPackets && !SharedVariables.delayedUIPackets.isEmpty() && mc.getNetworkHandler() != null) {
for (Packet<?> packet : SharedVariables.delayedUIPackets) {
mc.getNetworkHandler().sendPacket(packet);
}
if (mc.player != null) {
mc.player.sendMessage(Text.of("Sent " + SharedVariables.delayedUIPackets.size() + " packets."), false);
}
SharedVariables.delayedUIPackets.clear();
}
}).width(115).position(5, 95).build());
// register "save gui" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("Save GUI"), (button) -> {
// saves the current gui to a variable to be accessed later
if (mc.player != null) {
SharedVariables.storedScreen = mc.currentScreen;
SharedVariables.storedScreenHandler = mc.player.currentScreenHandler;
}
}).width(115).position(5, 125).build());
// register "disconnect and send packets" button in all HandledScreens
screen.addDrawableChild(ButtonWidget.builder(Text.of("Disconnect and send packets"), (button) -> {
// sends all "delayed" gui related packets before disconnecting, use: potential race conditions on non-vanilla servers
SharedVariables.delayUIPackets = false;
if (mc.getNetworkHandler() != null) {
for (Packet<?> packet : SharedVariables.delayedUIPackets) {
mc.getNetworkHandler().sendPacket(packet);
}
mc.getNetworkHandler().getConnection().disconnect(Text.of("Disconnecting (UI-UTILS)"));
} else {
LOGGER.warn("Minecraft network handler (mc.getNetworkHandler()) is null while client is disconnecting.");
}
SharedVariables.delayedUIPackets.clear();
}).width(160).position(5, 155).build());
// register "fabricate packet" button in all HandledScreens
ButtonWidget fabricatePacketButton = ButtonWidget.builder(Text.of("Fabricate packet"), (button) -> {
// creates a gui allowing you to fabricate packets
JFrame frame = new JFrame("Choose Packet");
frame.setBounds(0, 0, 450, 100);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setLayout(null);
JButton clickSlotButton = getPacketOptionButton("Click Slot");
clickSlotButton.setBounds(100, 25, 110, 20);
clickSlotButton.addActionListener((event) -> {
// im too lazy to comment everything here just read the code yourself
frame.setVisible(false);
JFrame clickSlotFrame = new JFrame("Click Slot Packet");
clickSlotFrame.setBounds(0, 0, 450, 300);
clickSlotFrame.setResizable(false);
clickSlotFrame.setLocationRelativeTo(null);
clickSlotFrame.setLayout(null);
JLabel syncIdLabel = new JLabel("Sync Id:");
syncIdLabel.setFocusable(false);
syncIdLabel.setFont(monospace);
syncIdLabel.setBounds(25, 25, 100, 20);
JLabel revisionLabel = new JLabel("Revision:");
revisionLabel.setFocusable(false);
revisionLabel.setFont(monospace);
revisionLabel.setBounds(25, 50, 100, 20);
JLabel slotLabel = new JLabel("Slot:");
slotLabel.setFocusable(false);
slotLabel.setFont(monospace);
slotLabel.setBounds(25, 75, 100, 20);
JLabel buttonLabel = new JLabel("Button:");
buttonLabel.setFocusable(false);
buttonLabel.setFont(monospace);
buttonLabel.setBounds(25, 100, 100, 20);
JLabel actionLabel = new JLabel("Action:");
actionLabel.setFocusable(false);
actionLabel.setFont(monospace);
actionLabel.setBounds(25, 125, 100, 20);
JLabel timesToSendLabel = new JLabel("Times to send:");
timesToSendLabel.setFocusable(false);
timesToSendLabel.setFont(monospace);
timesToSendLabel.setBounds(25, 190, 100, 20);
JTextField syncIdField = new JTextField(1);
syncIdField.setFont(monospace);
syncIdField.setBounds(125, 25, 100, 20);
JTextField revisionField = new JTextField(1);
revisionField.setFont(monospace);
revisionField.setBounds(125, 50, 100, 20);
JTextField slotField = new JTextField(1);
slotField.setFont(monospace);
slotField.setBounds(125, 75, 100, 20);
JTextField buttonField = new JTextField(1);
buttonField.setFont(monospace);
buttonField.setBounds(125, 100, 100, 20);
JComboBox<String> actionField = new JComboBox<>(new Vector<>(ImmutableList.of(
"PICKUP",
"QUICK_MOVE",
"SWAP",
"CLONE",
"THROW",
"QUICK_CRAFT",
"PICKUP_ALL"
)));
actionField.setFocusable(false);
actionField.setEditable(false);
actionField.setBorder(BorderFactory.createEmptyBorder());
actionField.setBackground(darkWhite);
actionField.setFont(monospace);
actionField.setBounds(125, 125, 100, 20);
JLabel statusLabel = new JLabel();
statusLabel.setVisible(false);
statusLabel.setFocusable(false);
statusLabel.setFont(monospace);
statusLabel.setBounds(210, 150, 190, 20);
JCheckBox delayBox = new JCheckBox("Delay");
delayBox.setBounds(115, 150, 85, 20);
delayBox.setSelected(false);
delayBox.setFont(monospace);
delayBox.setFocusable(false);
JTextField timesToSendField = new JTextField("1");
timesToSendField.setFont(monospace);
timesToSendField.setBounds(125, 190, 100, 20);
JButton sendButton = new JButton("Send");
sendButton.setFocusable(false);
sendButton.setBounds(25, 150, 75, 20);
sendButton.setBorder(BorderFactory.createEtchedBorder());
sendButton.setBackground(darkWhite);
sendButton.setFont(monospace);
sendButton.addActionListener((event0) -> {
if (
MainClient.isInteger(syncIdField.getText()) &&
MainClient.isInteger(revisionField.getText()) &&
MainClient.isInteger(slotField.getText()) &&
MainClient.isInteger(buttonField.getText()) &&
MainClient.isInteger(timesToSendField.getText()) &&
actionField.getSelectedItem() != null) {
int syncId = Integer.parseInt(syncIdField.getText());
int revision = Integer.parseInt(revisionField.getText());
short slot = Short.parseShort(slotField.getText());
byte button0 = Byte.parseByte(buttonField.getText());
SlotActionType action = MainClient.stringToSlotActionType(actionField.getSelectedItem().toString());
int timesToSend = Integer.parseInt(timesToSendField.getText());
if (action != null) {
ClickSlotC2SPacket packet = new ClickSlotC2SPacket(syncId, revision, slot, button0, action, new Int2ObjectArrayMap<>(), ItemStackHash.EMPTY);
try {
Runnable toRun = getFabricatePacketRunnable(mc, delayBox.isSelected(), packet);
for (int i = 0; i < timesToSend; i++) {
toRun.run();
}
} catch (Exception e) {
statusLabel.setForeground(Color.RED.darker());
statusLabel.setText("You must be connected to a server!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
return;
}
statusLabel.setVisible(true);
statusLabel.setForeground(Color.GREEN.darker());
statusLabel.setText("Sent successfully!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
} else {
statusLabel.setVisible(true);
statusLabel.setForeground(Color.RED.darker());
statusLabel.setText("Invalid arguments!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
}
} else {
statusLabel.setVisible(true);
statusLabel.setForeground(Color.RED.darker());
statusLabel.setText("Invalid arguments!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
}
});
clickSlotFrame.add(syncIdLabel);
clickSlotFrame.add(revisionLabel);
clickSlotFrame.add(slotLabel);
clickSlotFrame.add(buttonLabel);
clickSlotFrame.add(actionLabel);
clickSlotFrame.add(timesToSendLabel);
clickSlotFrame.add(syncIdField);
clickSlotFrame.add(revisionField);
clickSlotFrame.add(slotField);
clickSlotFrame.add(buttonField);
clickSlotFrame.add(actionField);
clickSlotFrame.add(sendButton);
clickSlotFrame.add(statusLabel);
clickSlotFrame.add(delayBox);
clickSlotFrame.add(timesToSendField);
clickSlotFrame.setVisible(true);
});
JButton buttonClickButton = getPacketOptionButton("Button Click");
buttonClickButton.setBounds(250, 25, 110, 20);
buttonClickButton.addActionListener((event) -> {
frame.setVisible(false);
JFrame buttonClickFrame = new JFrame("Button Click Packet");
buttonClickFrame.setBounds(0, 0, 450, 250);
buttonClickFrame.setResizable(false);
buttonClickFrame.setLocationRelativeTo(null);
buttonClickFrame.setLayout(null);
JLabel syncIdLabel = new JLabel("Sync Id:");
syncIdLabel.setFocusable(false);
syncIdLabel.setFont(monospace);
syncIdLabel.setBounds(25, 25, 100, 20);
JLabel buttonIdLabel = new JLabel("Button Id:");
buttonIdLabel.setFocusable(false);
buttonIdLabel.setFont(monospace);
buttonIdLabel.setBounds(25, 50, 100, 20);
JTextField syncIdField = new JTextField(1);
syncIdField.setFont(monospace);
syncIdField.setBounds(125, 25, 100, 20);
JTextField buttonIdField = new JTextField(1);
buttonIdField.setFont(monospace);
buttonIdField.setBounds(125, 50, 100, 20);
JLabel statusLabel = new JLabel();
statusLabel.setVisible(false);
statusLabel.setFocusable(false);
statusLabel.setFont(monospace);
statusLabel.setBounds(210, 95, 190, 20);
JCheckBox delayBox = new JCheckBox("Delay");
delayBox.setBounds(115, 95, 85, 20);
delayBox.setSelected(false);
delayBox.setFont(monospace);
delayBox.setFocusable(false);
JLabel timesToSendLabel = new JLabel("Times to send:");
timesToSendLabel.setFocusable(false);
timesToSendLabel.setFont(monospace);
timesToSendLabel.setBounds(25, 130, 100, 20);
JTextField timesToSendField = new JTextField("1");
timesToSendField.setFont(monospace);
timesToSendField.setBounds(125, 130, 100, 20);
JButton sendButton = new JButton("Send");
sendButton.setFocusable(false);
sendButton.setBounds(25, 95, 75, 20);
sendButton.setBorder(BorderFactory.createEtchedBorder());
sendButton.setBackground(darkWhite);
sendButton.setFont(monospace);
sendButton.addActionListener((event0) -> {
if (
MainClient.isInteger(syncIdField.getText()) &&
MainClient.isInteger(buttonIdField.getText()) &&
MainClient.isInteger(timesToSendField.getText())) {
int syncId = Integer.parseInt(syncIdField.getText());
int buttonId = Integer.parseInt(buttonIdField.getText());
int timesToSend = Integer.parseInt(timesToSendField.getText());
ButtonClickC2SPacket packet = new ButtonClickC2SPacket(syncId, buttonId);
try {
Runnable toRun = getFabricatePacketRunnable(mc, delayBox.isSelected(), packet);
for (int i = 0; i < timesToSend; i++) {
toRun.run();
}
} catch (Exception e) {
statusLabel.setVisible(true);
statusLabel.setForeground(Color.RED.darker());
statusLabel.setText("You must be connected to a server!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
return;
}
statusLabel.setVisible(true);
statusLabel.setForeground(Color.GREEN.darker());
statusLabel.setText("Sent successfully!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
} else {
statusLabel.setVisible(true);
statusLabel.setForeground(Color.RED.darker());
statusLabel.setText("Invalid arguments!");
MainClient.queueTask(() -> {
statusLabel.setVisible(false);
statusLabel.setText("");
}, 1500L);
}
});
buttonClickFrame.add(syncIdLabel);
buttonClickFrame.add(buttonIdLabel);
buttonClickFrame.add(syncIdField);
buttonClickFrame.add(timesToSendLabel);
buttonClickFrame.add(buttonIdField);
buttonClickFrame.add(sendButton);
buttonClickFrame.add(statusLabel);
buttonClickFrame.add(delayBox);
buttonClickFrame.add(timesToSendField);
buttonClickFrame.setVisible(true);
});
frame.add(clickSlotButton);
frame.add(buttonClickButton);
frame.setVisible(true);
}).width(115).position(5, 185).build();
fabricatePacketButton.active = !MinecraftClient.IS_SYSTEM_MAC;
screen.addDrawableChild(fabricatePacketButton);
screen.addDrawableChild(ButtonWidget.builder(Text.of("Copy GUI Title JSON"), (button) -> {
try {
if (mc.currentScreen == null) {
throw new IllegalStateException("The current minecraft screen (mc.currentScreen) is null");
}
// fixes #137
// From fabric wiki https://docs.fabricmc.net/develop/text-and-translations#serializing-text
mc.keyboard.setClipboard(new Gson().toJson(TextCodecs.CODEC.encodeStart(JsonOps.INSTANCE, mc.currentScreen.getTitle()).getOrThrow()));
} catch (IllegalStateException e) {
LOGGER.error("Error while copying title JSON to clipboard", e);
}
}).width(115).position(5, 215).build());
}
@NotNull
private static JButton getPacketOptionButton(String label) {
JButton button = new JButton(label);
button.setFocusable(false);
button.setBorder(BorderFactory.createEtchedBorder());
button.setBackground(darkWhite);
button.setFont(monospace);
return button;
}
@NotNull
private static Runnable getFabricatePacketRunnable(MinecraftClient mc, boolean delay, Packet<?> packet) {
Runnable toRun;
if (delay) {
toRun = () -> {
if (mc.getNetworkHandler() != null) {
mc.getNetworkHandler().sendPacket(packet);
} else {
LOGGER.warn("Minecraft network handler (mc.getNetworkHandler()) is null while sending fabricated packets.");
}
};
} else {
toRun = () -> {
if (mc.getNetworkHandler() != null) {
mc.getNetworkHandler().sendPacket(packet);
} else {
LOGGER.warn("Minecraft network handler (mc.getNetworkHandler()) is null while sending fabricated packets.");
}
((ClientConnectionAccessor) mc.getNetworkHandler().getConnection()).getChannel().writeAndFlush(packet);
};
}
return toRun;
}
public static boolean isInteger(String string) {
try {
Integer.parseInt(string);
return true;
} catch (Exception e) {
return false;
}
}
public static SlotActionType stringToSlotActionType(String string) {
// converts a string to SlotActionType
return switch (string) {
case "PICKUP" -> SlotActionType.PICKUP;
case "QUICK_MOVE" -> SlotActionType.QUICK_MOVE;
case "SWAP" -> SlotActionType.SWAP;
case "CLONE" -> SlotActionType.CLONE;
case "THROW" -> SlotActionType.THROW;
case "QUICK_CRAFT" -> SlotActionType.QUICK_CRAFT;
case "PICKUP_ALL" -> SlotActionType.PICKUP_ALL;
default -> null;
};
}
public static void queueTask(Runnable runnable, long delayMs) {
// queues a task for minecraft to run
Timer timer = new Timer();
TimerTask task = new TimerTask() {
@Override
public void run() {
MinecraftClient.getInstance().send(runnable);
}
};
timer.schedule(task, delayMs);
}
public static String getModVersion(String modId) {
ModMetadata modMetadata = FabricLoader.getInstance().getModContainer(modId).isPresent() ? FabricLoader.getInstance().getModContainer(modId).get().getMetadata() : null;
return modMetadata != null ? modMetadata.getVersion().getFriendlyString() : "null";
}
}
| 0 | 0.926182 | 1 | 0.926182 | game-dev | MEDIA | 0.951725 | game-dev | 0.9489 | 1 | 0.9489 |
deeeity/mercury-lib | 2,368 | use-this-to-test.lua | local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/deeeity/mercury-lib/master/src.lua"))()
local gui = Library:create{
Theme = Library.Themes.Serika
}
local tab = gui:tab{
Icon = "rbxassetid://6034996695",
Name = "Aimbot"
}
tab:button({
Name = "show prompt",
Callback = function()
tab:prompt{
Title = "baby",
Text = "shark doo doo doo doo im blank lmao",
Buttons = {
Ok = function()
tab:prompt{
Followup = true,
Title = "really?",
Text = "you sure?=",
Buttons = {
Yes = function()
tab:prompt{
Followup = true,
Title = "xd",
Text = "sus",
Buttons = {
balls = function()
gui:set_status("github")
end,
anal = function()
gui:set_Status("money")
end
}
}
end,
}
}
end,
}
}
end,
})
tab:keybind({Callback = function()
gui:prompt()
end,})
tab:dropdown({
Name = "Dropdown",
Description = "yeeeeeeeeeeeeeeeeeeeboi",
StartingText = "Bodypart",
Items = {
"Head",
"Torso",
"Random"
}
})
tab:dropdown({
Name = "yes",
StartingText = "Number",
Items = {
{"One", 1},
{"Two", 2},
{"Three", 3}
},
Description = "amongu s",
Callback = function(v)
print(v, "clicked")
end,
})
local cum = tab:slider({Callback = function(v)
gui:set_status(v)
end})
tab:textbox({Callback = function(v)
gui:prompt{Text = v}
end,})
tab:color_picker({
Name = "your mom's color",
Style = Library.ColorPickerStyles.Legacy,
Description = "Click to adjust color...",
Callback = function(color)
print(color)
end,
})
| 0 | 0.606731 | 1 | 0.606731 | game-dev | MEDIA | 0.722946 | game-dev | 0.842011 | 1 | 0.842011 |
526077247/TaoTie | 3,803 | Modules/com.tuyoogame.yooasset/Samples~/UniTask Sample/UniTask/Runtime/Linq/All.cs | using Cysharp.Threading.Tasks.Internal;
using System;
using System.Threading;
namespace Cysharp.Threading.Tasks.Linq
{
public static partial class UniTaskAsyncEnumerable
{
public static UniTask<Boolean> AllAsync<TSource>(this IUniTaskAsyncEnumerable<TSource> source, Func<TSource, Boolean> predicate, CancellationToken cancellationToken = default)
{
Error.ThrowArgumentNullException(source, nameof(source));
Error.ThrowArgumentNullException(predicate, nameof(predicate));
return All.AllAsync(source, predicate, cancellationToken);
}
public static UniTask<Boolean> AllAwaitAsync<TSource>(this IUniTaskAsyncEnumerable<TSource> source, Func<TSource, UniTask<Boolean>> predicate, CancellationToken cancellationToken = default)
{
Error.ThrowArgumentNullException(source, nameof(source));
Error.ThrowArgumentNullException(predicate, nameof(predicate));
return All.AllAwaitAsync(source, predicate, cancellationToken);
}
public static UniTask<Boolean> AllAwaitWithCancellationAsync<TSource>(this IUniTaskAsyncEnumerable<TSource> source, Func<TSource, CancellationToken, UniTask<Boolean>> predicate, CancellationToken cancellationToken = default)
{
Error.ThrowArgumentNullException(source, nameof(source));
Error.ThrowArgumentNullException(predicate, nameof(predicate));
return All.AllAwaitWithCancellationAsync(source, predicate, cancellationToken);
}
}
internal static class All
{
internal static async UniTask<bool> AllAsync<TSource>(IUniTaskAsyncEnumerable<TSource> source, Func<TSource, Boolean> predicate, CancellationToken cancellationToken)
{
var e = source.GetAsyncEnumerator(cancellationToken);
try
{
while (await e.MoveNextAsync())
{
if (!predicate(e.Current))
{
return false;
}
}
return true;
}
finally
{
if (e != null)
{
await e.DisposeAsync();
}
}
}
internal static async UniTask<bool> AllAwaitAsync<TSource>(IUniTaskAsyncEnumerable<TSource> source, Func<TSource, UniTask<Boolean>> predicate, CancellationToken cancellationToken)
{
var e = source.GetAsyncEnumerator(cancellationToken);
try
{
while (await e.MoveNextAsync())
{
if (!await predicate(e.Current))
{
return false;
}
}
return true;
}
finally
{
if (e != null)
{
await e.DisposeAsync();
}
}
}
internal static async UniTask<bool> AllAwaitWithCancellationAsync<TSource>(IUniTaskAsyncEnumerable<TSource> source, Func<TSource, CancellationToken, UniTask<Boolean>> predicate, CancellationToken cancellationToken)
{
var e = source.GetAsyncEnumerator(cancellationToken);
try
{
while (await e.MoveNextAsync())
{
if (!await predicate(e.Current, cancellationToken))
{
return false;
}
}
return true;
}
finally
{
if (e != null)
{
await e.DisposeAsync();
}
}
}
}
} | 0 | 0.86485 | 1 | 0.86485 | game-dev | MEDIA | 0.802858 | game-dev | 0.524058 | 1 | 0.524058 |
SteamDatabase/GameTracking-Dota2 | 3,926 | game/dota_addons/npx_2019/scripts/vscripts/ai/lockdown_single_target/bane.lua |
local BANE_BOT_STATE_IDLE = 0
local BANE_BOT_STATE_AGGRO = 1
local BANE_BOT_STATE_REMOVAL = 2
--------------------------------------------------------------------------------
if CLockdownScenarioBaneBot == nil then
CLockdownScenarioBaneBot = class({})
end
--------------------------------------------------------------------------------
function CLockdownScenarioBaneBot:constructor( me )
self.me = me
self.nBotState = BANE_BOT_STATE_IDLE
self.hBrainSapAbility = self.me:FindAbilityByName( "bane_brain_sap" )
self.hFiendsGripAbility = self.me:FindAbilityByName( "bane_fiends_grip" )
self.hEscapeLoc = Entities:FindByName( nil, "escape_location" )
ScriptAssert( self.hEscapeLoc ~= nil, "self.hEscapeLoc is nil!" )
end
--------------------------------------------------------------------------------
function CLockdownScenarioBaneBot:ChangeBotState( nNewState )
self.nBotState = nNewState
end
--------------------------------------------------------------------------------
function CLockdownScenarioBaneBot:BotThink()
if not IsServer() then
return
end
if self.bWasKilled then
return -1
end
if ( not self.me:IsAlive() ) then
self.bWasKilled = true
return -1
end
if GameRules:IsGamePaused() == true then
return 0.5
end
if self.me:IsChanneling() then
printf( "Bane is busy channeling, return to think shortly" )
return 0.25
end
if self.nBotState == BANE_BOT_STATE_IDLE then
local nSearchRange = 700
local Heroes = FindUnitsInRadius( DOTA_TEAM_BADGUYS, self.me:GetOrigin(), self.me, nSearchRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NOT_ILLUSIONS + DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE, 0, false )
if #Heroes > 0 then
self:ChangeBotState( BANE_BOT_STATE_AGGRO )
end
elseif self.nBotState == BANE_BOT_STATE_AGGRO then
if GameRules.DotaNPX:IsTaskComplete( "protect_lina" ) then
self.nBotState = BANE_BOT_STATE_REMOVAL
return 1.0
end
local nSearchRange = 1000
local Heroes = FindUnitsInRadius( DOTA_TEAM_BADGUYS, self.me:GetOrigin(), self.me, nSearchRange, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NOT_ILLUSIONS + DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE, 0, false )
if #Heroes > 0 then
-- Find lowest health enemy
local hLowestHealthEnemy = nil
for _, hHero in pairs( Heroes ) do
if hLowestHealthEnemy == nil or hHero:GetHealthPercent() < hLowestHealthEnemy:GetHealthPercent() then
hLowestHealthEnemy = hHero
end
end
if self.hFiendsGripAbility and self.hFiendsGripAbility:IsFullyCastable() then
self.me:CastAbilityOnTarget( hLowestHealthEnemy, self.hFiendsGripAbility, -1 )
return self.hFiendsGripAbility:GetCastPoint() + 0.3
elseif self.hBrainSapAbility and self.hBrainSapAbility:IsFullyCastable() then
self.me:CastAbilityOnTarget( hLowestHealthEnemy, self.hBrainSapAbility, -1 )
return self.hBrainSapAbility:GetCastPoint() + 0.2
end
end
elseif self.nBotState == BANE_BOT_STATE_REMOVAL then
UTIL_Remove( self.me )
return nil
--[[
ExecuteOrderFromTable({
UnitIndex = self.me:entindex(),
OrderType = DOTA_UNIT_ORDER_STOP
})
ExecuteOrderFromTable( {
UnitIndex = self.me:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = self.hEscapeLoc:GetAbsOrigin(),
Queue = true,
} )
]]
end
return 0.5
end
--------------------------------------------------------------------------------
function Spawn( entityKeyValues )
if IsServer() then
thisEntity:SetContextThink( "LockdownScenarioBaneThink", LockdownScenarioBaneThink, 0.25 )
thisEntity.Bot = CLockdownScenarioBaneBot( thisEntity )
end
end
--------------------------------------------------------------------------------
function LockdownScenarioBaneThink()
if IsServer() == false then
return -1
end
return thisEntity.Bot:BotThink()
end
--------------------------------------------------------------------------------
| 0 | 0.936766 | 1 | 0.936766 | game-dev | MEDIA | 0.972384 | game-dev | 0.984031 | 1 | 0.984031 |
NebulaSS13/Nebula | 1,479 | code/modules/crafting/forging/bellows.dm | /obj/structure/working/bellows
name = "bellows"
desc = "An air pump used to improve the heat of a furnace."
icon = 'icons/obj/structures/forging/bellows.dmi'
obj_flags = OBJ_FLAG_ANCHORABLE | OBJ_FLAG_ROTATABLE
work_skill = SKILL_HAULING
var/decl/material/bellows_material = /decl/material/solid/organic/leather
/obj/structure/working/bellows/Initialize()
bellows_material = GET_DECL(bellows_material)
. = ..()
/obj/structure/working/bellows/on_update_icon()
. = ..()
underlays = list(overlay_image(icon, "[icon_state]-bellows", bellows_material.color, RESET_COLOR))
/obj/structure/working/bellows/try_start_working(mob/user)
var/obj/structure/fire_source/stoking = locate() in get_step(loc, EAST)
if(!istype(stoking) || !stoking.lit)
to_chat(user, SPAN_WARNING("\The [src] must face east towards a lit fire source; it would be pointless to work them currently."))
return TRUE
to_chat(user, SPAN_NOTICE("You begin working \the [src], stoking \the [stoking] to a hotter flame."))
start_working()
while(user.do_skilled(3 SECONDS, work_skill, src))
if(QDELETED(src) || QDELETED(user) || user.get_stamina() < 25 || !user.get_empty_hand_slot())
break
stoking = locate() in get_step(loc, EAST)
if(!istype(stoking) || !stoking.lit)
break
user.adjust_stamina(-25)
stoking.bellows_oxygenation = max(50, stoking.bellows_oxygenation+3)
if(!QDELETED(user))
to_chat(user, SPAN_NOTICE("You stop working \the [src]."))
stop_working()
return TRUE
| 0 | 0.987007 | 1 | 0.987007 | game-dev | MEDIA | 0.483207 | game-dev | 0.844936 | 1 | 0.844936 |
eliemichel/OpenMfxForBlender | 9,492 | extern/bullet2/src/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp | /*
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.
*/
#include "btSimpleBroadphase.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btTransform.h"
#include "LinearMath/btMatrix3x3.h"
#include "LinearMath/btAabbUtil2.h"
#include <new>
void btSimpleBroadphase::validate()
{
for (int i = 0; i < m_numHandles; i++)
{
for (int j = i + 1; j < m_numHandles; j++)
{
btAssert(&m_pHandles[i] != &m_pHandles[j]);
}
}
}
btSimpleBroadphase::btSimpleBroadphase(int maxProxies, btOverlappingPairCache* overlappingPairCache)
: m_pairCache(overlappingPairCache),
m_ownsPairCache(false),
m_invalidPair(0)
{
if (!overlappingPairCache)
{
void* mem = btAlignedAlloc(sizeof(btHashedOverlappingPairCache), 16);
m_pairCache = new (mem) btHashedOverlappingPairCache();
m_ownsPairCache = true;
}
// allocate handles buffer and put all handles on free list
m_pHandlesRawPtr = btAlignedAlloc(sizeof(btSimpleBroadphaseProxy) * maxProxies, 16);
m_pHandles = new (m_pHandlesRawPtr) btSimpleBroadphaseProxy[maxProxies];
m_maxHandles = maxProxies;
m_numHandles = 0;
m_firstFreeHandle = 0;
m_LastHandleIndex = -1;
{
for (int i = m_firstFreeHandle; i < maxProxies; i++)
{
m_pHandles[i].SetNextFree(i + 1);
m_pHandles[i].m_uniqueId = i + 2; //any UID will do, we just avoid too trivial values (0,1) for debugging purposes
}
m_pHandles[maxProxies - 1].SetNextFree(0);
}
}
btSimpleBroadphase::~btSimpleBroadphase()
{
btAlignedFree(m_pHandlesRawPtr);
if (m_ownsPairCache)
{
m_pairCache->~btOverlappingPairCache();
btAlignedFree(m_pairCache);
}
}
btBroadphaseProxy* btSimpleBroadphase::createProxy(const btVector3& aabbMin, const btVector3& aabbMax, int shapeType, void* userPtr, int collisionFilterGroup, int collisionFilterMask, btDispatcher* /*dispatcher*/)
{
if (m_numHandles >= m_maxHandles)
{
btAssert(0);
return 0; //should never happen, but don't let the game crash ;-)
}
btAssert(aabbMin[0] <= aabbMax[0] && aabbMin[1] <= aabbMax[1] && aabbMin[2] <= aabbMax[2]);
int newHandleIndex = allocHandle();
btSimpleBroadphaseProxy* proxy = new (&m_pHandles[newHandleIndex]) btSimpleBroadphaseProxy(aabbMin, aabbMax, shapeType, userPtr, collisionFilterGroup, collisionFilterMask);
return proxy;
}
class RemovingOverlapCallback : public btOverlapCallback
{
protected:
virtual bool processOverlap(btBroadphasePair& pair)
{
(void)pair;
btAssert(0);
return false;
}
};
class RemovePairContainingProxy
{
btBroadphaseProxy* m_targetProxy;
public:
virtual ~RemovePairContainingProxy()
{
}
protected:
virtual bool processOverlap(btBroadphasePair& pair)
{
btSimpleBroadphaseProxy* proxy0 = static_cast<btSimpleBroadphaseProxy*>(pair.m_pProxy0);
btSimpleBroadphaseProxy* proxy1 = static_cast<btSimpleBroadphaseProxy*>(pair.m_pProxy1);
return ((m_targetProxy == proxy0 || m_targetProxy == proxy1));
};
};
void btSimpleBroadphase::destroyProxy(btBroadphaseProxy* proxyOrg, btDispatcher* dispatcher)
{
m_pairCache->removeOverlappingPairsContainingProxy(proxyOrg, dispatcher);
btSimpleBroadphaseProxy* proxy0 = static_cast<btSimpleBroadphaseProxy*>(proxyOrg);
freeHandle(proxy0);
//validate();
}
void btSimpleBroadphase::getAabb(btBroadphaseProxy* proxy, btVector3& aabbMin, btVector3& aabbMax) const
{
const btSimpleBroadphaseProxy* sbp = getSimpleProxyFromProxy(proxy);
aabbMin = sbp->m_aabbMin;
aabbMax = sbp->m_aabbMax;
}
void btSimpleBroadphase::setAabb(btBroadphaseProxy* proxy, const btVector3& aabbMin, const btVector3& aabbMax, btDispatcher* /*dispatcher*/)
{
btSimpleBroadphaseProxy* sbp = getSimpleProxyFromProxy(proxy);
sbp->m_aabbMin = aabbMin;
sbp->m_aabbMax = aabbMax;
}
void btSimpleBroadphase::rayTest(const btVector3& rayFrom, const btVector3& rayTo, btBroadphaseRayCallback& rayCallback, const btVector3& aabbMin, const btVector3& aabbMax)
{
for (int i = 0; i <= m_LastHandleIndex; i++)
{
btSimpleBroadphaseProxy* proxy = &m_pHandles[i];
if (!proxy->m_clientObject)
{
continue;
}
rayCallback.process(proxy);
}
}
void btSimpleBroadphase::aabbTest(const btVector3& aabbMin, const btVector3& aabbMax, btBroadphaseAabbCallback& callback)
{
for (int i = 0; i <= m_LastHandleIndex; i++)
{
btSimpleBroadphaseProxy* proxy = &m_pHandles[i];
if (!proxy->m_clientObject)
{
continue;
}
if (TestAabbAgainstAabb2(aabbMin, aabbMax, proxy->m_aabbMin, proxy->m_aabbMax))
{
callback.process(proxy);
}
}
}
bool btSimpleBroadphase::aabbOverlap(btSimpleBroadphaseProxy* proxy0, btSimpleBroadphaseProxy* proxy1)
{
return proxy0->m_aabbMin[0] <= proxy1->m_aabbMax[0] && proxy1->m_aabbMin[0] <= proxy0->m_aabbMax[0] &&
proxy0->m_aabbMin[1] <= proxy1->m_aabbMax[1] && proxy1->m_aabbMin[1] <= proxy0->m_aabbMax[1] &&
proxy0->m_aabbMin[2] <= proxy1->m_aabbMax[2] && proxy1->m_aabbMin[2] <= proxy0->m_aabbMax[2];
}
//then remove non-overlapping ones
class CheckOverlapCallback : public btOverlapCallback
{
public:
virtual bool processOverlap(btBroadphasePair& pair)
{
return (!btSimpleBroadphase::aabbOverlap(static_cast<btSimpleBroadphaseProxy*>(pair.m_pProxy0), static_cast<btSimpleBroadphaseProxy*>(pair.m_pProxy1)));
}
};
void btSimpleBroadphase::calculateOverlappingPairs(btDispatcher* dispatcher)
{
//first check for new overlapping pairs
int i, j;
if (m_numHandles >= 0)
{
int new_largest_index = -1;
for (i = 0; i <= m_LastHandleIndex; i++)
{
btSimpleBroadphaseProxy* proxy0 = &m_pHandles[i];
if (!proxy0->m_clientObject)
{
continue;
}
new_largest_index = i;
for (j = i + 1; j <= m_LastHandleIndex; j++)
{
btSimpleBroadphaseProxy* proxy1 = &m_pHandles[j];
btAssert(proxy0 != proxy1);
if (!proxy1->m_clientObject)
{
continue;
}
btSimpleBroadphaseProxy* p0 = getSimpleProxyFromProxy(proxy0);
btSimpleBroadphaseProxy* p1 = getSimpleProxyFromProxy(proxy1);
if (aabbOverlap(p0, p1))
{
if (!m_pairCache->findPair(proxy0, proxy1))
{
m_pairCache->addOverlappingPair(proxy0, proxy1);
}
}
else
{
if (!m_pairCache->hasDeferredRemoval())
{
if (m_pairCache->findPair(proxy0, proxy1))
{
m_pairCache->removeOverlappingPair(proxy0, proxy1, dispatcher);
}
}
}
}
}
m_LastHandleIndex = new_largest_index;
if (m_ownsPairCache && m_pairCache->hasDeferredRemoval())
{
btBroadphasePairArray& overlappingPairArray = m_pairCache->getOverlappingPairArray();
//perform a sort, to find duplicates and to sort 'invalid' pairs to the end
overlappingPairArray.quickSort(btBroadphasePairSortPredicate());
overlappingPairArray.resize(overlappingPairArray.size() - m_invalidPair);
m_invalidPair = 0;
btBroadphasePair previousPair;
previousPair.m_pProxy0 = 0;
previousPair.m_pProxy1 = 0;
previousPair.m_algorithm = 0;
for (i = 0; i < overlappingPairArray.size(); i++)
{
btBroadphasePair& pair = overlappingPairArray[i];
bool isDuplicate = (pair == previousPair);
previousPair = pair;
bool needsRemoval = false;
if (!isDuplicate)
{
bool hasOverlap = testAabbOverlap(pair.m_pProxy0, pair.m_pProxy1);
if (hasOverlap)
{
needsRemoval = false; //callback->processOverlap(pair);
}
else
{
needsRemoval = true;
}
}
else
{
//remove duplicate
needsRemoval = true;
//should have no algorithm
btAssert(!pair.m_algorithm);
}
if (needsRemoval)
{
m_pairCache->cleanOverlappingPair(pair, dispatcher);
// m_overlappingPairArray.swap(i,m_overlappingPairArray.size()-1);
// m_overlappingPairArray.pop_back();
pair.m_pProxy0 = 0;
pair.m_pProxy1 = 0;
m_invalidPair++;
}
}
///if you don't like to skip the invalid pairs in the array, execute following code:
#define CLEAN_INVALID_PAIRS 1
#ifdef CLEAN_INVALID_PAIRS
//perform a sort, to sort 'invalid' pairs to the end
overlappingPairArray.quickSort(btBroadphasePairSortPredicate());
overlappingPairArray.resize(overlappingPairArray.size() - m_invalidPair);
m_invalidPair = 0;
#endif //CLEAN_INVALID_PAIRS
}
}
}
bool btSimpleBroadphase::testAabbOverlap(btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1)
{
btSimpleBroadphaseProxy* p0 = getSimpleProxyFromProxy(proxy0);
btSimpleBroadphaseProxy* p1 = getSimpleProxyFromProxy(proxy1);
return aabbOverlap(p0, p1);
}
void btSimpleBroadphase::resetPool(btDispatcher* dispatcher)
{
//not yet
}
| 0 | 0.949225 | 1 | 0.949225 | game-dev | MEDIA | 0.562116 | game-dev | 0.984954 | 1 | 0.984954 |
mekanism/Mekanism | 16,507 | src/main/java/mekanism/common/tile/machine/TileEntityRotaryCondensentrator.java | package mekanism.common.tile.machine;
import java.util.List;
import java.util.function.BooleanSupplier;
import mekanism.api.AutomationType;
import mekanism.api.IContentsListener;
import mekanism.api.RelativeSide;
import mekanism.api.SerializationConstants;
import mekanism.api.Upgrade;
import mekanism.api.chemical.BasicChemicalTank;
import mekanism.api.chemical.ChemicalStack;
import mekanism.api.chemical.IChemicalTank;
import mekanism.api.chemical.attribute.ChemicalAttributeValidator;
import mekanism.api.recipes.RotaryRecipe;
import mekanism.api.recipes.cache.CachedRecipe;
import mekanism.api.recipes.cache.CachedRecipe.OperationTracker.RecipeError;
import mekanism.api.recipes.cache.RotaryCachedRecipe;
import mekanism.api.recipes.inputs.IInputHandler;
import mekanism.api.recipes.inputs.InputHelper;
import mekanism.api.recipes.outputs.IOutputHandler;
import mekanism.api.recipes.outputs.OutputHelper;
import mekanism.api.recipes.vanilla_input.RotaryRecipeInput;
import mekanism.common.attachments.containers.ContainerType;
import mekanism.common.capabilities.energy.MachineEnergyContainer;
import mekanism.common.capabilities.fluid.BasicFluidTank;
import mekanism.common.capabilities.holder.chemical.ChemicalTankHelper;
import mekanism.common.capabilities.holder.chemical.IChemicalTankHolder;
import mekanism.common.capabilities.holder.energy.EnergyContainerHelper;
import mekanism.common.capabilities.holder.energy.IEnergyContainerHolder;
import mekanism.common.capabilities.holder.fluid.FluidTankHelper;
import mekanism.common.capabilities.holder.fluid.IFluidTankHolder;
import mekanism.common.capabilities.holder.slot.IInventorySlotHolder;
import mekanism.common.capabilities.holder.slot.InventorySlotHelper;
import mekanism.common.integration.computer.ComputerException;
import mekanism.common.integration.computer.SpecialComputerMethodWrapper.ComputerChemicalTankWrapper;
import mekanism.common.integration.computer.SpecialComputerMethodWrapper.ComputerFluidTankWrapper;
import mekanism.common.integration.computer.SpecialComputerMethodWrapper.ComputerIInventorySlotWrapper;
import mekanism.common.integration.computer.annotation.ComputerMethod;
import mekanism.common.integration.computer.annotation.WrappingComputerMethod;
import mekanism.common.integration.computer.computercraft.ComputerConstants;
import mekanism.common.inventory.container.MekanismContainer;
import mekanism.common.inventory.container.slot.ContainerSlotType;
import mekanism.common.inventory.container.slot.SlotOverlay;
import mekanism.common.inventory.container.sync.SyncableBoolean;
import mekanism.common.inventory.container.sync.SyncableLong;
import mekanism.common.inventory.slot.EnergyInventorySlot;
import mekanism.common.inventory.slot.FluidInventorySlot;
import mekanism.common.inventory.slot.OutputInventorySlot;
import mekanism.common.inventory.slot.chemical.ChemicalInventorySlot;
import mekanism.common.lib.transmitter.TransmissionType;
import mekanism.common.recipe.IMekanismRecipeTypeProvider;
import mekanism.common.recipe.MekanismRecipeType;
import mekanism.common.recipe.lookup.cache.RotaryInputRecipeCache;
import mekanism.common.registries.MekanismBlocks;
import mekanism.common.registries.MekanismDataComponents;
import mekanism.common.tile.component.TileComponentEjector;
import mekanism.common.tile.interfaces.IHasMode;
import mekanism.common.tile.prefab.TileEntityRecipeMachine;
import mekanism.common.util.MekanismUtils;
import mekanism.common.util.NBTUtils;
import net.minecraft.core.BlockPos;
import net.minecraft.core.HolderLookup;
import net.minecraft.core.component.DataComponentMap;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.world.level.block.entity.BlockEntity;
import net.minecraft.world.level.block.state.BlockState;
import net.neoforged.neoforge.fluids.FluidStack;
import net.neoforged.neoforge.fluids.FluidType;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class TileEntityRotaryCondensentrator extends TileEntityRecipeMachine<RotaryRecipe> implements IHasMode {
public static final RecipeError NOT_ENOUGH_FLUID_INPUT_ERROR = RecipeError.create();
public static final RecipeError NOT_ENOUGH_GAS_INPUT_ERROR = RecipeError.create();
public static final RecipeError NOT_ENOUGH_SPACE_GAS_OUTPUT_ERROR = RecipeError.create();
public static final RecipeError NOT_ENOUGH_SPACE_FLUID_OUTPUT_ERROR = RecipeError.create();
private static final List<RecipeError> TRACKED_ERROR_TYPES = List.of(
RecipeError.NOT_ENOUGH_ENERGY,
RecipeError.NOT_ENOUGH_ENERGY_REDUCED_RATE,
NOT_ENOUGH_FLUID_INPUT_ERROR,
NOT_ENOUGH_GAS_INPUT_ERROR,
NOT_ENOUGH_SPACE_GAS_OUTPUT_ERROR,
NOT_ENOUGH_SPACE_FLUID_OUTPUT_ERROR,
RecipeError.INPUT_DOESNT_PRODUCE_OUTPUT
);
public static final int CAPACITY = 10 * FluidType.BUCKET_VOLUME;
@WrappingComputerMethod(wrapper = ComputerChemicalTankWrapper.class, methodNames = {"getGas", "getGasCapacity", "getGasNeeded",
"getGasFilledPercentage"}, docPlaceholder = "gas tank")
public IChemicalTank gasTank;
@WrappingComputerMethod(wrapper = ComputerFluidTankWrapper.class, methodNames = {"getFluid", "getFluidCapacity", "getFluidNeeded",
"getFluidFilledPercentage"}, docPlaceholder = "fluid tank")
public BasicFluidTank fluidTank;
/**
* True: fluid -> chemical
* <p>
* False: chemical -> fluid
*/
private boolean mode;
private final IOutputHandler<@NotNull ChemicalStack> gasOutputHandler;
private final IOutputHandler<@NotNull FluidStack> fluidOutputHandler;
private final IInputHandler<@NotNull FluidStack> fluidInputHandler;
private final IInputHandler<@NotNull ChemicalStack> gasInputHandler;
private long clientEnergyUsed = 0;
private int baselineMaxOperations = 1;
private MachineEnergyContainer<TileEntityRotaryCondensentrator> energyContainer;
@WrappingComputerMethod(wrapper = ComputerIInventorySlotWrapper.class, methodNames = "getGasItemInput", docPlaceholder = "gas item input slot")
ChemicalInventorySlot gasInputSlot;
@WrappingComputerMethod(wrapper = ComputerIInventorySlotWrapper.class, methodNames = "getGasItemOutput", docPlaceholder = "gas item output slot")
ChemicalInventorySlot gasOutputSlot;
@WrappingComputerMethod(wrapper = ComputerIInventorySlotWrapper.class, methodNames = "getFluidItemInput", docPlaceholder = "fluid item input slot")
FluidInventorySlot fluidInputSlot;
@WrappingComputerMethod(wrapper = ComputerIInventorySlotWrapper.class, methodNames = "getFluidItemOutput", docPlaceholder = "fluid item ouput slot")
OutputInventorySlot fluidOutputSlot;
@WrappingComputerMethod(wrapper = ComputerIInventorySlotWrapper.class, methodNames = "getEnergyItem", docPlaceholder = "energy slot")
EnergyInventorySlot energySlot;
public TileEntityRotaryCondensentrator(BlockPos pos, BlockState state) {
super(MekanismBlocks.ROTARY_CONDENSENTRATOR, pos, state, TRACKED_ERROR_TYPES);
configComponent.setupItemIOConfig(List.of(gasInputSlot, fluidInputSlot), List.of(gasOutputSlot, fluidOutputSlot), energySlot, true);
configComponent.setupIOConfig(TransmissionType.CHEMICAL, gasTank, RelativeSide.LEFT, true);
configComponent.setupIOConfig(TransmissionType.FLUID, fluidTank, RelativeSide.RIGHT, true);
configComponent.setupInputConfig(TransmissionType.ENERGY, energyContainer);
ejectorComponent = new TileComponentEjector(this);
ejectorComponent.setOutputData(configComponent, TransmissionType.ITEM, TransmissionType.CHEMICAL, TransmissionType.FLUID)
.setCanEject(transmissionType -> {
if (transmissionType == TransmissionType.CHEMICAL) {
return mode;
} else if (transmissionType == TransmissionType.FLUID) {
return !mode;
}
return true;
});
gasInputHandler = InputHelper.getInputHandler(gasTank, NOT_ENOUGH_GAS_INPUT_ERROR);
fluidInputHandler = InputHelper.getInputHandler(fluidTank, NOT_ENOUGH_FLUID_INPUT_ERROR);
gasOutputHandler = OutputHelper.getOutputHandler(gasTank, NOT_ENOUGH_SPACE_GAS_OUTPUT_ERROR);
fluidOutputHandler = OutputHelper.getOutputHandler(fluidTank, NOT_ENOUGH_SPACE_FLUID_OUTPUT_ERROR);
}
@NotNull
@Override
public IChemicalTankHolder getInitialChemicalTanks(IContentsListener listener, IContentsListener recipeCacheListener, IContentsListener recipeCacheUnpauseListener) {
ChemicalTankHelper builder = ChemicalTankHelper.forSideWithConfig(this);
//Only allow extraction
builder.addTank(gasTank = BasicChemicalTank.createModern(CAPACITY, (gas, automationType) -> automationType == AutomationType.MANUAL || mode,
(gas, automationType) -> automationType == AutomationType.INTERNAL || !mode, this::isValidGas, ChemicalAttributeValidator.ALWAYS_ALLOW, recipeCacheListener));
return builder.build();
}
private boolean isValidGas(@NotNull ChemicalStack chemical) {
return getRecipeType().getInputCache().containsInput(level, chemical);
}
@NotNull
@Override
protected IFluidTankHolder getInitialFluidTanks(IContentsListener listener, IContentsListener recipeCacheListener, IContentsListener recipeCacheUnpauseListener) {
FluidTankHelper builder = FluidTankHelper.forSideWithConfig(this);
builder.addTank(fluidTank = BasicFluidTank.create(CAPACITY, (fluid, automationType) -> automationType == AutomationType.MANUAL || !mode,
(fluid, automationType) -> automationType == AutomationType.INTERNAL || mode, this::isValidFluid, recipeCacheListener));
return builder.build();
}
private boolean isValidFluid(@NotNull FluidStack fluidStack) {
return getRecipeType().getInputCache().containsInput(level, fluidStack);
}
@NotNull
@Override
protected IEnergyContainerHolder getInitialEnergyContainers(IContentsListener listener, IContentsListener recipeCacheListener, IContentsListener recipeCacheUnpauseListener) {
EnergyContainerHelper builder = EnergyContainerHelper.forSideWithConfig(this);
builder.addContainer(energyContainer = MachineEnergyContainer.input(this, recipeCacheUnpauseListener));
return builder.build();
}
@NotNull
@Override
protected IInventorySlotHolder getInitialInventory(IContentsListener listener, IContentsListener recipeCacheListener, IContentsListener recipeCacheUnpauseListener) {
InventorySlotHelper builder = InventorySlotHelper.forSideWithConfig(this);
BooleanSupplier modeSupplier = this::getMode;
builder.addSlot(gasInputSlot = ChemicalInventorySlot.rotaryDrain(gasTank, modeSupplier, listener, 5, 25));
builder.addSlot(gasOutputSlot = ChemicalInventorySlot.rotaryFill(gasTank, modeSupplier, listener, 5, 56));
builder.addSlot(fluidInputSlot = FluidInventorySlot.rotary(fluidTank, modeSupplier, listener, 155, 25));
builder.addSlot(fluidOutputSlot = OutputInventorySlot.at(listener, 155, 56));
builder.addSlot(energySlot = EnergyInventorySlot.fillOrConvert(energyContainer, this::getLevel, listener, 155, 5));
gasInputSlot.setSlotType(ContainerSlotType.INPUT);
gasInputSlot.setSlotOverlay(SlotOverlay.PLUS);
gasOutputSlot.setSlotType(ContainerSlotType.OUTPUT);
gasOutputSlot.setSlotOverlay(SlotOverlay.MINUS);
fluidInputSlot.setSlotType(ContainerSlotType.INPUT);
return builder.build();
}
@Override
protected boolean onUpdateServer() {
boolean sendUpdatePacket = super.onUpdateServer();
energySlot.fillContainerOrConvert();
if (mode) {//Fluid to Gas
fluidInputSlot.fillTank(fluidOutputSlot);
gasInputSlot.drainTank();
} else {//Gas to Fluid
gasOutputSlot.fillTank();
fluidInputSlot.drainTank(fluidOutputSlot);
}
clientEnergyUsed = recipeCacheLookupMonitor.updateAndProcess(energyContainer);
return sendUpdatePacket;
}
public boolean getMode() {
return mode;
}
@Override
public void nextMode() {
mode = !mode;
setChanged();
}
@Override
public void previousMode() {
//We only have two modes just flip it
nextMode();
}
@ComputerMethod(nameOverride = "getEnergyUsage", methodDescription = ComputerConstants.DESCRIPTION_GET_ENERGY_USAGE)
public long getEnergyUsed() {
return clientEnergyUsed;
}
@Override
public void readSustainedData(HolderLookup.Provider provider, @NotNull CompoundTag data) {
super.readSustainedData(provider, data);
NBTUtils.setBooleanIfPresent(data, SerializationConstants.MODE, value -> mode = value);
}
@Override
public void writeSustainedData(HolderLookup.Provider provider, CompoundTag data) {
super.writeSustainedData(provider, data);
data.putBoolean(SerializationConstants.MODE, mode);
}
@Override
protected void applyImplicitComponents(@NotNull BlockEntity.DataComponentInput input) {
super.applyImplicitComponents(input);
mode = input.getOrDefault(MekanismDataComponents.ROTARY_MODE, mode);
}
@Override
protected void collectImplicitComponents(@NotNull DataComponentMap.Builder builder) {
super.collectImplicitComponents(builder);
builder.set(MekanismDataComponents.ROTARY_MODE, mode);
}
@Override
public int getRedstoneLevel() {
if (mode) {
return MekanismUtils.redstoneLevelFromContents(fluidTank.getFluidAmount(), fluidTank.getCapacity());
}
return MekanismUtils.redstoneLevelFromContents(gasTank.getStored(), gasTank.getCapacity());
}
@Override
protected boolean makesComparatorDirty(ContainerType<?, ?, ?> type) {
return type == ContainerType.FLUID || type == ContainerType.CHEMICAL;
}
@NotNull
@Override
public IMekanismRecipeTypeProvider<RotaryRecipeInput, RotaryRecipe, RotaryInputRecipeCache> getRecipeType() {
return MekanismRecipeType.ROTARY;
}
@Nullable
@Override
public RotaryRecipe getRecipe(int cacheIndex) {
RotaryInputRecipeCache inputCache = getRecipeType().getInputCache();
return mode ? inputCache.findFirstRecipe(level, fluidInputHandler.getInput()) : inputCache.findFirstRecipe(level, gasInputHandler.getInput());
}
public MachineEnergyContainer<TileEntityRotaryCondensentrator> getEnergyContainer() {
return energyContainer;
}
@NotNull
@Override
public CachedRecipe<RotaryRecipe> createNewCachedRecipe(@NotNull RotaryRecipe recipe, int cacheIndex) {
return new RotaryCachedRecipe(recipe, recheckAllRecipeErrors, fluidInputHandler, gasInputHandler, gasOutputHandler, fluidOutputHandler, this::getMode)
.setErrorsChanged(this::onErrorsChanged)
.setCanHolderFunction(this::canFunction)
.setActive(this::setActive)
.setEnergyRequirements(energyContainer::getEnergyPerTick, energyContainer)
.setBaselineMaxOperations(() -> baselineMaxOperations)
.setOnFinish(this::markForSave);
}
@Override
public void recalculateUpgrades(Upgrade upgrade) {
super.recalculateUpgrades(upgrade);
if (upgrade == Upgrade.SPEED) {
baselineMaxOperations = (int) Math.pow(2, upgradeComponent.getUpgrades(Upgrade.SPEED));
}
}
@Override
public void addContainerTrackers(MekanismContainer container) {
super.addContainerTrackers(container);
container.track(SyncableBoolean.create(this::getMode, value -> mode = value));
container.track(SyncableLong.create(this::getEnergyUsed, value -> clientEnergyUsed = value));
}
//Methods relating to IComputerTile
@ComputerMethod
boolean isCondensentrating() {
return !mode;
}
@ComputerMethod(requiresPublicSecurity = true)
void setCondensentrating(boolean value) throws ComputerException {
validateSecurityIsPublic();
if (mode != value) {
mode = value;
setChanged();
}
}
//End methods IComputerTile
}
| 0 | 0.896893 | 1 | 0.896893 | game-dev | MEDIA | 0.954538 | game-dev | 0.893149 | 1 | 0.893149 |
Return-To-The-Roots/s25client | 1,588 | libs/s25main/mapGenerator/Harbors.h | // Copyright (C) 2005 - 2021 Settlers Freaks (sf-team at siedler25.org)
//
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "mapGenerator/Map.h"
#include "mapGenerator/Rivers.h"
namespace rttr::mapGenerator {
/**
* Places a harbor position on the map.
* @param map reference to the map to place the harbor position on
* @param position position for the harbor
*/
void PlaceHarborPosition(Map& map, const MapPoint& position);
/**
* Finds all connected nodes which are part of a coastline. A coast node must fulfill following three criteria:
* 1) a coast node is surrounded by at least one land & one water texture
* 2) a coast node is at least 5 edges away from the next river
* 3) a coast node has a neighbor node which is fully surrounded by water
*
* @param map reference to the map to look up coastlines for
* @param rivers all rivers already placed on the map
*/
std::vector<std::vector<MapPoint>> FindCoastlines(const Map& map, const std::vector<River>& rivers);
/**
* Places harbors on the specified map in suitable positions based on the given parameters.
*
* @param map reference to the map to add harbors positions to
* @param rivers all rivers already placed on the map to avoid harbor positions for tiny rivers
* @param coastSize minimum number of nodes a coastline requires to be considered for harbor positions
* @param nodesPerHarbor number of coast nodes required per harbor position
*/
void PlaceHarbors(Map& map, const std::vector<River>& rivers, int coastSize = 32, int nodesPerHarbor = 64);
} // namespace rttr::mapGenerator
| 0 | 0.855774 | 1 | 0.855774 | game-dev | MEDIA | 0.49181 | game-dev | 0.506389 | 1 | 0.506389 |
Razcoina/Bully-SE-scripts | 54,923 | scripts/secnd/4_G4.lua | ImportScript("Library/LibTagging.lua")
ImportScript("Library/LibTable.lua")
ImportScript("Library/LibObjective.lua")
ImportScript("Library/LibPed.lua")
local gBusTagCount = 0
local gSchoolTagCount = 0
local gTotalTags = 0
local gMissionTime = 300
local gBonusTime = 300
local missionPassed = false
local tblSchoolTags = {}
local tblBusinessTags = {}
local tblAlgieTags = {}
local tblPerverts = {}
local idValidTagType, algie, mandy
local bReachedPathEnd = false
local currentTrig = 1
local bYelled = false
local gPostersChanged = false
local algieScrubbing = false
local nMissionPhase = 0
local bCharactersCreated = false
local gMandyBlip
local gAlgieCutscenePlayed = false
local gTblComicBookTag = {}
local bDisabledSigns = false
local timerStart, timerCurrent
local timerElapsed = 0
local timerMax = 5000
local gStageUpdateFunction
local gMissionStage = "running"
local bCheckFailing = false
local bTetherJimmyToTown = false
local gMandyNode = 0
local pedModels = {
{ id = 14, maxNum = 0 },
{ id = 85, maxNum = 0 },
{ id = 99, maxNum = 0 },
{ id = 146, maxNum = 0 },
{ id = 76, maxNum = 0 },
{ id = 144, maxNum = 0 },
{ id = 18, maxNum = 0 },
{ id = 15, maxNum = 0 },
{ id = 20, maxNum = 0 },
{ id = 13, maxNum = 0 },
{ id = 149, maxNum = 0 },
{ id = 4, maxNum = 0 },
{ id = 7, maxNum = 0 },
{ id = 11, maxNum = 0 }
}
local bPlayerGreetedMandy = false
local bPlayerShotMandy = false
local bVandalizingTutorial = true
local gJocks = {}
local bJocksFought = false
local gNerds = {}
local bNerdsFought = false
local bInNIS = false
local gLastPersonTalked
local bNeedSpray = false
local gSprayBlip
local bMandyAttacked = false
function F_SetupStage1()
if PedGetAmmoCount(gPlayer, 321) < 3 then
GiveWeaponToPlayer(321, false)
GiveAmmoToPlayer(321, 3, false)
end
nMissionPhase = 1
MissionTimerStart(gMissionTime)
F_StartCounter()
F_CreateThreads()
CameraFade(500, 1)
Wait(500)
F_AddMissionObjective("4_G4_OBJ1", true)
Wait(4500)
gStageUpdateFunction = F_Stage1
end
function F_Stage1()
while not AreaGetVisible() == 0 do
Wait(0)
end
F_DisableBusinessPosters()
F_CheckNerds()
F_CheckSpray()
end
local bSaidSpeech = false
local bWalkingAway = false
local bNerdSpeaking = 0
function F_CheckNerds()
if not bNerdsFought then
if table.getn(gNerds) == 0 then
if PlayerIsInTrigger(TRIGGER._4_G4_LIBNERDS) then
table.insert(gNerds, PedCreatePoint(4, POINTLIST._4G4_NERDLIBRARY, 1))
table.insert(gNerds, PedCreatePoint(11, POINTLIST._4G4_NERDLIBRARY, 2))
PedSetFlag(gNerds[1], 122, true)
PedSetFlag(gNerds[2], 122, true)
end
else
if not PlayerIsInTrigger(TRIGGER._4_G4_LIBNERDS) then
if gNerds[1] and PedIsValid(gNerds[1]) then
PedDelete(gNerds[1])
end
if gNerds[2] and PedIsValid(gNerds[2]) then
PedDelete(gNerds[2])
end
gNerds = {}
elseif PedIsHit(gNerds[1], 2, 1000) and PedGetWhoHitMeLast(gNerds[1]) or PedIsHit(gNerds[2], 2, 1000) and PedGetWhoHitMeLast(gNerds[2]) then
bNerdsFought = true
PedClearObjectives(gNerds[1])
PedClearObjectives(gNerds[2])
PedAttack(gNerds[1], gPlayer, 1)
PedAttack(gNerds[2], gPlayer, 1)
PedMakeAmbient(gNerds[1])
PedMakeAmbient(gNerds[2])
if PedIsValid(gNerds[1]) and not PedIsDead(gNerds[1]) then
SoundPlayScriptedSpeechEvent(gNerds[1], "FIGHTING", 0, "large")
elseif PedIsValid(gNerds[2]) and not PedIsDead(gNerds[2]) then
SoundPlayScriptedSpeechEvent(gNerds[2], "FIGHTING", 0, "large")
end
elseif not bSaidSpeech and PlayerIsInAreaObject(gNerds[1], 2, 3.5, 0) then
bSaidSpeech = true
SoundPlayScriptedSpeechEvent(gNerds[1], "M_4_G4", 199, "large")
bNerdSpeaking = 1
end
if PedIsValid(gNerds[2]) and PAnimIsPlaying(TRIGGER._4_G4_SCHOOLTAG2, "/Global/TagSmall/NotUseable/Tagged/VandalTag", false) and PedIsPlaying(gPlayer, "/Global/TagSmall/PedPropsActions/IsPlayer/DrawVandalTag/ParametricTagging/Finished", false) then
SoundPlayScriptedSpeechEvent(gNerds[2], "SEE_VANDALISM", 0, "large")
bNerdsFought = true
bNerdSpeaking = 2
end
end
elseif not bWalkingAway then
if bNerdSpeaking == 1 then
if not SoundSpeechPlaying(gNerds[1]) and not bWalkingAway then
bWalkingAway = true
PedClearObjectives(gNerds[1])
PedClearObjectives(gNerds[2])
PedWander(gNerds[1], 0)
PedWander(gNerds[2], 0)
PedMakeAmbient(gNerds[1])
PedMakeAmbient(gNerds[2])
end
elseif bNerdSpeaking == 2 and not SoundSpeechPlaying(gNerds[2]) and not bWalkingAway then
bWalkingAway = true
PedClearObjectives(gNerds[1])
PedClearObjectives(gNerds[2])
PedWander(gNerds[1], 0)
PedWander(gNerds[2], 0)
PedMakeAmbient(gNerds[1])
PedMakeAmbient(gNerds[2])
end
end
end
function F_VandalismTutorial()
--print("THIS IS EXECUTING!!")
if bVandalizingTutorial then
return 1
end
return 0
end
function F_SetupStage2()
bMandyHold = true
if mandy ~= nil and PedIsValid(mandy) then
PedDelete(mandy)
end
local timeLeft = MissionTimerGetTimeRemaining()
MissionTimerStart(timeLeft + gBonusTime)
F_CompleteMissionObjective("4_G4_OBJ1")
F_AddMissionObjective("4_G4_19", true)
F_CreateBusinessPosters()
--print("==== Finished Business Poster Create ====")
L_TagLoad("4G4_BusTags", tblBusinessTags)
--print("==== Finished 4G4_BusTags Poster Create ====")
L_TagExec("4G4_BusTags", F_SetupTag, "element")
--print("==== Finished F_SetupTag Poster Create ====")
--print("==== Start gTblComicBookTag ====", i)
--print("==== Done gTblComicBookTag ====", i)
gStageUpdateFunction = F_Stage2
end
function F_CheckSpray()
if not bInNIS then
if not bNeedSpray then
if ItemGetCurrentNum(321) == 0 then
if PlayerGetMoney() < 100 and not shared.playerShopping then
gMissionStage = "OutOfMoney"
else
bNeedSpray = true
if gStageUpdateFunction == F_Stage2 or gStageUpdateFunction == F_Stage3 then
F_RemoveMissionObjective("4_G4_19")
F_AddMissionObjective("4_G4_SPRAYBUY", true)
gSprayBlip = BlipAddPoint(POINTLIST._4G4_YUMYUM, 0, 1, 1)
elseif gStageUpdateFunction == F_Stage1 then
F_RemoveMissionObjective("4_G4_OBJ1")
F_AddMissionObjective("4_G4_SPRAYBUY", true)
gSprayBlip = BlipAddPoint(POINTLIST._4G4_YUMYUM, 0, 1, 1)
end
if gAlgieCutscenePlayed then
--print("Do business comics")
L_TagExec("4G4_BusComicTags", F_CleanBlip, "element")
end
if gStageUpdateFunction == F_Stage2 or gStageUpdateFunction == F_Stage3 then
--print("Do business tags comics")
L_TagExec("4G4_BusTags", F_CleanBlip, "element")
--print("Do school tags!")
L_TagExec("4G4SchoolTags", F_CleanBlip, "element")
elseif gStageUpdateFunction == F_Stage1 then
--print("DO SCHOOL TAAGS!!")
L_TagExec("4G4SchoolTags", F_CleanBlip, "element")
end
end
end
elseif bNeedSpray then
if ItemGetCurrentNum(321) > 0 then
bNeedSpray = false
if gSprayBlip then
BlipRemove(gSprayBlip)
gSprayBlip = nil
end
if gStageUpdateFunction == F_Stage2 or gStageUpdateFunction == F_Stage3 then
F_RemoveMissionObjective("4_G4_SPRAYBUY")
F_AddMissionObjective("4_G4_19", false)
elseif gStageUpdateFunction == F_Stage1 then
F_RemoveMissionObjective("4_G4_SPRAYBUY")
F_AddMissionObjective("4_G4_OBJ1", false)
end
if gAlgieCutscenePlayed then
L_TagExec("4G4_BusComicTags", F_SetupTag, "element")
end
if gStageUpdateFunction == F_Stage2 or gStageUpdateFunction == F_Stage3 then
L_TagExec("4G4_BusTags", F_SetupTag, "element")
elseif gStageUpdateFunction == F_Stage1 then
L_TagExec("4G4SchoolTags", F_SetupTag, "element")
end
while AreaGetVisible() ~= 0 do
Wait(0)
end
if gStageUpdateFunction == F_Stage2 or gStageUpdateFunction == F_Stage3 then
TextPrint("4_G4_19", 4, 1)
elseif gStageUpdateFunction == F_Stage1 then
TextPrint("4_G4_OBJ1", 4, 1)
end
elseif PlayerGetMoney() < 100 and not shared.playerShopping then
gMissionStage = "OutOfMoney"
end
end
end
end
function F_Stage2()
F_DisableBusinessPosters()
F_CheckSpray()
F_CheckNerds()
F_MonitorJimmy()
if PlayerIsInTrigger(TRIGGER._AMB_BUSINESS_AREA) then
gStageUpdateFunction = F_SetupStage3
end
end
function F_SetupStage3()
gStageUpdateFunction = F_Stage3
end
local bPissedOffJocks = false
function F_Stage3()
F_CheckSpray()
F_MonitorJimmy()
if CounterGetCurrent() == CounterGetMax() then
F_CompleteMissionObjective("4_G4_19")
gStageUpdateFunction = F_SetupStage4
end
if not bPissedOffJocks and PedIsPlaying(gPlayer, "/Global/TagSmall/PedPropsActions/IsPlayer", true) and PlayerIsInTrigger(TRIGGER._4_G4_NERDCOMICS) then
for i, ped in tblPerverts do
if (ped.model == 18 or ped.model == 13) and ped.id and PedIsValid(ped.id) and not PedIsDead(ped.id) then
if ped.model == 18 then
SoundPlayScriptedSpeechEvent(ped.id, "FIGHTING", 0, "large")
end
PedSetActionNode(ped.id, "/Global/4_G4/ShortIdle", "Act/Conv/4_G4.act")
PedAttack(ped.id, gPlayer, 1)
end
end
bPissedOffJocks = true
end
end
function F_SetupStage4()
nMissionPhase = 3
bEndAlgieThread = true
Wait(0)
L_StopMonitoringTags()
MissionTimerStop()
ToggleHUDComponentVisibility(3, false)
bTetherJimmyToTown = false
F_CompleteMissionObjective("4_G4_19")
F_AddMissionObjective("4_G4_OBJ2", true)
gMandyBlip = BlipAddPoint(POINTLIST._4G4_MANDYEND, 0, 4)
Wait(4000)
CounterClearIcon()
CounterMakeHUDVisible(false, false)
gStageUpdateFunction = F_SetupStage5
end
function F_SetupStage5()
bMandyHold = false
gStageUpdateFunction = F_Stage5
end
function CB_MandyAttacked()
if mandy and PedIsValid(mandy) then
PedSetInvulnerable(mandy, false)
PedSetFlag(mandy, 113, false)
PedSetStationary(mandy, false)
PedIgnoreStimuli(mandy, false)
PedMakeAmbient(mandy)
end
bMandyAttacked = true
gMissionStage = "failed"
end
function F_Stage5()
if mandy == nil then
if gMandyBlip then
BlipRemove(gMandyBlip)
end
mandy = PedCreatePoint(14, POINTLIST._4G4_MANDYEND)
PedSetMissionCritical(mandy, true, CB_MandyAttacked, true)
PedSetFlag(mandy, 113, true)
PedSetStationary(mandy, true)
PedIgnoreStimuli(mandy, true)
PedSetPedToTypeAttitude(mandy, 13, 3)
gMandyBlip = AddBlipForChar(mandy, 2, 17, 4, 0)
PedSetActionNode(mandy, "/Global/4_G4/4_G4_Where", "Act/Conv/4_G4.act")
PedStop(mandy)
PedClearObjectives(mandy)
end
if PedIsInAreaObject(gPlayer, mandy, 2, 3, 0) then
PedSetInvulnerable(mandy, true)
PlayerSetInvulnerable(true)
PedSetActionNode(mandy, "/Global/4_G4/ShortIdle", "Act/Conv/4_G4.act")
PlayerSetControl(0)
CameraSetWidescreen(true)
SoundDisableSpeech_ActionTree()
F_MakePlayerSafeForNIS(true)
F_PlayerDismountBike()
PedSetInvulnerable(mandy, false)
PedSetFlag(mandy, 113, false)
PedSetStationary(mandy, false)
PedIgnoreStimuli(mandy, false)
PedSetEmotionTowardsPed(mandy, gPlayer, 8, true)
PedSetPedToTypeAttitude(mandy, gPlayer, 4)
PedSetFlag(mandy, 84, true)
PedFaceObject(mandy, gPlayer, 3, 1)
PedFaceObject(gPlayer, mandy, 2, 1)
PedLockTarget(gPlayer, mandy, 3)
PedMoveToObject(mandy, gPlayer, 2, 0)
while not PlayerIsInAreaObject(mandy, 2, 0.8, 0) do
Wait(0)
end
PedStop(mandy)
PedClearObjectives(mandy)
PedFaceObject(gPlayer, mandy, 2, 0)
PedFaceObject(mandy, gPlayer, 3, 0, false)
PedLockTarget(gPlayer, mandy, 3)
PedSetActionNode(mandy, "/Global/4_G4/4_G4_Hello", "Act/Conv/4_G4.act")
SoundPlayScriptedSpeechEvent(mandy, "M_4_G4", 27, "large")
Wait(100)
F_PedSetCameraOffsetXYZ(gPlayer, 1, -1, 1.4, 0.5, -0.5, 1.4, mandy)
while SoundSpeechPlaying(mandy) do
Wait(0)
end
PedLockTarget(mandy, gPlayer)
PedLockTarget(gPlayer, mandy)
PedSetActionNode(gPlayer, "/Global/Player/Social_Actions/MakeOut/Makeout/GrappleAttempt", "Act/Player.act")
CameraSetWidescreen(true)
Wait(6000)
SoundStopInteractiveStream()
PedIgnoreStimuli(mandy, true)
MinigameSetCompletion("M_PASS", true, 0, "4_G4_RESPECT")
MinigameAddCompletionMsg("MRESPECT_NM5", 1)
SoundPlayMissionEndMusic(true, 4)
while PedIsPlaying(gPlayer, "/Global/Player/Social_Actions/MakeOut/Makeout/GrappleAttempt/Kisses", true) or PedIsPlaying(mandy, "/Global/Player/Social_Actions/MakeOut/Makeout/GrappleAttempt/Kisses", true) do
Wait(0)
end
while MinigameIsShowingCompletion() do
Wait(0)
end
CameraFade(500, 0)
Wait(501)
CameraReset()
CameraReturnToPlayer()
PedSetPedToTypeAttitude(mandy, 13, 4)
PedSetEmotionTowardsPed(mandy, gPlayer, 8, true)
PedLockTarget(gPlayer, -1)
PedLockTarget(mandy, -1)
PedStop(mandy)
BlipRemove(gMandyBlip)
PedMakeAmbient(mandy)
gMissionStage = "passed"
end
end
function F_PlayerGreetedMandy()
bPlayerGreetedMandy = true
end
function CleanupFailed()
for i, tag in tblSchoolTags do
if tag.poster then
PAnimDelete(tag.poster)
--print("CleanupFailed Poster deleted!", tag.tagName)
end
if tag.id then
PAnimDelete(tag.id)
end
end
for i, tag in tblBusinessTags do
if tag.poster then
PAnimDelete(tag.poster)
end
if tag.id then
PAnimDelete(tag.id)
end
end
end
function F_CreateSchoolPosters()
for i, tag in tblSchoolTags do
--print("==== F_CreateSchoolPosters ====", i)
if tag.id then
PAnimCreate(tag.id, false)
end
if tag.poster then
PAnimCreate(tag.poster, false)
else
--print(">>>[RUI]", "BAD School Poster Trigger")
end
end
--print(">>>[RUI]", "++SchoolPosters")
--print(">>>[RUI]", "++F_CreateSchoolPosters")
end
function F_CreateBusinessPosters()
--print("Size of tblBusinessTags: ", table.getn(tblBusinessTags))
for i, tag in tblBusinessTags do
--print("==== F_CreateBusinessPosters ====", i, "tag name: ", tag.tagName)
if tag.id then
PAnimCreate(tag.id, false)
end
if tag.poster and tag.bCheckTag then
--print("Creating poster!")
PAnimCreate(tag.poster, false)
elseif not tag.bCheckTag and PAnimExists(tag.poster) then
PAnimDelete(tag.poster)
--print("Do not create poster!!")
--print("F_CreateBusinessPosters Poster deleted!", tag.tagName)
end
end
--print(">>>[RUI]", "++BusinessPosters")
--print(">>>[RUI]", "++F_CreateBusinessPosters")
end
function T_MonitorAttackedPervs()
while gMissionStage == "running" do
for i, perv in tblPerverts do
if perv.id and not PedIsDead(perv.id) and perv.bAttacked == false and PedGetWhoHitMeLast(perv.id) == gPlayer then
PedAttack(perv.id, gPlayer, 3)
perv.bAttacked = true
if perv.buddy then
for j, buddyPerv in tblPerverts do
if buddyPerv.tagName == perv.buddy and buddyPerv.id then
PedSetActionNode(buddyPerv.id, "/Global/Ambient/MissionSpec/PlayerIdle/IdleOneFrame", "/Act/Anim/Ambient.act")
Wait(1)
PedAttack(buddyPerv.id, gPlayer, 3)
buddyPerv.bAttacked = true
if buddyPerv.buddy ~= perv.tagName then
for l, buddyPervbuddy in tblPerverts do
if buddyPervbuddy.tagName == buddyPerv.buddy and buddyPervbuddy.id then
PedAttack(buddyPervbuddy.id, gPlayer, 3)
buddyPervbuddy.bAttacked = true
break
end
Wait(1)
end
end
break
end
Wait(1)
end
end
break
end
Wait(1)
end
Wait(1)
end
end
function F_DisableBusinessPosters()
if shared.gAreaDATFileLoaded[0] == true and bDisabledSigns == false then
bDisabledSigns = true
for i, tag in tblBusinessTags do
if tag.id then
--print("========>>> disable tag.")
PAnimSetActionNode(tag.id, "/Global/TagSmall/NotUseable", "Act/Props/TagSmall.act")
end
end
for i, tag in gTblComicBookTag do
if tag.id and PAnimExists(tag.id) then
PAnimDelete(tag.id)
PAnimDelete(tag.poster)
--print("F_DisableBusinessPosters Poster deleted!", tag.tagName)
end
end
elseif not shared.gAreaDATFileLoaded[0] and bDisabledSigns then
bDisabledSigns = false
end
end
function PervertsAttack(taggedPoint)
bYelled = false
for i, perv in tblPerverts do
if perv.id and not PedIsDead(perv.id) and perv.id and taggedPoint == perv.trigger and PedIsInAreaObject(perv.id, gPlayer, 3, 6, 0) and not PedIsDead(perv.id) then
PedSetActionNode(perv.id, "/Global/Ambient/MissionSpec/PlayerIdle/IdleOneFrame", "Act/Anim/Ambient.act")
Wait(10)
perv.bAttacked = true
if perv.reaction then
perv.reaction(perv.id, perv.yell)
else
FightPlayer(perv.id, perv.yell)
end
PedMakeAmbient(perv.id)
end
end
end
function PervertsLeave(pervId, yell)
if yell == "4_G4_13" then
QueueSoundSpeech(pervId, "WTF_TV", 0, nil, "large")
QueueTextString("", 0.1, 2, false, CB_BulliesLeave)
elseif yell == "4_G4_A2" then
SoundPlayScriptedSpeechEvent(pervId, "M_4_G4", 15, "large")
elseif yell == "4_G4_A1" then
SoundPlayScriptedSpeechEvent(pervId, "M_4_G4", 14, "large")
end
if not gAlgieCutscenePlayed then
gLastPersonTalked = pervId
SoundDisableSpeech_ActionTree()
end
PedMakeAmbient(pervId)
PedWander(pervId, 0)
end
function CB_BulliesLeave()
if tblPerverts[1].id and PedIsValid(tblPerverts[1].id) then
PedWander(tblPerverts[1].id, 0)
end
if tblPerverts[2].id and PedIsValid(tblPerverts[3].id) then
PedWander(tblPerverts[2].id, 0)
end
if tblPerverts[3].id and PedIsValid(tblPerverts[3].id) then
PedWander(tblPerverts[3].id, 0)
end
end
function BleacherPervAttack(ped)
end
function AlgieCreate()
algie = PedCreatePoint(7, POINTLIST._4_G4_PEDALGIESTART)
end
function PervertsCreate()
local theAction, theModel
for i, entry in tblPerverts do
if entry.phase == nMissionPhase and entry.bAlive and entry.id == nil and not entry.bAttacked then
theModel = entry.model
--print("MODEL ENUM: ", theModel)
entry.id = PedCreatePoint(theModel, entry.point, entry.element)
theAction = entry.action or "/Global/4_G4/Animations/GenStandTalking/TalkingLoops"
PedSetActionNode(entry.id, theAction, "Act/Conv/4_G4.act")
PedSetFlag(entry.id, 122, true)
if entry.threadInit then
entry.threadInit(entry.id)
else
end
end
end
end
function PervertsDelete()
for i, entry in tblPerverts do
if entry.phase == nMissionPhase and entry.id and PedIsValid(entry.id) and not entry.bAttacked then
if PedIsDead(entry.id) or PedGetHealth(entry.id) <= 0 then
entry.bAlive = false
end
PedMakeAmbient(entry.id)
entry.id = nil
end
end
end
function MonitorPerverts()
local previousPhase = 0
bCharactersCreated = true
while gMissionStage == "running" do
if nMissionPhase ~= 0 then
if previousPhase ~= nMissionPhase then
PervertsDelete()
bCharactersCreated = false
end
previousPhase = nMissionPhase
if bCharactersCreated == false and AreaGetVisible() == 0 then
PervertsCreate()
bCharactersCreated = true
elseif bCharactersCreated == true and AreaGetVisible() ~= 0 then
PervertsDelete()
bCharactersCreated = false
end
end
Wait(0)
end
end
function F_CreateThreads()
CreateThread("L_MonitorTags")
--print(">>>[RUI]", "++L_MonitorTags")
CreateThread("T_MandyMonitor")
--print(">>>[RUI]", "++T_MandyMonitor")
CreateThread("MonitorPerverts")
--print(">>>[RUI]", "++MonitorPerverts")
CreateThread("T_MonitorTimer")
--print(">>>[RUI]", "++T_MonitorTimer")
CreateThread("T_MonitorAttackedPervs")
--print(">>>[RUI]", "++T_MonitorAttackedPervs")
end
function CB_MandyPath(pedId, pathId, nodeId)
gMandyNode = nodeId
end
function F_OnClean()
end
function FightPlayer(ped, yell)
if not bYelled then
if yell == "4_G4_10" then
SoundPlayScriptedSpeechEvent(ped, "M_4_G4", 5, "large")
end
bYelled = true
end
if ped and not PedIsDead(ped) then
PedAttackPlayer(ped)
PedMakeAmbient(ped)
--print(">>>[RUI]", "!!FightPlayer")
end
end
function FleePlayer(ped)
if ped and not PedIsDead(ped) then
PedFlee(ped, gPlayer)
PedMakeAmbient(ped)
--print(">>>[RUI]", "!!FleePlayer")
end
end
function F_PopulateTables()
tblSchoolTags = {
{
id = TRIGGER._4_G4_SCHOOLTAG2,
poster = TRIGGER._4_G4_SCHOOLPOSTER02,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTagDone = F_OnTagDone,
OnSetup = nil,
tagType = 5,
tagName = "SchoolTagEntranceA",
startNode = "/Global/TagSmall/Useable",
startFile = "/Act/Props/TagSmall.act"
},
{
id = TRIGGER._4_G4_SCHOOLTAG3,
poster = TRIGGER._4_G4_SCHOOLPOSTER03,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTagDone = F_OnTagDone,
OnSetup = nil,
tagType = 5,
tagName = "SchoolTagMain",
startNode = "/Global/TagSmall/Useable",
startFile = "/Act/Props/TagSmall.act"
},
{
id = TRIGGER._4_G4_TILTTAG1,
poster = TRIGGER._4_G4_TILTPOST1,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTag = nil,
OnClean = nil,
OnSetup = nil,
bIsTagged = true,
bIsTagDone = true,
tagType = 5,
tagName = "BusinessTaggedComics",
startNode = "/Global/TagSmall/NotUseable/Tagged/Executes/SetTagDone",
startFile = "/Act/Props/TagSmall.act"
}
}
gSchoolTagCount = table.getn(tblSchoolTags) - 1
tblBusinessTags = {
{
id = TRIGGER._4_G4_BUSTAG2,
poster = TRIGGER._4_G4_BUSPOSTER02,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTagDone = F_OnTagDone,
OnClean = F_OnClean,
OnSetup = nil,
tagType = 5,
tagName = "BusinessTagCinema",
startNode = "/Global/TagSmall/Useable",
startFile = "/Act/Props/TagSmall.act"
},
{
id = TRIGGER._4_G4_BUSTAG8,
poster = TRIGGER._4_G4_BUSPOSTER08,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTagDone = F_OnTagDone,
OnClean = F_OnClean,
OnSetup = nil,
tagType = 5,
tagName = "BusinessTagStatue",
startNode = "/Global/TagSmall/Useable",
startFile = "/Act/Props/TagSmall.act"
}
}
--print("Size of business tags: ", table.getn(tblBusinessTags))
gBusTagCount = table.getn(tblBusinessTags)
gTblComicBookTag = {
{
id = TRIGGER._4_G4_SCHOOLTAG4,
poster = TRIGGER._4_G4_SCHOOLPOSTER04,
idBlip = nil,
completed = false,
bCheckTag = true,
count = 30,
OnTagDone = F_OnTagDone,
OnClean = F_OnClean,
OnSetup = nil,
bIsTagged = false,
bIsTagDone = false,
bIsTagDone = true,
tagType = 5,
tagName = "BusinessTagComics",
startNode = "/Global/TagSmall/Useable",
startFile = "/Act/Props/TagSmall.act"
}
}
gTotalTags = gSchoolTagCount
tblPerverts = {
{
id = nil,
trigger = TRIGGER._4_G4_SCHOOLTAG3,
point = POINTLIST._4_G4_SCHOOLTAG3A,
action = "/Global/4_G4/Animations/GenReactions/ReactionLoops",
element = 1,
phase = 1,
reaction = PervertsLeave,
blipid = nil,
tagName = "SchoolPervTag3a",
buddy = "SchoolPervTag3b",
bAlive = true,
bAttacked = false,
model = 85,
yell = "4_G4_15"
},
{
id = nil,
trigger = TRIGGER._4_G4_SCHOOLTAG3,
point = POINTLIST._4_G4_SCHOOLTAG3A,
action = nil,
element = 2,
phase = 1,
reaction = PervertsLeave,
blipid = nil,
tagName = "SchoolPervTag3b",
buddy = "SchoolPervTag3c",
bAlive = true,
bAttacked = false,
model = 99,
yell = "4_G4_14"
},
{
id = nil,
trigger = TRIGGER._4_G4_SCHOOLTAG3,
point = POINTLIST._4_G4_SCHOOLTAG3A,
action = "/Global/4_G4/Animations/GenReactions/ReactionLoops",
element = 3,
phase = 1,
reaction = PervertsLeave,
blipid = nil,
tagName = "SchoolPervTag3c",
buddy = "SchoolPervTag3a",
bAlive = true,
bAttacked = false,
model = 146,
yell = "4_G4_13"
},
{
id = nil,
trigger = TRIGGER._4_G4_BUSTAG2,
point = POINTLIST._4_G4_BUSTAG2A,
action = nil,
element = 1,
phase = 2,
reaction = PervertsLeave,
blipid = nil,
tagName = "BusPervCinema1",
buddy = "BusPervCinema2",
bAlive = true,
bAttacked = false,
model = 76,
yell = "4_G4_A0"
},
{
id = nil,
trigger = TRIGGER._4_G4_BUSTAG2,
point = POINTLIST._4_G4_BUSTAG2A,
action = nil,
element = 3,
phase = 2,
reaction = PervertsLeave,
blipid = nil,
tagName = "BusPervCinema2",
buddy = "BusPervCinema1",
bAlive = true,
bAttacked = false,
model = 144,
yell = "4_G4_A1"
},
{
id = nil,
trigger = TRIGGER._4_G4_BUSTAG4,
point = POINTLIST._4_G4_BUSTAG4A,
action = nil,
element = 1,
phase = 2,
reaction = FightPlayer,
blipid = nil,
tagName = "BusPervComic1",
buddy = "BusPervComic2",
bAlive = false,
bAttacked = false,
model = 18,
yell = "4_G4_14"
},
{
id = nil,
trigger = TRIGGER._4_G4_BUSTAG4,
point = POINTLIST._4_G4_BUSTAG4A,
action = nil,
element = 2,
phase = 2,
reaction = FightPlayer,
blipid = nil,
tagName = "BusPervComic2",
buddy = "BusPervComic1",
bAlive = false,
bAttacked = false,
model = 13,
yell = "4_G4_10"
},
{
id = nil,
trigger = TRIGGER._4_G4_BUSTAG8,
point = POINTLIST._4_G4_BUSTAG8A,
action = "/Global/4_G4/Animations/GenReactions/ReactionLoops",
element = 1,
phase = 2,
reaction = PervertsLeave,
blipid = nil,
tagName = "BusPervStatue",
bAlive = true,
bAttacked = false,
model = 149,
yell = "4_G4_A2"
}
}
bleacherPervIdx = 3
tblAlgieTags = {
{
poster = TRIGGER._4_G4_BUSPOSTER08,
id = TRIGGER._4_G4_BUSTAG8,
path = PATH._4G4_COMICTOBACKALLEY,
idBlip = nil,
bCurrentFollowing = false,
tagName = "BusinessTagStatue",
bCheckTag = true
},
{
poster = TRIGGER._4_G4_BUSPOSTER02,
id = TRIGGER._4_G4_BUSTAG2,
path = PATH._4G4_PITTOALLEY,
idBlip = nil,
bCurrentFollowing = false,
tagName = "BusinessTagCinema",
bCheckTag = true
},
{
poster = TRIGGER._4_G4_BUSPOSTER04,
id = TRIGGER._4_G4_BUSTAG4,
path = PATH._4G4_CINEMATOMEX,
idBlip = nil,
bCurrentFollowing = false,
tagName = "BusinessTagComics",
bCheckTag = true
}
}
gMaxNerdTrigs = table.getn(tblAlgieTags)
end
function F_StartCounter()
CounterSetCurrent(0)
CounterSetMax(2)
CounterSetIcon("MandPost", "MandPost_x")
CounterMakeHUDVisible(true, true)
end
function F_OnTagDone(tblTag)
--print(">>>[RUI]", "++F_OnTag: ")
if L_TagIsFaction(tblTag.id, tblTag.tagType) then
--print(">>>[RUI]", "Tag Good")
bVandalizingTutorial = false
CounterIncrementCurrent(1)
if tblTag.idBlip ~= nil then
BlipRemove(tblTag.idBlip)
tblTag.idBlip = nil
end
PervertsAttack(tblTag.id)
else
L_ClearTag(tblTag.id, 210)
--print(">>>[RUI]", "Tag Bad")
end
--print("Number of posters tagged: ", CounterGetCurrent())
if not gAlgieCutscenePlayed and nMissionPhase == 2 then
if SoundSpeechPlaying(gLastPersonTalked) then
PlayerSetControl(0)
while SoundSpeechPlaying(gLastPersonTalked) do
Wait(0)
--print("IN HERE!")
end
SoundEnableSpeech_ActionTree()
end
F_DoAlgieCutscene()
elseif nMissionPhase == 1 and CounterGetCurrent() == gSchoolTagCount then
CounterSetCurrent(2)
CounterSetMax(4)
nMissionPhase = 2
gStageUpdateFunction = F_SetupStage2
end
end
function F_SetupTag(tag)
local idBlip
--print("Tag name: ", tag.tagName)
--print("Tag check tag?: ", tostring(tag.bCheckTag))
--print("Tag is tagged?: ", tostring(tag.bIsTagged))
--print("Tag is done?: ", tostring(tag.bIsTagDone))
if tag.id and tag.bCheckTag and not tag.bIsTagDone then
--print(">>>[RUI]", "F_SetupTag add blip")
local x, y, z = GetAnchorPosition(tag.id)
idBlip = BlipAddXYZ(x, y, z, 0)
tag.idBlip = idBlip
end
end
function F_CleanBlip(tag)
if tag.idBlip then
BlipRemove(tag.idBlip)
tag.idBlip = nil
end
end
function F_SetValidTags(intFaction)
if intFaction == 1 then
idValidTagType = 1
elseif intFaction == 2 then
idValidTagType = 2
elseif intFaction == 3 then
idValidTagType = 3
elseif intFaction == 4 then
idValidTagType = 4
elseif intFaction == 5 then
idValidTagType = 5
end
end
function T_AlgieTagCleanup()
local nextTrig = 1
local bAlgieSprinting = false
local bAlgieCleanupTags = true
local bAlgieWasAttacked = false
local bAlgieWasAttackedAgain = false
local nTimeAlgieWasAttacked = 0
while 0 < PedGetHealth(algie) do
if not bInNIS then
if not bAlgieWasAttacked then
if PedIsHit(algie, 2, 1000) and PedGetWhoHitMeLast(algie) == gPlayer and 0 < PedGetHealth(algie) then
SoundStopCurrentSpeechEvent(algie)
PedClearObjectives(algie)
SoundPlayScriptedSpeechEvent(algie, "VICTIMIZED", 0, "large")
if not PedMePlaying(algie, "Grapples", true) then
PedSetActionNode(algie, "/Global/4_G4/Cower", "Act/Conv/4_G4.act")
while PedIsPlaying(algie, "/Global/4_G4/Cower", false) do
Wait(0)
end
end
PedIgnoreStimuli(algie, true)
PedAddPedToIgnoreList(algie, gPlayer)
PedClearObjectives(algie)
PedStop(algie)
PedMoveToPoint(algie, 3, POINTLIST._4G4_THADRUN, 1)
nTimeAlgieWasAttacked = GetTimer()
bAlgieCleanupTags = false
tblAlgieTags[currentTrig].bCurrentFollowing = false
bAlgieWasAttacked = true
end
elseif bAlgieWasAttacked then
if not bAlgieCleanupTags and (GetTimer() - nTimeAlgieWasAttacked > 30000 or not PlayerIsInAreaObject(algie, 2, 40, 0)) then
PedClearObjectives(algie)
PedIgnoreStimuli(algie, false)
bAlgieCleanupTags = true
end
if not bAlgieWasAttackedAgain and bAlgieCleanupTags and (PedCanSeeObject(gPlayer, algie, 2) and PlayerIsInAreaObject(algie, 2, 10, 0) or PedIsHit(algie, 2, 1000) and PedGetWhoHitMeLast(algie) == gPlayer) and 0 < PedGetHealth(algie) then
F_DoAlgieRunNIS()
bAlgieWasAttackedAgain = true
PedMakeAmbient(algie)
bAlgieCleanupTags = false
break
end
end
if bAlgieCleanupTags then
if tblAlgieTags[currentTrig].path and tblAlgieTags[currentTrig].bCurrentFollowing == false then
PedFollowPath(algie, tblAlgieTags[currentTrig].path, 0, 1, F_ReachedPathEnd)
tblAlgieTags[currentTrig].bCurrentFollowing = true
end
if bReachedPathEnd then
tblAlgieTags[currentTrig].bCurrentFollowing = false
AlgieCleansTag(tblAlgieTags[currentTrig])
currentTrig = F_CycleTriggers(currentTrig)
bReachedPathEnd = false
end
end
end
Wait(1)
end
end
function F_DoAlgieRunNIS()
PlayerSetControl(0)
F_MakePlayerSafeForNIS(true)
CameraSetWidescreen(true)
PedSetInvulnerable(algie, true)
PedClearObjectives(algie)
PedStop(algie)
PedSetStationary(algie, true)
PedFaceObjectNow(algie, gPlayer, 2)
Wait(500)
F_PedSetCameraOffsetXYZ(algie, 0.1, 1.3, 1.4, 0, 0, 1.4)
Wait(500)
PedSetStationary(algie, false)
PedSetActionNode(algie, "/Global/4_G4/Scream", "Act/Conv/4_G4.act")
SoundPlayScriptedSpeechEvent(algie, "TAUNT_RESPONSE_CRY", 0, "large")
Wait(1500)
PedMoveToPoint(algie, 3, POINTLIST._4G4_THADRUN, 1)
CameraLookAtObject(algie, 2, true, 1.4)
Wait(4000)
PedSetInvulnerable(algie, false)
CameraSetWidescreen(false)
PlayerSetControl(1)
CameraReset()
CameraReturnToPlayer()
CameraFollowPed(gPlayer)
F_MakePlayerSafeForNIS(false)
end
function F_ReachedPathEnd(pedid, pathid, nodeid)
if nodeid == PathGetLastNode(pathid) then
bReachedPathEnd = true
end
end
function AlgieCleansTag(tag)
if not bEndAlgieThread then
local Dachoice = math.random(1, 3)
local DaScaredChoice = math.random(4, 6)
local bFoundTag = false
local bPlayerAlreadyTaggingIt = false
--print("tag.tagName: ", tostring(tag.tagName))
--print("tag.bCheckTag: ", tostring(tag.bCheckTag))
--print("tag.id: ", tostring(tag.id))
tag = GetRelativeTag(tag.tagName)
if AreaGetVisible() == 0 and tag.bCheckTag and (not tag.id or not PAnimIsPlaying(tag.id, "/Global/TagSmall/NotUseable/Tagged/VandalTag", false)) then
--print(">>>[RUI]", "!!AlgieCleansTag INVALID TAG")
return
end
PedStop(algie)
bReachedPathEnd = false
timerElapsed = 0
timerStart = GetTimer()
if PAnimIsPlaying(tag.id, "/Global/TagSmall/NotUseable/Tagged/VandalTag", false) then
bFoundTag = true
end
if not tag.bCheckTag then
bFoundTag = true
end
algieScrubbing = false
if PlayerIsInAreaObject(algie, 2, 4, 0) and PedIsPlaying(gPlayer, "/Global/TagSmall/PedPropsActions/IsPlayer", true) then
bPlayerAlreadyTaggingIt = true
end
if bFoundTag and not bPlayerAlreadyTaggingIt then
local x, y, z = GetAnchorPosition(tag.id)
PedFaceXYZ(algie, x, y, z, 0)
Wait(40)
TextPrint("4_G4_ALGIECLEAN", 4, 1)
PedSetActionNode(algie, "/Global/4_G4/Animations/SetupPoster/PlaceIt", "Act/Conv/4_G4.act")
while PedIsPlaying(algie, "/Global/4_G4/Animations/SetupPoster/PlaceIt", false) do
Wait(0)
end
tag.bCurrentFollowing = false
if not tag.bCheckTag then
PAnimCreate(tag.poster, false)
CounterSetMax(CounterGetMax() + 1)
else
CounterIncrementCurrent(-1)
end
tag.bIsTagged = false
tag.bIsTagDone = false
tag.bCheckTag = true
if not bNeedSpray then
tag.idBlip = BlipAddXYZ(x, y, z, 0)
else
tag.idBlip = nil
end
PAnimSetActionNode(tag.id, "/Global/TagSmall/Useable", "/Act/Props/TagSmall.act")
end
end
end
function F_CycleTriggers(triggerNumber)
triggerNumber = triggerNumber + 1
if triggerNumber > gMaxNerdTrigs then
triggerNumber = 1
end
return triggerNumber
end
function GetRelativeTag(name)
for i, tag in tblBusinessTags do
if tag.tagName == name then
return tag
end
end
for i, tag in gTblComicBookTag do
if tag.tagName == name then
return tag
end
end
return nil
end
function PlayerHasHitPed(ped)
return PedGetWhoHitMeLast(ped) == gPlayer
end
function T_MandyMonitor()
while gMissionStage == "running" do
if mandy and (PlayerHasHitPed(mandy) or PedIsDead(mandy)) and gMissionStage ~= "passed" then
if PlayerHasHitPed(mandy) then
elseif PedIsDead(mandy) then
end
bMandySlapped = true
break
end
if AreaGetVisible() == 13 and mandy == nil then
if gStageUpdateFunction == F_Stage5 and mandy and PedIsValid(mandy) then
PedSetMissionCritical(mandy, false)
PedDelete(mandy)
end
elseif AreaGetVisible() == 0 and gStageUpdateFunction == F_Stage5 and mandy == nil then
mandy = PedCreatePoint(14, POINTLIST._4G4_MANDYEND)
PedSetMissionCritical(mandy, true, CB_MandyAttacked, true)
PedSetPedToTypeAttitude(mandy, 13, 3)
PedSetActionNode(mandy, "/Global/4_G4/4_G4_Where", "Act/Conv/4_G4.act")
gMandyBlip = BlipAddPoint(POINTLIST._4G4_MANDYEND, 0, 4)
end
Wait(100)
end
if gMissionStage ~= "passed" and bMandySlapped and not bMandyHold then
gMissionStage = "failed"
if not PedIsDead(mandy) then
PedFlee(mandy, gPlayer)
end
Wait(4000)
end
end
function T_MonitorTimer()
while gMissionStage == "running" do
if MissionTimerHasFinished() then
bTimesUp = true
break
end
Wait(100)
end
if bTimesUp and nMissionPhase < 3 then
gMissionStage = "failed"
end
collectgarbage()
end
function F_SetPlayerLoc(point, area)
local areaID = area or 0
AreaTransitionPoint(areaID, point)
end
function F_CleanupTags(tag)
--print("tag.id = ", tostring(tag.id))
--print("tag.poster = ", tostring(tag.poster))
if tag.id then
PAnimDelete(tag.id)
end
if tag.poster then
PAnimDelete(tag.poster)
--print("F_CleanupTags Poster deleted!", tag.tagName)
end
if tag.idBlip then
BlipRemove(tag.idBlip)
tag.idBlip = nil
end
end
function CB_PedArrivedAtNode(pedId, pathId, nodeId)
if nodeId == PathGetLastNode(pathId) and pedId == perv1 then
PedSetActionNode(perv1, "/Global/4_G4/Animations/GenStandTalking/TalkingLoops", "Act/Conv/4_G4.act")
end
if nodeId == PathGetLastNode(pathId) and pedId == perv2 then
PedSetActionNode(perv2, "/Global/4_G4/Animations/GenStandTalking/TalkingLoops", "Act/Conv/4_G4.act")
end
end
function F_DoAlgieCutscene()
local perv1, perv2, x, y, z, heading
x2, y2, z2 = PlayerGetPosXYZ()
gAlgieCutscenePlayed = true
CameraFade(500, 0)
Wait(500)
TextPrintString("", 1, 2)
TextPrintString("", 1, 1)
bInNIS = true
PlayerUnequip()
while WeaponEquipped() do
Wait(0)
end
PlayerSetPosXYZ(516.14, -70.544, 4.64)
PlayerSetControl(0)
F_MakePlayerSafeForNIS(true)
CameraSetWidescreen(true)
AlgieCreate()
for i, perv in tblPerverts do
if perv.tagName == "BusPervComic1" or perv.tagName == "BusPervComic2" then
perv.bAlive = true
end
end
PervertsCreate()
for i, perv in tblPerverts do
if perv.tagName == "BusPervComic1" then
perv1 = perv.id
PedSetActionNode(perv1, "/Global/Ambient/MissionSpec/PlayerIdle/IdleOneFrame", "Act/Anim/Ambient.act")
elseif perv.tagName == "BusPervComic2" then
perv2 = perv.id
PedSetActionNode(perv2, "/Global/Ambient/MissionSpec/PlayerIdle/IdleOneFrame", "Act/Anim/Ambient.act")
end
end
PAnimSetActionNode(TRIGGER._4_G4_TILTTAG1, "/Global/TagSmall/NotUseable/Tagged/Executes/SetTagDone", "Act/Props/TagSmall.act")
PedSetPosPoint(perv1, POINTLIST._4_G4_ALGIECUT, 2)
PedSetPosPoint(perv2, POINTLIST._4_G4_ALGIECUT, 1)
PedSetPosPoint(algie, POINTLIST._4_G4_ALGIECUT, 3)
PedClearAllWeapons(algie)
CameraSetFOV(70)
CameraSetXYZ(512.32794, -64.18165, 6.174207, 513.1554, -63.620415, 6.186368)
CameraFade(500, 1)
Wait(500)
PedFollowPath(algie, PATH._4G4_ALGIEPATH, 0, 1)
SoundPlayScriptedSpeechEvent(algie, "M_4_G4", 22, "large")
Wait(3000)
PedStop(algie)
while SoundSpeechPlaying(algie) do
Wait(0)
end
PedSetActionNode(algie, "/Global/4_G4/Animations/SetupPoster/PlaceIt", "Act/Conv/4_G4.act")
while PedIsPlaying(algie, "/Global/4_G4/Animations/SetupPoster/PlaceIt", false) do
Wait(0)
end
for i, tag in gTblComicBookTag do
PAnimCreate(tag.id)
PAnimCreate(tag.poster)
end
--print("Load tag during the NIS!")
L_TagLoad("4G4_BusComicTags", gTblComicBookTag)
for i, tag in gTblComicBookTag do
if tag.id then
tag.bIsTagged = false
tag.bIsTagDone = false
tag.bCheckTag = true
tag.bIsTagDone = false
PAnimSetActionNode(tag.id, "/Global/TagSmall/Useable", "/Act/Props/TagSmall.act")
end
end
if not bNeedSpray then
--print("Setup the business comic tags")
L_TagExec("4G4_BusComicTags", F_SetupTag, "element")
end
PedFollowPath(algie, tblAlgieTags[currentTrig].path, 0, 1, F_ReachedPathEnd)
CreateThread("T_AlgieTagCleanup")
Wait(1000)
PedFollowPath(perv1, PATH._4G4_PERV1, 0, 0, CB_PedArrivedAtNode)
PedFollowPath(perv2, PATH._4G4_PERV1, 0, 0, CB_PedArrivedAtNode)
CameraFade(500, 0)
Wait(500)
CameraDefaultFOV()
CameraReset()
CameraReturnToPlayer()
CameraSetWidescreen(false)
PlayerSetPosXYZ(x2, y2, z2)
PlayerFaceHeading(180, 0)
TextPrintString("", 1, 2)
CounterSetIcon("MandPost", "MandPost_x")
CounterMakeHUDVisible(true, true)
CounterSetMax(5)
bTetherJimmyToTown = true
bInNIS = false
F_MakePlayerSafeForNIS(false)
Wait(300)
CameraFade(500, 1)
Wait(500)
PlayerSetControl(1)
if bNeedSpray then
TextPrint("4_G4_SPRAYBUY", 4, 1)
end
end
function F_MonitorJimmy()
if bTetherJimmyToTown and not AreaIsLoading() and AreaGetVisible() == 0 then
if bCheckFailing then
if not PlayerIsInTrigger(TRIGGER._4_G4_LEFTTOWN) then
gMissionStage = "LeftTown"
elseif PlayerIsInTrigger(TRIGGER._AMB_BUSINESS_AREA) then
bCheckFailing = false
TextPrintString("", 1, 1)
end
elseif not PlayerIsInTrigger(TRIGGER._AMB_BUSINESS_AREA) then
TextPrint("4_G4_SEARCH", 4000000, 1)
bCheckFailing = true
end
end
end
function InitialSetup()
WeaponRequestModel(321)
LoadAnimationGroup("MINIGraf")
LoadAnimationGroup("Hang_Jock")
LoadAnimationGroup("Hang_Talking")
LoadAnimationGroup("NPC_Love")
LoadAnimationGroup("NPC_NeedsResolving")
LoadAnimationGroup("POI_Smoking")
LoadAnimationGroup("GEN_Socia")
LoadAnimationGroup("IDLE_SEXY_C")
LoadAnimationGroup("SGIRL_F")
LoadPAnims({
TRIGGER._4_G4_SCHOOLPOSTER02,
TRIGGER._4_G4_SCHOOLPOSTER03,
TRIGGER._4_G4_SCHOOLPOSTER04,
TRIGGER._4_G4_BUSPOSTER02,
TRIGGER._4_G4_BUSPOSTER03,
TRIGGER._4_G4_BUSPOSTER04,
TRIGGER._4_G4_BUSPOSTER06A,
TRIGGER._4_G4_BUSPOSTER08
})
for i, ped in pedModels do
ped.maxNum = PedGetUniqueModelStatus(ped.id)
PedSetUniqueModelStatus(ped.id, -1)
end
LoadPedModels({
85,
99,
146,
76,
144,
18,
15,
20,
13,
149,
14,
4,
7,
11
})
LoadActionTree("Act/Conv/4_G4.act")
F_PopulateTables()
F_SetValidTags(5)
F_CreateSchoolPosters()
L_TagLoad("4G4SchoolTags", tblSchoolTags)
for i, tag in tblSchoolTags do
if tag.id and tag.tagName == "BusinessTaggedComics" then
tag.bIsTagged = true
tag.bIsTagDone = true
tag.bCheckTag = false
end
end
L_TagExec("4G4SchoolTags", F_SetupTag, "element")
F_DisableBusinessPosters()
AreaTransitionPoint(0, POINTLIST._4_G4_PLAYERSTART)
while not shared.gAreaDATFileLoaded[0] == true do
Wait(100)
end
TaggingStartPersistentTag()
Wait(100)
CameraReset()
CameraReturnToPlayer()
end
function MissionSetup()
MissionDontFadeIn()
TaggingOnlyShowMissionTags(true)
SoundPlayInteractiveStream("MS_SearchingLow.rsm", MUSIC_DEFAULT_VOLUME)
SoundSetMidIntensityStream("MS_SearchingMid.rsm", 0.6)
SoundSetHighIntensityStream("MS_SearchingHigh.rsm", 0.7)
PlayCutsceneWithLoad("4-G4", true, true)
DATLoad("4_G4.DAT", 2)
DATInit()
if PlayerGetMoney() < 100 then
PlayerSetMoney(100)
end
end
function main()
InitialSetup()
CreateThread("T_PedMonitor")
gStageUpdateFunction = F_SetupStage1
while not (gMissionStage ~= "running" or bPlayerShotMandy) do
UpdateTextQueue()
gStageUpdateFunction()
Wait(0)
end
if gMissionStage == "passed" then
SoundStopInteractiveStream()
SetFactionRespect(1, GetFactionRespect(1) - 5)
MissionSucceed(false, false, false)
AreaEnsureSpecialEntitiesAreCreatedWithOverride("4_G4", 4)
Wait(500)
CameraFade(500, 1)
Wait(101)
else
CleanupFailed()
if bMandyAttacked then
if mandy and PedIsValid(mandy) then
PedSetInvulnerable(mandy, false)
PedSetFlag(mandy, 113, false)
PedSetStationary(mandy, false)
PedIgnoreStimuli(mandy, false)
PedMakeAmbient(mandy)
end
SoundPlayMissionEndMusic(false, 4)
MissionFail(false, true, "4_G4_MANDHIT")
elseif gMissionStage == "OutOfMoney" then
CounterClearIcon()
CounterMakeHUDVisible(false, false)
SoundPlayMissionEndMusic(false, 4)
TextPrintString("", 1, 1)
MissionFail(false, true, "CMN_STR_06")
elseif bTimesUp then
CounterClearIcon()
CounterMakeHUDVisible(false, false)
SoundPlayMissionEndMusic(false, 4)
MissionFail(false, true, "4_G4_TIMEUP")
elseif gMissionStage == "LeftTown" then
CounterClearIcon()
CounterMakeHUDVisible(false, false)
SoundPlayMissionEndMusic(false, 4)
TextPrintString("", 1, 1)
MissionFail(false, true, "4_G4_FAILLEFT")
else
SoundPlayMissionEndMusic(false, 4)
MissionFail()
end
end
end
function MissionCleanup()
PlayerSetControl(1)
F_MakePlayerSafeForNIS(false)
CameraSetWidescreen(false)
CameraReturnToPlayer(true)
CameraReset()
TaggingStopPersistentTag()
TaggingOnlyShowMissionTags(false)
SoundStopInteractiveStream()
SoundEnableSpeech_ActionTree()
if mandy and PedIsValid(mandy) then
PedSetInvulnerable(mandy, false)
PedSetFlag(mandy, 113, false)
PedSetStationary(mandy, false)
PedIgnoreStimuli(mandy, false)
PedMakeAmbient(mandy)
PedWander(mandy, 0)
end
for i, ped in pedModels do
PedSetUniqueModelStatus(ped.id, ped.maxNum)
end
CounterClearIcon()
CounterMakeHUDVisible(false, false)
--print("SLKDFMSKMFSM!")
if 1 <= nMissionPhase and 0 < table.getn(tblSchoolTags) then
L_TagExec("4G4SchoolTags", F_CleanupTags, "element")
end
if 2 <= nMissionPhase then
--print("E{LWPREPWLRWLPERWR!")
if 0 < table.getn(tblBusinessTags) then
L_TagExec("4G4_BusTags", F_CleanupTags, "element")
end
--print("LNKEWRMKMKKMKLFIOI!")
if gAlgieCutscenePlayed and 0 < table.getn(gTblComicBookTag) then
L_TagExec("4G4_BusComicTags", F_CleanupTags, "element")
end
end
UnLoadAnimationGroup("MINIGraf")
UnLoadAnimationGroup("Hang_Jock")
UnLoadAnimationGroup("Hang_Talking")
UnLoadAnimationGroup("NPC_Love")
UnLoadAnimationGroup("NPC_NeedsResolving")
UnLoadAnimationGroup("POI_Smoking")
UnLoadAnimationGroup("GEN_Socia")
UnLoadAnimationGroup("IDLE_SEXY_C")
UnLoadAnimationGroup("SGIRL_F")
DATUnload(2)
end
function F_PlayerShotMandy()
--print("PWNED!")
bPlayerShotMandy = true
end
local tObjectiveTable = {}
function F_ObjectiveAlreadyGiven(reference)
for i, objective in tObjectiveTable do
if objective.ref == reference then
return true
end
end
return false
end
function F_ObjectiveAlreadyComplete(reference)
for i, objective in tObjectiveTable do
if objective.ref == reference then
return objective.bComplete
end
end
return false
end
function F_RemoveMissionObjective(reference)
for i, objective in tObjectiveTable do
if objective.ref == reference then
MissionObjectiveRemove(objective.id)
table.remove(tObjectiveTable, i)
end
end
end
function F_CompleteMissionObjective(reference)
for i, objective in tObjectiveTable do
if objective.ref == reference then
MissionObjectiveComplete(objective.id)
objective.bComplete = true
end
end
end
function F_AddMissionObjective(reference, bPrint)
if F_ObjectiveAlreadyGiven(reference) then
for i, objective in tObjectiveTable do
if objective.ref == reference then
return objective.id
end
end
end
if bPrint then
TextPrint(reference, 3, 1)
end
local objId = MissionObjectiveAdd(reference)
table.insert(tObjectiveTable, {
id = objId,
ref = reference,
bComplete = false
})
return objId
end
| 0 | 0.815567 | 1 | 0.815567 | game-dev | MEDIA | 0.769614 | game-dev,testing-qa | 0.940367 | 1 | 0.940367 |
SceneView/sceneview-android | 4,570 | sceneview/src/main/java/io/github/sceneview/node/VideoNode.kt | package io.github.sceneview.node
// TODO: To finish
//open class VideoNode private constructor(
// engine: Engine,
// val materialLoader: MaterialLoader,
// entity: Entity = EntityManager.get().create(),
// parent: Node? = null,
// mediaPlayer: MediaPlayer,
// val texture: Texture,
// /**
// * `null` to adjust size on the normalized image size
// */
// val size: Size? = null,
// center: Position = Plane.DEFAULT_CENTER,
// normal: Direction = Plane.DEFAULT_NORMAL,
// builder: RenderableManager.Builder.() -> Unit = {}
//) : PlaneNode(
// engine, entity, parent,
// size ?: normalize(Size(mediaPlayer.videoWidth.toFloat(), mediaPlayer.videoHeight.toFloat())),
// center, normal,
// materialLoader.createVideoInstance(texture),
// builder
//) {
// var mediaPlayer = mediaPlayer
// set(value) {
// field = value
// texture.setExternalStream()setBitmap(engine, value)
// if (size == null) {
// updateGeometry(
// size = normalize(Size(value.videoWidth.toFloat(), value.videoHeight.toFloat()))
// )
// }
// }
//
// init {
// if (size == null) {
// mediaPlayer.doOnVideoSized { player, width, height ->
// if (player == this.player) {
// updateGeometry(size = normalize(Size(width.toFloat(), height.toFloat())))
// }
// }
// }
// }
//}
//
//open class VideoNode(
// videoMaterial: VideoMaterial,
// val player: MediaPlayer,
// size: Size = Plane.DEFAULT_SIZE,
// center: Position = Plane.DEFAULT_CENTER,
// normal: Direction = Plane.DEFAULT_NORMAL,
// scaleToVideoRatio: Boolean = true,
// /**
// * Keep the video aspect ratio.
// * - `true` to fit within max width or height
// * - `false` the video will be stretched to the node scale
// */
// keepAspectRatio: Boolean = true,
// /**
// * The parent node.
// *
// * If set to null, this node will not be attached.
// *
// * The local position, rotation, and scale of this node will remain the same.
// * Therefore, the world position, rotation, and scale of this node may be different after the
// * parent changes.
// */
// parent: Node? = null,
// renderableApply: RenderableManager.Builder.() -> Unit = {}
//) : PlaneNode(
// engine = videoMaterial.engine,
// size = size,
// center = center,
// normal = normal,
// materialInstance = videoMaterial.instance,
// parent = parent,
// renderableApply = renderableApply
//) {
//
//
// constructor(
// materialLoader: MaterialLoader,
// player: MediaPlayer,
// chromaKeyColor: Int? = null,
// scaleToVideoRatio: Boolean = true,
// /**
// * Keep the video aspect ratio.
// * - `true` to fit within max width or height
// * - `false` the video will be stretched to the node scale
// */
// keepAspectRatio: Boolean = true,
// size: Size = Plane.DEFAULT_SIZE,
// center: Position = Plane.DEFAULT_CENTER,
// normal: Direction = Plane.DEFAULT_NORMAL,
// /**
// * The parent node.
// *
// * If set to null, this node will not be attached.
// *
// * The local position, rotation, and scale of this node will remain the same.
// * Therefore, the world position, rotation, and scale of this node may be different after the
// * parent changes.
// */
// parent: Node? = null,
// renderableApply: RenderableManager.Builder.() -> Unit = {}
// ) : this(
// videoMaterial = materialLoader.createVideoInstance(player, chromaKeyColor),
// player = player,
// scaleToVideoRatio = scaleToVideoRatio,
// keepAspectRatio = keepAspectRatio,
// size = size,
// center = center,
// normal = normal,
// parent = parent,
// renderableApply = renderableApply
// )
//
// override fun destroy() {
// super.destroy()
//
// player.stop()
// }
//}
//
//
//fun MediaPlayer.doOnVideoSized(block: (player: MediaPlayer, videoWidth: Int, videoHeight: Int) -> Unit) {
// if (videoWidth > 0 && videoHeight > 0) {
// block(this, videoWidth, videoHeight)
// } else {
// setOnVideoSizeChangedListener { _, width: Int, height: Int ->
// if (width > 0 && height > 0) {
// block(this, width, height)
// }
// }
// }
//} | 0 | 0.911746 | 1 | 0.911746 | game-dev | MEDIA | 0.70046 | game-dev | 0.776437 | 1 | 0.776437 |
PentestSS13/Pentest | 12,321 | code/modules/power/singularity/field_generator.dm |
/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/obj/machinery/field/generator
name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
CanAtmosPass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_overlays()
. = ..()
if(warming_up)
. += "+a[warming_up]"
if(LAZYLEN(fields))
. += "+on"
if(power_level)
. += "+p[power_level]"
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/anchored/Initialize()
. = ..()
set_anchored(TRUE)
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process(seconds_per_tick)
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, span_warning("You are unable to turn off [src] once it is online!"))
return 1
else
user.visible_message(span_notice("[user] turns on [src]."), \
span_notice("You turn on [src]."), \
span_hear("You hear heavy droning."))
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!"))
/obj/machinery/field/generator/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
if(active)
turn_off()
state = anchorvalue ? FG_SECURED : FG_UNSECURED
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, span_warning("Turn \the [src] off first!"))
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, span_warning("[src] is welded to the floor!"))
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
. = ..()
if(active)
to_chat(user, span_warning("[src] needs to be off!"))
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, span_warning("[src] needs to be wrenched to the floor!"))
if(FG_SECURED)
if(!I.tool_start_check(user, src, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts to weld [src] to the floor."), \
span_notice("You start to weld \the [src] to the floor..."), \
span_hear("You hear welding."))
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, span_notice("You weld the field generator to the floor."))
if(FG_WELDED)
if(!I.tool_start_check(user, src, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts to cut [src] free from the floor."), \
span_notice("You start to cut \the [src] free from the floor..."), \
span_hear("You hear welding."))
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, span_notice("You cut \the [src] free from the floor."))
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
set_anchored(FALSE)
M.visible_message(span_warning("[M] rips [src] free from its moorings!"))
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
. = ..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_appearance()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
CanAtmosPass = ATMOS_PASS_YES
air_update_turf(TRUE)
INVOKE_ASYNC(src, PROC_REF(cleanup))
addtimer(CALLBACK(src, PROC_REF(cool_down)), 50)
/obj/machinery/field/generator/proc/cool_down()
if(active || warming_up <= 0)
return
warming_up--
update_appearance()
if(warming_up > 0)
addtimer(CALLBACK(src, PROC_REF(cool_down)), 50)
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
addtimer(CALLBACK(src, PROC_REF(warm_up)), 50)
/obj/machinery/field/generator/proc/warm_up()
if(!active)
return
warming_up++
update_appearance()
if(warming_up >= 3)
start_fields()
else
addtimer(CALLBACK(src, PROC_REF(warm_up)), 50)
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message(span_danger("The [name] shuts down!"), span_hear("You hear something shutting down."))
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
move_resist = INFINITY
CanAtmosPass = ATMOS_PASS_NO
air_update_turf(TRUE)
addtimer(CALLBACK(src, PROC_REF(setup_field), 1), 1)
addtimer(CALLBACK(src, PROC_REF(setup_field), 2), 2)
addtimer(CALLBACK(src, PROC_REF(setup_field), 4), 3)
addtimer(CALLBACK(src, PROC_REF(setup_field), 8), 4)
addtimer(VARSET_CALLBACK(src, active, FG_ONLINE), 5)
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.on_entered(src, L)
connected_gens |= G
G.connected_gens |= src
shield_floor(TRUE)
update_appearance()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
shield_floor(FALSE)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
clean_up = 0
update_appearance()
//This is here to help fight the "release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
INVOKE_ASYNC(src, PROC_REF(notify_admins))
move_resist = initial(move_resist)
/obj/machinery/field/generator/proc/shield_floor(create)
if(connected_gens.len < 2)
return
var/CGcounter
for(CGcounter = 1; CGcounter < connected_gens.len, CGcounter++)
var/list/CGList = ((connected_gens[CGcounter].connected_gens & connected_gens[CGcounter+1].connected_gens)^src)
if(!CGList.len)
return
var/obj/machinery/field/generator/CG = CGList[1]
var/x_step
var/y_step
if(CG.x > x && CG.y > y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x > x && CG.y < y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x < x && CG.y > y)
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
/obj/machinery/field/generator/proc/place_floor(Location,create)
if(create && !locate(/obj/effect/shield) in Location)
new/obj/effect/shield(Location)
else if(!create)
var/obj/effect/shield/S=locate(/obj/effect/shield) in Location
if(S)
qdel(S)
/obj/machinery/field/generator/proc/notify_admins()
var/temp = TRUE //stops spam
for(var/obj/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = FALSE
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
notify_ghosts("IT'S LOOSE", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/warning-buzzer.ogg', header = "IT'S LOOSE", notify_volume = 75)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE
| 0 | 0.967303 | 1 | 0.967303 | game-dev | MEDIA | 0.716988 | game-dev | 0.851756 | 1 | 0.851756 |
unresolved3169/Altay-Old | 1,107 | src/pocketmine/metadata/LevelMetadataStore.php | <?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program 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.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\metadata;
use pocketmine\level\Level;
class LevelMetadataStore extends MetadataStore{
public function disambiguate(Metadatable $level, string $metadataKey) : string{
if(!($level instanceof Level)){
throw new \InvalidArgumentException("Argument must be a Level instance");
}
return strtolower($level->getName()) . ":" . $metadataKey;
}
}
| 0 | 0.6807 | 1 | 0.6807 | game-dev | MEDIA | 0.646544 | game-dev | 0.606196 | 1 | 0.606196 |
i-Jiro/Unity3D-Turn_Based_RPG | 1,247 | Assets/Scripts/Battle/Abilities/Ability.cs | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Ability
{
public string Name;
public float Multiplier { get; }
public float ManaCost { get; }
public GameObject Source { get; }
protected readonly AbilityData abilityData;
protected readonly List<StatusEffectData> statusEffectsDataList;
protected readonly List<StatusEffect> statusEffects;
public Ability(AbilityData data, GameObject source, List<StatusEffectData> statusEffectDataList)
{
abilityData = data;
ManaCost = data.ManaCost;
Name = data.AbilityName;
Multiplier = data.Multiplier;
statusEffectsDataList = statusEffectDataList;
statusEffects = new List<StatusEffect>();
Source = source;
InitializeStatusEffect();
}
public Ability(AbilityData data, GameObject source) : this( data, source, null) {}
protected void InitializeStatusEffect()
{
if(statusEffectsDataList != null)
{
foreach(StatusEffectData data in statusEffectsDataList)
{
StatusEffect statusEffect = data.Initialize();
statusEffects.Add(statusEffect);
}
}
}
}
| 0 | 0.580373 | 1 | 0.580373 | game-dev | MEDIA | 0.876442 | game-dev | 0.913451 | 1 | 0.913451 |
thomasxm/BOAZ_beta | 24,589 | Include/10.0.22621.0/um/10.0.22621.0/cppwinrt/winrt/impl/windows.gaming.preview.gamesenumeration.0.h | // C++/WinRT v2.0.220110.5
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#pragma once
#ifndef WINRT_Windows_Gaming_Preview_GamesEnumeration_0_H
#define WINRT_Windows_Gaming_Preview_GamesEnumeration_0_H
WINRT_EXPORT namespace winrt::Windows::ApplicationModel
{
struct AppDisplayInfo;
}
WINRT_EXPORT namespace winrt::Windows::Foundation
{
struct EventRegistrationToken;
struct IAsyncAction;
template <typename TResult> struct __declspec(empty_bases) IAsyncOperation;
template <typename T> struct __declspec(empty_bases) IReference;
}
WINRT_EXPORT namespace winrt::Windows::Foundation::Collections
{
template <typename K, typename V> struct __declspec(empty_bases) IMapView;
template <typename T> struct __declspec(empty_bases) IVectorView;
template <typename T> struct __declspec(empty_bases) IVector;
}
WINRT_EXPORT namespace winrt::Windows::Storage
{
struct IStorageFile;
}
WINRT_EXPORT namespace winrt::Windows::Gaming::Preview::GamesEnumeration
{
enum class GameListCategory : int32_t
{
Candidate = 0,
ConfirmedBySystem = 1,
ConfirmedByUser = 2,
};
enum class GameListEntryLaunchableState : int32_t
{
NotLaunchable = 0,
ByLastRunningFullPath = 1,
ByUserProvidedPath = 2,
ByTile = 3,
};
struct IGameListEntry;
struct IGameListEntry2;
struct IGameListStatics;
struct IGameListStatics2;
struct IGameModeConfiguration;
struct IGameModeUserConfiguration;
struct IGameModeUserConfigurationStatics;
struct GameList;
struct GameListEntry;
struct GameModeConfiguration;
struct GameModeUserConfiguration;
struct GameListChangedEventHandler;
struct GameListRemovedEventHandler;
}
namespace winrt::impl
{
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry2>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics2>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfigurationStatics>{ using type = interface_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameList>{ using type = class_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>{ using type = class_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeConfiguration>{ using type = class_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeUserConfiguration>{ using type = class_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListCategory>{ using type = enum_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntryLaunchableState>{ using type = enum_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler>{ using type = delegate_category; };
template <> struct category<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler>{ using type = delegate_category; };
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameList> = L"Windows.Gaming.Preview.GamesEnumeration.GameList";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry> = L"Windows.Gaming.Preview.GamesEnumeration.GameListEntry";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeConfiguration> = L"Windows.Gaming.Preview.GamesEnumeration.GameModeConfiguration";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeUserConfiguration> = L"Windows.Gaming.Preview.GamesEnumeration.GameModeUserConfiguration";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListCategory> = L"Windows.Gaming.Preview.GamesEnumeration.GameListCategory";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntryLaunchableState> = L"Windows.Gaming.Preview.GamesEnumeration.GameListEntryLaunchableState";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry> = L"Windows.Gaming.Preview.GamesEnumeration.IGameListEntry";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry2> = L"Windows.Gaming.Preview.GamesEnumeration.IGameListEntry2";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics> = L"Windows.Gaming.Preview.GamesEnumeration.IGameListStatics";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics2> = L"Windows.Gaming.Preview.GamesEnumeration.IGameListStatics2";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration> = L"Windows.Gaming.Preview.GamesEnumeration.IGameModeConfiguration";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration> = L"Windows.Gaming.Preview.GamesEnumeration.IGameModeUserConfiguration";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfigurationStatics> = L"Windows.Gaming.Preview.GamesEnumeration.IGameModeUserConfigurationStatics";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler> = L"Windows.Gaming.Preview.GamesEnumeration.GameListChangedEventHandler";
template <> inline constexpr auto& name_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler> = L"Windows.Gaming.Preview.GamesEnumeration.GameListRemovedEventHandler";
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry>{ 0x735924D3,0x811F,0x4494,{ 0xB6,0x9C,0xC6,0x41,0xA0,0xC6,0x15,0x43 } }; // 735924D3-811F-4494-B69C-C641A0C61543
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry2>{ 0xD84A8F8B,0x8749,0x4A25,{ 0x90,0xD3,0xF6,0xC5,0xA4,0x27,0x88,0x6D } }; // D84A8F8B-8749-4A25-90D3-F6C5A427886D
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>{ 0x2DDD0F6F,0x9C66,0x4B05,{ 0x94,0x5C,0xD6,0xED,0x78,0x49,0x1B,0x8C } }; // 2DDD0F6F-9C66-4B05-945C-D6ED78491B8C
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics2>{ 0x395F2098,0xEA1A,0x45AA,{ 0x92,0x68,0xA8,0x39,0x05,0x68,0x6F,0x27 } }; // 395F2098-EA1A-45AA-9268-A83905686F27
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration>{ 0x78E591AF,0xB142,0x4EF0,{ 0x88,0x30,0x55,0xBC,0x2B,0xE4,0xF5,0xEA } }; // 78E591AF-B142-4EF0-8830-55BC2BE4F5EA
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration>{ 0x72D34AF4,0x756B,0x470F,{ 0xA0,0xC2,0xBA,0x62,0xA9,0x07,0x95,0xDB } }; // 72D34AF4-756B-470F-A0C2-BA62A90795DB
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfigurationStatics>{ 0x6E50D97C,0x66EA,0x478E,{ 0xA4,0xA1,0xF5,0x7C,0x0E,0x8D,0x00,0xE7 } }; // 6E50D97C-66EA-478E-A4A1-F57C0E8D00E7
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler>{ 0x25F6A421,0xD8F5,0x4D91,{ 0xB4,0x0E,0x53,0xD5,0xE8,0x6F,0xDE,0x64 } }; // 25F6A421-D8F5-4D91-B40E-53D5E86FDE64
template <> inline constexpr guid guid_v<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler>{ 0x10C5648F,0x6C8F,0x4712,{ 0x9B,0x38,0x47,0x4B,0xC2,0x2E,0x76,0xD8 } }; // 10C5648F-6C8F-4712-9B38-474BC22E76D8
template <> struct default_interface<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>{ using type = winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry; };
template <> struct default_interface<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeConfiguration>{ using type = winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration; };
template <> struct default_interface<winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeUserConfiguration>{ using type = winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration; };
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall get_DisplayInfo(void**) noexcept = 0;
virtual int32_t __stdcall LaunchAsync(void**) noexcept = 0;
virtual int32_t __stdcall get_Category(int32_t*) noexcept = 0;
virtual int32_t __stdcall get_Properties(void**) noexcept = 0;
virtual int32_t __stdcall SetCategoryAsync(int32_t, void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry2>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall get_LaunchableState(int32_t*) noexcept = 0;
virtual int32_t __stdcall get_LauncherExecutable(void**) noexcept = 0;
virtual int32_t __stdcall get_LaunchParameters(void**) noexcept = 0;
virtual int32_t __stdcall SetLauncherExecutableFileAsync(void*, void**) noexcept = 0;
virtual int32_t __stdcall SetLauncherExecutableFileWithParamsAsync(void*, void*, void**) noexcept = 0;
virtual int32_t __stdcall get_TitleId(void**) noexcept = 0;
virtual int32_t __stdcall SetTitleIdAsync(void*, void**) noexcept = 0;
virtual int32_t __stdcall get_GameModeConfiguration(void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall FindAllAsync(void**) noexcept = 0;
virtual int32_t __stdcall FindAllAsyncPackageFamilyName(void*, void**) noexcept = 0;
virtual int32_t __stdcall add_GameAdded(void*, winrt::event_token*) noexcept = 0;
virtual int32_t __stdcall remove_GameAdded(winrt::event_token) noexcept = 0;
virtual int32_t __stdcall add_GameRemoved(void*, winrt::event_token*) noexcept = 0;
virtual int32_t __stdcall remove_GameRemoved(winrt::event_token) noexcept = 0;
virtual int32_t __stdcall add_GameUpdated(void*, winrt::event_token*) noexcept = 0;
virtual int32_t __stdcall remove_GameUpdated(winrt::event_token) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics2>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall MergeEntriesAsync(void*, void*, void**) noexcept = 0;
virtual int32_t __stdcall UnmergeEntryAsync(void*, void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall get_IsEnabled(bool*) noexcept = 0;
virtual int32_t __stdcall put_IsEnabled(bool) noexcept = 0;
virtual int32_t __stdcall get_RelatedProcessNames(void**) noexcept = 0;
virtual int32_t __stdcall get_PercentGpuTimeAllocatedToGame(void**) noexcept = 0;
virtual int32_t __stdcall put_PercentGpuTimeAllocatedToGame(void*) noexcept = 0;
virtual int32_t __stdcall get_PercentGpuMemoryAllocatedToGame(void**) noexcept = 0;
virtual int32_t __stdcall put_PercentGpuMemoryAllocatedToGame(void*) noexcept = 0;
virtual int32_t __stdcall get_PercentGpuMemoryAllocatedToSystemCompositor(void**) noexcept = 0;
virtual int32_t __stdcall put_PercentGpuMemoryAllocatedToSystemCompositor(void*) noexcept = 0;
virtual int32_t __stdcall get_MaxCpuCount(void**) noexcept = 0;
virtual int32_t __stdcall put_MaxCpuCount(void*) noexcept = 0;
virtual int32_t __stdcall get_CpuExclusivityMaskLow(void**) noexcept = 0;
virtual int32_t __stdcall put_CpuExclusivityMaskLow(void*) noexcept = 0;
virtual int32_t __stdcall get_CpuExclusivityMaskHigh(void**) noexcept = 0;
virtual int32_t __stdcall put_CpuExclusivityMaskHigh(void*) noexcept = 0;
virtual int32_t __stdcall get_AffinitizeToExclusiveCpus(bool*) noexcept = 0;
virtual int32_t __stdcall put_AffinitizeToExclusiveCpus(bool) noexcept = 0;
virtual int32_t __stdcall SaveAsync(void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall get_GamingRelatedProcessNames(void**) noexcept = 0;
virtual int32_t __stdcall SaveAsync(void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfigurationStatics>
{
struct __declspec(novtable) type : inspectable_abi
{
virtual int32_t __stdcall GetDefault(void**) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler>
{
struct __declspec(novtable) type : unknown_abi
{
virtual int32_t __stdcall Invoke(void*) noexcept = 0;
};
};
template <> struct abi<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler>
{
struct __declspec(novtable) type : unknown_abi
{
virtual int32_t __stdcall Invoke(void*) noexcept = 0;
};
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameListEntry
{
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::ApplicationModel::AppDisplayInfo) DisplayInfo() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<bool>) LaunchAsync() const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListCategory) Category() const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Collections::IMapView<hstring, winrt::Windows::Foundation::IInspectable>) Properties() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SetCategoryAsync(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListCategory const& value) const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameListEntry<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameListEntry2
{
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntryLaunchableState) LaunchableState() const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Storage::IStorageFile) LauncherExecutable() const;
[[nodiscard]] WINRT_IMPL_AUTO(hstring) LaunchParameters() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SetLauncherExecutableFileAsync(winrt::Windows::Storage::IStorageFile const& executableFile) const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SetLauncherExecutableFileAsync(winrt::Windows::Storage::IStorageFile const& executableFile, param::hstring const& launchParams) const;
[[nodiscard]] WINRT_IMPL_AUTO(hstring) TitleId() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SetTitleIdAsync(param::hstring const& id) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeConfiguration) GameModeConfiguration() const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListEntry2>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameListEntry2<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameListStatics
{
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>>) FindAllAsync() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>>) FindAllAsync(param::hstring const& packageFamilyName) const;
WINRT_IMPL_AUTO(winrt::event_token) GameAdded(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler const& handler) const;
using GameAdded_revoker = impl::event_revoker<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics, &impl::abi_t<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>::remove_GameAdded>;
[[nodiscard]] GameAdded_revoker GameAdded(auto_revoke_t, winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler const& handler) const;
WINRT_IMPL_AUTO(void) GameAdded(winrt::event_token const& token) const noexcept;
WINRT_IMPL_AUTO(winrt::event_token) GameRemoved(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler const& handler) const;
using GameRemoved_revoker = impl::event_revoker<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics, &impl::abi_t<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>::remove_GameRemoved>;
[[nodiscard]] GameRemoved_revoker GameRemoved(auto_revoke_t, winrt::Windows::Gaming::Preview::GamesEnumeration::GameListRemovedEventHandler const& handler) const;
WINRT_IMPL_AUTO(void) GameRemoved(winrt::event_token const& token) const noexcept;
WINRT_IMPL_AUTO(winrt::event_token) GameUpdated(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler const& handler) const;
using GameUpdated_revoker = impl::event_revoker<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics, &impl::abi_t<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>::remove_GameUpdated>;
[[nodiscard]] GameUpdated_revoker GameUpdated(auto_revoke_t, winrt::Windows::Gaming::Preview::GamesEnumeration::GameListChangedEventHandler const& handler) const;
WINRT_IMPL_AUTO(void) GameUpdated(winrt::event_token const& token) const noexcept;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameListStatics<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameListStatics2
{
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>) MergeEntriesAsync(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry const& left, winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry const& right) const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry>>) UnmergeEntryAsync(winrt::Windows::Gaming::Preview::GamesEnumeration::GameListEntry const& mergedEntry) const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameListStatics2>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameListStatics2<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeConfiguration
{
[[nodiscard]] WINRT_IMPL_AUTO(bool) IsEnabled() const;
WINRT_IMPL_AUTO(void) IsEnabled(bool value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Collections::IVector<hstring>) RelatedProcessNames() const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) PercentGpuTimeAllocatedToGame() const;
WINRT_IMPL_AUTO(void) PercentGpuTimeAllocatedToGame(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) PercentGpuMemoryAllocatedToGame() const;
WINRT_IMPL_AUTO(void) PercentGpuMemoryAllocatedToGame(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) PercentGpuMemoryAllocatedToSystemCompositor() const;
WINRT_IMPL_AUTO(void) PercentGpuMemoryAllocatedToSystemCompositor(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) MaxCpuCount() const;
WINRT_IMPL_AUTO(void) MaxCpuCount(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) CpuExclusivityMaskLow() const;
WINRT_IMPL_AUTO(void) CpuExclusivityMaskLow(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<int32_t>) CpuExclusivityMaskHigh() const;
WINRT_IMPL_AUTO(void) CpuExclusivityMaskHigh(winrt::Windows::Foundation::IReference<int32_t> const& value) const;
[[nodiscard]] WINRT_IMPL_AUTO(bool) AffinitizeToExclusiveCpus() const;
WINRT_IMPL_AUTO(void) AffinitizeToExclusiveCpus(bool value) const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SaveAsync() const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeConfiguration>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeConfiguration<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeUserConfiguration
{
[[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Collections::IVector<hstring>) GamingRelatedProcessNames() const;
WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncAction) SaveAsync() const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfiguration>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeUserConfiguration<D>;
};
template <typename D>
struct consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeUserConfigurationStatics
{
WINRT_IMPL_AUTO(winrt::Windows::Gaming::Preview::GamesEnumeration::GameModeUserConfiguration) GetDefault() const;
};
template <> struct consume<winrt::Windows::Gaming::Preview::GamesEnumeration::IGameModeUserConfigurationStatics>
{
template <typename D> using type = consume_Windows_Gaming_Preview_GamesEnumeration_IGameModeUserConfigurationStatics<D>;
};
}
#endif
| 0 | 0.710144 | 1 | 0.710144 | game-dev | MEDIA | 0.793419 | game-dev | 0.634357 | 1 | 0.634357 |
libgdx/gdx-ai | 4,339 | gdx-ai/src/com/badlogic/gdx/ai/steer/behaviors/MatchVelocity.java | /*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.ai.steer.behaviors;
import com.badlogic.gdx.ai.steer.Limiter;
import com.badlogic.gdx.ai.steer.Steerable;
import com.badlogic.gdx.ai.steer.SteeringAcceleration;
import com.badlogic.gdx.ai.steer.SteeringBehavior;
import com.badlogic.gdx.math.Vector;
/** This steering behavior produces a linear acceleration trying to match target's velocity. It does not produce any angular
* acceleration.
*
* @param <T> Type of vector, either 2D or 3D, implementing the {@link Vector} interface
*
* @author davebaol */
public class MatchVelocity<T extends Vector<T>> extends SteeringBehavior<T> {
/** The target of this behavior */
protected Steerable<T> target;
/** The time over which to achieve target speed */
protected float timeToTarget;
/** Creates a {@code MatchVelocity} behavior for the given owner. No target is set. The maxLinearAcceleration is set to 100. The
* timeToTarget is set to 0.1 seconds.
* @param owner the owner of this behavior. */
public MatchVelocity (Steerable<T> owner) {
this(owner, null);
}
/** Creates a {@code MatchVelocity} behavior for the given owner and target. The timeToTarget is set to 0.1 seconds.
* @param owner the owner of this behavior
* @param target the target of this behavior. */
public MatchVelocity (Steerable<T> owner, Steerable<T> target) {
this(owner, target, 0.1f);
}
/** Creates a {@code MatchVelocity} behavior for the given owner, target and timeToTarget.
* @param owner the owner of this behavior
* @param target the target of this behavior
* @param timeToTarget the time over which to achieve target speed. */
public MatchVelocity (Steerable<T> owner, Steerable<T> target, float timeToTarget) {
super(owner);
this.target = target;
this.timeToTarget = timeToTarget;
}
@Override
protected SteeringAcceleration<T> calculateRealSteering (SteeringAcceleration<T> steering) {
// Acceleration tries to get to the target velocity without exceeding max acceleration
steering.linear.set(target.getLinearVelocity()).sub(owner.getLinearVelocity()).scl(1f / timeToTarget)
.limit(getActualLimiter().getMaxLinearAcceleration());
// No angular acceleration
steering.angular = 0;
// Output steering acceleration
return steering;
}
/** Returns the target whose velocity should be matched. */
public Steerable<T> getTarget () {
return target;
}
/** Sets the target whose velocity should be matched.
* @param target the target to set
* @return this behavior for chaining. */
public MatchVelocity<T> setTarget (Steerable<T> target) {
this.target = target;
return this;
}
/** Returns the time over which to achieve target speed. */
public float getTimeToTarget () {
return timeToTarget;
}
/** Sets the time over which to achieve target speed.
* @param timeToTarget the time to set
* @return this behavior for chaining. */
public MatchVelocity<T> setTimeToTarget (float timeToTarget) {
this.timeToTarget = timeToTarget;
return this;
}
//
// Setters overridden in order to fix the correct return type for chaining
//
@Override
public MatchVelocity<T> setOwner (Steerable<T> owner) {
this.owner = owner;
return this;
}
@Override
public MatchVelocity<T> setEnabled (boolean enabled) {
this.enabled = enabled;
return this;
}
/** Sets the limiter of this steering behavior. The given limiter must at least take care of the maximum linear acceleration.
* @return this behavior for chaining. */
@Override
public MatchVelocity<T> setLimiter (Limiter limiter) {
this.limiter = limiter;
return this;
}
}
| 0 | 0.916468 | 1 | 0.916468 | game-dev | MEDIA | 0.813667 | game-dev | 0.919936 | 1 | 0.919936 |
Nebukam/PCGExtendedToolkit | 1,382 | Source/PCGExtendedToolkit/Private/Debug/PCGExFlushDebug.cpp | // Copyright 2025 Timothé Lapetite and contributors
// Released under the MIT license https://opensource.org/license/MIT/
#include "Debug/PCGExFlushDebug.h"
#include "PCGPin.h"
#include "PCGGraph.h"
#include "DrawDebugHelpers.h"
#define LOCTEXT_NAMESPACE "PCGExGraphSettings"
#define PCGEX_NAMESPACE Debug
#pragma region UPCGSettings interface
TArray<FPCGPinProperties> UPCGExDebugSettings::InputPinProperties() const
{
TArray<FPCGPinProperties> PinProperties;
PCGEX_PIN_ANY(PCGPinConstants::DefaultInputLabel, "In.", Required)
return PinProperties;
}
TArray<FPCGPinProperties> UPCGExDebugSettings::OutputPinProperties() const
{
TArray<FPCGPinProperties> PinProperties;
PCGEX_PIN_ANY(PCGPinConstants::DefaultInputLabel, "Out.", Required)
return PinProperties;
}
FPCGElementPtr UPCGExDebugSettings::CreateElement() const { return MakeShared<FPCGExDebugElement>(); }
#pragma endregion
bool FPCGExDebugElement::ExecuteInternal(FPCGContext* InContext) const
{
PCGEX_CONTEXT_AND_SETTINGS(Debug)
#if WITH_EDITOR
if (!Settings->bPCGExDebug)
{
DisabledPassThroughData(Context);
return true;
}
if (Context->bWait)
{
Context->bWait = false;
return false;
}
FlushPersistentDebugLines(Context->GetWorld());
FlushDebugStrings(Context->GetWorld());
#endif
DisabledPassThroughData(Context);
return true;
}
#undef LOCTEXT_NAMESPACE
#undef PCGEX_NAMESPACE
| 0 | 0.689298 | 1 | 0.689298 | game-dev | MEDIA | 0.454553 | game-dev | 0.761915 | 1 | 0.761915 |
SethRobinson/proton | 25,418 | shared/Irrlicht/source/Irrlicht/libpng/powerpc/filter_vsx_intrinsics.c | /* filter_vsx_intrinsics.c - PowerPC optimised filter functions
*
* Copyright (c) 2018 Cosmin Truta
* Copyright (c) 2017 Glenn Randers-Pehrson
* Written by Vadim Barkov, 2017.
*
* This code is released under the libpng license.
* For conditions of distribution and use, see the disclaimer
* and license in png.h
*/
#include <stdio.h>
#include <stdint.h>
#include "../pngpriv.h"
#ifdef PNG_READ_SUPPORTED
/* This code requires -maltivec and -mvsx on the command line: */
#if PNG_POWERPC_VSX_IMPLEMENTATION == 1 /* intrinsics code from pngpriv.h */
#include <altivec.h>
#if PNG_POWERPC_VSX_OPT > 0
#ifndef __VSX__
# error "This code requires VSX support (POWER7 and later). Please provide -mvsx compiler flag."
#endif
#define vec_ld_unaligned(vec,data) vec = vec_vsx_ld(0,data)
#define vec_st_unaligned(vec,data) vec_vsx_st(vec,0,data)
/* Functions in this file look at most 3 pixels (a,b,c) to predict the 4th (d).
* They're positioned like this:
* prev: c b
* row: a d
* The Sub filter predicts d=a, Avg d=(a+b)/2, and Paeth predicts d to be
* whichever of a, b, or c is closest to p=a+b-c.
* ( this is taken from ../intel/filter_sse2_intrinsics.c )
*/
#define vsx_declare_common_vars(row_info,row,prev_row,offset) \
png_byte i;\
png_bytep rp = row + offset;\
png_const_bytep pp = prev_row;\
size_t unaligned_top = 16 - (((size_t)rp % 16));\
size_t istop;\
if(unaligned_top == 16)\
unaligned_top = 0;\
istop = row_info->rowbytes;\
if((unaligned_top < istop))\
istop -= unaligned_top;\
else{\
unaligned_top = istop;\
istop = 0;\
}
void png_read_filter_row_up_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
vector unsigned char rp_vec;
vector unsigned char pp_vec;
vsx_declare_common_vars(row_info,row,prev_row,0)
/* Altivec operations require 16-byte aligned data
* but input can be unaligned. So we calculate
* unaligned part as usual.
*/
for (i = 0; i < unaligned_top; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*pp++)) & 0xff);
rp++;
}
/* Using SIMD while we can */
while( istop >= 16 )
{
rp_vec = vec_ld(0,rp);
vec_ld_unaligned(pp_vec,pp);
rp_vec = vec_add(rp_vec,pp_vec);
vec_st(rp_vec,0,rp);
pp += 16;
rp += 16;
istop -= 16;
}
if(istop > 0)
{
/* If byte count of row is not divisible by 16
* we will process remaining part as usual
*/
for (i = 0; i < istop; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*pp++)) & 0xff);
rp++;
}
}
}
static const vector unsigned char VSX_LEFTSHIFTED1_4 = {16,16,16,16, 0, 1, 2, 3,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_LEFTSHIFTED2_4 = {16,16,16,16,16,16,16,16, 4, 5, 6, 7,16,16,16,16};
static const vector unsigned char VSX_LEFTSHIFTED3_4 = {16,16,16,16,16,16,16,16,16,16,16,16, 8, 9,10,11};
static const vector unsigned char VSX_LEFTSHIFTED1_3 = {16,16,16, 0, 1, 2,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_LEFTSHIFTED2_3 = {16,16,16,16,16,16, 3, 4, 5,16,16,16,16,16,16,16};
static const vector unsigned char VSX_LEFTSHIFTED3_3 = {16,16,16,16,16,16,16,16,16, 6, 7, 8,16,16,16,16};
static const vector unsigned char VSX_LEFTSHIFTED4_3 = {16,16,16,16,16,16,16,16,16,16,16,16, 9,10,11,16};
static const vector unsigned char VSX_NOT_SHIFTED1_4 = {16,16,16,16, 4, 5, 6, 7,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_NOT_SHIFTED2_4 = {16,16,16,16,16,16,16,16, 8, 9,10,11,16,16,16,16};
static const vector unsigned char VSX_NOT_SHIFTED3_4 = {16,16,16,16,16,16,16,16,16,16,16,16,12,13,14,15};
static const vector unsigned char VSX_NOT_SHIFTED1_3 = {16,16,16, 3, 4, 5,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_NOT_SHIFTED2_3 = {16,16,16,16,16,16, 6, 7, 8,16,16,16,16,16,16,16};
static const vector unsigned char VSX_NOT_SHIFTED3_3 = {16,16,16,16,16,16,16,16,16, 9,10,11,16,16,16,16};
static const vector unsigned char VSX_NOT_SHIFTED4_3 = {16,16,16,16,16,16,16,16,16,16,16,16,12,13,14,16};
static const vector unsigned char VSX_CHAR_ZERO = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
#ifdef __LITTLE_ENDIAN__
static const vector unsigned char VSX_CHAR_TO_SHORT1_4 = { 4,16, 5,16, 6,16, 7,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT2_4 = { 8,16, 9,16,10,16,11,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT3_4 = {12,16,13,16,14,16,15,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR1_4 = {16,16,16,16, 0, 2, 4, 6,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR2_4 = {16,16,16,16,16,16,16,16, 0, 2, 4, 6,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR3_4 = {16,16,16,16,16,16,16,16,16,16,16,16, 0, 2, 4, 6};
static const vector unsigned char VSX_CHAR_TO_SHORT1_3 = { 3,16, 4,16, 5,16,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT2_3 = { 6,16, 7,16, 8,16,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT3_3 = { 9,16,10,16,11,16,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT4_3 = {12,16,13,16,14,16,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR1_3 = {16,16,16, 0, 2, 4,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR2_3 = {16,16,16,16,16,16, 0, 2, 4,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR3_3 = {16,16,16,16,16,16,16,16,16, 0, 2, 4,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR4_3 = {16,16,16,16,16,16,16,16,16,16,16,16, 0, 2, 4,16};
#elif defined(__BIG_ENDIAN__)
static const vector unsigned char VSX_CHAR_TO_SHORT1_4 = {16, 4,16, 5,16, 6,16, 7,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT2_4 = {16, 8,16, 9,16,10,16,11,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT3_4 = {16,12,16,13,16,14,16,15,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR1_4 = {16,16,16,16, 1, 3, 5, 7,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR2_4 = {16,16,16,16,16,16,16,16, 1, 3, 5, 7,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR3_4 = {16,16,16,16,16,16,16,16,16,16,16,16, 1, 3, 5, 7};
static const vector unsigned char VSX_CHAR_TO_SHORT1_3 = {16, 3,16, 4,16, 5,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT2_3 = {16, 6,16, 7,16, 8,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT3_3 = {16, 9,16,10,16,11,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_CHAR_TO_SHORT4_3 = {16,12,16,13,16,14,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR1_3 = {16,16,16, 1, 3, 5,16,16,16,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR2_3 = {16,16,16,16,16,16, 1, 3, 5,16,16,16,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR3_3 = {16,16,16,16,16,16,16,16,16, 1, 3, 5,16,16,16,16};
static const vector unsigned char VSX_SHORT_TO_CHAR4_3 = {16,16,16,16,16,16,16,16,16,16,16,16, 1, 3, 5,16};
#endif
#define vsx_char_to_short(vec,offset,bpp) (vector unsigned short)vec_perm((vec),VSX_CHAR_ZERO,VSX_CHAR_TO_SHORT##offset##_##bpp)
#define vsx_short_to_char(vec,offset,bpp) vec_perm(((vector unsigned char)(vec)),VSX_CHAR_ZERO,VSX_SHORT_TO_CHAR##offset##_##bpp)
#ifdef PNG_USE_ABS
# define vsx_abs(number) abs(number)
#else
# define vsx_abs(number) (number > 0) ? (number) : -(number)
#endif
void png_read_filter_row_sub4_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 4;
vector unsigned char rp_vec;
vector unsigned char part_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
PNG_UNUSED(pp)
/* Altivec operations require 16-byte aligned data
* but input can be unaligned. So we calculate
* unaligned part as usual.
*/
for (i = 0; i < unaligned_top; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
/* Using SIMD while we can */
while( istop >= 16 )
{
for(i=0;i < bpp ; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
rp -= bpp;
rp_vec = vec_ld(0,rp);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED1_4);
rp_vec = vec_add(rp_vec,part_vec);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED2_4);
rp_vec = vec_add(rp_vec,part_vec);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED3_4);
rp_vec = vec_add(rp_vec,part_vec);
vec_st(rp_vec,0,rp);
rp += 16;
istop -= 16;
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp - bpp))) & 0xff);
rp++;
}
}
void png_read_filter_row_sub3_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 3;
vector unsigned char rp_vec;
vector unsigned char part_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
PNG_UNUSED(pp)
/* Altivec operations require 16-byte aligned data
* but input can be unaligned. So we calculate
* unaligned part as usual.
*/
for (i = 0; i < unaligned_top; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
/* Using SIMD while we can */
while( istop >= 16 )
{
for(i=0;i < bpp ; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
rp -= bpp;
rp_vec = vec_ld(0,rp);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED1_3);
rp_vec = vec_add(rp_vec,part_vec);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED2_3);
rp_vec = vec_add(rp_vec,part_vec);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED3_3);
rp_vec = vec_add(rp_vec,part_vec);
part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED4_3);
rp_vec = vec_add(rp_vec,part_vec);
vec_st(rp_vec,0,rp);
rp += 15;
istop -= 16;
/* Since 16 % bpp = 16 % 3 = 1, last element of array must
* be proceeded manually
*/
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
*rp = (png_byte)(((int)(*rp) + (int)(*(rp-bpp))) & 0xff);
rp++;
}
}
void png_read_filter_row_avg4_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 4;
vector unsigned char rp_vec;
vector unsigned char pp_vec;
vector unsigned char pp_part_vec;
vector unsigned char rp_part_vec;
vector unsigned char avg_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
rp -= bpp;
if(istop >= bpp)
istop -= bpp;
for (i = 0; i < bpp; i++)
{
*rp = (png_byte)(((int)(*rp) +
((int)(*pp++) / 2 )) & 0xff);
rp++;
}
/* Altivec operations require 16-byte aligned data
* but input can be unaligned. So we calculate
* unaligned part as usual.
*/
for (i = 0; i < unaligned_top; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
/* Using SIMD while we can */
while( istop >= 16 )
{
for(i=0;i < bpp ; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
rp -= bpp;
pp -= bpp;
vec_ld_unaligned(pp_vec,pp);
rp_vec = vec_ld(0,rp);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED1_4);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED1_4);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED2_4);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED2_4);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED3_4);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED3_4);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
vec_st(rp_vec,0,rp);
rp += 16;
pp += 16;
istop -= 16;
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
}
void png_read_filter_row_avg3_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 3;
vector unsigned char rp_vec;
vector unsigned char pp_vec;
vector unsigned char pp_part_vec;
vector unsigned char rp_part_vec;
vector unsigned char avg_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
rp -= bpp;
if(istop >= bpp)
istop -= bpp;
for (i = 0; i < bpp; i++)
{
*rp = (png_byte)(((int)(*rp) +
((int)(*pp++) / 2 )) & 0xff);
rp++;
}
/* Altivec operations require 16-byte aligned data
* but input can be unaligned. So we calculate
* unaligned part as usual.
*/
for (i = 0; i < unaligned_top; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
/* Using SIMD while we can */
while( istop >= 16 )
{
for(i=0;i < bpp ; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
rp -= bpp;
pp -= bpp;
vec_ld_unaligned(pp_vec,pp);
rp_vec = vec_ld(0,rp);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED1_3);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED1_3);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED2_3);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED2_3);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED3_3);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED3_3);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
rp_part_vec = vec_perm(rp_vec,VSX_CHAR_ZERO,VSX_LEFTSHIFTED4_3);
pp_part_vec = vec_perm(pp_vec,VSX_CHAR_ZERO,VSX_NOT_SHIFTED4_3);
avg_vec = vec_avg(rp_part_vec,pp_part_vec);
avg_vec = vec_sub(avg_vec, vec_and(vec_xor(rp_part_vec,pp_part_vec),vec_splat_u8(1)));
rp_vec = vec_add(rp_vec,avg_vec);
vec_st(rp_vec,0,rp);
rp += 15;
pp += 15;
istop -= 16;
/* Since 16 % bpp = 16 % 3 = 1, last element of array must
* be proceeded manually
*/
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
*rp = (png_byte)(((int)(*rp) +
(int)(*pp++ + *(rp-bpp)) / 2 ) & 0xff);
rp++;
}
}
/* Bytewise c ? t : e. */
#define if_then_else(c,t,e) vec_sel(e,t,c)
#define vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp) {\
c = *(pp - bpp);\
a = *(rp - bpp);\
b = *pp++;\
p = b - c;\
pc = a - c;\
pa = vsx_abs(p);\
pb = vsx_abs(pc);\
pc = vsx_abs(p + pc);\
if (pb < pa) pa = pb, a = b;\
if (pc < pa) a = c;\
a += *rp;\
*rp++ = (png_byte)a;\
}
void png_read_filter_row_paeth4_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 4;
int a, b, c, pa, pb, pc, p;
vector unsigned char rp_vec;
vector unsigned char pp_vec;
vector unsigned short a_vec,b_vec,c_vec,nearest_vec;
vector signed short pa_vec,pb_vec,pc_vec,smallest_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
rp -= bpp;
if(istop >= bpp)
istop -= bpp;
/* Process the first pixel in the row completely (this is the same as 'up'
* because there is only one candidate predictor for the first row).
*/
for(i = 0; i < bpp ; i++)
{
*rp = (png_byte)( *rp + *pp);
rp++;
pp++;
}
for(i = 0; i < unaligned_top ; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
while( istop >= 16)
{
for(i = 0; i < bpp ; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
rp -= bpp;
pp -= bpp;
rp_vec = vec_ld(0,rp);
vec_ld_unaligned(pp_vec,pp);
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED1_4),1,4);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED1_4),1,4);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED1_4),1,4);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,1,4)));
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED2_4),2,4);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED2_4),2,4);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED2_4),2,4);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,2,4)));
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED3_4),3,4);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED3_4),3,4);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED3_4),3,4);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,3,4)));
vec_st(rp_vec,0,rp);
rp += 16;
pp += 16;
istop -= 16;
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
}
void png_read_filter_row_paeth3_vsx(png_row_infop row_info, png_bytep row,
png_const_bytep prev_row)
{
png_byte bpp = 3;
int a, b, c, pa, pb, pc, p;
vector unsigned char rp_vec;
vector unsigned char pp_vec;
vector unsigned short a_vec,b_vec,c_vec,nearest_vec;
vector signed short pa_vec,pb_vec,pc_vec,smallest_vec;
vsx_declare_common_vars(row_info,row,prev_row,bpp)
rp -= bpp;
if(istop >= bpp)
istop -= bpp;
/* Process the first pixel in the row completely (this is the same as 'up'
* because there is only one candidate predictor for the first row).
*/
for(i = 0; i < bpp ; i++)
{
*rp = (png_byte)( *rp + *pp);
rp++;
pp++;
}
for(i = 0; i < unaligned_top ; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
while( istop >= 16)
{
for(i = 0; i < bpp ; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
rp -= bpp;
pp -= bpp;
rp_vec = vec_ld(0,rp);
vec_ld_unaligned(pp_vec,pp);
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED1_3),1,3);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED1_3),1,3);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED1_3),1,3);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,1,3)));
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED2_3),2,3);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED2_3),2,3);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED2_3),2,3);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,2,3)));
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED3_3),3,3);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED3_3),3,3);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED3_3),3,3);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,3,3)));
a_vec = vsx_char_to_short(vec_perm(rp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED4_3),4,3);
b_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_NOT_SHIFTED4_3),4,3);
c_vec = vsx_char_to_short(vec_perm(pp_vec , VSX_CHAR_ZERO , VSX_LEFTSHIFTED4_3),4,3);
pa_vec = (vector signed short) vec_sub(b_vec,c_vec);
pb_vec = (vector signed short) vec_sub(a_vec , c_vec);
pc_vec = vec_add(pa_vec,pb_vec);
pa_vec = vec_abs(pa_vec);
pb_vec = vec_abs(pb_vec);
pc_vec = vec_abs(pc_vec);
smallest_vec = vec_min(pc_vec, vec_min(pa_vec,pb_vec));
nearest_vec = if_then_else(
vec_cmpeq(pa_vec,smallest_vec),
a_vec,
if_then_else(
vec_cmpeq(pb_vec,smallest_vec),
b_vec,
c_vec
)
);
rp_vec = vec_add(rp_vec,(vsx_short_to_char(nearest_vec,4,3)));
vec_st(rp_vec,0,rp);
rp += 15;
pp += 15;
istop -= 16;
/* Since 16 % bpp = 16 % 3 = 1, last element of array must
* be proceeded manually
*/
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
if(istop > 0)
for (i = 0; i < istop % 16; i++)
{
vsx_paeth_process(rp,pp,a,b,c,pa,pb,pc,bpp)
}
}
#endif /* PNG_POWERPC_VSX_OPT > 0 */
#endif /* PNG_POWERPC_VSX_IMPLEMENTATION == 1 (intrinsics) */
#endif /* READ */
| 0 | 0.72976 | 1 | 0.72976 | game-dev | MEDIA | 0.382128 | game-dev | 0.611212 | 1 | 0.611212 |
discordia-space/CEV-Eris | 8,494 | code/modules/mob/living/carbon/human/human_organs.dm | /mob/living/carbon/human/proc/update_eyes()
var/obj/item/organ/internal/eyes/eyes = random_organ_by_process(OP_EYES)
if(eyes)
eyes.update_colour()
regenerate_icons()
/mob/living/carbon/var/list/internal_organs = list()
/mob/living/carbon/human/var/list/organs = list()
/mob/living/carbon/human/var/list/organs_by_name = list() // map organ names to organs
/mob/living/carbon/human/var/list/internal_organs_by_efficiency = list()
// Takes care of organ related updates, such as broken and missing limbs
/mob/living/carbon/human/proc/handle_organs()
var/force_process = 0
var/damage_this_tick = getBruteLoss() + getFireLoss()
if(damage_this_tick > last_dam)
force_process = 1
last_dam = damage_this_tick
if(force_process)
bad_external_organs.Cut()
for(var/obj/item/organ/external/Ex in organs)
bad_external_organs |= Ex
//processing internal organs is pretty cheap, do that first.
for(var/obj/item/organ/I in internal_organs)
I.Process()
if(I.damage > 0)
force_process = TRUE // Let's us know that we have internal damage to process
handle_stance()
handle_grasp()
if(!force_process && !bad_external_organs.len)
return
for(var/obj/item/organ/external/E in organs)
E.handle_bones()
// If there is a flag from an internal injury, queue it for processing
if(E.status & ORGAN_MUTATED|ORGAN_INFECTED|ORGAN_WOUNDED)
bad_external_organs |= E
for(var/obj/item/organ/external/E in bad_external_organs)
if(!E)
continue
if(!E.need_process())
bad_external_organs -= E
continue
else
E.Process()
if(!lying && !buckled && world.time - l_move_time < 15)
//Moving around with fractured ribs won't do you any good
if(E.is_broken() && E.internal_organs && E.internal_organs.len && prob(15))
var/obj/item/organ/internal/I = pick(E.internal_organs)
custom_pain("You feel broken bones moving in your [E.name]!", 1)
I.take_damage(3, BRUTE, E.max_damage, 5.8, TRUE, TRUE) // Internal damage is taken at 80% health
/mob/living/carbon/human/proc/handle_stance()
// Don't need to process any of this if they aren't standing anyways
// unless their stance is damaged, and we want to check if they should stay down
if (!stance_damage && (lying || resting) && (life_tick % 4) == 0)
return
stance_damage = 0
// Buckled to a bed/chair. Stance damage is forced to 0 since they're sitting on something solid
if (istype(buckled, /obj/structure/bed))
return
// Calculate limb effect on stance
for(var/limb_tag in BP_LEGS)
var/obj/item/organ/external/E = organs_by_name[limb_tag]
// A missing limb causes high stance damage
if(!E)
stance_damage += 4
else
stance_damage += E.get_tally()
// Canes and crutches help you stand (if the latter is ever added)
// One cane fully mitigates a broken leg.
// Two canes are needed for a lost leg. If you are missing both legs, canes aren't gonna help you.
if(stance_damage > 0 && stance_damage < 8)
if (l_hand && istype(l_hand, /obj/item/tool/cane))
stance_damage -= 3
if (r_hand && istype(r_hand, /obj/item/tool/cane))
stance_damage -= 3
stance_damage = max(stance_damage, 0)
// standing is poor
if(stance_damage >= 8 || (stance_damage >= 4 && prob(5)))
if(!(lying || resting))
if(species && !(species.flags & NO_PAIN))
emote("scream")
custom_emote(1, "collapses!")
Weaken(5) //can't emote while weakened, apparently.
/mob/living/carbon/human/proc/handle_grasp()
if(!l_hand && !r_hand)
return
// You should not be able to pick anything up, but stranger things have happened.
if(l_hand)
for(var/limb_tag in list(BP_L_ARM))
var/obj/item/organ/external/E = get_organ(limb_tag)
if(!E)
visible_message(SPAN_DANGER("Lacking a functioning left hand, \the [src] drops \the [l_hand]."))
drop_from_inventory(l_hand)
break
if(r_hand)
for(var/limb_tag in list(BP_R_ARM))
var/obj/item/organ/external/E = get_organ(limb_tag)
if(!E)
visible_message(SPAN_DANGER("Lacking a functioning right hand, \the [src] drops \the [r_hand]."))
drop_from_inventory(r_hand)
break
// Check again...
if(!l_hand && !r_hand)
return
for (var/obj/item/organ/external/E in organs)
if(!E || !(E.functions & BODYPART_GRASP) || (E.status & ORGAN_SPLINTED))
continue
if(E.mob_can_unequip(src))
if(E.is_broken() || E.limb_efficiency <= 50)
drop_from_inventory(E)
if(E.limb_efficiency <= 50)
emote("me", 1, "drops what they were holding in their [E.name], [pick("unable to grasp it", "unable to feel it", "too weak to hold it")]!")
else
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")]drops what they were holding in their [E.name]!")
else if(E.is_malfunctioning())
drop_from_inventory(E)
emote("pain", 1, "drops what they were holding, their [E.name] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
QDEL_IN(spark_system, 1 SECOND)
//Handles chem traces
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
for(var/datum/reagent/A in reagents.reagent_list)
var/obj/item/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
/mob/living/carbon/human/proc/sync_organ_dna()
var/list/all_bits = internal_organs|organs
for(var/obj/item/organ/O in all_bits)
O.set_dna(src)
/mob/living/carbon/human/is_asystole()
if(should_have_process(OP_HEART))
var/obj/item/organ/internal/vital/heart/heart = random_organ_by_process(OP_HEART)
if(!istype(heart) || !heart.is_working())
return TRUE
return FALSE
/mob/living/carbon/human/proc/organ_list_by_process(organ_process)
RETURN_TYPE(/list)
. = list()
for(var/organ in internal_organs_by_efficiency[organ_process])
. += organ
/mob/living/carbon/human/proc/random_organ_by_process(organ_process)
if(organ_list_by_process(organ_process).len)
return pick(organ_list_by_process(organ_process))
return FALSE
// basically has_limb()
/mob/living/carbon/human/has_appendage(var/appendage_check) //returns TRUE if found, type of organ modification if limb is robotic, FALSE if not found
if (appendage_check == BP_CHEST)
return TRUE
var/obj/item/organ/external/appendage
appendage = organs_by_name[appendage_check]
if(appendage && !appendage.is_stump())
if(BP_IS_ROBOTIC(appendage))
return appendage.nature
else return TRUE
return FALSE
/mob/living/carbon/human/proc/restore_organ(organ_type, var/show_message = FALSE, var/heal = FALSE,)
var/obj/item/organ/E = organs_by_name[organ_type]
if(E && E.organ_tag != BP_HEAD && !E.vital && !E.is_usable()) //Skips heads and vital bits...
QDEL_NULL(E) //...because no one wants their head to explode to make way for a new one.
if(!E)
if(organ_type in BP_ALL_LIMBS)
var/datum/organ_description/organ_data = species.has_limbs[organ_type]
var/obj/item/organ/external/O = organ_data.create_organ(src)
var/datum/reagent/organic/blood/B = locate(/datum/reagent/organic/blood) in vessel.reagent_list
blood_splatter(src,B,1)
O.set_dna(src)
update_body()
if (show_message)
to_chat(src, SPAN_DANGER("With a shower of fresh blood, a new [O.name] forms."))
visible_message(SPAN_DANGER("With a shower of fresh blood, a length of biomass shoots from [src]'s [O.amputation_point], forming a new [O.name]!"))
return TRUE
else
var/list/organ_data = species.has_process[organ_type]
var/organ_path = organ_data["path"]
var/obj/item/organ/internal/O = new organ_path(src)
organ_data["descriptor"] = O.name
O.set_dna(src)
update_body()
if(is_carrion(src) && O.organ_tag == BP_BRAIN)
O.vital = 0
return TRUE
else
if(organ_type in BP_ALL_LIMBS)
var/obj/item/organ/external/O = E
if (heal && (O.damage > 0 || O.status & (ORGAN_BROKEN)))
O.status &= ~ORGAN_BROKEN
for(var/datum/wound/W in O.wounds)
if(W.internal)
O.wounds.Remove(W)
qdel(W)
O.update_wounds()
for(var/datum/wound/W in O.wounds)
if(W.wound_damage() == 0 && prob(50))
O.wounds -= W
return TRUE
else
if (heal && (E.damage > 0 || E.status & (ORGAN_BROKEN)))
E.status &= ~ORGAN_BROKEN
return TRUE
return FALSE
/mob/living/carbon/human/get_limb_efficiency(bodypartdefine)
var/obj/item/organ/external/E = get_organ(bodypartdefine)
if(E)
return E.limb_efficiency
return 0
| 0 | 0.912857 | 1 | 0.912857 | game-dev | MEDIA | 0.956301 | game-dev | 0.90343 | 1 | 0.90343 |
willpirkleaudio/ASPiK | 7,845 | vstgui4/vstgui/lib/platform/mac/cocoa/objcclassbuilder.h | // This file is part of VSTGUI. It is subject to the license terms
// in the LICENSE file found in the top-level directory of this
// distribution and at http://github.com/steinbergmedia/vstgui/LICENSE
#pragma once
#include <objc/runtime.h>
#include <objc/message.h>
#include <tuple>
#include <string>
#include <optional>
#include <cmath>
#include <cassert>
//------------------------------------------------------------------------------------
namespace VSTGUI {
//------------------------------------------------------------------------------------
template<typename T>
struct ObjCVariable
{
ObjCVariable (__unsafe_unretained id obj, Ivar ivar) : obj (obj), ivar (ivar) {}
ObjCVariable (ObjCVariable&& o) { *this = std::move (o); }
ObjCVariable& operator= (ObjCVariable&& o)
{
obj = o.obj;
ivar = o.ivar;
o.obj = nullptr;
o.ivar = nullptr;
return *this;
}
T get () const
{
auto offset = ivar_getOffset (ivar);
return *reinterpret_cast<T*> (((__bridge uintptr_t)obj) + offset);
}
void set (const T& value)
{
auto offset = ivar_getOffset (ivar);
auto storage = reinterpret_cast<T*> (((__bridge uintptr_t)obj) + offset);
*storage = value;
}
private:
__unsafe_unretained id obj;
Ivar ivar {nullptr};
};
//------------------------------------------------------------------------------------
struct ObjCInstance
{
ObjCInstance (__unsafe_unretained id obj, Class superClass = nullptr) : obj (obj)
{
os.super_class = superClass;
}
template<typename T>
std::optional<ObjCVariable<T>> getVariable (const char* name) const
{
if (__strong auto ivar = class_getInstanceVariable (object_getClass (obj), name))
{
return {ObjCVariable<T> (obj, ivar)};
}
return {};
}
template<typename Func, typename... T>
void callSuper (SEL selector, T... args) const
{
void (*f) (__unsafe_unretained id, SEL, T...) =
(void (*) (__unsafe_unretained id, SEL, T...))objc_msgSendSuper;
f (getSuper (), selector, args...);
}
template<typename Func, typename R, typename... T>
R callSuper (SEL selector, T... args) const
{
R (*f)
(__unsafe_unretained id, SEL, T...) =
(R (*) (__unsafe_unretained id, SEL, T...))objc_msgSendSuper;
return f (getSuper (), selector, args...);
}
private:
id getSuper () const
{
if (os.receiver == nullptr)
{
os.receiver = obj;
}
if (os.super_class == nullptr)
{
os.super_class = class_getSuperclass (object_getClass (obj));
}
return (__bridge id) (&os);
}
__unsafe_unretained id obj;
mutable objc_super os {};
};
//------------------------------------------------------------------------
template<typename T>
struct RuntimeObjCClass
{
using Base = RuntimeObjCClass<T>;
static id alloc ()
{
static auto allocSel = sel_registerName ("alloc");
if (auto method = class_getClassMethod (instance ().cl, allocSel))
{
if (auto methodImpl = method_getImplementation (method))
{
using fn2 = id (*) (id, SEL);
auto alloc = (fn2)methodImpl;
return alloc (instance ().cl, allocSel);
}
}
return nil;
}
RuntimeObjCClass ()
{
cl = T::CreateClass ();
superClass = class_getSuperclass (cl);
}
virtual ~RuntimeObjCClass () noexcept
{
if (cl)
objc_disposeClassPair (cl);
}
static ObjCInstance makeInstance (__unsafe_unretained id obj)
{
return ObjCInstance (obj, instance ().superClass);
}
protected:
static T& instance ()
{
static T gInstance;
return gInstance;
}
Class getClass () const { return cl; }
Class getSuperClass () const { return superClass; }
private:
Class cl {nullptr};
Class superClass {nullptr};
};
//------------------------------------------------------------------------------------
struct ObjCClassBuilder
{
ObjCClassBuilder& init (const char* name, Class baseClass);
template<typename Func>
ObjCClassBuilder& addMethod (SEL selector, Func imp);
template<typename T>
ObjCClassBuilder& addIvar (const char* name);
ObjCClassBuilder& addProtocol (const char* name);
ObjCClassBuilder& addProtocol (Protocol* proto);
Class finalize ();
private:
static Class generateUniqueClass (const std::string& inClassName, Class baseClass);
template<typename Func>
ObjCClassBuilder& addMethod (SEL selector, Func imp, const char* types);
ObjCClassBuilder& addIvar (const char* name, size_t size, uint8_t alignment, const char* types);
template<typename R, typename... T>
static constexpr std::tuple<R, T...> functionArgs (R (*) (T...))
{
return std::tuple<R, T...> ();
}
template<typename... T>
static constexpr std::tuple<T...> functionArgs (void (*) (T...))
{
return std::tuple<T...> ();
}
template<typename R, typename... T>
static constexpr bool isVoidReturnType (R (*) (T...))
{
return false;
}
template<typename... T>
static constexpr bool isVoidReturnType (void (*) (T...))
{
return true;
}
template<typename Proc>
static std::string encodeFunction (Proc proc)
{
std::string result;
if (isVoidReturnType (proc))
result = "v";
std::apply ([&] (auto&&... args) { ((result += @encode (decltype (args))), ...); },
functionArgs (proc));
return result;
}
Class cl {nullptr};
Class baseClass {nullptr};
};
//------------------------------------------------------------------------
inline ObjCClassBuilder& ObjCClassBuilder::init (const char* name, Class bc)
{
baseClass = bc;
cl = generateUniqueClass (name, baseClass);
return *this;
}
//------------------------------------------------------------------------------------
inline Class ObjCClassBuilder::generateUniqueClass (const std::string& inClassName, Class baseClass)
{
std::string className (inClassName);
int32_t iteration = 0;
while (objc_lookUpClass (className.data ()) != nil)
{
iteration++;
className = inClassName + "_" + std::to_string (iteration);
}
Class resClass = objc_allocateClassPair (baseClass, className.data (), 0);
return resClass;
}
//-----------------------------------------------------------------------------
inline Class ObjCClassBuilder::finalize ()
{
objc_registerClassPair (cl);
auto res = cl;
baseClass = cl = nullptr;
return res;
}
//-----------------------------------------------------------------------------
template<typename Func>
inline ObjCClassBuilder& ObjCClassBuilder::addMethod (SEL selector, Func imp, const char* types)
{
auto res = class_addMethod (cl, selector, IMP (imp), types);
assert (res == true);
(void)res;
return *this;
}
//-----------------------------------------------------------------------------
template<typename Func>
ObjCClassBuilder& ObjCClassBuilder::addMethod (SEL selector, Func imp)
{
return addMethod (selector, imp, encodeFunction (imp).data ());
}
//------------------------------------------------------------------------
template<typename T>
inline ObjCClassBuilder& ObjCClassBuilder::addIvar (const char* name)
{
return addIvar (name, sizeof (T), static_cast<uint8_t> (std::log2 (sizeof (T))), @encode (T));
}
//-----------------------------------------------------------------------------
inline ObjCClassBuilder& ObjCClassBuilder::addIvar (const char* name, size_t size,
uint8_t alignment, const char* types)
{
auto res = class_addIvar (cl, name, size, alignment, types);
assert (res == true);
(void)res;
return *this;
}
//-----------------------------------------------------------------------------
inline ObjCClassBuilder& ObjCClassBuilder::addProtocol (const char* name)
{
if (auto protocol = objc_getProtocol (name))
return addProtocol (protocol);
return *this;
}
//-----------------------------------------------------------------------------
inline ObjCClassBuilder& ObjCClassBuilder::addProtocol (Protocol* proto)
{
auto res = class_addProtocol (cl, proto);
assert (res == true);
(void)res;
return *this;
}
//------------------------------------------------------------------------------------
} // VSTGUI
| 0 | 0.88531 | 1 | 0.88531 | game-dev | MEDIA | 0.18915 | game-dev | 0.961922 | 1 | 0.961922 |
Ormael13/CoCX | 15,551 | classes/classes/Items/Consumables/EmberTF.as | /**
* Ormael - 28.07.2017
*/
package classes.Items.Consumables
{
import classes.BaseContent;
import classes.BodyParts.Arms;
import classes.BodyParts.Ears;
import classes.BodyParts.Eyes;
import classes.BodyParts.Face;
import classes.BodyParts.Horns;
import classes.BodyParts.LowerBody;
import classes.BodyParts.Skin;
import classes.BodyParts.Tail;
import classes.BodyParts.Tongue;
import classes.BodyParts.Wings;
import classes.CoC;
import classes.CockTypesEnum;
import classes.GlobalFlags.kFLAGS;
import classes.PerkLib;
import classes.Races;
import classes.Races.DragonRace;
import classes.Scenes.SceneLib;
public class EmberTF extends BaseContent
{
public function EmberTF() {
super();
}
public function dragonTFeffects(drakesHeart:Boolean = false):void {
var changes:int = 0;
var changeLimit:int = 2 + player.additionalTransformationChances;
//Temporary storage
var temp:Number = 0;
if (player.blockingBodyTransformations()) changeLimit = 0;
//Gain Dragon Dick
if (changes < changeLimit && player.dragonCocks() < player.cockTotal() && rand(3) == 0) {
var choices:Array = [];
var select:int;
temp = player.cockTotal();
//Build an array of all the locations for TF'able cocks.
while (temp > 0) {
temp--;
if (player.cocks[temp].cockType != CockTypesEnum.DRAGON) choices[choices.length] = temp;
}
//Randomly choose one of those locations
select = choices[rand(choices.length)];
transformations.CockDragon(select).applyEffect();
//lose lust if sens>=50, gain lust if else
dynStats("lus", 10)
player.addCurse("sen", 10, 1);
changes++;
}
//-Existing horns become draconic, max of 4, max length of 1'
if (player.horns.type != Horns.DRACONIC_X4_12_INCH_LONG && changes < changeLimit && rand(5) == 0) {
//No dragon horns yet.
if (player.horns.type != Horns.DRACONIC_X2 && player.horns.type != Horns.DRACONIC_X4_12_INCH_LONG && player.horns.type != Horns.ORCHID) {
//Already have horns
if (player.horns.count > 0) {
//High quantity demon horns
if (player.horns.type == Horns.DEMON && player.horns.count > 4) {
CoC.instance.transformations.HornsDraconicQuadruple.applyEffect();
} else {
CoC.instance.transformations.HornsDraconicDual.applyEffect();
}
changes++;
}
//No horns
else {
//-If no horns, grow a pair
CoC.instance.transformations.HornsDraconicDual.applyEffect();
changes++;
}
}
//ALREADY DRAGON
else {
if (player.horns.type == Horns.DRACONIC_X2) {
if (player.horns.count < 12) {
if (rand(2) == 0) {
outputText("\n\nYou get a headache as an inch of fresh horns escapes from your pounding skull.");
player.horns.count += 1;
}
else {
outputText("\n\nYour head aches as your horns grow a few inches longer. They get even thicker about the base, giving you a menacing appearance.");
player.horns.count += 2 + rand(4);
}
if (player.horns.count >= 12) outputText(" <b>Your horns settle down quickly, as if they're reached their full size.</b>");
changes++;
}
//maxxed out, new row
else {
//--Next horns growth adds second row and brings length up to 12\"
CoC.instance.transformations.HornsDraconicQuadruple.applyEffect();
changes++;
}
}
}
}
//Gain Dragon Ears
if (changes < changeLimit && rand(3) == 0 && player.ears.type != Ears.DRAGON) {
outputText("\n\n");
CoC.instance.transformations.EarsDraconic.applyEffect();
changes++;
}
//Gain Dragon Eyes
if (player.ears.type == Ears.DRAGON && player.eyes.type != Eyes.DRACONIC && rand(3) == 0 && changes < changeLimit) {
outputText("\n\n");
CoC.instance.transformations.EyesDraconic.applyEffect();
changes++;
}
//Gain Dragon Tongue
if (changes < changeLimit && rand(3) == 0 && player.tongue.type != Tongue.DRACONIC) {
outputText("\n\n");
CoC.instance.transformations.TongueDraconic.applyEffect();
changes++;
//Note: This type of tongue should be eligible for all things you can do with demon tongue... Dunno if it's best attaching a boolean just to change the description or creating a whole new tongue type.
}
//(Pending Tongue Masturbation Variants; if we ever get around to doing that.)
//Gain Dragon Head OR Dragon Fangs
if (changes < changeLimit && rand(3) == 0 && player.tongue.type == Tongue.DRACONIC && (player.faceType != Face.DRAGON && player.faceType != Face.DRAGON_FANGS)) {
outputText("\n\n");
CoC.instance.transformations.FaceDragonFangs.applyEffect();
changes++;
}
else if (changes < changeLimit && rand(3) == 0 && player.tongue.type == Tongue.DRACONIC && player.faceType == Face.DRAGON_FANGS) {
outputText("\n\n");
CoC.instance.transformations.FaceDragon.applyEffect();
changes++;
}
//Gain Dragon Scales
if (player.hasPartialCoat(Skin.DRAGON_SCALES) && changes < changeLimit && rand(3) == 0) {
outputText("\n\n");
CoC.instance.transformations.SkinDragonScales(Skin.COVERAGE_COMPLETE, {
colors: DragonRace.DragonScaleColors
}).applyEffect();
changes++;
}
if (!player.isDagonScaleCovered() && changes < changeLimit && rand(3) == 0) {
var color:String;
if (rand(10) == 0) {
color = randomChoice("purple","silver");
} else {
color = randomChoice("red","green","white","blue","black");
}
//layer.scaleColor = color;
outputText("\n\n");
CoC.instance.transformations.SkinDragonScales(Skin.COVERAGE_LOW, {
color: color
}).applyEffect();
changes++;
}
//Gain Dragon Legs
if (player.lowerBody != LowerBody.DRAGON && changes < changeLimit && rand(3) == 0) {
outputText("\n\n");
transformations.LowerBodyDraconic(2).applyEffect();
changes++;
}
//Arms
if (player.arms.type != Arms.DRACONIC && player.lowerBody == LowerBody.DRAGON && changes < changeLimit && rand(3) == 0) {
outputText("\n\n");
CoC.instance.transformations.ArmsDraconic.applyEffect();
changes++;
}
//Gain Dragon Tail
if (player.tailType != Tail.DRACONIC && changes < changeLimit && rand(3) == 0) {
outputText("\n\n");
CoC.instance.transformations.TailDraconic.applyEffect();
changes++
}
/*
//9999 - prolly not gonna do this!
Tail Slam Attack Effects:
Deals ⅓ normal damage, but pierces 30 defense (stacks with perks) and has a (strength / 2) chance of stunning the opponent that turn.
Note: Dunno how much defense critters usually have, but this is meant as a surprise attack of sorts, so it pierces a good amount of it.
Tail Slam Attack Description:
You spin around quickly, whipping your tail spikes at [enemy].
Hit: Your tail slams against it/" + emberMF("him","her") + " with brutal force, the spikes on the tip extending to puncture flesh.
Miss: Unfortunately, you lose your sense of depth as you whirl, and the tip swings harmlessly through the air in front of your target.
*/
//Grow Dragon Wings
if (player.wings.type != Wings.DRACONIC_HUGE && changes < changeLimit && rand(3) == 0) {
if (player.wings.type == Wings.NONE) {
outputText("\n\n");
CoC.instance.transformations.WingsDraconicSmall.applyEffect();
}
//(If Small Dragon Wings Present)
else if (player.wings.type == Wings.DRACONIC_SMALL) {
outputText("\n\n");
CoC.instance.transformations.WingsDraconicLarge.applyEffect();
}
//even larger dragon wings ^^
else if (player.wings.type == Wings.DRACONIC_LARGE) {
outputText("\n\n");
CoC.instance.transformations.WingsDraconicHuge.applyEffect();
}
//(If other wings present)
else {
outputText("\n\n");
CoC.instance.transformations.WingsDraconicSmall.applyEffect();
}
changes++;
}
//Get Dragon Breath (Tainted version)
//Can only be obtained if you are considered a dragon-morph, once you do get it though, it won't just go away even if you aren't a dragon-morph anymore.
if (player.racialScore(Races.DRAGON, false) >= 4) {
if (changes < changeLimit && !player.hasPerk(PerkLib.DragonFireBreath)) {
outputText("\n\nYou feel something awakening within you... then a sudden sensation of choking grabs hold of your throat, sending you to your knees as you clutch and gasp for breath. It feels like there's something trapped inside your windpipe, clawing and crawling its way up. You retch and splutter and then, with a feeling of almost painful relief, you expel a bellowing roar from deep inside of yourself... with enough force that clods of dirt and shattered gravel are sent flying all around. You look at the small crater you have literally blasted into the landscape with a mixture of awe and surprise.");
outputText("\n\nIt seems " + (drakesHeart ? "the flower" : "Ember's dragon blood") + " has awaked some kind of power within you... your throat and chest feel very sore, however; you doubt you can force out more than one such blast before resting. (<b>Gained Perk: Dragon fire breath!</b>)");
player.createPerk(PerkLib.DragonFireBreath, 0, 0, 0, 0);
if (SceneLib.emberScene.emberAffection() >= 75 && !drakesHeart) outputText("\n\nEmber immediately dives back in to soothe your battered throat and mouth with another kiss.");
changes++;
}
if (changes < changeLimit && !player.hasPerk(PerkLib.DragonIceBreath)) {
outputText("\n\nYou feel something awakening within you... then a sudden sensation of choking grabs hold of your throat, sending you to your knees as you clutch and gasp for breath. It feels like there's something trapped inside your windpipe, clawing and crawling its way up. You retch and splutter and then, with a feeling of almost painful relief, you expel a bellowing roar from deep inside of yourself... with enough force that clods of dirt and shattered gravel are sent flying all around. You look at the small crater you have literally blasted into the landscape with a mixture of awe and surprise.");
outputText("\n\nIt seems " + (drakesHeart ? "the flower" : "Ember's dragon blood") + " has awaked some kind of power within you... your throat and chest feel very cold, however; you doubt you can force out more than one such blast before resting. (<b>Gained Perk: Dragon ice breath!</b>)");
player.createPerk(PerkLib.DragonIceBreath, 0, 0, 0, 0);
if (SceneLib.emberScene.emberAffection() >= 75 && !drakesHeart) outputText("\n\nEmber immediately dives back in to soothe your battered throat and mouth with another kiss.");
changes++;
}
if (changes < changeLimit && !player.hasPerk(PerkLib.DragonLightningBreath)) {
outputText("\n\nYou feel something awakening within you... then a sudden sensation of choking grabs hold of your throat, sending you to your knees as you clutch and gasp for breath. It feels like there's something trapped inside your windpipe, clawing and crawling its way up. You retch and splutter and then, with a feeling of almost painful relief, you expel a bellowing roar from deep inside of yourself... with enough force that clods of dirt and shattered gravel are sent flying all around. You look at the small crater you have literally blasted into the landscape with a mixture of awe and surprise.");
outputText("\n\nIt seems " + (drakesHeart ? "the flower" : "Ember's dragon blood") + " has awaked some kind of power within you... your throat and chest feel like it was electrocuted, however; you doubt you can force out more than one such blast before resting. (<b>Gained Perk: Dragon lightning breath!</b>)");
player.createPerk(PerkLib.DragonLightningBreath, 0, 0, 0, 0);
if (SceneLib.emberScene.emberAffection() >= 75 && !drakesHeart) outputText("\n\nEmber immediately dives back in to soothe your battered throat and mouth with another kiss.");
changes++;
}
if (changes < changeLimit && !player.hasPerk(PerkLib.DragonDarknessBreath)) {
outputText("\n\nYou feel something awakening within you... then a sudden sensation of choking grabs hold of your throat, sending you to your knees as you clutch and gasp for breath. It feels like there's something trapped inside your windpipe, clawing and crawling its way up. You retch and splutter and then, with a feeling of almost painful relief, you expel a bellowing roar from deep inside of yourself... with enough force that clods of dirt and shattered gravel are sent flying all around. You look at the small crater you have literally blasted into the landscape with a mixture of awe and surprise.");
outputText("\n\nIt seems " + (drakesHeart ? "the flower" : "Ember's dragon blood") + " has awaked some kind of power within you... your throat and chest feel very... strange and you can't put a finger what this feeling exactly is, however; you doubt you can force out more than one such blast before resting. (<b>Gained Perk: Dragon darkness breath!</b>)");
player.createPerk(PerkLib.DragonDarknessBreath, 0, 0, 0, 0);
if (SceneLib.emberScene.emberAffection() >= 75 && !drakesHeart) outputText("\n\nEmber immediately dives back in to soothe your battered throat and mouth with another kiss.");
changes++;
}
}
//grow up to 11 feet tall
if (changes < changeLimit && rand(2) == 0 && player.basetallness < 132) {
temp = rand(5) + 3;
//Slow rate of growth after some tresholds
if (player.basetallness >= 120) temp = Math.floor(temp / 3.5);
if (player.basetallness >= 96 && player.basetallness < 120) temp = Math.floor(temp / 2);
//Never 0
if (temp == 0) temp = 1;
if (temp < 5) outputText("\n\nYou shift uncomfortably as you realize you feel off balance. Gazing down, you realize you have grown SLIGHTLY taller.");
if (temp >= 5 && temp < 7) outputText("\n\nYou feel dizzy and slightly off, but quickly realize it's due to a sudden increase in height.");
if (temp == 7) outputText("\n\nStaggering forwards, you clutch at your head dizzily. You spend a moment getting your balance, and stand up, feeling noticeably taller.");
player.tallness += temp;
changes++;
}
var canReactMale:Boolean = player.hasCock() && (drakesHeart || SceneLib.emberScene.hasVagina());
var canReactFemale:Boolean = player.hasVagina() && (drakesHeart || SceneLib.emberScene.hasCock());
if (player.racialScore(Races.DRAGON, false) >= 4 && rand(3) == 0 && (canReactMale || canReactFemale)) {
outputText("\n\nA sudden swell of lust races through your ");
if (canReactMale) {
outputText(cockDescript(0));
if (canReactFemale) outputText(" and ");
}
if (canReactFemale) outputText(vaginaDescript());
outputText(", making you wish " + (drakesHeart ? "you had a dragon to go with." : "you could have sex with Ember right here and now") + ". All you can think about now is fucking " + (drakesHeart ? "a dragon-morph" : SceneLib.emberScene.emberMF("him", "her")) + "; ");
if (canReactMale) {
if (drakesHeart)
outputText("filling a womb with your seed and fertilizing those eggs");
else {
outputText("filling her womb with your seed and fertilizing her eggs");
if (canReactFemale) outputText(" even while ");
}
}
if (canReactFemale) {
outputText("taking that hard, spurting cock inside your own [vagina]");
}
outputText("... too late, you realize that <b>" + (drakesHeart ? "the flower" : "Ember's blood") + " has sent your draconic body into ");
if (canReactMale && (rand(2) == 0 || !canReactFemale)) { //If hermaphrodite, the chance is 50/50.
outputText("rut");
player.goIntoRut(false);
changes++;
}
else {
outputText("heat");
player.goIntoHeat(false);
changes++;
}
outputText("</b>.");
}
if (changes == 0) outputText("\n\nRemarkably, " + (drakesHeart ? "the flower" : "Ember's blood") + " has no effect. Maybe next time?");
flags[kFLAGS.TIMES_TRANSFORMED] += changes;
}
}
}
| 0 | 0.878227 | 1 | 0.878227 | game-dev | MEDIA | 0.987938 | game-dev | 0.957974 | 1 | 0.957974 |
oot-pc-port/oot-pc-port | 1,481 | asm/non_matchings/overlays/actors/ovl_En_Ssh/func_80B028CC.s | glabel func_80B028CC
/* 0065C 80B028CC 27BDFFE8 */ addiu $sp, $sp, 0xFFE8 ## $sp = FFFFFFE8
/* 00660 80B028D0 AFBF0014 */ sw $ra, 0x0014($sp)
/* 00664 80B028D4 848E0528 */ lh $t6, 0x0528($a0) ## 00000528
/* 00668 80B028D8 24050004 */ addiu $a1, $zero, 0x0004 ## $a1 = 00000004
/* 0066C 80B028DC 55C00009 */ bnel $t6, $zero, .L80B02904
/* 00670 80B028E0 3C01C120 */ lui $at, 0xC120 ## $at = C1200000
/* 00674 80B028E4 0C2C09C0 */ jal func_80B02700
/* 00678 80B028E8 AFA40018 */ sw $a0, 0x0018($sp)
/* 0067C 80B028EC 4600010D */ trunc.w.s $f4, $f0
/* 00680 80B028F0 8FA40018 */ lw $a0, 0x0018($sp)
/* 00684 80B028F4 44182000 */ mfc1 $t8, $f4
/* 00688 80B028F8 00000000 */ nop
/* 0068C 80B028FC A4980534 */ sh $t8, 0x0534($a0) ## 00000534
/* 00690 80B02900 3C01C120 */ lui $at, 0xC120 ## $at = C1200000
.L80B02904:
/* 00694 80B02904 44813000 */ mtc1 $at, $f6 ## $f6 = -10.00
/* 00698 80B02908 00000000 */ nop
/* 0069C 80B0290C E4860060 */ swc1 $f6, 0x0060($a0) ## 00000060
/* 006A0 80B02910 8FBF0014 */ lw $ra, 0x0014($sp)
/* 006A4 80B02914 27BD0018 */ addiu $sp, $sp, 0x0018 ## $sp = 00000000
/* 006A8 80B02918 03E00008 */ jr $ra
/* 006AC 80B0291C 00000000 */ nop
| 0 | 0.701424 | 1 | 0.701424 | game-dev | MEDIA | 0.989729 | game-dev | 0.658483 | 1 | 0.658483 |
spartanoah/acrimony-client | 5,471 | net/minecraft/entity/item/EntityMinecartFurnace.java | /*
* Decompiled with CFR 0.153-SNAPSHOT (d6f6758-dirty).
*/
package net.minecraft.entity.item;
import net.minecraft.block.BlockFurnace;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.item.EntityMinecart;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.BlockPos;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
public class EntityMinecartFurnace
extends EntityMinecart {
private int fuel;
public double pushX;
public double pushZ;
public EntityMinecartFurnace(World worldIn) {
super(worldIn);
}
public EntityMinecartFurnace(World worldIn, double p_i1719_2_, double p_i1719_4_, double p_i1719_6_) {
super(worldIn, p_i1719_2_, p_i1719_4_, p_i1719_6_);
}
@Override
public EntityMinecart.EnumMinecartType getMinecartType() {
return EntityMinecart.EnumMinecartType.FURNACE;
}
@Override
protected void entityInit() {
super.entityInit();
this.dataWatcher.addObject(16, new Byte(0));
}
@Override
public void onUpdate() {
super.onUpdate();
if (this.fuel > 0) {
--this.fuel;
}
if (this.fuel <= 0) {
this.pushZ = 0.0;
this.pushX = 0.0;
}
this.setMinecartPowered(this.fuel > 0);
if (this.isMinecartPowered() && this.rand.nextInt(4) == 0) {
this.worldObj.spawnParticle(EnumParticleTypes.SMOKE_LARGE, this.posX, this.posY + 0.8, this.posZ, 0.0, 0.0, 0.0, new int[0]);
}
}
@Override
protected double getMaximumSpeed() {
return 0.2;
}
@Override
public void killMinecart(DamageSource p_94095_1_) {
super.killMinecart(p_94095_1_);
if (!p_94095_1_.isExplosion() && this.worldObj.getGameRules().getGameRuleBooleanValue("doEntityDrops")) {
this.entityDropItem(new ItemStack(Blocks.furnace, 1), 0.0f);
}
}
@Override
protected void func_180460_a(BlockPos p_180460_1_, IBlockState p_180460_2_) {
super.func_180460_a(p_180460_1_, p_180460_2_);
double d0 = this.pushX * this.pushX + this.pushZ * this.pushZ;
if (d0 > 1.0E-4 && this.motionX * this.motionX + this.motionZ * this.motionZ > 0.001) {
d0 = MathHelper.sqrt_double(d0);
this.pushX /= d0;
this.pushZ /= d0;
if (this.pushX * this.motionX + this.pushZ * this.motionZ < 0.0) {
this.pushX = 0.0;
this.pushZ = 0.0;
} else {
double d1 = d0 / this.getMaximumSpeed();
this.pushX *= d1;
this.pushZ *= d1;
}
}
}
@Override
protected void applyDrag() {
double d0 = this.pushX * this.pushX + this.pushZ * this.pushZ;
if (d0 > 1.0E-4) {
d0 = MathHelper.sqrt_double(d0);
this.pushX /= d0;
this.pushZ /= d0;
double d1 = 1.0;
this.motionX *= (double)0.8f;
this.motionY *= 0.0;
this.motionZ *= (double)0.8f;
this.motionX += this.pushX * d1;
this.motionZ += this.pushZ * d1;
} else {
this.motionX *= (double)0.98f;
this.motionY *= 0.0;
this.motionZ *= (double)0.98f;
}
super.applyDrag();
}
@Override
public boolean interactFirst(EntityPlayer playerIn) {
ItemStack itemstack = playerIn.inventory.getCurrentItem();
if (itemstack != null && itemstack.getItem() == Items.coal) {
if (!playerIn.capabilities.isCreativeMode && --itemstack.stackSize == 0) {
playerIn.inventory.setInventorySlotContents(playerIn.inventory.currentItem, null);
}
this.fuel += 3600;
}
this.pushX = this.posX - playerIn.posX;
this.pushZ = this.posZ - playerIn.posZ;
return true;
}
@Override
protected void writeEntityToNBT(NBTTagCompound tagCompound) {
super.writeEntityToNBT(tagCompound);
tagCompound.setDouble("PushX", this.pushX);
tagCompound.setDouble("PushZ", this.pushZ);
tagCompound.setShort("Fuel", (short)this.fuel);
}
@Override
protected void readEntityFromNBT(NBTTagCompound tagCompund) {
super.readEntityFromNBT(tagCompund);
this.pushX = tagCompund.getDouble("PushX");
this.pushZ = tagCompund.getDouble("PushZ");
this.fuel = tagCompund.getShort("Fuel");
}
protected boolean isMinecartPowered() {
return (this.dataWatcher.getWatchableObjectByte(16) & 1) != 0;
}
protected void setMinecartPowered(boolean p_94107_1_) {
if (p_94107_1_) {
this.dataWatcher.updateObject(16, (byte)(this.dataWatcher.getWatchableObjectByte(16) | 1));
} else {
this.dataWatcher.updateObject(16, (byte)(this.dataWatcher.getWatchableObjectByte(16) & 0xFFFFFFFE));
}
}
@Override
public IBlockState getDefaultDisplayTile() {
return (this.isMinecartPowered() ? Blocks.lit_furnace : Blocks.furnace).getDefaultState().withProperty(BlockFurnace.FACING, EnumFacing.NORTH);
}
}
| 0 | 0.875756 | 1 | 0.875756 | game-dev | MEDIA | 0.99133 | game-dev | 0.93532 | 1 | 0.93532 |
Eusth/VRGIN | 6,208 | VRGIN/U46/OSP/OSPReflectionZone.cs | /************************************************************************************
Filename : OSPReflectionZone.cs
Content : Add reflection zone volumes to set reflection parameters.
Created : August 10, 2015
Authors : Peter Giokaris
opyright : Copyright 2015 Oculus VR, Inc. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.1
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class OSPReflectionZone : MonoBehaviour
{
[SerializeField]
private Vector3 dimensions = new Vector3 (0.0f, 0.0f, 0.0f);
public Vector3 Dimensions
{
get{return dimensions; }
set{dimensions = value;
dimensions.x = Mathf.Clamp (dimensions.x, 1.0f, 200.0f);
dimensions.y = Mathf.Clamp (dimensions.y, 1.0f, 200.0f);
dimensions.z = Mathf.Clamp (dimensions.z, 1.0f, 200.0f);}
}
[SerializeField]
private Vector2 rK01 = new Vector2(0.0f, 0.0f);
public Vector2 RK01
{
get{return rK01; }
set{rK01 = value;
rK01.x = Mathf.Clamp (rK01.x, 0.0f, 0.97f);
rK01.y = Mathf.Clamp (rK01.y, 0.0f, 0.97f);}
}
[SerializeField]
private Vector2 rK23 = new Vector2(0.0f, 0.0f);
public Vector2 RK23
{
get{return rK23; }
set{rK23 = value;
rK23.x = Mathf.Clamp (rK23.x, 0.0f, 0.95f);
rK23.y = Mathf.Clamp (rK23.y, 0.0f, 0.95f);}
}
[SerializeField]
private Vector2 rK45 = new Vector2(0.0f, 0.0f);
public Vector2 RK45
{
get{return rK45; }
set{rK45 = value;
rK45.x = Mathf.Clamp (rK45.x, 0.0f, 0.95f);
rK45.y = Mathf.Clamp (rK45.y, 0.0f, 0.95f);}
}
// Push/pop list
private static Stack<OSPManager.RoomModel> reflectionList = new Stack<OSPManager.RoomModel>();
/// <summary>
/// Start this instance.
/// </summary>
void Start ()
{
}
/// <summary>
/// Update this instance.
/// </summary>
void Update ()
{
}
/// <summary>
/// Raises the trigger enter event.
/// </summary>
/// <param name="other">Other.</param>
void OnTriggerEnter(Collider other)
{
if(CheckForAudioListener(other.gameObject) == true)
{
PushCurrentReflectionValues();
}
}
/// <summary>
/// Raises the trigger exit event.
/// </summary>
/// <param name="other">Other.</param>
void OnTriggerExit(Collider other)
{
if(CheckForAudioListener(other.gameObject) == true)
{
PopCurrentReflectionValues();
}
}
// * * * * * * * * * * * * *
// Private functions
/// <summary>
/// Checks for audio listener.
/// </summary>
/// <returns><c>true</c>, if for audio listener was checked, <c>false</c> otherwise.</returns>
/// <param name="gameObject">Game object.</param>
bool CheckForAudioListener(GameObject gameObject)
{
AudioListener al = gameObject.GetComponentInChildren<AudioListener>();
if(al != null)
return true;
return false;
}
/// <summary>
/// Pushs the current reflection values onto reflectionsList stack.
/// </summary>
void PushCurrentReflectionValues()
{
if(OSPManager.sInstance == null)
{
Debug.LogWarning (System.String.Format ("OSPReflectionZone-PushCurrentReflectionValues: OSPManager does not exist in scene."));
return;
}
OSPManager.RoomModel rm = new OSPManager.RoomModel();
rm.DimensionX = OSPManager.sInstance.Dimensions.x;
rm.DimensionY = OSPManager.sInstance.Dimensions.y;
rm.DimensionZ = OSPManager.sInstance.Dimensions.z;
rm.Reflection_K0 = OSPManager.sInstance.RK01.x;
rm.Reflection_K1 = OSPManager.sInstance.RK01.y;
rm.Reflection_K2 = OSPManager.sInstance.RK23.x;
rm.Reflection_K3 = OSPManager.sInstance.RK23.y;
rm.Reflection_K4 = OSPManager.sInstance.RK45.x;
rm.Reflection_K5 = OSPManager.sInstance.RK45.y;
reflectionList.Push(rm);
// Set the zone reflection values
// NOTE: There will be conditions that might need resolution when dealing with volumes that
// overlap. Best practice is to never have volumes half-way inside other volumes; larger
// volumes should completely contain smaller volumes
SetReflectionValues();
}
/// <summary>
/// Pops the current reflection values from reflectionsList stack.
/// </summary>
void PopCurrentReflectionValues()
{
if(OSPManager.sInstance == null)
{
Debug.LogWarning (System.String.Format ("OSPReflectionZone-PopCurrentReflectionValues: OSPManager does not exist in scene."));
return;
}
if(reflectionList.Count == 0)
{
Debug.LogWarning (System.String.Format ("OSPReflectionZone-PopCurrentReflectionValues: reflectionList is empty."));
return;
}
OSPManager.RoomModel rm = reflectionList.Pop();
// Set the popped reflection values
SetReflectionValues(ref rm);
}
/// <summary>
/// Sets the reflection values. This is done when entering a zone (use zone values).
/// </summary>
void SetReflectionValues()
{
OSPManager.sInstance.Dimensions = Dimensions;
OSPManager.sInstance.RK01 = RK01;
OSPManager.sInstance.RK23 = RK23;
OSPManager.sInstance.RK45 = RK45;
}
/// <summary>
/// Sets the reflection values. This is done when exiting a zone (use popped values).
/// </summary>
/// <param name="rm">Rm.</param>
void SetReflectionValues(ref OSPManager.RoomModel rm)
{
OSPManager.sInstance.Dimensions = new Vector3(rm.DimensionX, rm.DimensionY, rm.DimensionZ);
OSPManager.sInstance.RK01 = new Vector3(rm.Reflection_K0, rm.Reflection_K1);
OSPManager.sInstance.RK23 = new Vector3(rm.Reflection_K2, rm.Reflection_K3);
OSPManager.sInstance.RK45 = new Vector3(rm.Reflection_K4, rm.Reflection_K5);
}
}
| 0 | 0.773646 | 1 | 0.773646 | game-dev | MEDIA | 0.667462 | game-dev | 0.755681 | 1 | 0.755681 |
mchekin/rpg | 4,829 | app/Modules/Equipment/Domain/Inventory.php | <?php
namespace App\Modules\Equipment\Domain;
use App\Modules\Character\Domain\CharacterId;
use App\Modules\Generic\Domain\Container\ContainerIsFullException;
use App\Modules\Generic\Domain\Container\ItemNotInContainer;
use App\Modules\Generic\Domain\Container\NotEnoughSpaceInContainerException;
use Illuminate\Support\Collection;
use InvalidArgumentException;
class Inventory
{
public const NUMBER_OF_SLOTS = 24;
/**
* @var InventoryId
*/
private $id;
/**
* @var CharacterId
*/
private $characterId;
/**
* @var Collection
*/
private $items;
/**
* @var Money
*/
private $money;
public function __construct(InventoryId $id, CharacterId $characterId, Collection $items, Money $money)
{
if ($items->count() > self::NUMBER_OF_SLOTS) {
throw new NotEnoughSpaceInContainerException(
"Not enough space in the Inventory for {$items->count()} new items"
);
}
$items->each(static function ($item) {
if (!($item instanceof InventoryItem)) {
throw new InvalidArgumentException('Trying to populate inventory with non inventory item');
}
});
$this->id = $id;
$this->characterId = $characterId;
$this->items = $items;
$this->money = $money;
}
public function getId(): InventoryId
{
return $this->id;
}
public function add(Item $item): void
{
$item = new InventoryItem($item, ItemStatus::inBackpack());
$slot = $this->findFreeSlot();
$this->items->put($slot, $item);
}
public function getEquippedItemsEffect(string $itemEffectType): int
{
return (int)$this->getEquippedItems()->reduce(static function ($carry, InventoryItem $item) use ($itemEffectType) {
$itemEffect = $item->getItemEffect($itemEffectType);
return $carry + $itemEffect;
});
}
public function unEquipItem(ItemId $itemId): void
{
$equippedItem = $this->findEquippedItem($itemId);
if ($equippedItem)
{
$equippedItem->unEquip();
}
}
public function equip(ItemId $itemId): void
{
$item = $this->findItem($itemId);
if (!$item) {
throw new ItemNotInContainer('Cannot equip item that is not in the inventory');
}
if ($equippedItem = $this->findEquippedItemOfType($item->getType())) {
$equippedItem->unEquip();
}
$item->equip();
}
public function getCharacterId(): CharacterId
{
return $this->characterId;
}
public function getItems(): Collection
{
return $this->items;
}
public function takeOut(ItemId $itemId): Item
{
$slot = $this->items->search(static function (InventoryItem $item) use ($itemId) {
return $item->getId()->equals($itemId);
});
if ($slot === false) {
throw new ItemNotInContainer('Cannot take out item from empty slot');
}
/** @var InventoryItem $item */
$item = $this->items->get($slot);
$this->items->forget($slot);
return $item->toBaseItem();
}
public function putMoneyIn(Money $money): void
{
$this->money = $this->money->combine($money);
}
public function takeMoneyOut(Money $money): Money
{
$this->money = $this->money->remove($money);
return $money;
}
public function getMoney(): Money
{
return $this->money;
}
public function findItem(ItemId $itemId):? InventoryItem
{
return $this->items->first(static function (InventoryItem $item) use ($itemId) {
return $item->getId()->equals($itemId);
});
}
private function findFreeSlot(): int
{
for ($slot = 0; $slot < self::NUMBER_OF_SLOTS; $slot++) {
if (!$this->items->has($slot)) {
return $slot;
}
}
throw new ContainerIsFullException('Cannot add to full inventory');
}
private function findEquippedItem(ItemId $itemId):? InventoryItem
{
return $this->items->first(static function (InventoryItem $item) use ($itemId) {
return $item->getId()->equals($itemId) && $item->isEquipped();
});
}
private function findEquippedItemOfType(ItemType $type):? InventoryItem
{
return $this->items->first(static function (InventoryItem $item) use ($type) {
return $item->isOfType($type) && $item->isEquipped();
});
}
private function getEquippedItems(): Collection
{
return $this->items->filter(static function (InventoryItem $item) {
return $item->isEquipped();
});
}
}
| 0 | 0.895473 | 1 | 0.895473 | game-dev | MEDIA | 0.973463 | game-dev,web-backend | 0.881984 | 1 | 0.881984 |
eduard-permyakov/permafrost-engine | 14,967 | deps/SDL2/src/events/SDL_touch.c | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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"
/* General touch handling code for SDL */
#include "SDL_events.h"
#include "SDL_events_c.h"
#include "../video/SDL_sysvideo.h"
static int SDL_num_touch = 0;
static SDL_Touch **SDL_touchDevices = NULL;
/* for mapping touch events to mice */
#define SYNTHESIZE_TOUCH_TO_MOUSE 1
#if SYNTHESIZE_TOUCH_TO_MOUSE
static SDL_bool finger_touching = SDL_FALSE;
static SDL_FingerID track_fingerid;
static SDL_TouchID track_touchid;
#endif
/* Public functions */
int SDL_TouchInit(void)
{
return 0;
}
int SDL_GetNumTouchDevices(void)
{
return SDL_num_touch;
}
SDL_TouchID SDL_GetTouchDevice(int index)
{
if (index < 0 || index >= SDL_num_touch) {
SDL_SetError("Unknown touch device index %d", index);
return 0;
}
return SDL_touchDevices[index]->id;
}
const char *SDL_GetTouchName(int index)
{
if (index < 0 || index >= SDL_num_touch) {
SDL_SetError("Unknown touch device");
return NULL;
}
return SDL_touchDevices[index]->name;
}
static int SDL_GetTouchIndex(SDL_TouchID id)
{
int index;
SDL_Touch *touch;
for (index = 0; index < SDL_num_touch; ++index) {
touch = SDL_touchDevices[index];
if (touch->id == id) {
return index;
}
}
return -1;
}
SDL_Touch *SDL_GetTouch(SDL_TouchID id)
{
int index = SDL_GetTouchIndex(id);
if (index < 0 || index >= SDL_num_touch) {
if (SDL_GetVideoDevice()->ResetTouch != NULL) {
SDL_SetError("Unknown touch id %d, resetting", (int)id);
(SDL_GetVideoDevice()->ResetTouch)(SDL_GetVideoDevice());
} else {
SDL_SetError("Unknown touch device id %d, cannot reset", (int)id);
}
return NULL;
}
return SDL_touchDevices[index];
}
SDL_TouchDeviceType SDL_GetTouchDeviceType(SDL_TouchID id)
{
SDL_Touch *touch = SDL_GetTouch(id);
if (touch) {
return touch->type;
}
return SDL_TOUCH_DEVICE_INVALID;
}
static int SDL_GetFingerIndex(const SDL_Touch *touch, SDL_FingerID fingerid)
{
int index;
for (index = 0; index < touch->num_fingers; ++index) {
if (touch->fingers[index]->id == fingerid) {
return index;
}
}
return -1;
}
static SDL_Finger *SDL_GetFinger(const SDL_Touch *touch, SDL_FingerID id)
{
int index = SDL_GetFingerIndex(touch, id);
if (index < 0 || index >= touch->num_fingers) {
return NULL;
}
return touch->fingers[index];
}
int SDL_GetNumTouchFingers(SDL_TouchID touchID)
{
SDL_Touch *touch = SDL_GetTouch(touchID);
if (touch) {
return touch->num_fingers;
}
return 0;
}
SDL_Finger *SDL_GetTouchFinger(SDL_TouchID touchID, int index)
{
SDL_Touch *touch = SDL_GetTouch(touchID);
if (!touch) {
return NULL;
}
if (index < 0 || index >= touch->num_fingers) {
SDL_SetError("Unknown touch finger");
return NULL;
}
return touch->fingers[index];
}
int SDL_AddTouch(SDL_TouchID touchID, SDL_TouchDeviceType type, const char *name)
{
SDL_Touch **touchDevices;
int index;
index = SDL_GetTouchIndex(touchID);
if (index >= 0) {
return index;
}
/* Add the touch to the list of touch */
touchDevices = (SDL_Touch **)SDL_realloc(SDL_touchDevices,
(SDL_num_touch + 1) * sizeof(*touchDevices));
if (!touchDevices) {
return SDL_OutOfMemory();
}
SDL_touchDevices = touchDevices;
index = SDL_num_touch;
SDL_touchDevices[index] = (SDL_Touch *)SDL_malloc(sizeof(*SDL_touchDevices[index]));
if (!SDL_touchDevices[index]) {
return SDL_OutOfMemory();
}
/* Added touch to list */
++SDL_num_touch;
/* we're setting the touch properties */
SDL_touchDevices[index]->id = touchID;
SDL_touchDevices[index]->type = type;
SDL_touchDevices[index]->num_fingers = 0;
SDL_touchDevices[index]->max_fingers = 0;
SDL_touchDevices[index]->fingers = NULL;
SDL_touchDevices[index]->name = SDL_strdup(name ? name : "");
/* Record this touch device for gestures */
/* We could do this on the fly in the gesture code if we wanted */
SDL_GestureAddTouch(touchID);
return index;
}
static int SDL_AddFinger(SDL_Touch *touch, SDL_FingerID fingerid, float x, float y, float pressure)
{
SDL_Finger *finger;
if (touch->num_fingers == touch->max_fingers) {
SDL_Finger **new_fingers;
new_fingers = (SDL_Finger **)SDL_realloc(touch->fingers, (touch->max_fingers + 1) * sizeof(*touch->fingers));
if (!new_fingers) {
return SDL_OutOfMemory();
}
touch->fingers = new_fingers;
touch->fingers[touch->max_fingers] = (SDL_Finger *)SDL_malloc(sizeof(*finger));
if (!touch->fingers[touch->max_fingers]) {
return SDL_OutOfMemory();
}
touch->max_fingers++;
}
finger = touch->fingers[touch->num_fingers++];
finger->id = fingerid;
finger->x = x;
finger->y = y;
finger->pressure = pressure;
return 0;
}
static int SDL_DelFinger(SDL_Touch *touch, SDL_FingerID fingerid)
{
SDL_Finger *temp;
int index = SDL_GetFingerIndex(touch, fingerid);
if (index < 0) {
return -1;
}
touch->num_fingers--;
temp = touch->fingers[index];
touch->fingers[index] = touch->fingers[touch->num_fingers];
touch->fingers[touch->num_fingers] = temp;
return 0;
}
int SDL_SendTouch(SDL_TouchID id, SDL_FingerID fingerid, SDL_Window *window,
SDL_bool down, float x, float y, float pressure)
{
int posted;
SDL_Finger *finger;
SDL_Mouse *mouse;
SDL_Touch *touch = SDL_GetTouch(id);
if (!touch) {
return -1;
}
mouse = SDL_GetMouse();
#if SYNTHESIZE_TOUCH_TO_MOUSE
/* SDL_HINT_TOUCH_MOUSE_EVENTS: controlling whether touch events should generate synthetic mouse events */
/* SDL_HINT_VITA_TOUCH_MOUSE_DEVICE: controlling which touchpad should generate synthetic mouse events, PSVita-only */
{
#if defined(__vita__)
if (mouse->touch_mouse_events && ((mouse->vita_touch_mouse_device == id) || (mouse->vita_touch_mouse_device == 2))) {
#else
if (mouse->touch_mouse_events) {
#endif
/* FIXME: maybe we should only restrict to a few SDL_TouchDeviceType */
if (id != SDL_MOUSE_TOUCHID) {
if (window) {
if (down) {
if (finger_touching == SDL_FALSE) {
int pos_x = (int)(x * (float)window->w);
int pos_y = (int)(y * (float)window->h);
if (pos_x < 0) {
pos_x = 0;
}
if (pos_x > window->w - 1) {
pos_x = window->w - 1;
}
if (pos_y < 0) {
pos_y = 0;
}
if (pos_y > window->h - 1) {
pos_y = window->h - 1;
}
SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, pos_x, pos_y);
SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_PRESSED, SDL_BUTTON_LEFT);
}
} else {
if (finger_touching == SDL_TRUE && track_touchid == id && track_fingerid == fingerid) {
SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
}
}
}
if (down) {
if (finger_touching == SDL_FALSE) {
finger_touching = SDL_TRUE;
track_touchid = id;
track_fingerid = fingerid;
}
} else {
if (finger_touching == SDL_TRUE && track_touchid == id && track_fingerid == fingerid) {
finger_touching = SDL_FALSE;
}
}
}
}
}
#endif
/* SDL_HINT_MOUSE_TOUCH_EVENTS: if not set, discard synthetic touch events coming from platform layer */
if (mouse->mouse_touch_events == 0) {
if (id == SDL_MOUSE_TOUCHID) {
return 0;
}
}
finger = SDL_GetFinger(touch, fingerid);
if (down) {
if (finger) {
/* This finger is already down.
Assume the finger-up for the previous touch was lost, and send it. */
SDL_SendTouch(id, fingerid, window, SDL_FALSE, x, y, pressure);
}
if (SDL_AddFinger(touch, fingerid, x, y, pressure) < 0) {
return 0;
}
posted = 0;
if (SDL_GetEventState(SDL_FINGERDOWN) == SDL_ENABLE) {
SDL_Event event;
event.tfinger.type = SDL_FINGERDOWN;
event.tfinger.touchId = id;
event.tfinger.fingerId = fingerid;
event.tfinger.x = x;
event.tfinger.y = y;
event.tfinger.dx = 0;
event.tfinger.dy = 0;
event.tfinger.pressure = pressure;
event.tfinger.windowID = window ? SDL_GetWindowID(window) : 0;
posted = (SDL_PushEvent(&event) > 0);
}
} else {
if (!finger) {
/* This finger is already up */
return 0;
}
posted = 0;
if (SDL_GetEventState(SDL_FINGERUP) == SDL_ENABLE) {
SDL_Event event;
event.tfinger.type = SDL_FINGERUP;
event.tfinger.touchId = id;
event.tfinger.fingerId = fingerid;
/* I don't trust the coordinates passed on fingerUp */
event.tfinger.x = finger->x;
event.tfinger.y = finger->y;
event.tfinger.dx = 0;
event.tfinger.dy = 0;
event.tfinger.pressure = pressure;
event.tfinger.windowID = window ? SDL_GetWindowID(window) : 0;
posted = (SDL_PushEvent(&event) > 0);
}
SDL_DelFinger(touch, fingerid);
}
return posted;
}
int SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid, SDL_Window *window,
float x, float y, float pressure)
{
SDL_Touch *touch;
SDL_Finger *finger;
SDL_Mouse *mouse;
int posted;
float xrel, yrel, prel;
touch = SDL_GetTouch(id);
if (!touch) {
return -1;
}
mouse = SDL_GetMouse();
#if SYNTHESIZE_TOUCH_TO_MOUSE
/* SDL_HINT_TOUCH_MOUSE_EVENTS: controlling whether touch events should generate synthetic mouse events */
{
if (mouse->touch_mouse_events) {
if (id != SDL_MOUSE_TOUCHID) {
if (window) {
if (finger_touching == SDL_TRUE && track_touchid == id && track_fingerid == fingerid) {
int pos_x = (int)(x * (float)window->w);
int pos_y = (int)(y * (float)window->h);
if (pos_x < 0) {
pos_x = 0;
}
if (pos_x > window->w - 1) {
pos_x = window->w - 1;
}
if (pos_y < 0) {
pos_y = 0;
}
if (pos_y > window->h - 1) {
pos_y = window->h - 1;
}
SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, pos_x, pos_y);
}
}
}
}
}
#endif
/* SDL_HINT_MOUSE_TOUCH_EVENTS: if not set, discard synthetic touch events coming from platform layer */
if (mouse->mouse_touch_events == 0) {
if (id == SDL_MOUSE_TOUCHID) {
return 0;
}
}
finger = SDL_GetFinger(touch, fingerid);
if (!finger) {
return SDL_SendTouch(id, fingerid, window, SDL_TRUE, x, y, pressure);
}
xrel = x - finger->x;
yrel = y - finger->y;
prel = pressure - finger->pressure;
/* Drop events that don't change state */
if (xrel == 0.0f && yrel == 0.0f && prel == 0.0f) {
#if 0
printf("Touch event didn't change state - dropped!\n");
#endif
return 0;
}
/* Update internal touch coordinates */
finger->x = x;
finger->y = y;
finger->pressure = pressure;
/* Post the event, if desired */
posted = 0;
if (SDL_GetEventState(SDL_FINGERMOTION) == SDL_ENABLE) {
SDL_Event event;
event.tfinger.type = SDL_FINGERMOTION;
event.tfinger.touchId = id;
event.tfinger.fingerId = fingerid;
event.tfinger.x = x;
event.tfinger.y = y;
event.tfinger.dx = xrel;
event.tfinger.dy = yrel;
event.tfinger.pressure = pressure;
event.tfinger.windowID = window ? SDL_GetWindowID(window) : 0;
posted = (SDL_PushEvent(&event) > 0);
}
return posted;
}
void SDL_DelTouch(SDL_TouchID id)
{
int i, index;
SDL_Touch *touch;
if (SDL_num_touch == 0) {
/* We've already cleaned up, we won't find this device */
return;
}
index = SDL_GetTouchIndex(id);
touch = SDL_GetTouch(id);
if (!touch) {
return;
}
for (i = 0; i < touch->max_fingers; ++i) {
SDL_free(touch->fingers[i]);
}
SDL_free(touch->fingers);
SDL_free(touch->name);
SDL_free(touch);
SDL_num_touch--;
SDL_touchDevices[index] = SDL_touchDevices[SDL_num_touch];
/* Delete this touch device for gestures */
SDL_GestureDelTouch(id);
}
void SDL_TouchQuit(void)
{
int i;
for (i = SDL_num_touch; i--;) {
SDL_DelTouch(SDL_touchDevices[i]->id);
}
SDL_assert(SDL_num_touch == 0);
SDL_free(SDL_touchDevices);
SDL_touchDevices = NULL;
SDL_GestureQuit();
}
/* vi: set ts=4 sw=4 expandtab: */
| 0 | 0.711646 | 1 | 0.711646 | game-dev | MEDIA | 0.840643 | game-dev | 0.682522 | 1 | 0.682522 |
tcmxx/UnityTensorflowKeras | 2,149 | Assets/UnityTensorflow/Examples/IntelligentPool/Scripts/BilliardSimple.cs | using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BilliardSimple : MonoBehaviour, IESOptimizable
{
protected BilliardGameSystem gameSystem;
public ESOptimizer optimizer;
private void Start()
{
gameSystem = FindObjectOfType(typeof(BilliardGameSystem)) as BilliardGameSystem;
Debug.Assert(gameSystem != null, "Did not find BilliardGameSystem in the scene");
}
private void Update()
{
if (optimizer.IsOptimizing)
{
gameSystem.EvaluateShot(ParamsToForceVector(optimizer.BestParams), Color.green);
}
}
public List<float> Evaluate(List<double[]> action)
{
List<Vector3> forces = new List<Vector3>();
for (int i = 0; i < action.Count; ++i)
{
forces.Add(ParamsToForceVector(action[i]));
}
var values = gameSystem.EvaluateShotBatch(forces, Color.gray);
return values;
}
public void OnReady(double[] vectorAction)
{
gameSystem.Shoot(ParamsToForceVector(vectorAction));
Physics.autoSimulation = true;
}
public Vector3 ParamsToForceVector(double[] x)
{
Vector3 force = (new Vector3((float)x[0], 0, (float)x[1]));
//if (force.magnitude > maxForce)
//force = maxForce * force.normalized;
return force;
}
public Vector3 SamplePointToForceVectorRA(float x, float y)
{
x = Mathf.Clamp01(x); y = Mathf.Clamp01(y);
float angle = x * Mathf.PI * 2;
float force = y;
double[] param = new double[2];
param[0] = Mathf.Sin(angle) * force;
param[1] = Mathf.Cos(angle) * force;
return ParamsToForceVector(param);
}
public Vector3 SamplePointToForceVectorXY(float x, float y)
{
x = Mathf.Clamp01(x); y = Mathf.Clamp01(y);
float fx = x - 0.5f;
float fy = y - 0.5f;
double[] param = new double[2];
param[0] = fx * 2;
param[1] = fy * 2;
return ParamsToForceVector(param);
}
public int GetParamDimension()
{
return 2;
}
}
| 0 | 0.887565 | 1 | 0.887565 | game-dev | MEDIA | 0.983435 | game-dev | 0.996054 | 1 | 0.996054 |
mindreframer/love2d-games | 4,996 | 1gam-jan2013/zoetrope/core/mouse.lua | -- Class: Mouse
-- This tracks the state of the mouse, i.e. its coordinates onscreen
-- and if a button was just pressed or released this frame.
--
-- See http://love2d.org/wiki/MouseConstant for a list of mouse button names.
--
-- Extends:
-- <Sprite>
Mouse = Sprite:extend{
visible = false,
-- private property: _thisFrame
-- what buttons are pressed this frame
-- if you are interested in this, use allPressed() instead
_thisFrame = {},
-- private property: lastFrame
-- what mouse buttons were pressed last frame
_lastFrame = {},
new = function (self, obj)
obj = self:extend(obj)
the.mouse = obj
love.mousepressed = function (x, y, button) obj:mousePressed(button) end
love.mousereleased = function (x, y, button) obj:mouseReleased(button) end
if obj.onNew then obj:onNew() end
return obj
end,
-- Method: pressed
-- Are *any* of the buttons passed held down this frame?
--
-- Arguments:
-- string button descriptions passed as individual arguments;
-- if none are passed, the left mouse button is assumed
--
-- Returns:
-- boolean
pressed = function (self, ...)
local buttons = {...}
if #buttons == 0 then buttons[1] = 'l' end
for _, value in pairs(buttons) do
if STRICT then
assert(type(value) == 'string', 'all mouse buttons are strings; asked to check a ' .. type(value))
end
if self._thisFrame[value] then
return true
end
end
return false
end,
-- Method: justPressed
-- Are *any* of the buttons passed pressed for the first time this frame?
--
-- Arguments:
-- string button descriptions passed as individual arguments;
-- if none are passed, the left mouse button is assumed
--
-- Returns:
-- boolean
justPressed = function (self, ...)
local buttons = {...}
if #buttons == 0 then buttons[1] = 'l' end
for _, value in pairs(buttons) do
if STRICT then
assert(type(value) == 'string', 'all mouse buttons are strings; asked to check a ' .. type(value))
end
if self._thisFrame[value] and not self._lastFrame[value] then
return true
end
end
return false
end,
-- Method: released
-- Are *all* of the buttons passed not held down this frame?
--
-- Arguments:
-- string button descriptions passed as individual arguments;
-- if none are passed, the left mouse button is assumed
--
-- Returns:
-- boolean
released = function (self, ...)
local buttons = {...}
if #buttons == 0 then buttons[1] = 'l' end
for _, value in pairs(buttons) do
if STRICT then
assert(type(value) == 'string', 'all mouse buttons are strings; asked to check a ' .. type(value))
end
if self._thisFrame[value] then
return false
end
end
return true
end,
-- Method: justReleased
-- Are *any* of the buttons passed released after being held last frame?
--
-- Arguments:
-- string button descriptions passed as individual arguments;
-- if none are passed, the left mouse button is assumed
--
-- Returns:
-- boolean
justReleased = function (self, ...)
local buttons = {...}
if #buttons == 0 then buttons[1] = 'l' end
for _, value in pairs(buttons) do
if STRICT then
assert(type(value) == 'string', 'all mouse buttons are strings; asked to check a ' .. type(value))
end
if self._lastFrame[value] and not self._thisFrame[value] then
return true
end
end
return false
end,
-- Method: allPressed
-- Returns all buttons currently pressed this frame.
--
-- Arguments:
-- none
--
-- Returns:
-- string button descriptions; if nothing is pressed, nil
allPressed = function (self)
local result = {}
for key, value in pairs(self._thisFrame) do
if value then table.insert(result, key) end
end
return unpack(result)
end,
-- Method: allJustPressed
-- Returns all buttons just pressed this frame.
--
-- Arguments:
-- none
--
-- Returns:
-- string button descriptions; if nothing is just pressed, nil
allJustPressed = function (self)
local result = {}
for key, value in pairs(self._thisFrame) do
if value and not self._lastFrame[key] then table.insert(result, key) end
end
return unpack(result)
end,
-- Method: allJustReleased
-- Returns all buttons just released this frame.
--
-- Arguments:
-- none
--
-- Returns:
-- string buttons descriptions; if nothing is just pressed, nil
allJustPressed = function (self)
local result = {}
for key, value in pairs(self._thisFrame) do
if not value and self._lastFrame[key] then table.insert(result, key) end
end
return unpack(result)
end,
mousePressed = function (self, button)
self._thisFrame[button] = true
end,
mouseReleased = function (self, button)
self._thisFrame[button] = false
end,
endFrame = function (self, elapsed)
for key, value in pairs(self._thisFrame) do
self._lastFrame[key] = value
end
self.x = love.mouse.getX() - the.app.inset.x
self.y = love.mouse.getY() - the.app.inset.y
Sprite.endFrame(self)
end,
update = function() end
}
| 0 | 0.743514 | 1 | 0.743514 | game-dev | MEDIA | 0.714894 | game-dev | 0.826843 | 1 | 0.826843 |
IAFEnvoy/IceAndFire-CE | 3,388 | common/src/main/java/com/iafenvoy/iceandfire/item/block/entity/DreadSpawnerBlockEntity.java | package com.iafenvoy.iceandfire.item.block.entity;
import com.iafenvoy.iceandfire.entity.util.DreadSpawnerBaseLogic;
import com.iafenvoy.iceandfire.registry.IafBlockEntities;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.entity.BlockEntity;
import net.minecraft.block.entity.Spawner;
import net.minecraft.block.spawner.MobSpawnerEntry;
import net.minecraft.block.spawner.MobSpawnerLogic;
import net.minecraft.entity.EntityType;
import net.minecraft.nbt.NbtCompound;
import net.minecraft.network.packet.s2c.play.BlockEntityUpdateS2CPacket;
import net.minecraft.registry.RegistryWrapper;
import net.minecraft.server.world.ServerWorld;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.random.Random;
import net.minecraft.world.World;
public class DreadSpawnerBlockEntity extends BlockEntity implements Spawner {
private final DreadSpawnerBaseLogic spawner = new DreadSpawnerBaseLogic() {
@Override
public void sendStatus(World world, BlockPos pos, int status) {
world.addSyncedBlockEvent(pos, Blocks.SPAWNER, status, 0);
}
@Override
public void setSpawnEntry(World world, BlockPos pos, MobSpawnerEntry spawnEntry) {
super.setSpawnEntry(world, pos, spawnEntry);
if (world != null) {
BlockState blockstate = world.getBlockState(pos);
world.updateListeners(pos, blockstate, blockstate, 4);
}
}
};
public DreadSpawnerBlockEntity(BlockPos pos, BlockState state) {
super(IafBlockEntities.DREAD_SPAWNER.get(), pos, state);
}
@Override
public void readNbt(NbtCompound nbt, RegistryWrapper.WrapperLookup registryLookup) {
super.readNbt(nbt, registryLookup);
this.spawner.readNbt(this.world, this.pos, nbt);
}
public NbtCompound save(NbtCompound nbt, RegistryWrapper.WrapperLookup registryLookup) {
super.writeNbt(nbt, registryLookup);
this.spawner.writeNbt(nbt);
return nbt;
}
@Override
public BlockEntityUpdateS2CPacket toUpdatePacket() {
return BlockEntityUpdateS2CPacket.create(this);
}
@Override
public NbtCompound toInitialChunkDataNbt(RegistryWrapper.WrapperLookup registryLookup) {
NbtCompound compoundtag = this.save(new NbtCompound(), registryLookup);
compoundtag.remove("SpawnPotentials");
return compoundtag;
}
@Override
public boolean onSyncedBlockEvent(int p_59797_, int p_59798_) {
return this.spawner.handleStatus(this.world, p_59797_) || super.onSyncedBlockEvent(p_59797_, p_59798_);
}
@Override
public boolean copyItemDataRequiresOperator() {
return true;
}
public MobSpawnerLogic getLogic() {
return this.spawner;
}
public static void clientTick(World world, BlockPos pos, BlockState state, DreadSpawnerBlockEntity blockEntity) {
blockEntity.spawner.clientTick(world, pos);
}
public static void serverTick(World world, BlockPos pos, BlockState state, DreadSpawnerBlockEntity blockEntity) {
blockEntity.spawner.serverTick((ServerWorld) world, pos);
}
@Override
public void setEntityType(EntityType<?> type, Random random) {
this.spawner.setEntityId(type, this.world, random, this.pos);
this.markDirty();
}
} | 0 | 0.863081 | 1 | 0.863081 | game-dev | MEDIA | 0.99728 | game-dev | 0.822734 | 1 | 0.822734 |
KAMKEEL/CustomNPC-Plus | 1,345 | src/main/java/noppes/npcs/items/ItemScripted.java | package noppes.npcs.items;
import kamkeel.npcs.network.packets.data.ChatAlertPacket;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import noppes.npcs.CustomItems;
import noppes.npcs.CustomNpcs;
import noppes.npcs.CustomNpcsPermissions;
import noppes.npcs.NoppesUtilServer;
import noppes.npcs.config.ConfigScript;
import noppes.npcs.constants.EnumGuiType;
public class ItemScripted extends ItemCustomizable {
public ItemScripted() {
maxStackSize = 1;
setCreativeTab(CustomItems.tab);
CustomNpcs.proxy.registerItem(this);
setHasSubtypes(true);
}
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) {
if (!world.isRemote) {
if (player.isSneaking() && player.capabilities.isCreativeMode) {
if (!ConfigScript.canScript(player, CustomNpcsPermissions.TOOL_SCRIPTED_ITEM)) {
ChatAlertPacket.sendChatAlert((EntityPlayerMP) player, "availability.permission");
} else {
NoppesUtilServer.sendOpenGui(player, EnumGuiType.ScriptItem, null, 0, 0, 0);
}
}
}
return super.onItemRightClick(stack, world, player);
}
}
| 0 | 0.864138 | 1 | 0.864138 | game-dev | MEDIA | 0.980227 | game-dev | 0.772175 | 1 | 0.772175 |
runuo/runuo | 993 | Scripts/Items/Skill Items/Magical/NecromancerSpellbook.cs | using System;
using Server.Network;
using Server.Spells;
namespace Server.Items
{
public class NecromancerSpellbook : Spellbook
{
public override SpellbookType SpellbookType{ get{ return SpellbookType.Necromancer; } }
public override int BookOffset{ get{ return 100; } }
public override int BookCount{ get{ return ((Core.SE) ? 17 : 16); } }
[Constructable]
public NecromancerSpellbook() : this( (ulong)0 )
{
}
[Constructable]
public NecromancerSpellbook( ulong content ) : base( content, 0x2253 )
{
Layer = (Core.ML ? Layer.OneHanded : Layer.Invalid);
}
public NecromancerSpellbook( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int)1 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if( version == 0 && Core.ML )
Layer = Layer.OneHanded;
}
}
} | 0 | 0.758238 | 1 | 0.758238 | game-dev | MEDIA | 0.736126 | game-dev | 0.873029 | 1 | 0.873029 |
DignitySAMP/SP-RP | 7,503 | gamemodes/jobs/trucker/data/wholesaler.pwn | enum
{
E_WS_CONST_EASTBOARD_FARM,
E_WS_CONST_FLINT_FARM,
E_WS_CONST_STEVENS_FARM,
E_WS_CONST_SOLARIN,
E_WS_CONST_PINE_JEANS,
E_WS_CONST_FALLEN_TREE,
E_WS_CONST_APW,
E_WS_CONST_GOODWEEK,
E_WS_CONST_HQUARRY,
E_WS_CONST_APJ,
E_WS_CONST_AVERY_CON,
E_WS_CONST_HILLTOP,
E_WS_CONST_BIOENGI,
E_WS_CONST_WSTONE_FARM,
E_WS_CONST_LEAFY,
E_WS_CONST_PANOP,
E_WS_CONST_GP_OIL,
E_WS_CONST_PLAINE
}
enum E_WHOLE_SALERS_DATA
{
E_WHOLESALERS_CONST,
E_WHOLESALERS_DESC[32],
E_WHOLESALERS_ICON,
E_WHOLESALERS_MODEL,
Float:E_WHOLESALERS_POS_X,
Float:E_WHOLESALERS_POS_Y,
Float:E_WHOLESALERS_POS_Z,
E_WHOLESALERS_INVENTORY[5]
}
new Wholesalers[][E_WHOLE_SALERS_DATA] = {
{ E_WS_CONST_EASTBOARD_FARM, "EasterBoard Farm", 51, 19626, -86.0049, 2.6024, 3.1172, {ITEM_MEAT, ITEM_CHICKEN, ITEM_MILK, ITEM_EGG, ITEM_WHEAT} },
{ E_WS_CONST_FLINT_FARM, "Flint Farm", 51, 19626, -1060.5466, -1205.4701, 129.2188, {ITEM_CORN, ITEM_POTATO, ITEM_LEMON, ITEM_APPLE, ITEM_FIG} },
{ E_WS_CONST_STEVENS_FARM, "Stevens Farm", 51, 19626, -382.2487, -1438.9296, 25.7266, {ITEM_COTTON, ITEM_SILK, ITEM_SALT, ITEM_SUGAR, ITEM_WATER} },
{ E_WS_CONST_SOLARIN, "Solarin Industries", 51, 1558, 790.2123, -605.0410, 16.0768, {ITEM_SOAP, ITEM_PAINT, ITEM_FRYING_OIL} },
{ E_WS_CONST_PINE_JEANS, "Pine Jeans Wholesale", 51, 2384, -2109.1245, -2281.1162, 30.6319, {ITEM_COTTON, ITEM_SILK}, },
{ E_WS_CONST_FALLEN_TREE, "Fallen Tree Co.", 51, 2060, -516.1326, -539.9604, 25.5234, {ITEM_IRON, ITEM_ROCK, ITEM_PLASTIC, ITEM_SAND, ITEM_CONCRETE} },
{ E_WS_CONST_APW, "Angel Pine Sawmill", 51, 19793, -1971.7515, -2431.1162, 30.6250, {ITEM_SAPLING, ITEM_LOG, ITEM_PAPER} },
{ E_WS_CONST_GOODWEEK, "Goodweek Auto Tech.", 51, 1096, 2836.3967, 954.0068, 10.7500, {ITEM_CAR_ENGINE, ITEM_MOTOR_OIL, ITEM_TYRE} },
{ E_WS_CONST_HQUARRY, "Hunter Quarry", 11, 337, 819.8788, 857.7254, 12.0469, {ITEM_COAL, ITEM_ROCK, ITEM_SAND, ITEM_CONCRETE} },
{ E_WS_CONST_APJ, "Angel Pine Junkyard", 51, 1327, -1896.4722, -1676.7620, 23.0156, {ITEM_IRON, ITEM_PLASTIC}, },
{ E_WS_CONST_AVERY_CON, "Avery Construction", 51, 19904, 303.7226, -242.6337, 1.5781, {ITEM_IRON, ITEM_ROCK, ITEM_PLASTIC, ITEM_SAND, ITEM_CONCRETE} },
{ E_WS_CONST_HILLTOP, "Hilltop Farm", 51, 19626, 1059.6060, -345.4454, 73.9922, {ITEM_COCAO, ITEM_CARROT}, },
{ E_WS_CONST_BIOENGI, "Bio Engineering", 51, 1241, 1351.4584, 348.6518, 20.4107, {ITEM_ACETONE, ITEM_ETHANOL} },
{ E_WS_CONST_WSTONE_FARM, "Whetstone Farm", 51, 19626, -1448.0990, -1522.8875, 101.7578, {ITEM_CORN, ITEM_WHEAT, ITEM_POTATO, ITEM_CARROT} },
{ E_WS_CONST_LEAFY, "Leafy Strings", 51, 1271, -1095.7229, -1627.3754, 76.3672, {ITEM_STRING, ITEM_SILK}, },
{ E_WS_CONST_PANOP, "The Panopticon", 51, 19793, -546.1591, -192.9910, 78.4063, {ITEM_SAPLING, ITEM_LOG, ITEM_PAPER} },
{ E_WS_CONST_GP_OIL, "Green Palms Oil", 51, 1650, 262.5852, 1459.9071, 10.5859, {ITEM_GAS, ITEM_MOTOR_OIL}, },
{ E_WS_CONST_PLAINE, "Plaine Food Co.", 51, 2803, 967.1489, 2159.9172, 10.8203, {ITEM_MEAT, ITEM_PORK, ITEM_CHICKEN, ITEM_TURKEY} }
};
Trucker_LoadEntities_Wholesaler() {
new text_long [ 512 ] ;
for(new w, j = sizeof ( Wholesalers ); w < j; w++) {
format(text_long, sizeof(text_long), "[%d] [%s]\n{DEDEDE}Available Commands: /crate [pickup/putdown]\n\n[Offers the following]:\n%s", w, Wholesalers[w][E_WHOLESALERS_DESC], Wholesaler_GetItems(w, .formatted=true));
CreateDynamicMapIcon(Wholesalers[w][E_WHOLESALERS_POS_X], Wholesalers[w][E_WHOLESALERS_POS_Y], Wholesalers[w][E_WHOLESALERS_POS_Z], Wholesalers[w][E_WHOLESALERS_ICON], 0);
CreateDynamicPickup(Wholesalers[w][E_WHOLESALERS_MODEL], 1, Wholesalers[w][E_WHOLESALERS_POS_X], Wholesalers[w][E_WHOLESALERS_POS_Y], Wholesalers[w][E_WHOLESALERS_POS_Z]);
CreateDynamic3DTextLabel(text_long, 0xDE921FFF, Wholesalers[w][E_WHOLESALERS_POS_X], Wholesalers[w][E_WHOLESALERS_POS_Y], Wholesalers[w][E_WHOLESALERS_POS_Z], 10.0);
}
}
Wholesaler_GetClosestPoint(playerid) {
for(new w, j = sizeof ( Wholesalers ); w < j; w++) {
if ( IsPlayerInRangeOfPoint(playerid, 3.5, Wholesalers[w][E_WHOLESALERS_POS_X], Wholesalers[w][E_WHOLESALERS_POS_Y], Wholesalers[w][E_WHOLESALERS_POS_Z] ) ) {
return w ;
}
else continue ;
}
return -1 ;
}
Wholesaler_GetItems(index, formatted=false) {
new string[512], item_index, item_name [ 64 ] ;
for(new i = 0; i < 5; i++) {
if(Wholesalers[index][E_WHOLESALERS_INVENTORY][i] > 0) {
item_index = Wholesalers[index][E_WHOLESALERS_INVENTORY][i] ;
TruckerItem_GetName ( item_index, item_name, sizeof ( item_name ) ) ;
if ( formatted ) {
format(item_name, sizeof(item_name), "{97D270}%s{DEDEDE} [$%s]\n", item_name, IntegerWithDelimiter ( TruckerItem_GetPrice(item_index) ));
}
else format(item_name, sizeof(item_name), "[%s: $%s]", item_name, IntegerWithDelimiter ( TruckerItem_GetPrice(item_index) ));
strcat(string, item_name);
item_name[0] = EOS; // Clearing after storing so we don't overlap the old data.
}
}
return string;
}
GetGoodsFromWholesaler(id)
{
new string[128], part[16], bool:do_no_harm = false;
for(new p = 0; p < 5; p++)
{
if(Wholesalers[id][E_WHOLESALERS_INVENTORY][p] > 0)
{
format(part, sizeof(part), "%s, ", TruckerItem[Wholesalers[id][E_WHOLESALERS_INVENTORY][p]][E_WHOLESALER_ITEM_NAME]);
strcat(string, part);
if(p == 4)
{
strdel(string, strlen(string)-2, strlen(string));
}
}
else if(do_no_harm == false)
{
do_no_harm = true;
strdel(string, strlen(string)-2, strlen(string));
}
}
return string;
}
CMD:gotowholesaler(playerid, params[]) {
if ( GetPlayerAdminLevel ( playerid ) < ADMIN_LVL_ADVANCED ) {
return SendServerMessage ( playerid, COLOR_ERROR, "Access Denied", "A3A3A3", "You don't have access to this command.") ;
}
new index, string [ 128 ];
if ( sscanf ( params, "i", index ) ) {
return SendServerMessage(playerid, COLOR_JOB, "Trucker", "DEDEDE", "/gotowholesaler [index]" ) ;
}
if ( index < 0 || index >= sizeof ( Wholesalers ) ) {
format ( string, sizeof ( string ), "Index can't be less than 0 or more than %d.", sizeof ( Wholesalers ) - 1 ) ;
return SendServerMessage(playerid, COLOR_JOB, "Trucker", "DEDEDE", string ) ;
}
format ( string, sizeof ( string ), "You've teleported to \"%s\". It sells the following items:", Wholesalers [ index ] [ E_WHOLESALERS_DESC ] ) ;
SendServerMessage(playerid, COLOR_JOB, "Trucker", "DEDEDE", string ) ;
SendClientMessage ( playerid, 0xDEDEDEFF, Wholesaler_GetItems(index, .formatted=false) ) ;
PauseAC(playerid, 3);
SetPlayerPos(playerid, Wholesalers[index][E_WHOLESALERS_POS_X], Wholesalers[index][E_WHOLESALERS_POS_Y], Wholesalers[index][E_WHOLESALERS_POS_Z]);
return true ;
}
IsWholesalerAcceptingGood(wholesalerid, goodid)
{
new bool:response = false;
for(new inv = 0; inv < 5; inv++)
{
if(Wholesalers[wholesalerid][E_WHOLESALERS_INVENTORY][inv] == goodid)
{
response = true;
break;
}
}
return response;
}
GetNearestWholesalerID(playerid)
{
new ID = -1;
for(new w = 0; w < sizeof(Wholesalers); w++)
{
if(IsPlayerInRangeOfPoint(playerid, 2.5, Wholesalers[w][E_WHOLESALERS_POS_X], Wholesalers[w][E_WHOLESALERS_POS_Y], Wholesalers[w][E_WHOLESALERS_POS_Z]))
{
ID = w;
break;
}
}
return ID;
} | 0 | 0.926318 | 1 | 0.926318 | game-dev | MEDIA | 0.82859 | game-dev | 0.816459 | 1 | 0.816459 |
bokuweb/flownes | 1,235 | src/parser/index.js | /* @flow */
import log from '../helper/log';
const NES_HEADER_SIZE = 0x0010;
const PROGRAM_ROM_SIZE = 0x4000;
const CHARACTER_ROM_SIZE = 0x2000;
export type NesROM = {
isHorizontalMirror: boolean;
characterROM: Uint8Array;
programROM: Uint8Array;
};
export const parse = (nesBuffer: ArrayBuffer): NesROM => {
const nes = new Uint8Array(nesBuffer);
if ([].slice.call(nes, 0, 3).map(v => String.fromCharCode(v)).join('') !== 'NES') {
throw new Error('This file is not NES format.');
}
const programROMPages = nes[4];
log.info('prom pages =', programROMPages);
const characterROMPages = nes[5];
log.info('crom pages =', characterROMPages);
const isHorizontalMirror = !(nes[6] & 0x01);
const mapper = (((nes[6] & 0xF0) >> 4) | nes[7] & 0xF0);
log.info('mapper', mapper);
const characterROMStart = NES_HEADER_SIZE + programROMPages * PROGRAM_ROM_SIZE;
const characterROMEnd = characterROMStart + characterROMPages * CHARACTER_ROM_SIZE;
// console.log('prom pages = ', programROMPages);
const nesROM: NesROM = {
isHorizontalMirror,
programROM: nes.slice(NES_HEADER_SIZE, characterROMStart - 1),
characterROM: nes.slice(characterROMStart, characterROMEnd - 1),
};
return nesROM;
};
| 0 | 0.779276 | 1 | 0.779276 | game-dev | MEDIA | 0.726523 | game-dev | 0.761871 | 1 | 0.761871 |
VideogameSources/gta3-decomp-alt | 259,061 | src/peds/Ped.cpp | #include "common.h"
#include "main.h"
#include "Pools.h"
#include "Particle.h"
#include "RpAnimBlend.h"
#include "Bones.h"
#include "Ped.h"
#include "AnimBlendAssociation.h"
#include "Fire.h"
#include "DMAudio.h"
#include "General.h"
#include "VisibilityPlugins.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Radar.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "Population.h"
#include "Pad.h"
#include "Phones.h"
#include "TrafficLights.h"
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "WaterLevel.h"
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"
#include "Range2D.h"
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
uint16 CPed::nThreatReactionRangeMultiplier = 1;
uint16 CPed::nEnterCarRangeMultiplier = 1;
bool CPed::bNastyLimbsCheat;
bool CPed::bPedCheat2;
bool CPed::bPedCheat3;
CVector2D CPed::ms_vec2DFleePosition;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
#ifdef DEBUGMENU
bool CPed::bPopHeadsOnHeadshot = false;
#endif
CPed::CPed(uint32 pedType) : m_pedIK(this)
{
m_type = ENTITY_TYPE_PED;
bPedPhysics = true;
bUseCollisionRecords = true;
m_vecAnimMoveDelta.x = 0.0f;
m_vecAnimMoveDelta.y = 0.0f;
m_fHealth = 100.0f;
m_fArmour = 0.0f;
m_nPedType = pedType;
m_lastSoundStart = 0;
m_soundStart = 0;
m_lastQueuedSound = SOUND_NO_SOUND;
m_queuedSound = SOUND_NO_SOUND;
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
#ifdef FIX_BUGS
m_objectiveTimer = 0;
#endif
CharCreatedBy = RANDOM_CHAR;
m_leader = nil;
m_pedInObjective = nil;
m_carInObjective = nil;
bInVehicle = false;
m_pMyVehicle = nil;
m_pVehicleAnim = nil;
m_vecOffsetSeek.x = 0.0f;
m_vecOffsetSeek.y = 0.0f;
m_vecOffsetSeek.z = 0.0f;
m_pedFormation = FORMATION_UNDEFINED;
m_collidingThingTimer = 0;
m_nPedStateTimer = 0;
m_actionX = 0.0f;
m_actionY = 0.0f;
m_phoneTalkTimer = 0;
m_stateUnused = 0;
m_leaveCarTimer = 0;
m_getUpTimer = 0;
m_attackTimer = 0;
m_timerUnused = 0;
m_lookTimer = 0;
m_standardTimer = 0;
m_shootTimer = 0;
m_hitRecoverTimer = 0;
m_duckAndCoverTimer = 0;
m_moved = CVector2D(0.0f, 0.0f);
m_fRotationCur = 0.0f;
m_headingRate = 15.0f;
m_fRotationDest = 0.0f;
m_vehEnterType = CAR_DOOR_LF;
m_walkAroundType = 0;
m_pCurrentPhysSurface = nil;
m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_wepSkills = 0;
m_distanceToCountSeekDone = 1.0f;
bRunningToPhone = false;
m_phoneId = -1;
m_lastAccident = 0;
m_fleeFrom = nil;
m_fleeFromPosX = 0;
m_fleeFromPosY = 0;
m_fleeTimer = 0;
m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
m_distanceToCountSeekDoneEx = 0.0f;
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
m_pCollidingEntity = nil;
m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE;
m_nMoveState = PEDMOVE_STILL;
#ifdef FIX_BUGS
m_nPrevMoveState = PEDMOVE_NONE;
#endif
m_nStoredMoveState = PEDMOVE_NONE;
m_pFire = nil;
m_pPointGunAt = nil;
m_pLookTarget = nil;
m_fLookDirection = 0.0f;
m_pCurSurface = nil;
m_wanderRangeBounds = nil;
m_nPathNodes = 0;
m_nCurPathNode = 0;
m_nPathDir = 0;
m_pLastPathNode = nil;
m_pNextPathNode = nil;
m_routeLastPoint = -1;
m_routeStartPoint = 0;
m_routePointsPassed = 0;
m_routeType = 0;
m_bodyPartBleeding = -1;
m_fMass = 70.0f;
m_fTurnMass = 100.0f;
m_fAirResistance = 0.4f / m_fMass;
m_fElasticity = 0.05f;
bIsStanding = false;
bWasStanding = false;
bIsAttacking = false;
bIsPointingGunAt = false;
bIsLooking = false;
bKeepTryingToLook = false;
bIsRestoringLook = false;
bIsAimingGun = false;
bIsRestoringGun = false;
bCanPointGunAtTarget = false;
bIsTalking = false;
bIsInTheAir = false;
bIsLanding = false;
bIsRunning = false;
bHitSomethingLastFrame = false;
bVehEnterDoorIsBlocked = false;
bCanPedEnterSeekedCar = false;
bRespondsToThreats = true;
bRenderPedInCar = true;
bChangedSeat = false;
bUpdateAnimHeading = false;
bBodyPartJustCameOff = false;
bIsShooting = false;
bFindNewNodeAfterStateRestore = false;
bGonnaInvestigateEvent = false;
bPedIsBleeding = false;
bStopAndShoot = false;
bIsPedDieAnimPlaying = false;
bUsePedNodeSeek = false;
bObjectiveCompleted = false;
bScriptObjectiveCompleted = false;
bKindaStayInSamePlace = false;
bBeingChasedByPolice = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
bGetUpAnimStarted = false;
bDoBloodyFootprints = false;
bFleeAfterExitingCar = false;
bWanderPathAfterExitingCar = false;
bIsLeader = false;
bDontDragMeOutCar = false;
m_ped_flagF8 = false;
bWillBeQuickJacked = false;
bCancelEnteringCar = false;
bObstacleShowedUpDuringKillObjective = false;
bDuckAndCover = false;
bStillOnValidPoly = false;
bAllowMedicsToReviveMe = true;
bResetWalkAnims = false;
bStartWanderPathOnFoot = false;
bOnBoat = false;
bBusJacked = false;
bGonnaKillTheCarJacker = false;
bFadeOut = false;
bKnockedUpIntoAir = false;
bHitSteepSlope = false;
bCullExtraFarAway = false;
bClearObjective = false;
bTryingToReachDryLand = false;
bCollidedWithMyVehicle = false;
bRichFromMugging = false;
bChrisCriminal = false;
bShakeFist = false;
bNoCriticalHits = false;
bVehExitWillBeInstant = false;
bHasAlreadyBeenRecorded = false;
bFallenDown = false;
#ifdef KANGAROO_CHEAT
m_ped_flagI80 = false;
#endif
#ifdef VC_PED_PORTS
bSomeVCflag1 = false;
#endif
if (CGeneral::GetRandomNumber() & 3)
bHasACamera = false;
else
bHasACamera = true;
m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
DMAudio.SetEntityStatus(m_audioEntityId, 1);
m_fearFlags = CPedType::GetThreats(m_nPedType);
m_threatEntity = nil;
m_eventOrThreat = CVector2D(0.0f, 0.0f);
m_pEventEntity = nil;
m_fAngleToEvent = 0.0f;
m_numNearPeds = 0;
for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) {
m_nearPeds[i] = nil;
if (i < ARRAY_SIZE(m_pPathNodesStates)) {
m_pPathNodesStates[i] = nil;
}
}
m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
weapon.m_nAmmoInClip = 0;
weapon.m_nAmmoTotal = 0;
weapon.m_nTimer = 0;
}
m_curFightMove = FIGHTMOVE_NULL;
GiveWeapon(WEAPONTYPE_UNARMED, 0);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
}
CPed::~CPed(void)
{
CWorld::Remove(this);
CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
if (InVehicle()){
uint8 door_flag = GetCarDoorFlag(m_vehEnterType);
if (m_pMyVehicle->pDriver == this)
m_pMyVehicle->pDriver = nil;
else {
// FIX: Passenger counter now decreasing after removing ourself from vehicle.
m_pMyVehicle->RemovePassenger(this);
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
bInVehicle = false;
m_pMyVehicle = nil;
} else if (EnteringCar()) {
QuitEnteringCar();
}
if (m_pFire)
m_pFire->Extinguish();
CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
DMAudio.DestroyEntity(m_audioEntityId);
}
void
CPed::Initialise(void)
{
debug("Initialising CPed...\n");
CPedType::Initialise();
LoadFightData();
SetAnimOffsetForEnterOrExitVehicle();
debug("CPed ready\n");
}
void
CPed::SetModelIndex(uint32 mi)
{
CEntity::SetModelIndex(mi);
RpAnimBlendClumpInit(GetClump());
RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames);
CPedModelInfo *modelInfo = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
SetPedStats(modelInfo->m_pedStatType);
m_headingRate = m_pedStats->m_headingChangeRate;
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
#ifdef PED_SKIN
if(modelInfo->GetHitColModel() == nil)
modelInfo->CreateHitColModelSkinned(GetClump());
#endif
}
void
CPed::SetPedStats(ePedStats pedStat)
{
m_pedStats = CPedStats::ms_apPedStats[pedStat];
}
void
CPed::BuildPedLists(void)
{
if (((CTimer::GetFrameCounter() + m_randomSeed) % 16) == 0) {
CVector centre = CEntity::GetBoundCentre();
CRect rect(centre.x - 20.0f,
centre.y - 20.0f,
centre.x + 20.0f,
centre.y + 20.0f);
int xstart = CWorld::GetSectorIndexX(rect.left);
int ystart = CWorld::GetSectorIndexY(rect.top);
int xend = CWorld::GetSectorIndexX(rect.right);
int yend = CWorld::GetSectorIndexY(rect.bottom);
gnNumTempPedList = 0;
for(int y = ystart; y <= yend; y++) {
for(int x = xstart; x <= xend; x++) {
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
CPed *ped = (CPed*)pedPtrNode->item;
if (ped != this && !ped->bInVehicle) {
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
if (nThreatReactionRangeMultiplier * 30.0f > dist) {
gapTempPedList[gnNumTempPedList] = ped;
gnNumTempPedList++;
assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
}
}
}
}
}
gapTempPedList[gnNumTempPedList] = nil;
SortPeds(gapTempPedList, 0, gnNumTempPedList - 1);
for (m_numNearPeds = 0; m_numNearPeds < ARRAY_SIZE(m_nearPeds); m_numNearPeds++) {
CPed *ped = gapTempPedList[m_numNearPeds];
if (!ped)
break;
m_nearPeds[m_numNearPeds] = ped;
}
for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++)
m_nearPeds[pedToClear] = nil;
} else {
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
bool removePed = false;
if (m_nearPeds[i]) {
if (m_nearPeds[i]->IsPointerValid()) {
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
if (distSqr > 900.0f)
removePed = true;
} else
removePed = true;
}
if (removePed) {
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
m_nearPeds[j] = m_nearPeds[j + 1];
m_nearPeds[j + 1] = nil;
}
// Above loop won't work on last slot, so we need to empty it.
m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
m_numNearPeds--;
} else
i++;
}
}
}
bool
CPed::OurPedCanSeeThisOne(CEntity *target)
{
CColPoint colpoint;
CEntity *ent;
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(GetPosition());
// Check if target is behind ped
if (DotProduct2D(dist, CVector2D(GetForward())) < 0.0f)
return false;
// Check if target is too far away
if (dist.Magnitude() >= 40.0f)
return false;
// Check line of sight from head
CVector headPos = this->GetPosition();
headPos.z += 1.0f;
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
}
// Some kind of binary sort
void
CPed::SortPeds(CPed **list, int min, int max)
{
if (min >= max)
return;
CVector leftDiff, rightDiff;
CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
float middleDist = middleDiff.Magnitude();
int left = max;
int right = min;
while(right <= left){
float rightDist, leftDist;
do {
rightDiff = GetPosition() - list[right]->GetPosition();
rightDist = rightDiff.Magnitude();
} while (middleDist > rightDist && ++right);
do {
leftDiff = GetPosition() - list[left]->GetPosition();
leftDist = leftDiff.Magnitude();
} while (middleDist < leftDist && left--);
if (right <= left) {
CPed *ped = list[right];
list[right] = list[left];
list[left] = ped;
right++;
left--;
}
}
SortPeds(list, min, left);
SortPeds(list, right, max);
}
void
CPed::SetMoveState(eMoveState state)
{
m_nMoveState = state;
}
void
CPed::SetMoveAnim(void)
{
if (m_nStoredMoveState == m_nMoveState || !IsPedInControl())
return;
if (m_nMoveState == PEDMOVE_NONE) {
m_nStoredMoveState = PEDMOVE_NONE;
return;
}
AssocGroupId animGroupToUse;
if (m_leader && m_leader->IsPlayer())
animGroupToUse = ASSOCGRP_PLAYER;
else
animGroupToUse = m_animGroup;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK);
if (!animAssoc) {
CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
animAssoc = fightIdleAssoc;
if (fightIdleAssoc && m_nPedState == PED_FIGHT)
return;
if (fightIdleAssoc) {
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f);
}
}
}
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (animAssoc)
if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE)
return;
if (animAssoc) {
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
}
}
}
if (!animAssoc) {
m_nStoredMoveState = m_nMoveState;
if (m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT) {
for (CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
assoc; assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_PARTIAL)) {
if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) {
assoc->blendDelta = -2.0f;
assoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
ClearAimFlag();
ClearLookFlag();
}
switch (m_nMoveState) {
case PEDMOVE_STILL:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
break;
case PEDMOVE_WALK:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f);
break;
case PEDMOVE_RUN:
if (m_nPedState == PED_FLEE_ENTITY) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 3.0f);
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f);
}
break;
case PEDMOVE_SPRINT:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f);
break;
default:
break;
}
if (animAssoc) {
if (m_leader) {
CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK);
if (!walkAssoc)
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN);
if (!walkAssoc)
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT);
if (walkAssoc) {
animAssoc->speed = walkAssoc->speed;
} else {
if (CharCreatedBy == MISSION_CHAR)
animAssoc->speed = 1.0f;
else
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
}
} else {
if (CharCreatedBy == MISSION_CHAR)
animAssoc->speed = 1.0f;
else
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
}
}
}
}
void
CPed::StopNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->flags &= ~ASSOC_RUNNING;
}
}
void
CPed::RestartNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->SetRun();
}
}
void
CPed::SetStoredState(void)
{
if (m_nLastPedState != PED_NONE || !CanPedReturnToState())
return;
if (m_nPedState == PED_WANDER_PATH) {
bFindNewNodeAfterStateRestore = true;
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
m_nMoveState = PEDMOVE_WALK;
}
#ifdef VC_PED_PORTS
if (m_nPedState != PED_IDLE)
#endif
{
m_nLastPedState = m_nPedState;
if (m_nMoveState >= m_nPrevMoveState)
m_nPrevMoveState = m_nMoveState;
}
}
void
CPed::RestorePreviousState(void)
{
if(!CanSetPedState() || m_nPedState == PED_FALL)
return;
if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
return;
if (InVehicle()) {
m_nPedState = PED_DRIVING;
m_nLastPedState = PED_NONE;
} else {
if (m_nLastPedState == PED_NONE) {
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0)
return;
}
SetIdle();
return;
}
switch (m_nLastPedState) {
case PED_IDLE:
SetIdle();
break;
case PED_WANDER_PATH:
m_nPedState = PED_WANDER_PATH;
bIsRunning = false;
if (bFindNewNodeAfterStateRestore) {
if (m_pNextPathNode) {
CVector diff = m_pNextPathNode->GetPosition() - GetPosition();
if (diff.MagnitudeSqr() < sq(7.0f)) {
SetMoveState(PEDMOVE_WALK);
break;
}
}
}
SetWanderPath(CGeneral::GetRandomNumber() & 7);
break;
default:
m_nPedState = m_nLastPedState;
SetMoveState((eMoveState) m_nPrevMoveState);
break;
}
m_nLastPedState = PED_NONE;
}
}
uint32
CPed::ScanForThreats(void)
{
int fearFlags = m_fearFlags;
CVector ourPos = GetPosition();
float closestPedDist = 60.0f;
CVector2D explosionPos = GetPosition();
if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) {
m_eventOrThreat = explosionPos;
return PED_FLAG_EXPLOSION;
}
CPed *shooter = nil;
if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) {
if (!IsGangMember()) {
m_threatEntity = shooter;
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
return PED_FLAG_GUN;
}
if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) {
m_threatEntity = shooter;
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
return CPedType::GetFlag(shooter->m_nPedType);
}
}
CPed *deadPed = nil;
if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
&& (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) {
m_pEventEntity = deadPed;
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
return PED_FLAG_DEADPEDS;
} else {
uint32 flagsOfSomePed = 0;
CPed *pedToFearFrom = nil;
#ifndef VC_PED_PORTS
for (int i = 0; i < m_numNearPeds; i++) {
if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) {
CPed *nearPed = m_nearPeds[i];
// BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance.
// Fixed at the bottom of the function.
flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType);
if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) {
if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) {
// FIX: Taken from VC
#ifdef FIX_BUGS
float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D();
#else
float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
if (sq(closestPedDist) > nearPedDistSqr) {
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
}
}
}
#else
bool weSawOurEnemy = false;
bool weMaySeeOurEnemy = false;
float closestEnemyDist = 60.0f;
if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) {
for (int i = 0; i < m_numNearPeds; ++i) {
if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) {
continue;
}
// BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function.
flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
if (flagsOfSomePed & fearFlags) {
if (m_nearPeds[i]->m_fHealth > 0.0f) {
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
if (OurPedCanSeeThisOne(m_nearPeds[i])) {
if (m_nearPeds[i]->m_nPedState == PED_ATTACK) {
if (m_nearPeds[i]->m_pedInObjective == this) {
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestEnemyDist) > enemyDistSqr) {
float enemyDist = Sqrt(enemyDistSqr);
weSawOurEnemy = true;
closestPedDist = enemyDist;
closestEnemyDist = enemyDist;
pedToFearFrom = m_nearPeds[i];
}
}
} else {
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) {
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
} else if (!weSawOurEnemy) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->m_nPedState == PED_ATTACK) {
CColPoint foundCol;
CEntity *foundEnt;
// We don't see him yet but he's behind a ped, vehicle or object
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
true, false, false, false, false, false, false)) {
if (nearPed->m_pedInObjective == this) {
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestEnemyDist) > enemyDistSqr) {
float enemyDist = Sqrt(enemyDistSqr);
weMaySeeOurEnemy = true;
closestPedDist = enemyDist;
closestEnemyDist = enemyDist;
pedToFearFrom = m_nearPeds[i];
}
} else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) {
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestPedDist) > nearPedDistSqr) {
weMaySeeOurEnemy = true;
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
}
}
}
}
}
}
}
#endif
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle* foundVeh = nil;
for (int i = 0; i < lastVehicle; i++) {
CVehicle* nearVeh = (CVehicle*)vehicles[i];
CPed *driver = nearVeh->pDriver;
if (driver) {
// BUG: Same bug as above. Fixed at the bottom of function.
flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType);
if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) {
if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) {
// FIX: Taken from VC
#ifdef FIX_BUGS
float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D();
#else
float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
if (sq(closestPedDist) > driverDistSqr) {
closestPedDist = Sqrt(driverDistSqr);
pedToFearFrom = nearVeh->pDriver;
}
}
}
}
}
m_threatEntity = pedToFearFrom;
if (m_threatEntity)
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
#ifdef FIX_BUGS
if (pedToFearFrom)
flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
else
flagsOfSomePed = 0;
#endif
return flagsOfSomePed;
}
}
void
CPed::SetLookFlag(float direction, bool keepTryingToLook)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
bIsLooking = true;
bIsRestoringLook = false;
m_pLookTarget = nil;
m_fLookDirection = direction;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
bIsLooking = true;
bIsRestoringLook = false;
m_pLookTarget = target;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::ClearLookFlag(void) {
if (bIsLooking) {
bIsLooking = false;
bIsRestoringLook = true;
bShakeFist = false;
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
if (IsPlayer())
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
else
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
ClearLook();
}
}
}
void
FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
ped->RemoveWeaponModel(0);
}
void
CPed::MoveHeadToLook(void)
{
CVector lookPos;
if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
ClearLookFlag();
} else if (m_nPedState == PED_DRIVING) {
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
}
if (m_pLookTarget) {
if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
if (fuckUAssoc) {
float animTime = fuckUAssoc->currentTime;
if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) {
bool lookingToCop = false;
if (m_pLookTarget->GetModelIndex() == MI_POLICE
|| m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) {
lookingToCop = true;
}
if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) {
AddWeaponModel(MI_FINGERS);
((CPlayerPed*)this)->AnnoyPlayerPed(true);
} else if ((CGeneral::GetRandomNumber() & 3) == 0) {
AddWeaponModel(MI_FINGERS);
}
}
}
}
if (m_pLookTarget->IsPed()) {
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}
if (!m_pedIK.LookAtPosition(lookPos)) {
if (!bKeepTryingToLook) {
ClearLookFlag();
}
return;
}
if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
return;
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
return;
bool notRocketLauncher = false;
bool notTwoHanded = false;
AnimationId animToPlay = NUM_ANIMS;
if (!GetWeapon()->IsType2Handed())
notTwoHanded = true;
if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
notRocketLauncher = true;
if (IsPlayer() && notRocketLauncher) {
if (m_pLookTarget->IsPed()) {
if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) {
// FIX: Unreachable and meaningless condition
#ifndef FIX_BUGS
if (m_pedStats->m_temper < 47)
#endif
animToPlay = ANIM_FIGHT_PPUNCH;
} else {
animToPlay = ANIM_FUCKU;
}
} else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) {
animToPlay = ANIM_FUCKU;
}
} else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) {
animToPlay = ANIM_FUCKU;
}
if (animToPlay != NUM_ANIMS) {
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (newAssoc) {
newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
newAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (newAssoc->animId == ANIM_FUCKU)
newAssoc->SetDeleteCallback(FinishFuckUCB, this);
}
}
bShakeFist = false;
return;
} else if (999999.0f == m_fLookDirection) {
ClearLookFlag();
} else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
if (!bKeepTryingToLook)
ClearLookFlag();
}
}
void
CPed::RestoreHeadPosition(void)
{
if (m_pedIK.RestoreLookAt()) {
bIsRestoringLook = false;
}
}
void
CPed::SetAimFlag(float angle)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_fLookDirection = angle;
m_lookTimer = 0;
m_pLookTarget = nil;
m_pSeekTarget = nil;
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
void
CPed::SetAimFlag(CEntity *to)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_pLookTarget = to;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget = to;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_lookTimer = 0;
}
void
CPed::ClearAimFlag(void)
{
if (bIsAimingGun) {
bIsAimingGun = false;
bIsRestoringGun = true;
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
}
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
void
CPed::AimGun(void)
{
CVector vector;
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID);
} else {
vector = m_pSeekTarget->GetPosition();
}
Say(SOUND_PED_ATTACK);
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
if (m_pLookTarget != m_pSeekTarget) {
SetLookFlag(m_pSeekTarget, true);
}
} else {
if (IsPlayer()) {
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
} else {
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
}
}
}
void
CPed::RestoreGunPosition(void)
{
if (bIsLooking) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
bIsRestoringGun = false;
} else if (m_pedIK.RestoreGunPosn()) {
bIsRestoringGun = false;
} else {
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
}
void
CPed::ScanForInterestingStuff(void)
{
if (!IsPedInControl())
return;
if (m_objective != OBJECTIVE_NONE)
return;
if (CharCreatedBy == MISSION_CHAR)
return;
LookForSexyPeds();
LookForSexyCars();
if (LookForInterestingNodes())
return;
if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
if (CGeneral::GetRandomNumber() % 100 < 10) {
int mostExpensiveVehAround = -1;
int bestMonetaryValue = 0;
CVector pos = GetPosition();
int16 lastVehicle;
CEntity *vehicles[8];
CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* veh = (CVehicle*)vehicles[i];
if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal()
&& veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) {
mostExpensiveVehAround = i;
bestMonetaryValue = veh->pHandling->nMonetaryValue;
}
}
}
if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]);
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
return;
}
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
} else if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) {
CPed *charToMug = nil;
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f))
break;
if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE
|| nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1
|| nearPed->m_nPedType == PEDTYPE_PROSTITUTE)
&& nearPed->CharCreatedBy != MISSION_CHAR
&& nearPed->IsPedShootable()
&& nearPed->m_objective != OBJECTIVE_MUG_CHAR) {
charToMug = nearPed;
break;
}
}
if (charToMug)
SetObjective(OBJECTIVE_MUG_CHAR, charToMug);
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
}
if (m_nPedState == PED_WANDER_PATH) {
#ifndef VC_PED_PORTS
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
// += 2 is weird
for (int i = 0; i < m_numNearPeds; i += 2) {
if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) {
if (CGeneral::GetRandomNumberInRange(0, 100) >= 100)
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
else {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
} else if (CanSeeEntity(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
SetChat(m_nearPeds[i], time);
m_nearPeds[i]->SetChat(this, time);
return;
}
}
}
}
}
#else
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.5f) {
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
for (int i = 0; i < m_numNearPeds; i ++) {
if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
&& CanSeeEntity(m_nearPeds[i])
&& m_nearPeds[i]->CanSeeEntity(this)
&& WillChat(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
SetChat(m_nearPeds[i], time);
m_nearPeds[i]->SetChat(this, time);
return;
}
}
}
}
} else {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 200;
}
#endif
}
// Parts below aren't there in VC, they're in somewhere else.
if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR
&& m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* veh = (CVehicle*)vehicles[i];
if (veh->IsVehicleNormal()) {
if (veh->IsCar()) {
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) {
SetObjective(OBJECTIVE_SOLICIT_VEHICLE, veh);
Say(SOUND_PED_SOLICIT);
return;
}
}
}
}
}
if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* veh = (CVehicle*)vehicles[i];
if (veh->GetModelIndex() == MI_MRWHOOP) {
if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) {
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
return;
}
}
}
}
}
}
bool
CPed::WillChat(CPed *stranger)
{
if (m_pNextPathNode && m_pLastPathNode) {
if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) {
return false;
}
}
if (m_nSurfaceTouched == SURFACE_TARMAC)
return false;
if (stranger == this)
return false;
if (m_nPedType == stranger->m_nPedType)
return true;
if (m_nPedType == PEDTYPE_CRIMINAL)
return false;
if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
return false;
return true;
}
void
CPed::CalculateNewVelocity(void)
{
if (IsPedInControl()) {
float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
if (m_fRotationCur - PI > limitedRotDest) {
limitedRotDest += 2 * PI;
} else if(PI + m_fRotationCur < limitedRotDest) {
limitedRotDest -= 2 * PI;
}
if (IsPlayer() && m_nPedState == PED_ATTACK)
headAmount /= 4.0f;
float neededTurn = limitedRotDest - m_fRotationCur;
if (neededTurn <= headAmount) {
if (neededTurn > (-headAmount))
m_fRotationCur += neededTurn;
else
m_fRotationCur -= headAmount;
} else {
m_fRotationCur += headAmount;
}
}
CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur));
m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur));
if (CTimer::GetTimeStep() >= 0.01f) {
m_moved = m_moved * (1 / CTimer::GetTimeStep());
} else {
m_moved = m_moved * (1 / 100.0f);
}
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
return;
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
float pedSpeed = m_moved.Magnitude();
float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
if (localWalkAngle < -0.5f * PI) {
localWalkAngle += PI;
} else if (localWalkAngle > 0.5f * PI) {
localWalkAngle -= PI;
}
// Interestingly this part is responsible for diagonal walking.
if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed;
}
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.yaw = localWalkAngle;
if (newUpperLegs.yaw < -DEGTORAD(100.0f)) {
newUpperLegs.yaw += PI;
} else if (newUpperLegs.yaw > DEGTORAD(100.0f)) {
newUpperLegs.yaw -= PI;
}
if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) {
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
/*
// this looks shit
newUpperLegs.pitch = 0.0f;
RwV3d axis = { -1.0f, 0.0f, 0.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
*/
newUpperLegs.pitch = 0.1f;
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
bDontAcceptIKLookAts = true;
}else
#endif
{
newUpperLegs.pitch = 0.0f;
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
}
}
}
}
float
CPed::WorkOutHeadingForMovingFirstPerson(float offset)
{
if (!IsPlayer())
return 0.0f;
CPad *pad0 = CPad::GetPad(0);
float leftRight = pad0->GetPedWalkLeftRight();
float upDown = pad0->GetPedWalkUpDown();
float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
if (upDown != 0.0f) {
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
} else {
if (leftRight < 0.0f)
angle = 0.5f * PI;
else if (leftRight > 0.0f)
angle = -0.5f * PI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
void
CPed::UpdatePosition(void)
{
if (CReplay::IsPlayingBack() || !bIsStanding)
return;
CVector2D velocityChange;
SetHeading(m_fRotationCur);
if (m_pCurrentPhysSurface) {
CVector2D velocityOfSurface;
if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
// It seems R* didn't like m_vecOffsetFromPhysSurface for boats
CVector offsetToSurface = GetPosition() - m_pCurrentPhysSurface->GetPosition();
offsetToSurface.z -= FEET_OFFSET;
CVector surfaceMoveVelocity = m_pCurrentPhysSurface->m_vecMoveSpeed;
CVector surfaceTurnVelocity = CrossProduct(m_pCurrentPhysSurface->m_vecTurnSpeed, offsetToSurface);
// Also we use that weird formula instead of friction if it's boat
float slideMult = -m_pCurrentPhysSurface->m_vecTurnSpeed.MagnitudeSqr();
velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
} else {
velocityOfSurface = m_pCurrentPhysSurface->GetSpeed(m_vecOffsetFromPhysSurface);
}
// Reminder: m_moved is displacement from walking/running.
velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
m_fRotationCur += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
m_fRotationDest += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
} else if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF && (m_vecDamageNormal.x != 0.0f || m_vecDamageNormal.y != 0.0f)) {
// Ped got damaged by steep slope
m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
// some kind of
CVector2D reactionForce = m_vecDamageNormal;
reactionForce.Normalise();
velocityChange = 0.02f * reactionForce + m_moved;
float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
// they're in same direction
if (reactionAndVelocityDotProd < 0.0f) {
velocityChange -= reactionAndVelocityDotProd * reactionForce;
}
} else {
velocityChange = m_moved - m_vecMoveSpeed;
}
// Take time step into account
if (m_pCurrentPhysSurface) {
float speedChange = velocityChange.Magnitude();
float changeMult = speedChange;
if (m_nPedState == PED_DIE && m_pCurrentPhysSurface->IsVehicle()) {
changeMult = 0.002f * CTimer::GetTimeStep();
} else if (!(m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat())) {
changeMult = 0.01f * CTimer::GetTimeStep();
}
if (speedChange > changeMult) {
velocityChange = velocityChange * (changeMult / speedChange);
}
}
m_vecMoveSpeed.x += velocityChange.x;
m_vecMoveSpeed.y += velocityChange.y;
}
void
CPed::CalculateNewOrientation(void)
{
if (CReplay::IsPlayingBack() || !IsPedInControl())
return;
SetHeading(m_fRotationCur);
}
void
CPed::ClearAll(void)
{
if (!IsPedInControl() && m_nPedState != PED_DEAD)
return;
m_nPedState = PED_NONE;
m_nMoveState = PEDMOVE_NONE;
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_fleeFromPosX = 0.0f;
m_fleeFromPosY = 0.0f;
m_fleeFrom = nil;
m_fleeTimer = 0;
bUsesCollision = true;
#ifdef VC_PED_PORTS
ClearPointGunAt();
#else
ClearAimFlag();
ClearLookFlag();
#endif
bIsPointingGunAt = false;
bRenderPedInCar = true;
bKnockedUpIntoAir = false;
m_pCollidingEntity = nil;
}
void
CPed::ProcessBuoyancy(void)
{
static uint32 nGenerateRaindrops = 0;
static uint32 nGenerateWaterCircles = 0;
CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f),
((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f),
((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f),
(CGeneral::GetRandomNumber() % 256 * 48.0f) + 48);
if (bInVehicle)
return;
CVector buoyancyPoint;
CVector buoyancyImpulse;
#ifndef VC_PED_PORTS
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f);
#else
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f);
#endif
if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) {
bTouchingWater = true;
CEntity *entity;
CColPoint point;
if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil)
&& entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) {
bIsInWater = false;
return;
}
bIsInWater = true;
ApplyMoveForce(buoyancyImpulse);
if (!DyingOrDead()) {
if (bTryingToReachDryLand) {
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.4f * CTimer::GetTimeStep()) {
bTryingToReachDryLand = false;
CVector pos = GetPosition();
if (PlacePedOnDryLand()) {
if (m_fHealth > 20.0f)
InflictDamage(nil, WEAPONTYPE_DROWNING, 15.0f, PEDPIECE_TORSO, false);
if (bIsInTheAir) {
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
bIsInTheAir = false;
}
pos.z = pos.z - 0.8f;
#ifdef PC_PARTICLE
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true);
#else
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true);
#endif
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_nPedState = PED_IDLE;
return;
}
}
}
float speedMult = 0.0f;
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.75f * CTimer::GetTimeStep()
|| mod_Buoyancy.m_waterlevel > GetPosition().z) {
speedMult = pow(0.9f, CTimer::GetTimeStep());
m_vecMoveSpeed.x *= speedMult;
m_vecMoveSpeed.y *= speedMult;
m_vecMoveSpeed.z *= speedMult;
bIsStanding = false;
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.25f * CTimer::GetTimeStep()) {
if (speedMult == 0.0f) {
speedMult = pow(0.9f, CTimer::GetTimeStep());
}
m_vecMoveSpeed.x *= speedMult;
m_vecMoveSpeed.y *= speedMult;
if (m_vecMoveSpeed.z >= -0.1f) {
if (m_vecMoveSpeed.z < -0.04f)
m_vecMoveSpeed.z = -0.02f;
} else {
m_vecMoveSpeed.z = -0.01f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
#ifdef PC_PARTICLE
CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
aBitForward.z = level;
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true);
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80;
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100;
#else
CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
aBitForward.z = level + 0.5f;
CVector vel = m_vecMoveSpeed * 0.1f;
vel.z = 0.18f;
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true);
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
#endif
}
}
} else
return;
} else
bTouchingWater = false;
if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) {
CVector pos = GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(pos, &level, false))
pos.z = level;
if (pos.z != 0.0f) {
nGenerateWaterCircles = 0;
for(int i = 0; i < 4; i++) {
#ifdef PC_PARTICLE
pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0);
#else
pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f));
#endif
}
}
}
if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) {
CVector pos = GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(pos, &level, false))
pos.z = level;
if (pos.z >= 0.0f) {
#ifdef PC_PARTICLE
pos.z += 0.25f;
#else
pos.z += 0.5f;
#endif
nGenerateRaindrops = 0;
#ifdef PC_PARTICLE
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true);
#else
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true);
#endif
}
}
}
void
CPed::ProcessControl(void)
{
CColPoint foundCol;
CEntity *foundEnt = nil;
if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
if (!bFadeOut) {
if (alpha < 255) {
alpha += 16;
if (alpha > 255)
alpha = 255;
}
} else {
alpha -= 8;
if (alpha < 0)
alpha = 0;
}
CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
bIsShooting = false;
BuildPedLists();
bIsInWater = false;
ProcessBuoyancy();
if (m_nPedState != PED_ARRESTED) {
if (m_nPedState == PED_DEAD) {
DeadPedMakesTyresBloody();
#ifndef VC_PED_PORTS
if (CGame::nastyGame) {
#else
if (CGame::nastyGame && !bIsInWater) {
#endif
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
float timeDependentDist;
if (remainingBloodyFpTime >= 2000) {
if (remainingBloodyFpTime <= 7000)
timeDependentDist = (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f;
else
timeDependentDist = 0.75f;
} else {
timeDependentDist = 0.0f;
}
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (!nearPed->DyingOrDead()) {
CVector dist = nearPed->GetPosition() - GetPosition();
if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
nearPed->m_bloodyFootprintCountOrDeathTime = 200;
nearPed->bDoBloodyFootprints = true;
if (nearPed->IsPlayer()) {
if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (camMode != CCam::MODE_SNIPER
&& camMode != CCam::MODE_ROCKETLAUNCHER
&& camMode != CCam::MODE_M16_1STPERSON
&& camMode != CCam::MODE_1STPERSON
&& camMode != CCam::MODE_HELICANNON_1STPERSON
&& !TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn()) {
nearPed->SetLookFlag(this, true);
nearPed->SetLookTimer(500);
}
}
}
}
}
}
if (remainingBloodyFpTime > 2000) {
CVector bloodPos = GetPosition();
if (remainingBloodyFpTime - 2000 >= 5000) {
if (!m_deadBleeding) {
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
0.75f, 0.0f, 0.0f, -0.75f, 255, 255, 0, 0, 4.0f, 40000, 1.0f);
m_deadBleeding = true;
}
} else {
CShadows::StoreStaticShadow(
(uintptr)this + 17, SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
(remainingBloodyFpTime - 2000) / 5000.0f * 0.75f, 0.0f,
0.0f, (remainingBloodyFpTime - 2000) / 5000.0f * -0.75f,
255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f);
}
}
}
if (ServiceTalkingWhenDead())
ServiceTalking();
#ifdef VC_PED_PORTS
if (bIsInWater) {
bIsStanding = false;
bWasStanding = false;
CPhysical::ProcessControl();
}
#endif
return;
}
bWasStanding = false;
if (bIsStanding) {
if (!CWorld::bForceProcessControl) {
if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) {
bWasPostponed = true;
return;
}
}
}
if (!IsPedInControl() || m_nWaitState != WAITSTATE_FALSE || 0.01f * CTimer::GetTimeStep() <= m_fDistanceTravelled
|| (m_nStoredMoveState != PEDMOVE_WALK && m_nStoredMoveState != PEDMOVE_RUN && m_nStoredMoveState != PEDMOVE_SPRINT))
m_panicCounter = 0;
else if (m_panicCounter < 50)
++m_panicCounter;
if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
#ifndef VC_PED_PORTS
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
#else
if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
#endif
bHitSomethingLastFrame = false;
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
if (m_nPedStateTimer)
m_nPedStateTimer--;
} else if (m_nPedStateTimer < 1001) {
m_nPedStateTimer = 0;
}
} else {
if (m_panicCounter == 50 && IsPedInControl()) {
SetWaitState(WAITSTATE_STUCK, nil);
// Leftover
/*
if (m_nPedType < PEDTYPE_COP) {
} else {
}
*/
#ifndef VC_PED_PORTS
} else {
#else
} else if (collidingEnt) {
#endif
switch (collidingEnt->GetType())
{
case ENTITY_TYPE_BUILDING:
case ENTITY_TYPE_OBJECT:
{
CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex());
CColModel *collidingCol = collidingModel->GetColModel();
if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_FENCEPART
|| collidingCol->boundingBox.max.x < 3.0f
&& collidingCol->boundingBox.max.y < 3.0f) {
if (!IsPlayer()) {
SetDirectionToWalkAroundObject(collidingEnt);
break;
}
}
if (IsPlayer()) {
bHitSomethingLastFrame = true;
break;
}
float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_vecDamageNormal.x + GetPosition().x,
m_vecDamageNormal.y + GetPosition().y);
float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest);
if (m_pedInObjective &&
(m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) {
if (m_pedInObjective->IsPlayer()
&& (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) {
if (CanPedJumpThis(collidingEnt)) {
SetJump();
} else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
SetWaitState(WAITSTATE_LOOK_ABOUT, nil);
} else {
SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil);
m_headingRate = 0.0f;
SetLookFlag(m_pedInObjective, true);
SetLookTimer(3000);
Say(SOUND_PED_TAXI_CALL);
}
} else {
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
} else {
if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) {
if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) {
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
if (!runAssoc)
runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) {
SetWaitState(WAITSTATE_HITWALL, nil);
}
}
}
if (m_nPedState == PED_FLEE_POS) {
CVector2D fleePos = collidingEnt->GetPosition();
uint32 oldFleeTimer = m_fleeTimer;
SetFlee(fleePos, 5000);
if (oldFleeTimer != m_fleeTimer)
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
} else {
if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
m_collidingEntityWhileFleeing = collidingEnt;
m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing);
uint8 currentDir = Floor((PI + m_fRotationCur) / DEGTORAD(45.0f));
uint8 nextDir;
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir);
} else {
if (neededTurn < DEGTORAD(60.0f)) {
CVector posToHead = m_vecDamageNormal * 4.0f;
posToHead.z = 0.0f;
posToHead += GetPosition();
int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED,
999999.9f, false, false);
float angleToFace;
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) {
if (m_nPedState == PED_WANDER_PATH) {
m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId];
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
m_pNextPathNode->GetX(), m_pNextPathNode->GetY(),
GetPosition().x, GetPosition().y);
} else {
if (ThePaths.m_pathNodes[closestNodeId].GetX() == 0.0f
|| ThePaths.m_pathNodes[closestNodeId].GetY() == 0.0f) {
posToHead = (3.0f * m_vecDamageNormal) + GetPosition();
posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
} else {
posToHead.x = ThePaths.m_pathNodes[closestNodeId].GetX();
posToHead.y = ThePaths.m_pathNodes[closestNodeId].GetY();
}
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
posToHead.x, posToHead.y,
GetPosition().x, GetPosition().y);
if (m_nPedState != PED_FOLLOW_PATH)
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
}
} else {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
ThePaths.m_pathNodes[closestNodeId].GetX(),
ThePaths.m_pathNodes[closestNodeId].GetY(),
GetPosition().x,
GetPosition().y);
CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].GetPosition() - GetPosition();
CVector2D distToSeekPos = m_vecSeekPos - GetPosition();
if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) {
m_fRotationCur = m_fRotationDest;
break;
}
}
} else {
float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
if (angleToFaceAwayDamage < m_fRotationCur)
angleToFaceAwayDamage += TWOPI;
float neededTurn = angleToFaceAwayDamage - m_fRotationCur;
if (neededTurn <= PI) {
angleToFace = 0.5f * neededTurn + m_fRotationCur;
m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
} else {
angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f;
m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
if (m_nPedType == PEDTYPE_COP) {
if (m_pedInObjective) {
float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x,
m_pedInObjective->GetPosition().y,
GetPosition().x,
GetPosition().y);
angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
if (angleToLookCriminal < angleToFace)
angleToLookCriminal += TWOPI;
float neededTurnToCriminal = angleToLookCriminal - angleToFace;
if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
((CCopPed*)this)->m_bStopAndShootDisabledZone = true;
}
}
}
}
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
if (m_fRotationCur - PI > m_fRotationDest) {
m_fRotationDest += TWOPI;
} else if (PI + m_fRotationCur < m_fRotationDest) {
m_fRotationDest -= TWOPI;
}
if (oldDestRot == m_fRotationDest && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
m_fRotationDest += HALFPI;
}
}
}
}
}
if (m_nPedState != PED_WANDER_PATH && m_nPedState != PED_FLEE_ENTITY)
m_pNextPathNode = nil;
bHitSomethingLastFrame = true;
break;
}
case ENTITY_TYPE_VEHICLE:
{
CVehicle* collidingVeh = ((CVehicle*)collidingEnt);
float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
if (collidingVeh == m_pMyVehicle)
bCollidedWithMyVehicle = true;
#ifdef VC_PED_PORTS
float oldHealth = m_fHealth;
bool playerSufferSound = false;
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (IsPedInControl()
&& (!IsPlayer()
|| m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT
|| m_objective == OBJECTIVE_RUN_TO_AREA
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else {
if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else if (m_fleeFrom != collidingVeh) {
SetFlee(collidingVeh, 4000);
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_WALK);
}
}
}
} else {
float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest);
if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) {
SetJump();
}
}
} else if (IsPlayer() && !bIsInTheAir) {
if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
&& !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) {
((CPlayerPed*)this)->AnnoyPlayerPed(false);
SetLookFlag(collidingVeh, true);
SetLookTimer(1300);
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (weaponType == WEAPONTYPE_UNARMED
|| weaponType == WEAPONTYPE_BASEBALLBAT
|| weaponType == WEAPONTYPE_COLT45
|| weaponType == WEAPONTYPE_UZI) {
bShakeFist = true;
}
} else {
SetLookFlag(collidingVeh, true);
SetLookTimer(500);
}
}
} else {
float adjustedImpulse = m_fDamageImpulse;
if (IsPlayer()) {
if (bIsStanding) {
float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal);
if (forwardVecAndDamageDirDotProd < 0.0f) {
adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse;
if (adjustedImpulse < 0.0f)
adjustedImpulse = 0.0f;
}
}
}
if (m_fMass / 20.0f < adjustedImpulse)
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse);
if (IsPlayer()) {
if (adjustedImpulse > 20.0f)
adjustedImpulse = 20.0f;
if (adjustedImpulse > 5.0f) {
if (adjustedImpulse <= 13.0f)
playerSufferSound = true;
else
Say(SOUND_PED_DAMAGE);
}
CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
CVector colMaxVec = collidingCol->boundingBox.max;
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
// TLVC = To look vehicle center
float angleToVehFront = collidingVeh->GetForward().Heading();
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
// I don't know why do we use that
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
vehDist.Normalise();
float vehRightVecAndSpeedDotProd;
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
// Car's right faces towards us and isn't coming directly to us
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
}
if (vehRightVecAndSpeedDotProd <= 0.1f) {
if (m_nPedState != PED_FIGHT) {
SetLookFlag(collidingVeh, true);
SetLookTimer(700);
}
} else {
bIsStanding = false;
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
int dir = GetLocalDirection(collidingEntMoveDir);
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
float damage;
if (collidingVeh->m_modelIndex == MI_TRAIN) {
damage = 50.0f;
} else {
damage = 20.0f;
}
InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
Say(SOUND_PED_DAMAGE);
}
} else {
KillPedWithCar(collidingVeh, m_fDamageImpulse);
}
/* VC specific
if (m_pCollidingEntity != collidingEnt)
bPushedAlongByCar = true;
*/
}
if (m_fHealth < oldHealth && playerSufferSound)
Say(SOUND_PED_HIT);
#else
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (!IsPedInControl()
|| IsPlayer()
&& m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT
&& m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
&& m_objective != OBJECTIVE_RUN_TO_AREA) {
if (IsPlayer() && !bIsInTheAir) {
if (IsPedInControl()
&& ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
&& !bIsLooking
&& CTimer::GetTimeInMilliseconds() > m_lookTimer
&& collidingVeh->pDriver) {
((CPlayerPed*)this)->AnnoyPlayerPed(false);
SetLookFlag(collidingVeh, true);
SetLookTimer(1300);
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (weaponType == WEAPONTYPE_UNARMED
|| weaponType == WEAPONTYPE_BASEBALLBAT
|| weaponType == WEAPONTYPE_COLT45
|| weaponType == WEAPONTYPE_UZI) {
bShakeFist = true;
}
} else {
SetLookFlag(collidingVeh, true);
SetLookTimer(500);
}
}
} else if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
SetDirectionToWalkAroundObject(collidingVeh);
} else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else if (m_fleeFrom != collidingVeh) {
SetFlee(collidingVeh, 4000);
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_WALK);
}
}
} else {
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
if (IsPlayer()) {
CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->GetModelIndex())->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
CVector colMaxVec = collidingCol->boundingBox.max;
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
// TLVC = To look vehicle center
float angleToVehFront = collidingVeh->GetForward().Heading();
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
// I don't know why do we use that
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
vehDist.Normalise();
float vehRightVecAndSpeedDotProd;
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
// Car's right faces towards us and isn't coming directly to us
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
}
if (vehRightVecAndSpeedDotProd <= 0.1f) {
if (m_nPedState != PED_FIGHT) {
SetLookFlag(collidingVeh, true);
SetLookTimer(700);
}
} else {
bIsStanding = false;
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
int dir = GetLocalDirection(collidingEntMoveDir);
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
CPed *driver = collidingVeh->pDriver;
float damage;
if (driver && driver->IsPlayer()) {
damage = vehRightVecAndSpeedDotProd * 1000.0f;
} else if (collidingVeh->GetModelIndex() == MI_TRAIN) {
damage = 50.0f;
} else {
damage = 20.0f;
}
InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
Say(SOUND_PED_DAMAGE);
}
} else {
KillPedWithCar(collidingVeh, m_fDamageImpulse);
}
}
#endif
break;
}
case ENTITY_TYPE_PED:
{
CollideWithPed((CPed*)collidingEnt);
if (((CPed*)collidingEnt)->IsPlayer()) {
CPlayerPed *player = ((CPlayerPed*)collidingEnt);
Say(SOUND_PED_CHAT);
if (m_nMoveState > PEDMOVE_STILL && player->IsPedInControl()) {
if (player->m_fMoveSpeed < 1.0f) {
if (!player->bIsLooking) {
if (CTimer::GetTimeInMilliseconds() > player->m_lookTimer) {
player->AnnoyPlayerPed(false);
player->SetLookFlag(this, true);
player->SetLookTimer(1300);
eWeaponType weapon = player->GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_UNARMED
|| weapon == WEAPONTYPE_BASEBALLBAT
|| weapon == WEAPONTYPE_COLT45
|| weapon == WEAPONTYPE_UZI) {
player->bShakeFist = true;
}
}
}
}
}
}
break;
}
default:
break;
}
}
CVector forceDir;
if (!bIsInTheAir && m_nPedState != PED_JUMP
#ifdef VC_PED_PORTS
&& m_fDamageImpulse > 0.0f
#endif
) {
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
if (!bIsStanding) {
forceDir *= 4.0f;
} else {
forceDir *= 0.5f;
}
ApplyMoveForce(forceDir);
}
if ((bIsInTheAir && !DyingOrDead())
#ifdef VC_PED_PORTS
|| (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)
#endif
) {
if (m_nPedStateTimer > 0 && m_nPedStateTimer <= 1000) {
forceDir = GetPosition() - m_vecHitLastPos;
} else {
m_nPedStateTimer = 0;
m_vecHitLastPos = GetPosition();
forceDir = CVector(0.0f, 0.0f, 0.0f);
}
CVector offsetToCheck;
m_nPedStateTimer++;
float adjustedTs = Max(CTimer::GetTimeStep(), 0.01f);
CPad *pad0 = CPad::GetPad(0);
if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->IsBuilding()
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
offsetToCheck.x = -forceDir.y;
#ifdef VC_PED_PORTS
offsetToCheck.z = 1.0f;
#else
offsetToCheck.z = 0.0f;
#endif
offsetToCheck.y = forceDir.x;
offsetToCheck.Normalise();
CVector posToCheck = GetPosition() + offsetToCheck;
// These are either obstacle or ground to land, I don't know which one.
float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
// Check is there any room for being knocked up in reverse direction of force
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, nil)) {
obstacleForFlyingZ = obstacleForFlying.point.z;
} else {
obstacleForFlyingZ = 500.0f;
}
posToCheck = GetPosition() - offsetToCheck;
// Now check for direction of force this time
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, nil)) {
obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
} else {
obstacleForFlyingOtherDirZ = 501.0f;
}
#ifdef VC_PED_PORTS
uint8 flyDir = 0;
float feetZ = GetPosition().z - FEET_OFFSET;
if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
flyDir = 2;
} else {
flyDir = 1;
}
if (flyDir != 0 && !bSomeVCflag1) {
SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
GetMatrix().GetPosition().z += FEET_OFFSET;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
}
#endif
if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
offsetToCheck *= -1.0f;
}
offsetToCheck.z = 1.0f;
forceDir = 4.0f * offsetToCheck;
forceDir.z = 4.0f;
ApplyMoveForce(forceDir);
GetMatrix().GetPosition() += 0.25f * offsetToCheck;
m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationDest = m_fRotationCur;
SetHeading(m_fRotationCur);
if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
SetFall(1000, ANIM_KO_SKID_BACK, true);
}
bIsInTheAir = false;
} else if (m_vecDamageNormal.z > 0.4f) {
#ifndef VC_PED_PORTS
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
forceDir.Normalise();
ApplyMoveForce(2.0f * forceDir);
#else
if (m_nPedState == PED_JUMP) {
if (m_nWaitTimer <= 2000) {
if (m_nWaitTimer < 1000)
m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
} else {
m_nWaitTimer = 0;
}
}
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
forceDir.Normalise();
if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) {
ApplyMoveForce(2.0f * forceDir);
} else {
ApplyMoveForce(-4.0f * forceDir);
}
#endif
}
} else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) {
if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) {
int16 padWalkX = pad0->GetPedWalkLeftRight();
int16 padWalkY = pad0->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
m_fRotationDest -= TheCamera.Orientation;
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
SetHeading(m_fRotationCur);
}
SetJump();
m_nPedStateTimer = 0;
m_vecHitLastPos = GetPosition();
// Why? forceDir is unused after this point.
forceDir = CVector(0.0f, 0.0f, 0.0f);
} else if (IsPlayer()) {
int16 padWalkX = pad0->GetPedWalkLeftRight();
int16 padWalkY = pad0->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
m_fRotationDest -= TheCamera.Orientation;
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
SetHeading(m_fRotationCur);
}
CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);
if (!jumpAssoc)
jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);
if (jumpAssoc) {
jumpAssoc->blendDelta = -3.0f;
jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_nPedState == PED_JUMP)
m_nPedState = PED_IDLE;
} else {
CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);
if (!jumpAssoc)
jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);
if (jumpAssoc) {
jumpAssoc->blendDelta = -3.0f;
jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
} else {
offsetToCheck = GetPosition();
offsetToCheck.z += 0.5f;
if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
#ifdef VC_PED_PORTS
if (!bSomeVCflag1 || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
#endif
SetLanding();
bIsStanding = true;
}
}
} else if (m_nPedStateTimer < 1001) {
m_nPedStateTimer = 0;
}
}
if (bIsDucking)
Duck();
if (bStartWanderPathOnFoot) {
if (IsPedInControl()) {
ClearAll();
SetWanderPath(m_nPathDir);
bStartWanderPathOnFoot = false;
} else if (m_nPedState == PED_DRIVING) {
bWanderPathAfterExitingCar = true;
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
}
if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) {
float airResistance = Pow(0.95f, CTimer::GetTimeStep());
m_vecMoveSpeed *= airResistance;
}
#ifdef VC_PED_PORTS
if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f
|| (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL)
|| m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f
|| m_nPedState == PED_JUMP
|| bIsInTheAir
|| m_pCurrentPhysSurface) {
CPhysical::ProcessControl();
} else {
bHasContacted = false;
bIsInSafePosition = false;
bWasPostponed = false;
bHasHitWall = false;
m_nCollisionRecords = 0;
bHasCollided = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
m_pDamageEntity = nil;
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
}
#else
CPhysical::ProcessControl();
#endif
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
if (m_nPedState != PED_DEAD) {
CalculateNewVelocity();
CalculateNewOrientation();
}
UpdatePosition();
PlayFootSteps();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
SetInTheAir();
#ifdef VC_PED_PORTS
bSomeVCflag1 = false;
#endif
}
#ifdef VC_PED_PORTS
if (bSomeVCflag1) {
CVector posToCheck = GetPosition();
posToCheck.z += 0.9f;
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
bSomeVCflag1 = false;
}
#endif
ProcessObjective();
if (!bIsAimingGun) {
if (bIsRestoringGun)
RestoreGunPosition();
} else {
AimGun();
}
if (bIsLooking) {
MoveHeadToLook();
} else if (bIsRestoringLook) {
RestoreHeadPosition();
}
if (bIsInTheAir)
InTheAir();
if (bUpdateAnimHeading) {
if (m_nPedState != PED_GETUP && m_nPedState != PED_FALL) {
m_fRotationCur -= HALFPI;
m_fRotationDest = m_fRotationCur;
bUpdateAnimHeading = false;
}
}
if (m_nWaitState != WAITSTATE_FALSE)
Wait();
if (m_nPedState != PED_IDLE) {
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
if(idleAssoc) {
idleAssoc->blendDelta = -8.0f;
idleAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
switch (m_nPedState) {
case PED_IDLE:
Idle();
break;
case PED_LOOK_ENTITY:
case PED_LOOK_HEADING:
Look();
break;
case PED_WANDER_RANGE:
WanderRange();
CheckAroundForPossibleCollisions();
break;
case PED_WANDER_PATH:
WanderPath();
break;
case PED_SEEK_POS:
case PED_SEEK_ENTITY:
case PED_PURSUE:
case PED_SNIPER_MODE:
case PED_ROCKET_MODE:
case PED_DUMMY:
case PED_FACE_PHONE:
case PED_MAKE_CALL:
case PED_MUG:
case PED_AI_CONTROL:
case PED_FOLLOW_ROUTE:
case PED_CPR:
case PED_SOLICIT:
case PED_BUY_ICECREAM:
case PED_STEP_AWAY:
case PED_UNKNOWN:
case PED_STATES_NO_AI:
case PED_JUMP:
case PED_STAGGER:
case PED_DIVE_AWAY:
case PED_STATES_NO_ST:
case PED_ARREST_PLAYER:
case PED_PASSENGER:
case PED_TAXI_PASSENGER:
case PED_OPEN_DOOR:
case PED_DEAD:
case PED_DRAG_FROM_CAR:
case PED_EXIT_CAR:
case PED_STEAL_CAR:
break;
case PED_ENTER_CAR:
case PED_CARJACK:
{
#ifdef CANCELLABLE_CAR_ENTER
if (!IsPlayer() || !m_pVehicleAnim)
break;
CPad *pad = CPad::GetPad(0);
if (pad->ArePlayerControlsDisabled())
break;
int vehAnim = m_pVehicleAnim->animId;
static bool cancelJack = false;
int16 padWalkX = pad->GetPedWalkLeftRight();
int16 padWalkY = pad->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
if (!m_pMyVehicle->pDriver) {
cancelJack = false;
bCancelEnteringCar = true;
} else
cancelJack = true;
} else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
cancelJack = true;
} else if (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS) {
bCancelEnteringCar = true;
cancelJack = false;
}
}
if (cancelJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
cancelJack = false;
QuitEnteringCar();
RestorePreviousObjective();
}
if (cancelJack && (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS)) {
cancelJack = false;
bCancelEnteringCar = true;
}
#endif
break;
}
case PED_FLEE_POS:
ms_vec2DFleePosition.x = m_fleeFromPosX;
ms_vec2DFleePosition.y = m_fleeFromPosY;
Flee();
break;
case PED_FLEE_ENTITY:
if (!m_fleeFrom) {
SetIdle();
break;
}
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
break;
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
Flee();
break;
case PED_FOLLOW_PATH:
FollowPath();
break;
case PED_PAUSE:
Pause();
break;
case PED_ATTACK:
Attack();
break;
case PED_FIGHT:
Fight();
break;
case PED_CHAT:
Chat();
break;
case PED_AIM_GUN:
if (m_pPointGunAt && m_pPointGunAt->IsPed()
#ifdef FIX_BUGS
&& !GetWeapon()->IsTypeMelee()
#endif
&& ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
((CPed*)m_pPointGunAt)->ReactToPointGun(this);
}
PointGunAt();
break;
case PED_SEEK_CAR:
SeekCar();
break;
case PED_SEEK_IN_BOAT:
SeekBoatPosition();
break;
case PED_INVESTIGATE:
InvestigateEvent();
break;
case PED_ON_FIRE:
if (IsPlayer())
break;
if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) {
if (m_fleeFrom) {
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
} else {
ms_vec2DFleePosition.x = m_fleeFromPosX;
ms_vec2DFleePosition.y = m_fleeFromPosY;
}
Flee();
} else {
if (m_pFire)
m_pFire->Extinguish();
}
break;
case PED_FALL:
Fall();
break;
case PED_GETUP:
SetGetUp();
break;
case PED_ENTER_TRAIN:
EnterTrain();
break;
case PED_EXIT_TRAIN:
ExitTrain();
break;
case PED_DRIVING:
{
if (!m_pMyVehicle) {
bInVehicle = false;
FlagToDestroyWhenNextProcessed();
return;
}
if (m_pMyVehicle->pDriver != this || m_pMyVehicle->IsBoat()) {
LookForSexyPeds();
LookForSexyCars();
break;
}
if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE || !m_pMyVehicle->pDriver->IsPlayer()) {
break;
}
CPad* pad = CPad::GetPad(0);
#ifdef CAR_AIRBREAK
if (!pad->ArePlayerControlsDisabled()) {
if (pad->GetHorn()) {
float c = Cos(m_fRotationCur);
float s = Sin(m_fRotationCur);
m_pMyVehicle->GetRight() = CVector(1.0f, 0.0f, 0.0f);
m_pMyVehicle->GetForward() = CVector(0.0f, 1.0f, 0.0f);
m_pMyVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
if (pad->GetAccelerate()) {
m_pMyVehicle->ApplyMoveForce(GetForward() * 30.0f);
} else if (pad->GetBrake()) {
m_pMyVehicle->ApplyMoveForce(-GetForward() * 30.0f);
} else {
int16 lr = pad->GetSteeringLeftRight();
if (lr < 0) {
//m_pMyVehicle->ApplyTurnForce(20.0f * -GetRight(), GetForward());
m_pMyVehicle->ApplyMoveForce(-GetRight() * 30.0f);
} else if (lr > 0) {
m_pMyVehicle->ApplyMoveForce(GetRight() * 30.0f);
} else {
m_pMyVehicle->ApplyMoveForce(0.0f, 0.0f, 50.0f);
}
}
}
}
#endif
float steerAngle = m_pMyVehicle->m_fSteerAngle;
CAnimBlendAssociation *lDriveAssoc;
CAnimBlendAssociation *rDriveAssoc;
CAnimBlendAssociation *lbAssoc;
CAnimBlendAssociation *sitAssoc;
if (m_pMyVehicle->bLowVehicle) {
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
break;
}
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
lbAssoc = nil;
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
} else {
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
break;
}
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
if (lbAssoc &&
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON
&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) {
lbAssoc->blendDelta = -1000.0f;
}
}
CAnimBlendAssociation *driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
if (!driveByAssoc)
driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc) {
if (steerAngle == 0.0f || driveByAssoc) {
if (lDriveAssoc)
lDriveAssoc->blendAmount = 0.0f;
if (rDriveAssoc)
rDriveAssoc->blendAmount = 0.0f;
} else if (steerAngle <= 0.0f) {
if (lDriveAssoc)
lDriveAssoc->blendAmount = 0.0f;
if (rDriveAssoc)
rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_R);
else
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_R);
} else {
if (rDriveAssoc)
rDriveAssoc->blendAmount = 0.0f;
if (lDriveAssoc)
lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_L);
else
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_L);
}
if (lbAssoc)
lbAssoc->blendDelta = -4.0f;
} else {
if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON
|| TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT)
&& (!lbAssoc || lbAssoc->blendAmount < 1.0f)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LB, 4.0f);
}
}
break;
}
case PED_DIE:
Die();
break;
case PED_HANDS_UP:
if (m_pedStats->m_temper <= 50) {
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSCOWER)) {
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER);
Say(SOUND_PED_HANDS_COWER);
}
} else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP)) {
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP);
Say(SOUND_PED_HANDS_UP);
}
break;
default: break;
}
SetMoveAnim();
if (bPedIsBleeding) {
if (CGame::nastyGame) {
if (!(CTimer::GetFrameCounter() & 3)) {
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
if (cameraDist.MagnitudeSqr() < sq(50.0f)) {
float length = (CGeneral::GetRandomNumber() & 127) * 0.0015f + 0.15f;
CVector bloodPos(
((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
1.0f);
bloodPos += GetPosition();
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, length, 0.0f,
0.0f, -length, 255, 255, 0, 0, 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f);
}
}
}
}
ServiceTalking();
if (bInVehicle && !m_pMyVehicle)
bInVehicle = false;
#ifndef VC_PED_PORTS
m_pCurrentPhysSurface = nil;
#endif
} else {
if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer())
|| bIsInWater || !bUsesCollision) {
SetDead();
}
m_pCurrentPhysSurface = nil;
}
}
}
int32
CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
{
bool collidedWithBoat = false;
bool belowTorsoCollided = false;
float gravityEffect = -0.15f * CTimer::GetTimeStep();
CColPoint intersectionPoint;
CColLine ourLine;
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
if (!bUsesCollision)
return false;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true;
// ofc we're not vehicle
if (!m_bIsVehicleBeingShifted && !bSkipLineCol
#ifdef VC_PED_PORTS
&& !collidingEnt->IsPed()
#endif
) {
if (!bCollisionProcessed) {
#ifdef VC_PED_PORTS
m_pCurrentPhysSurface = nil;
#endif
if (bIsStanding) {
bIsStanding = false;
bWasStanding = true;
}
bCollisionProcessed = true;
m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
bStillOnValidPoly = false;
if (IsPlayer() || m_fCollisionSpeed >= 1.0f
&& (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
bHitSteepSlope = false;
} else {
CVector pos = GetPosition();
float potentialGroundZ = GetPosition().z - FEET_OFFSET;
if (bWasStanding) {
pos.z += -0.25f;
potentialGroundZ += gravityEffect;
}
if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
bStillOnValidPoly = true;
#ifdef VC_PED_PORTS
if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
} else {
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
bHitSteepSlope = false;
}
}
}
if (!bStillOnValidPoly) {
CVector potentialCenter = GetPosition();
potentialCenter.z = GetPosition().z - 0.52f;
// 0.52f should be a ped's approx. radius
float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
if (bWasStanding) {
if (collidedWithBoat) {
potentialCenter.z += 2.0f * gravityEffect;
totalRadiusWhenCollided += Abs(gravityEffect);
} else {
potentialCenter.z += gravityEffect;
}
}
if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
ourLine.p0 = GetPosition();
ourLine.p1 = GetPosition();
ourLine.p1.z = GetPosition().z - FEET_OFFSET;
if (bWasStanding) {
ourLine.p1.z = ourLine.p1.z + gravityEffect;
ourLine.p0.z = ourLine.p0.z + -0.25f;
}
float minDist = 1.0f;
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
intersectionPoint, minDist, false, &m_collPoly);
if (collidedWithBoat && bWasStanding && !belowTorsoCollided) {
ourLine.p0.z = ourLine.p1.z;
ourLine.p1.z = ourLine.p1.z + gravityEffect;
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
intersectionPoint, minDist, false, &m_collPoly);
}
if (belowTorsoCollided) {
#ifndef VC_PED_PORTS
if (!collidingEnt->IsPed()) {
#endif
if (!bIsStanding
|| FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
|| collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
bTryingToReachDryLand = false;
bOnBoat = false;
} else {
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface);
m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
m_collPoly.valid = false;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
bOnBoat = true;
} else {
bOnBoat = false;
}
}
#ifdef VC_PED_PORTS
if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) {
bHitSteepSlope = true;
m_vecDamageNormal = intersectionPoint.normal;
}
}
#ifdef VC_PED_PORTS
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
if (m_nPedState == PED_IDLE) {
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
if (!bWasStanding && speed > upperSpeedLimit && (/*!bPushedAlongByCar ||*/ m_vecMoveSpeed.z < lowerSpeedLimit)
&& m_pCollidingEntity != collidingEnt) {
float damage = 100.0f * Max(speed - 0.25f, 0.0f);
float damage2 = damage;
if (m_vecMoveSpeed.z < -0.25f)
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
#else
float speedSqr = 0.0f;
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
if (!bWasStanding && (m_vecMoveSpeed.z < -0.25f || (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) > sq(0.5f))) {
if (speedSqr == 0.0f)
speedSqr = sq(m_vecMoveSpeed.z);
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
#ifndef VC_PED_PORTS
} else {
bOnBoat = false;
}
#endif
} else {
bOnBoat = false;
}
}
}
}
int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
if (ourCollidedSpheres > 0 || belowTorsoCollided) {
AddCollisionRecord(collidingEnt);
if (!collidingEnt->IsBuilding())
((CPhysical*)collidingEnt)->AddCollisionRecord(this);
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic())) {
bHasHitWall = true;
}
}
if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) {
if (bWasStanding) {
CVector sphereNormal;
float normalLength;
for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
sphereNormal = collidingPoints[sphere].normal;
#ifdef VC_PED_PORTS
if (sphereNormal.z >= -1.0f || !IsPlayer()) {
#endif
normalLength = sphereNormal.Magnitude2D();
if (normalLength != 0.0f) {
sphereNormal.x = sphereNormal.x / normalLength;
sphereNormal.y = sphereNormal.y / normalLength;
}
#ifdef VC_PED_PORTS
} else {
float speed = m_vecMoveSpeed.Magnitude2D();
sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed);
sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed);
GetMatrix().GetPosition().z -= 0.05f;
bSomeVCflag1 = true;
}
#endif
sphereNormal.Normalise();
collidingPoints[sphere].normal = sphereNormal;
if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF)
bHitSteepSlope = true;
}
}
}
return ourCollidedSpheres;
}
static void
particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times)
{
#ifdef PC_PARTICLE
for (int i = 0; i < times; i++) {
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CVector direction = ped->GetForward() * -0.05f;
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
}
#else
for ( int32 i = 0; i < times; i++ )
{
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
}
#endif
}
static void
particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
{
switch (ped->m_nSurfaceTouched)
{
case SURFACE_TARMAC:
case SURFACE_GRAVEL:
case SURFACE_PAVEMENT:
case SURFACE_SAND:
for (int i = 0; i < times; ++i) {
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
}
break;
default:
break;
}
}
void
CPed::PlayFootSteps(void)
{
if (bDoBloodyFootprints) {
if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
m_bloodyFootprintCountOrDeathTime--;
if (m_bloodyFootprintCountOrDeathTime == 0)
bDoBloodyFootprints = false;
}
}
if (!bIsStanding)
return;
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
CAnimBlendAssociation *walkRunAssoc = nil;
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (assoc->flags & ASSOC_WALK) {
walkRunAssoc = assoc;
walkRunAssocBlend += assoc->blendAmount;
} else if ((assoc->flags & ASSOC_NOWALK) == 0) {
idleAssocBlend += assoc->blendAmount;
}
}
#ifdef GTA_PS2_STUFF
CAnimBlendAssociation *runStopAsoc = NULL;
if ( IsPlayer() )
{
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
if ( runStopAsoc == NULL )
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
}
if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f )
{
{
CVector pos(0.0f, 0.0f, 0.0f);
TransformToNode(pos, PED_FOOTL);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
particleProduceFootDust(this, pos, 0.02f, 1);
}
{
CVector pos(0.0f, 0.0f, 0.0f);
TransformToNode(pos, PED_FOOTR);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
particleProduceFootDust(this, pos, 0.02f, 1);
}
}
#endif
if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
float stepStart = 1 / 15.0f;
float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
float currentTime = walkRunAssoc->currentTime;
int stepPart = 0;
if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
stepPart = 1;
else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
stepPart = 2;
if (stepPart != 0) {
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
CVector footPos(0.0f, 0.0f, 0.0f);
TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
CVector forward = GetForward();
footPos.z -= 0.1f;
footPos += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
if (m_bloodyFootprintCountOrDeathTime <= 20) {
m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
} else {
m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
if(IsPlayer())
particleProduceFootDust(this, footPos, 0.0f, 4);
}
#ifdef PC_PARTICLE
else if(stepPart == 2)
#else
else
#endif
{
particleProduceFootSplash(this, footPos, 0.15f, 4);
}
}
}
if (m_nSurfaceTouched == SURFACE_WATER) {
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
#ifdef PC_PARTICLE
float particleSize = pedSpeed * 2.0f;
if (particleSize < 0.25f)
particleSize = 0.25f;
if (particleSize > 0.75f)
particleSize = 0.75f;
CVector particlePos = GetPosition() + GetForward() * 0.3f;
particlePos.z -= 1.2f;
CVector particleDir = m_vecMoveSpeed * -0.75f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
#else
CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f;
CVector particleDir = m_vecMoveSpeed * 0.45f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255));
#endif
}
}
}
// Actually GetLocalDirectionTo(Turn/Look)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
{
int direction;
float angle;
for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI);
for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4);
// 0-forward, 1-left, 2-backward, 3-right.
return direction;
}
#ifdef NEW_WALK_AROUND_ALGORITHM
CVector
LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) {
switch (walkAround) {
case 0:
if (enterDoorNode == CAR_DOOR_LF)
return CVector(colMin.x, colMax.y - 1.0f, 0.0f);
case 1:
return CVector(colMin.x, colMax.y, 0.0f);
case 2:
case 3:
if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF)
return CVector(colMax.x, colMax.y - 1.0f, 0.0f);
return CVector(colMax.x, colMax.y, 0.0f);
case 4:
if (enterDoorNode == CAR_DOOR_RR && !itsVan)
return CVector(colMax.x, colMin.y + 1.0f, 0.0f);
case 5:
return CVector(colMax.x, colMin.y, 0.0f);
case 6:
case 7:
if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan)
return CVector(colMin.x, colMin.y + 1.0f, 0.0f);
return CVector(colMin.x, colMin.y, 0.0f);
default:
return CVector(0.0f, 0.0f, 0.0f);
}
}
bool
CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
{
// because fov isn't important if dist is more then 5 unit, we want shortest way
if (dist.Magnitude() > 5.0f)
return true;
if (DotProduct2D(dist, fwdOffset) < 0.0f)
return false;
return true;
}
#endif
// This function looks completely same on VC.
void
CPed::SetDirectionToWalkAroundObject(CEntity *obj)
{
float distLimitForTimer = 8.0f;
CColModel *objCol = CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel();
CVector objColMin = objCol->boundingBox.min;
CVector objColMax = objCol->boundingBox.max;
CVector objColCenter = (objColMin + objColMax) / 2.0f;
CMatrix objMat(obj->GetMatrix());
float dirToSet = obj->GetForward().Heading();
bool goingToEnterCarAndItsVan = false;
bool goingToEnterCar = false;
bool objUpsideDown = false;
float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
float checkIntervalInTime;
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
return;
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
if (CharCreatedBy != MISSION_CHAR && obj->GetModelIndex() == MI_PHONEBOOTH1) {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(obj, 5000, !isRunning);
return;
}
#endif
CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);
checkIntervalInDist = Max(checkIntervalInDist, 0.5f);
checkIntervalInDist = Min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
checkIntervalInDist = Min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);
if (objMat.GetUp().z < 0.0f)
objUpsideDown = true;
if (obj->GetModelIndex() != MI_TRAFFICLIGHTS && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS1 && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS2) {
objColCenter = obj->GetMatrix() * objColCenter;
} else {
checkIntervalInDist = 0.4f;
if (objMat.GetUp().z <= 0.57f) {
// Specific calculations for traffic lights, didn't get a bit.
adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
adjustedColMin.y = 1.2f * objColMin.z;
adjustedColMax.y = 1.2f * objColMax.z;
dirToSet = objMat.GetUp().Heading();
objMat.SetUnity();
objMat.RotateZ(dirToSet);
objMat.GetPosition() += obj->GetPosition();
objColCenter = obj->GetPosition();
} else {
objColCenter.x = adjustedColMax.x - 0.25f;
objColCenter = obj->GetMatrix() * objColCenter;
distLimitForTimer = 0.75f;
}
objUpsideDown = false;
}
float oldRotDest = m_fRotationDest;
#ifndef NEW_WALK_AROUND_ALGORITHM
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
#endif
if (IsPlayer()) {
if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
checkIntervalInTime = 0.0f;
else
checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
} else {
switch (m_nMoveState) {
case PEDMOVE_WALK:
checkIntervalInTime = 2.0f;
break;
case PEDMOVE_RUN:
checkIntervalInTime = 0.5f;
break;
case PEDMOVE_SPRINT:
checkIntervalInTime = 0.5f;
break;
default:
checkIntervalInTime = 0.0f;
break;
}
}
if (m_pSeekTarget == obj && obj->IsVehicle()) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
|| m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
goingToEnterCar = true;
if (IsPlayer())
checkIntervalInTime = 0.0f;
if (((CVehicle*)obj)->bIsVan)
goingToEnterCarAndItsVan = true;
}
}
int entityOnTopLeftOfObj = 0;
int entityOnBottomLeftOfObj = 0;
int entityOnTopRightOfObj = 0;
int entityOnBottomRightOfObj = 0;
if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
bool collidingThingChanged = true;
CEntity *obstacle;
#ifndef NEW_WALK_AROUND_ALGORITHM
if (!obj->IsVehicle() || objUpsideDown) {
collidingThingChanged = false;
} else {
#else
CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
int dirToGo;
m_walkAroundType = 0;
int iWouldPreferGoingBack = 0; // 1:left 2:right
#endif
float adjustedCheckInterval = 0.7f * checkIntervalInDist;
CVector posToCheck;
// Top left of obj
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnTopLeftOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnTopLeftOfObj = 2;
} else {
entityOnTopLeftOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = tl;
m_walkAroundType = 1;
if (m_vehEnterType == CAR_DOOR_LR)
iWouldPreferGoingBack = 1;
} else if(CanWeSeeTheCorner(tl, GetForward())){
cornerToGo = tl;
dirToGo = GetLocalDirection(tl);
if (dirToGo == 1)
m_walkAroundType = 0; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 1; // ALL of the next turns will be left turn
}
}
#endif
// Top right of obj
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnTopRightOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnTopRightOfObj = 2;
} else {
entityOnTopRightOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = tr;
m_walkAroundType = 2;
if (m_vehEnterType == CAR_DOOR_RR)
iWouldPreferGoingBack = 2;
} else if (CanWeSeeTheCorner(tr, GetForward())) {
cornerToGo = tr;
dirToGo = GetLocalDirection(tr);
if (dirToGo == 1)
m_walkAroundType = 2; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 3; // ALL of the next turns will be left turn
}
}
}
#endif
// Bottom right of obj
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnBottomRightOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnBottomRightOfObj = 2;
} else {
entityOnBottomRightOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
if (iWouldPreferGoingBack == 2)
m_walkAroundType = 4;
else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = br;
m_walkAroundType = 5;
} else if (CanWeSeeTheCorner(br, GetForward())) {
cornerToGo = br;
dirToGo = GetLocalDirection(br);
if (dirToGo == 1)
m_walkAroundType = 4; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 5; // ALL of the next turns will be left turn
}
}
}
#endif
// Bottom left of obj
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnBottomLeftOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnBottomLeftOfObj = 2;
} else {
entityOnBottomLeftOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
if (iWouldPreferGoingBack == 1)
m_walkAroundType = 7;
else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = bl;
m_walkAroundType = 6;
} else if (CanWeSeeTheCorner(bl, GetForward())) {
cornerToGo = bl;
dirToGo = GetLocalDirection(bl);
if (dirToGo == 1)
m_walkAroundType = 6; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 7; // ALL of the next turns will be left turn
}
}
}
#else
}
if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
collidingThingChanged = false;
entityOnTopLeftOfObj = 0;
entityOnBottomLeftOfObj = 0;
entityOnTopRightOfObj = 0;
entityOnBottomRightOfObj = 0;
}
if (!collidingThingChanged) {
m_walkAroundType = 0;
} else {
if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) {
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
m_walkAroundType = 0;
} else {
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) {
if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 1;
} else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 1;
}
} else {
if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
} else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
}
}
}
} else {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
m_walkAroundType = 0;
} else {
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) {
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 2;
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 2;
}
} else {
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 3;
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 3;
}
}
}
}
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) {
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
m_walkAroundType = 3;
}
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
}
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
m_walkAroundType = 2;
}
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 1;
} else {
m_walkAroundType = 0;
}
}
#endif
}
m_collidingEntityWhileFleeing = obj;
m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing);
// TODO: This random may need to be changed.
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber();
CVector localPosToHead;
#ifdef NEW_WALK_AROUND_ALGORITHM
int nextWalkAround = m_walkAroundType;
if (m_walkAroundType % 2 == 0) {
nextWalkAround += 2;
if (nextWalkAround > 6)
nextWalkAround = 0;
} else {
nextWalkAround -= 2;
if (nextWalkAround < 0)
nextWalkAround = 7;
}
CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);
if(nextRouteIsClear)
m_walkAroundType = nextWalkAround;
else {
CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
true, true, true, true, true, true, false);
/* Either;
* - Some obstacle came in and it's impossible to reach current destination
* - We reached to the destination, but since next route is not clear, we're turning around us
*/
if (!currentRouteIsClear ||
((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
!CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
true, true, true, true, true, true, false))) {
// Change both target and direction (involves changing even/oddness)
if (m_walkAroundType % 2 == 0) {
m_walkAroundType -= 2;
if (m_walkAroundType < 0)
m_walkAroundType = 7;
else
m_walkAroundType += 1;
} else {
m_walkAroundType += 2;
if (m_walkAroundType > 7)
m_walkAroundType = 0;
else
m_walkAroundType -= 1;
}
}
}
localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
#else
if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
if (goingToEnterCar) {
if (goingToEnterCarAndItsVan) {
if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)
return;
}
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
} else {
if (m_walkAroundType != 1 && m_walkAroundType != 4
&& (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
}
} else {
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
if (angleDiffBtwObjCenterAndForward <= 0.0f) {
if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) {
if (goingToEnterCar) {
if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan))
return;
}
if (m_walkAroundType == 4 || m_walkAroundType == 3
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = dirToSet;
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
} else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
if (goingToEnterCar) {
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan)
return;
}
if (m_walkAroundType == 1 || m_walkAroundType == 2
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = dirToSet;
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
}
} else {
if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) {
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
} else {
if (m_walkAroundType == 2 || m_walkAroundType == 3
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
}
}
}
#endif
if (objUpsideDown)
localPosToHead.x = localPosToHead.x * -1.0f;
localPosToHead = objMat * localPosToHead;
m_actionX = localPosToHead.x;
m_actionY = localPosToHead.y;
localPosToHead -= GetPosition();
m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());
if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
if (m_fRotationDest == oldRotDest) {
m_fRotationDest = oldRotDest;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
}
}
float dist = localPosToHead.Magnitude2D();
if (dist < 0.5f)
dist = 0.5f;
if (dist > distLimitForTimer)
dist = distLimitForTimer;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
}
bool
CPed::IsPedInControl(void)
{
return m_nPedState <= PED_STATES_NO_AI
&& !bIsInTheAir && !bIsLanding
&& m_fHealth > 0.0f;
}
bool
CPed::IsPedShootable(void)
{
return m_nPedState <= PED_STATES_NO_ST;
}
bool
CPed::UseGroundColModel(void)
{
return m_nPedState == PED_FALL ||
m_nPedState == PED_DIVE_AWAY ||
m_nPedState == PED_DIE ||
m_nPedState == PED_DEAD;
}
bool
CPed::CanPedReturnToState(void)
{
return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
}
bool
CPed::CanSetPedState(void)
{
return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
}
bool
CPed::CanStrafeOrMouseControl(void)
{
#ifdef FREE_CAM
if (CCamera::bFreeCam)
return false;
#endif
return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
}
void
CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
if (ped->m_nPedState == PED_GETUP)
RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f);
ped->bFallenDown = false;
animAssoc->blendDelta = -1000.0f;
if (ped->m_nPedState == PED_GETUP)
ped->RestorePreviousState();
if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY)
ped->SetMoveState(PEDMOVE_STILL);
else
ped->SetMoveState(PEDMOVE_RUN);
ped->SetMoveAnim();
ped->bGetUpAnimStarted = false;
}
void
CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
animAssoc->blendDelta = -1000.0f;
ped->bIsLanding = false;
if (ped->m_nPedState == PED_JUMP)
ped->RestorePreviousState();
}
void
CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
{
/*
CPed *ped = (CPed*)arg;
if (ped->m_nPedState == PED_STAGGER)
// nothing
*/
}
void
CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
bool startedToRun = false;
ped->bUsesCollision = true;
ped->m_actionX = 0.0f;
ped->m_actionY = 0.0f;
ped->bVehExitWillBeInstant = false;
if (veh && veh->IsBoat())
ped->ApplyMoveSpeed();
if (ped->m_objective == OBJECTIVE_LEAVE_CAR)
ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
}
#endif
ped->bInVehicle = false;
if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
ped->PositionPedOutOfCollision();
}
if (ped->m_nPedState == PED_EXIT_CAR) {
if (ped->m_nPedType == PEDTYPE_COP)
ped->SetIdle();
else
ped->RestorePreviousState();
veh = ped->m_pMyVehicle;
if (ped->bFleeAfterExitingCar && veh) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(veh->GetPosition(), 12000);
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
ped->SetMoveState(PEDMOVE_SPRINT);
ped->Say(SOUND_PED_FLEE_SPRINT);
} else {
ped->SetMoveState(PEDMOVE_RUN);
ped->Say(SOUND_PED_FLEE_RUN);
}
startedToRun = true;
// This is not a good way to do this...
ped->m_nLastPedState = PED_WANDER_PATH;
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
ped->SetObjectiveTimer(30000);
ped->m_nLastPedState = PED_NONE;
} else if (ped->bGonnaKillTheCarJacker) {
// Kill objective is already given at this point.
ped->bGonnaKillTheCarJacker = false;
if (ped->m_pedInObjective) {
if (!(CGeneral::GetRandomNumber() & 1)
&& ped->m_nPedType != PEDTYPE_COP
&& (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
}
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
}
int waitTime = 1500;
ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
ped->SetMoveState(PEDMOVE_RUN);
startedToRun = true;
} else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
}
#ifdef VC_PED_PORTS
else {
ped->m_nPedState = PED_IDLE;
}
#endif
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
CVector posFromZ = ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posFromZ);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(posFromZ);
veh = ped->m_pMyVehicle;
if (veh) {
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
if (veh->pDriver) {
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
}
}
}
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (veh->pDriver == ped) {
veh->RemoveDriver();
veh->SetStatus(STATUS_ABANDONED);
if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
veh->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
veh->ChangeLawEnforcerState(false);
} else {
veh->RemovePassenger(ped);
}
if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
float angleAfterExit;
if (ped->m_vehEnterType == CAR_DOOR_LF) {
angleAfterExit = HALFPI + veh->GetForward().Heading();
} else {
angleAfterExit = veh->GetForward().Heading() - HALFPI;
}
ped->SetHeading(angleAfterExit);
ped->m_fRotationDest = angleAfterExit;
ped->m_fRotationCur = angleAfterExit;
if (!ped->bBusJacked)
ped->SetMoveState(PEDMOVE_WALK);
}
if (CGarages::IsPointWithinAnyGarage(ped->GetPosition()))
veh->bLightsOn = false;
}
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
ped->ReplaceWeaponWhenExitingVehicle();
ped->bOnBoat = false;
if (ped->bBusJacked) {
ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
ped->bBusJacked = false;
}
ped->m_nStoredMoveState = PEDMOVE_NONE;
if (!ped->IsPlayer()) {
// It's a shame...
#ifdef FIX_BUGS
int createdBy = ped->CharCreatedBy;
#else
int createdBy = !ped->CharCreatedBy;
#endif
if (createdBy == MISSION_CHAR && !startedToRun)
ped->SetMoveState(PEDMOVE_WALK);
}
}
void
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
{
CAnimBlendAssociation *quickJackedAssoc;
CVehicle *vehicle;
CPed *ped = (CPed*)arg;
quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
if (ped->m_nPedState != PED_ARRESTED) {
ped->m_nLastPedState = PED_NONE;
if (dragAssoc)
dragAssoc->blendDelta = -1000.0f;
}
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
ped->m_pSeekTarget = nil;
vehicle = ped->m_pMyVehicle;
if (vehicle) {
vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (vehicle->pDriver == ped) {
vehicle->RemoveDriver();
if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
vehicle->ChangeLawEnforcerState(false);
} else {
vehicle->RemovePassenger(ped);
}
}
ped->bInVehicle = false;
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
#ifdef VC_PED_PORTS
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f);
return;
}
#endif
if (quickJackedAssoc) {
dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
} else {
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
if (ped->CanSetPedState())
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
}
ped->ReplaceWeaponWhenExitingVehicle();
ped->m_nStoredMoveState = PEDMOVE_NONE;
ped->bVehExitWillBeInstant = false;
}
void
CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
// Pointless code
if (!veh)
return;
#ifdef VC_PED_PORTS
// Situation of entering car as a driver while there is already a driver exiting atm.
CPed *driver = veh->pDriver;
if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_CAR
&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
ped->QuitEnteringCar();
return;
}
if (driver->CharCreatedBy == MISSION_CHAR) {
PedSetOutCarCB(nil, veh->pDriver);
if (driver->m_pMyVehicle) {
driver->PositionPedOutOfCollision();
} else {
driver->m_pMyVehicle = veh;
driver->PositionPedOutOfCollision();
driver->m_pMyVehicle = nil;
}
veh->pDriver = nil;
} else {
driver->SetDead();
driver->FlagToDestroyWhenNextProcessed();
veh->pDriver = nil;
}
}
#endif
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
ped->bInVehicle = true;
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
if (veh->pDriver) {
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped;
}
}
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
#if defined VC_PED_PORTS || defined FIX_BUGS
|| ped->m_nPedState == PED_CARJACK
#endif
)
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn)
--veh->m_nNumGettingIn;
if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive)
((CPlayerPed*)ped)->ClearAdrenaline();
if (veh->IsBoat()) {
if (ped->IsPlayer()) {
#if defined VC_PED_PORTS || defined FIX_BUGS
CCarCtrl::RegisterVehicleOfInterest(veh);
#endif
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PLAYER);
AudioManager.PlayerJustGotInCar();
}
veh->SetDriver(ped);
if (!veh->bEngineOn)
veh->bEngineOn = true;
ped->m_nPedState = PED_DRIVING;
ped->StopNonPartialAnims();
return;
}
if (ped->m_pVehicleAnim)
ped->m_pVehicleAnim->blendDelta = -1000.0f;
ped->bDoBloodyFootprints = false;
if (veh->m_nAlarmState == -1)
veh->m_nAlarmState = 15000;
if (ped->IsPlayer()) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PLAYER);
}
AudioManager.PlayerJustGotInCar();
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PHYSICS);
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) {
CPed *passenger = veh->pPassengers[i];
if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) {
passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
#ifdef VC_PED_PORTS
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
#endif
}
}
}
// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
#if !defined VC_PED_PORTS && !defined FIX_BUGS
else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (ped->m_nPedState == PED_CARJACK) {
veh->AddPassenger(ped, 0);
ped->m_nPedState = PED_DRIVING;
ped->RestorePreviousObjective();
ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
} else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) {
veh->AutoPilot.m_nCruiseSpeed = 17;
}
}
#endif
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
veh->SetDriver(ped);
if (veh->VehicleCreatedBy == PARKED_VEHICLE) {
veh->VehicleCreatedBy = RANDOM_VEHICLE;
++CCarCtrl::NumRandomCars;
--CCarCtrl::NumParkedCars;
}
if (veh->bIsAmbulanceOnDuty) {
veh->bIsAmbulanceOnDuty = false;
--CCarCtrl::NumAmbulancesOnDuty;
}
if (veh->bIsFireTruckOnDuty) {
veh->bIsFireTruckOnDuty = false;
--CCarCtrl::NumFiretrucksOnDuty;
}
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
veh->ChangeLawEnforcerState(true);
if (!veh->bEngineOn) {
veh->bEngineOn = true;
DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR
&& ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) {
CCarCtrl::JoinCarWithRoadSystem(veh);
veh->AutoPilot.m_nCarMission = MISSION_CRUISE;
veh->AutoPilot.m_nTempAction = TEMPACT_NONE;
veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
veh->AutoPilot.m_nCruiseSpeed = 25;
}
ped->m_nPedState = PED_DRIVING;
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
}
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (veh->bIsBus) {
veh->AddPassenger(ped);
} else {
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
veh->AddPassenger(ped, 0);
break;
case CAR_DOOR_RR:
veh->AddPassenger(ped, 2);
break;
case CAR_DOOR_LR:
veh->AddPassenger(ped, 1);
break;
default:
veh->AddPassenger(ped);
break;
}
}
ped->m_nPedState = PED_DRIVING;
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
veh->AutoPilot.m_nCruiseSpeed = 17;
#endif
}
veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (veh->bIsBus && !veh->m_nGettingInFlags)
((CAutomobile*)veh)->SetBusDoorTimer(1000, 1);
switch (ped->m_objective) {
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_LEAVE_CAR:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
break;
default:
ped->SetObjective(OBJECTIVE_NONE);
}
if (veh->pDriver == ped) {
if (veh->bLowVehicle) {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
} else {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
}
} else if (veh->bLowVehicle) {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f);
} else {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f);
}
ped->StopNonPartialAnims();
if (veh->bIsBus)
ped->bRenderPedInCar = false;
// FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check.
#ifndef FIX_BUGS
if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#else
if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#endif
CCarCtrl::RegisterVehicleOfInterest(veh);
if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE)
CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500);
veh->bHasBeenOwnedByPlayer = true;
}
ped->bChangedSeat = true;
}
bool
CPed::CanBeDeleted(void)
{
if (bInVehicle)
return false;
switch (CharCreatedBy) {
case RANDOM_CHAR:
return true;
case MISSION_CHAR:
return false;
default:
return true;
}
}
void
CPed::AddWeaponModel(int id)
{
RpAtomic *atm;
if (id != -1) {
#ifdef PED_SKIN
if (IsClumpSkinned(GetClump())) {
if (m_pWeaponModel)
RemoveWeaponModel(-1);
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
} else
#endif
{
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpClumpAddAtomic(GetClump(), atm);
}
m_wepModelID = id;
}
}
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
RpAtomicDestroy(atomic);
}
return object;
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
if(m_pWeaponModel){
RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
RpAtomicDestroy(m_pWeaponModel);
RwFrameDestroy(frm);
m_pWeaponModel = nil;
}
}else
#endif
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
m_wepModelID = -1;
}
uint32
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
{
CWeapon &weapon = GetWeapon(weaponType);
if (HasWeapon(weaponType)) {
if (weapon.m_nAmmoTotal + ammo > 99999)
weapon.m_nAmmoTotal = 99999;
else
weapon.m_nAmmoTotal += ammo;
weapon.Reload();
} else {
weapon.Initialise(weaponType, ammo);
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
m_maxWeaponTypeAllowed++;
}
if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
weapon.m_eWeaponState = WEAPONSTATE_READY;
return weaponType;
}
// Some kind of VC leftover I think
int
CPed::GetWeaponSlot(eWeaponType weaponType)
{
if (HasWeapon(weaponType))
return weaponType;
else
return -1;
}
void
CPed::SetCurrentWeapon(uint32 weaponType)
{
CWeaponInfo *weaponInfo;
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
m_currentWeapon = weaponType;
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
void
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
{
if (HasWeapon(weaponType)) {
GetWeapon(weaponType).m_nAmmoTotal += ammo;
} else {
GetWeapon(weaponType).Initialise(weaponType, ammo);
m_maxWeaponTypeAllowed++;
}
}
void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
if (HasWeapon(weaponType)) {
GetWeapon(weaponType).m_nAmmoTotal = ammo;
} else {
GetWeapon(weaponType).Initialise(weaponType, ammo);
m_maxWeaponTypeAllowed++;
}
}
void
CPed::ClearWeapons(void)
{
CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(currentWeapon->m_nModelId);
m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
m_currentWeapon = WEAPONTYPE_UNARMED;
currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(currentWeapon->m_nModelId);
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
weapon.m_nAmmoInClip = 0;
weapon.m_nAmmoTotal = 0;
weapon.m_nTimer = 0;
}
}
void
CPed::PreRender(void)
{
CShadows::StoreShadowForPed(this,
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
UpdateRpHAnim();
if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
// scale head to 0 if shot off
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwV3d zero = { 0.0f, 0.0f, 0.0f };
RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
}
}
#endif
if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
CVector bloodDir(0.0f, 0.0f, 0.0f);
CVector bloodPos(0.0f, 0.0f, 0.0f);
TransformToNode(bloodPos, m_bodyPartBleeding);
switch (m_bodyPartBleeding) {
case PED_HEAD:
bloodDir = 0.1f * GetUp();
break;
case PED_UPPERARML:
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
break;
case PED_UPPERARMR:
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
break;
case PED_UPPERLEGL:
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
break;
case PED_UPPERLEGR:
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
break;
default:
bloodDir = CVector(0.0f, 0.0f, 0.0f);
break;
}
for(int i = 0; i < 4; i++)
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
}
if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) {
if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) {
bool doSplashUp = true;
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
CVector speed = FindPlayerSpeed();
if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
if (!OnGround() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) {
doSplashUp = false;
}
} else
doSplashUp = false;
} else
doSplashUp = false;
if (doSplashUp && ourCol->numSpheres > 0) {
for(int i = 0; i < ourCol->numSpheres; i++) {
CColSphere *sphere = &ourCol->spheres[i];
CVector splashPos;
switch (sphere->piece) {
case PEDPIECE_LEFTARM:
case PEDPIECE_RIGHTARM:
case PEDPIECE_HEAD:
splashPos = GetMatrix() * ourCol->spheres[i].center;
splashPos.z += 0.7f * sphere->radius;
splashPos.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
splashPos.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, splashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1, 0);
break;
default:
break;
}
}
}
}
}
}
void
CPed::Render(void)
{
if (bInVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) {
if (!bRenderPedInCar)
return;
float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr();
if (camDistSq > SQR(25.0f * TheCamera.LODDistMultiplier))
return;
}
CEntity::Render();
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
renderLimb(PED_HEAD);
renderLimb(PED_HANDL);
renderLimb(PED_HANDR);
}
if(m_pWeaponModel && IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
*RwFrameGetMatrix(frame) = *mat;
RwFrameUpdateObjects(frame);
RpAtomicRender(m_pWeaponModel);
}
#endif
}
void
CPed::CheckAroundForPossibleCollisions(void)
{
CVector ourCentre, objCentre;
CEntity *objects[8];
int16 maxObject;
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
return;
GetBoundCentre(ourCentre);
CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false);
for (int i = 0; i < maxObject; i++) {
CEntity *object = objects[i];
if (bRunningToPhone) {
if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition()))
break;
}
object->GetBoundCentre(objCentre);
float radius = object->GetBoundRadius();
if (radius > 4.5f || radius < 1.0f)
radius = 1.0f;
// Developers gave up calculating Z diff. later according to asm.
float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D();
if (sq(radius + 1.0f) > diff)
m_fRotationDest += DEGTORAD(22.5f);
}
}
void
CPed::SetIdle(void)
{
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
#ifdef VC_PED_PORTS
if (m_nPedState == PED_AIM_GUN)
ClearPointGunAt();
m_nLastPedState = PED_NONE;
#endif
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
}
if (m_nWaitState == WAITSTATE_FALSE) {
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
}
}
void
CPed::Idle(void)
{
CVehicle *veh = m_pMyVehicle;
if (veh && veh->m_nGettingOutFlags && m_vehEnterType) {
if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType);
CVector doorDist = GetPosition() - doorPos;
if (doorDist.MagnitudeSqr() < sq(0.5f)) {
SetMoveState(PEDMOVE_WALK);
return;
}
}
}
}
CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
int waitTime;
if (m_nMoveState == PEDMOVE_STILL) {
eWeaponType curWeapon = GetWeapon()->m_eWeaponType;
if (!armedIdleAssoc ||
CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) {
if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT
|| !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
m_moved = CVector2D(0.0f, 0.0f);
return;
}
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f);
waitTime = CGeneral::GetRandomNumberInRange(4000, 7500);
} else {
armedIdleAssoc->blendDelta = -2.0f;
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
waitTime = CGeneral::GetRandomNumberInRange(3000, 8500);
}
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime;
} else {
if (armedIdleAssoc) {
armedIdleAssoc->blendDelta = -8.0f;
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
m_nWaitTimer = 0;
}
if (!IsPlayer())
SetMoveState(PEDMOVE_STILL);
}
m_moved = CVector2D(0.0f, 0.0f);
}
void
CPed::ClearPause(void)
{
RestorePreviousState();
}
void
CPed::Pause(void)
{
m_moved = CVector2D(0.0f, 0.0f);
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
ClearPause();
}
void
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
{
if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
return;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
m_nPedState = PED_FALL;
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId);
if (fallAssoc) {
fallAssoc->SetCurrentTime(0.0f);
fallAssoc->blendAmount = 0.0f;
fallAssoc->blendDelta = 8.0f;
fallAssoc->SetRun();
} else {
fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f);
}
if (extraTime == -1) {
m_getUpTimer = UINT32_MAX;
} else if (fallAssoc) {
if (IsPlayer()) {
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ CTimer::GetTimeInMilliseconds()
+ 500.0f;
} else {
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ CTimer::GetTimeInMilliseconds()
+ extraTime
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
}
} else {
m_getUpTimer = extraTime
+ CTimer::GetTimeInMilliseconds()
+ 1000
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
}
bFallenDown = true;
}
void
CPed::ClearFall(void)
{
SetGetUp();
}
void
CPed::Fall(void)
{
if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer
#ifdef VC_PED_PORTS
&& bIsStanding
#endif
)
ClearFall();
// VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III.
}
bool
CPed::CheckIfInTheAir(void)
{
if (bInVehicle)
return false;
CVector pos = GetPosition();
CColPoint foundColPoint;
CEntity *foundEntity;
float startZ = pos.z - 1.54f;
bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
if (!foundGround && m_nPedState != PED_JUMP)
{
pos.z -= FEET_OFFSET;
if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
foundGround = true;
}
return !foundGround;
}
void
CPed::SetInTheAir(void)
{
if (bIsInTheAir)
return;
bIsInTheAir = true;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f);
if (m_nPedState == PED_ATTACK) {
ClearAttack();
ClearPointGunAt();
} else if (m_nPedState == PED_FIGHT) {
EndFight(ENDFIGHT_FAST);
}
}
void
CPed::InTheAir(void)
{
CColPoint foundCol;
CEntity *foundEnt;
CVector ourPos = GetPosition();
CVector bitBelow = GetPosition();
bitBelow.z -= 4.04f;
if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
if (!DyingOrDead()) {
if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
if (GetPosition().z - foundCol.point.z < 1.3f
#ifdef VC_PED_PORTS
|| bIsStanding
#endif
)
SetLanding();
} else {
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
if (m_vecMoveSpeed.z < -0.1f)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f);
}
}
}
}
}
void
CPed::SetLanding(void)
{
if (DyingOrDead())
return;
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
CAnimBlendAssociation *landAssoc;
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
if (fallAssoc) {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
if (IsPlayer())
Say(SOUND_PED_LAND);
} else {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
}
landAssoc->SetFinishCallback(PedLandCB, this);
bIsInTheAir = false;
bIsLanding = true;
}
void
CPed::SetGetUp(void)
{
if (m_nPedState == PED_GETUP && bGetUpAnimStarted)
return;
if (!CanSetPedState())
return;
if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) {
if (bUpdateAnimHeading) {
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationCur -= HALFPI;
bUpdateAnimHeading = false;
}
if (m_nPedState != PED_GETUP) {
SetStoredState();
m_nPedState = PED_GETUP;
}
CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition());
if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE ||
collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE
&& ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 ||
CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
aTempPedColPts, nil, nil) > 0)) {
bGetUpAnimStarted = false;
if (IsPlayer())
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
else {
if (!CPad::GetPad(0)->ArePlayerControlsDisabled())
return;
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
}
return;
}
bGetUpAnimStarted = true;
m_pCollidingEntity = nil;
bKnockedUpIntoAir = false;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (animAssoc) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f);
} else {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
}
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f);
else
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
animAssoc->SetFinishCallback(PedGetupCB,this);
} else {
m_fHealth = 0.0f;
SetDie(NUM_ANIMS, 4.0f, 0.0f);
}
}
void
CPed::Mug(void)
{
if (m_pSeekTarget && m_pSeekTarget->IsPed()) {
if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) {
if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f)
m_wepSkills = 50;
Say(SOUND_PED_MUGGING);
((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED);
} else {
SetWanderPath(CGeneral::GetRandomNumber() & 7);
SetFlee(m_pSeekTarget, 20000);
}
} else {
SetIdle();
}
}
void
CPed::SetLookTimer(int time)
{
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::SetAttackTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
}
void
CPed::SetShootTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::ClearLook(void)
{
RestorePreviousState();
ClearLookFlag();
}
void
CPed::Look(void)
{
// UNUSED: This is a perfectly empty function.
}
bool
CPed::TurnBody(void)
{
bool turnDone = true;
if (m_pLookTarget)
m_fLookDirection = CGeneral::GetRadianAngleBetweenPoints(
m_pLookTarget->GetPosition().x,
m_pLookTarget->GetPosition().y,
GetPosition().x,
GetPosition().y);
float limitedLookDir = CGeneral::LimitRadianAngle(m_fLookDirection);
float currentRot = m_fRotationCur;
if (currentRot - PI > limitedLookDir)
limitedLookDir += 2 * PI;
else if (PI + currentRot < limitedLookDir)
limitedLookDir -= 2 * PI;
float neededTurn = currentRot - limitedLookDir;
m_fRotationDest = limitedLookDir;
if (Abs(neededTurn) > 0.05f) {
turnDone = false;
currentRot -= neededTurn * 0.2f;
}
m_fRotationCur = currentRot;
m_fLookDirection = limitedLookDir;
return turnDone;
}
void
CPed::SetSeek(CVector pos, float distanceToCountDone)
{
if (!IsPedInControl()
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
return;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
ClearPointGunAt();
}
if (m_nPedState != PED_SEEK_POS)
SetStoredState();
m_nPedState = PED_SEEK_POS;
m_distanceToCountSeekDone = distanceToCountDone;
m_vecSeekPos = pos;
}
void
CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
{
if (!IsPedInControl())
return;
if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
return;
if (!seeking)
return;
if (m_nPedState != PED_SEEK_ENTITY)
SetStoredState();
m_nPedState = PED_SEEK_ENTITY;
m_distanceToCountSeekDone = distanceToCountDone;
m_pSeekTarget = seeking;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
SetMoveState(PEDMOVE_STILL);
}
void
CPed::ClearSeek(void)
{
SetIdle();
bRunningToPhone = false;
}
bool
CPed::Seek(void)
{
float distanceToCountItDone = m_distanceToCountSeekDone;
eMoveState nextMove = PEDMOVE_NONE;
if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT &&
m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT_VEHICLE && !bDuckAndCover) {
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
false, true, false, false, false, false);
if (obstacle) {
if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
distanceToCountItDone = 2.5f;
} else {
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex());
float yLength = vehModel->GetColModel()->boundingBox.max.y
- vehModel->GetColModel()->boundingBox.min.y;
distanceToCountItDone = yLength * 0.55f;
}
}
}
}
}
if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY)
ClearSeek();
float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {
if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else
nextMove = PEDMOVE_WALK;
} else if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning)
nextMove = PEDMOVE_RUN;
else
nextMove = PEDMOVE_WALK;
} else if (seekPosDist <= 2.0f) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else {
nextMove = PEDMOVE_RUN;
}
if (m_nPedState == PED_SEEK_ENTITY) {
if (m_pSeekTarget->IsPed()) {
if (((CPed*)m_pSeekTarget)->bInVehicle)
distanceToCountItDone += 2.0f;
}
}
if (seekPosDist >= distanceToCountItDone) {
if (bIsRunning)
nextMove = PEDMOVE_RUN;
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) {
if (m_actionX != 0.0f && m_actionY != 0.0f) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_actionX, m_actionY,
GetPosition().x, GetPosition().y);
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (neededTurn > HALFPI) {
if (seekPosDist >= 1.0f) {
if (seekPosDist < 2.0f) {
if (bIsRunning)
nextMove = PEDMOVE_RUN;
else
nextMove = PEDMOVE_WALK;
}
} else {
nextMove = PEDMOVE_STILL;
}
}
CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY);
if (moveDist.Magnitude() < 0.5f) {
m_nPedStateTimer = 0;
m_actionX = 0;
m_actionY = 0;
}
}
} else {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_vecSeekPos.x, m_vecSeekPos.y,
GetPosition().x, GetPosition().y);
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (neededTurn > HALFPI) {
if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) {
if (seekPosDist < 2.0f)
nextMove = PEDMOVE_WALK;
} else {
nextMove = PEDMOVE_STILL;
}
}
}
if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove)
|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
SetMoveState(nextMove);
}
SetMoveAnim();
return false;
}
if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
m_nPedStateTimer = 0;
m_actionX = 0;
m_actionY = 0;
}
if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) {
if (m_pNextPathNode)
m_pNextPathNode = nil;
else
bScriptObjectiveCompleted = true;
bUsePedNodeSeek = true;
}
if (SeekFollowingPath(nil))
m_nCurPathNode++;
return true;
}
void
CPed::SetFlee(CVector2D const &from, int time)
{
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
return;
if (m_nPedState != PED_FLEE_ENTITY) {
SetStoredState();
m_nPedState = PED_FLEE_POS;
SetMoveState(PEDMOVE_RUN);
m_fleeFromPosX = from.x;
m_fleeFromPosY = from.y;
}
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x, GetPosition().y,
from.x, from.y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
if (m_fRotationCur - PI > m_fRotationDest) {
m_fRotationDest += 2 * PI;
} else if (PI + m_fRotationCur < m_fRotationDest) {
m_fRotationDest -= 2 * PI;
}
}
void
CPed::SetFlee(CEntity *fleeFrom, int time)
{
if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
return;
SetStoredState();
m_nPedState = PED_FLEE_ENTITY;
bUsePedNodeSeek = true;
SetMoveState(PEDMOVE_RUN);
m_fleeFrom = fleeFrom;
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
if (time <= 0)
m_fleeTimer = 0;
else
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x, GetPosition().y,
fleeFrom->GetPosition().x, fleeFrom->GetPosition().y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
if (m_fRotationCur - PI > m_fRotationDest) {
m_fRotationDest += 2 * PI;
} else if (PI + m_fRotationCur < m_fRotationDest) {
m_fRotationDest -= 2 * PI;
}
}
void
CPed::ClearFlee(void)
{
RestorePreviousState();
bUsePedNodeSeek = false;
m_standardTimer = 0;
m_fleeTimer = 0;
}
void
CPed::Flee(void)
{
if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) {
bool mayFinishFleeing = true;
if (m_nPedState == PED_FLEE_ENTITY) {
if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f))
mayFinishFleeing = false;
}
if (mayFinishFleeing) {
eMoveState moveState = m_nMoveState;
ClearFlee();
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
RestorePreviousObjective();
if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) {
SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil);
}
return;
}
m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
if (bUsePedNodeSeek) {
CPathNode *realLastNode = nil;
uint8 nextDirection = 0;
uint8 curDirectionShouldBe = 9; // means not defined yet
if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()
&& m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) {
if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
if (m_nPathDir < curDirectionShouldBe)
m_nPathDir += 8;
int dirDiff = m_nPathDir - curDirectionShouldBe;
if (dirDiff > 2 && dirDiff < 6) {
realLastNode = nil;
m_pLastPathNode = m_pNextPathNode;
m_pNextPathNode = nil;
}
}
if (m_pNextPathNode) {
m_vecSeekPos = m_pNextPathNode->GetPosition();
if (m_nMoveState == PEDMOVE_RUN)
bIsRunning = true;
eMoveState moveState = m_nMoveState;
if (Seek()) {
realLastNode = m_pLastPathNode;
m_pLastPathNode = m_pNextPathNode;
m_pNextPathNode = nil;
}
bIsRunning = false;
SetMoveState(moveState);
}
}
if (!m_pNextPathNode) {
if (curDirectionShouldBe == 9) {
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
}
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
curDirectionShouldBe,
&nextDirection);
if (curDirectionShouldBe < nextDirection)
curDirectionShouldBe += 8;
if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) {
m_nPathDir = nextDirection;
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
} else {
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_RUN);
Flee();
}
}
return;
}
if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
ms_vec2DFleePosition.x,
ms_vec2DFleePosition.y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos);
if (m_fRotationCur - PI > m_fRotationDest)
m_fRotationDest += TWOPI;
else if (PI + m_fRotationCur < m_fRotationDest)
m_fRotationDest -= TWOPI;
}
if (CTimer::GetTimeInMilliseconds() & 0x20) {
//CVector forwardPos = GetPosition();
CMatrix forwardMat(GetMatrix());
forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f));
CVector forwardPos = forwardMat.GetPosition();
CEntity *foundEnt;
CColPoint foundCol;
bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0);
if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) {
m_fRotationDest += DEGTORAD(112.5f);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
}
if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer)
return;
if (!m_collidingEntityWhileFleeing)
return;
double collidingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
if (collidingThingPriorityMult <= 1.5) {
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_collidingEntityWhileFleeing->GetPosition().x,
m_collidingEntityWhileFleeing->GetPosition().y);
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
double angleToFleeCollidingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
angleToFleeCollidingThing = CGeneral::LimitRadianAngle(angleToFleeCollidingThing);
if (angleToFleeEntity - PI > angleToFleeCollidingThing)
angleToFleeCollidingThing += TWOPI;
else if (PI + angleToFleeEntity < angleToFleeCollidingThing)
angleToFleeCollidingThing -= TWOPI;
if (collidingThingPriorityMult <= 1.0f) {
// Range [0.0, 1.0]
float angleToFleeBoth = (angleToFleeCollidingThing + angleToFleeEntity) * 0.5f;
if (m_fRotationDest - PI > angleToFleeBoth)
angleToFleeBoth += TWOPI;
else if (PI + m_fRotationDest < angleToFleeBoth)
angleToFleeBoth -= TWOPI;
m_fRotationDest = (1.0f - collidingThingPriorityMult) * m_fRotationDest + collidingThingPriorityMult * angleToFleeBoth;
} else {
// Range (1.0, 1.5]
double adjustedMult = (collidingThingPriorityMult - 1.0f) * 2.0f;
m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeCollidingThing;
}
} else {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
}
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
if (m_fRotationCur - PI > m_fRotationDest)
m_fRotationDest += TWOPI;
else if (PI + m_fRotationCur < m_fRotationDest)
m_fRotationDest -= TWOPI;
}
// "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway
void
CPed::WanderRange(void)
{
bool arrived = Seek();
if (arrived) {
Idle();
if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
}
}
}
bool
CPed::SetWanderPath(int8 pathStateDest)
{
uint8 nextPathState;
if (IsPedInControl()) {
if (bKindaStayInSamePlace) {
SetIdle();
return false;
} else {
m_nPathDir = pathStateDest;
if (pathStateDest == 0)
pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &nextPathState);
// Circular loop until we find a node for current m_nPathDir
while (!m_pNextPathNode) {
m_nPathDir = (m_nPathDir+1) % 8;
// We're at where we started and couldn't find any node
if (m_nPathDir == pathStateDest) {
ClearAll();
SetIdle();
return false;
}
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &nextPathState);
}
// We did it, save next path state and return true
m_nPathDir = nextPathState;
m_nPedState = PED_WANDER_PATH;
SetMoveState(PEDMOVE_WALK);
bIsRunning = false;
return true;
}
} else {
m_nPathDir = pathStateDest;
bStartWanderPathOnFoot = true;
return false;
}
}
void
CPed::WanderPath(void)
{
if (!m_pNextPathNode) {
printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n");
SetIdle();
return;
}
if (m_nWaitState == WAITSTATE_FALSE) {
if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE)
SetMoveState(PEDMOVE_WALK);
}
m_vecSeekPos = m_pNextPathNode->GetPosition();
m_vecSeekPos.z += 1.0f;
// Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him.
if (!Seek())
return;
CPathNode *previousLastNode = m_pLastPathNode;
uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;
// We don't prefer 180-degree turns in normal situations
uint8 dirWeWouldntPrefer = m_nPathDir;
if (dirWeWouldntPrefer <= 3)
dirWeWouldntPrefer += 4;
else
dirWeWouldntPrefer -= 4;
CPathNode *nodeWeWouldntPrefer = nil;
uint8 dirToSet = 9; // means undefined
uint8 dirWeWouldntPrefer2 = 9; // means undefined
if (randVal <= 90) {
if (randVal > 80) {
m_nPathDir += 2;
m_nPathDir %= 8;
}
} else {
m_nPathDir -= 2;
if (m_nPathDir < 0)
m_nPathDir += 8;
}
m_pLastPathNode = m_pNextPathNode;
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &dirToSet);
uint8 tryCount = 0;
// NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7
while (!m_pNextPathNode) {
tryCount++;
m_nPathDir = (m_nPathDir + 1) % 8;
// We're at where we started and couldn't find any node
if (tryCount > 7) {
if (!nodeWeWouldntPrefer) {
ClearAll();
SetIdle();
// Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath.
Error("Can't find valid path node, SetWanderPath, Ped.cpp");
return;
}
m_pNextPathNode = nodeWeWouldntPrefer;
dirToSet = dirWeWouldntPrefer2;
} else {
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &dirToSet);
if (m_pNextPathNode) {
if (dirToSet == dirWeWouldntPrefer) {
nodeWeWouldntPrefer = m_pNextPathNode;
dirWeWouldntPrefer2 = dirToSet;
m_pNextPathNode = nil;
}
}
}
}
m_nPathDir = dirToSet;
if (m_pLastPathNode == m_pNextPathNode) {
m_pNextPathNode = previousLastNode;
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
Say(SOUND_PED_WAIT_DOUBLEBACK);
} else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) {
SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil);
} else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) {
SetWaitState(WAITSTATE_CROSS_ROAD, nil);
} else if (m_pNextPathNode == previousLastNode) {
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
Say(SOUND_PED_WAIT_DOUBLEBACK);
}
}
void
CPed::Avoid(void)
{
CPed *nearestPed;
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
return;
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
nearestPed = m_nearPeds[0];
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
// Check if this ped wants to avoid the nearest one
if (CPedType::GetAvoid(m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
// Game converts from radians to degress and back again here, doesn't make much sense
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
forward.Normalise(); // this is kinda pointless
// Move forward 1.25 meters
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
// Get distance to ped we want to avoid
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
if (distToPed.Magnitude() <= 1.0f && OurPedCanSeeThisOne((CEntity*)nearestPed)) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
% 1000 / 5;
m_fRotationDest += DEGTORAD(45.0f);
if (!bIsLooking) {
SetLookFlag(nearestPed, false);
SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
}
}
}
}
}
}
}
bool
CPed::SeekFollowingPath(CVector *unused)
{
return m_nCurPathNode <= m_nPathNodes && m_nPathNodes;
}
bool
CPed::SetFollowPath(CVector dest)
{
if (m_nPedState == PED_FOLLOW_PATH)
return false;
if (FindPlayerPed() != this)
return false;
if ((dest - GetPosition()).Magnitude() <= 2.0f)
return false;
CVector pointPoses[7];
int16 pointsFound;
CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7);
for(int i = 0; i < pointsFound; i++) {
m_stPathNodeStates[i].x = pointPoses[i].x;
m_stPathNodeStates[i].y = pointPoses[i].y;
}
m_nCurPathNode = 0;
m_nPathNodes = pointsFound;
if (m_nPathNodes < 1)
return false;
SetStoredState();
m_nPedState = PED_FOLLOW_PATH;
SetMoveState(PEDMOVE_WALK);
return true;
}
void
CPed::FollowPath(void)
{
m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x;
m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y;
m_vecSeekPos.z = GetPosition().z;
// Mysterious code
/* int v4 = 0;
int maxNodeIndex = m_nPathNodes - 1;
if (maxNodeIndex > 0) {
if (maxNodeIndex > 8) {
while (v4 < maxNodeIndex - 8)
v4 += 8;
}
while (v4 < maxNodeIndex)
v4++;
}
*/
if (Seek()) {
m_nCurPathNode++;
if (m_nCurPathNode == m_nPathNodes)
RestorePreviousState();
}
}
void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
{
AnimationId stepAnim;
if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
return;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
reason->GetPosition().x, reason->GetPosition().y,
GetPosition().x, GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(angleToFace - m_fRotationCur);
bool vehPressedHorn = false;
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
if (veh->m_nCarHornTimer != 0) {
vehPressedHorn = true;
if (!IsPlayer())
animType = 1;
}
}
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true);
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_IDLE_TAXI;
} else {
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
angleToFace += PI;
if (angleToFace > PI)
angleToFace -= TWOPI;
// We don't want to run towards car's direction
float dangerZone = angleToFace - vehDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f)
angleToFace = vehDirection - HALFPI;
else
angleToFace = vehDirection + HALFPI;
stepAnim = NUM_ANIMS;
if (animType == 0 || animType == 1)
stepAnim = ANIM_EV_STEP;
else if (animType == 2)
stepAnim = ANIM_HANDSCOWER;
}
if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
stepAssoc->SetFinishCallback(PedEvadeCB, this);
if (animType == 0)
Say(SOUND_PED_EVADE);
m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
ClearAimFlag();
SetStoredState();
m_nPedState = PED_STEP_AWAY;
}
}
}
void
CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
{
if (!IsPedInControl() || !bRespondsToThreats)
return;
CAnimBlendAssociation *animAssoc;
float angleToFace, neededTurn;
bool handsUp = false;
angleToFace = m_fRotationCur;
CVehicle *veh = (CVehicle*) reason;
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer != 0 && !IsPlayer()) {
onlyRandomJump = true;
}
if (onlyRandomJump) {
if (reason) {
// Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly.
// Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots.
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection;
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
}
} else {
if (IsPlayer()) {
((CPlayerPed*)this)->m_nEvadeAmount = 5;
((CPlayerPed*)this)->m_pEvadingFrom = reason;
reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
return;
}
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
reason->GetPosition().x, reason->GetPosition().y,
GetPosition().x, GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
// FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted
#ifdef FIX_BUGS
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
angleToFace += PI;
if (angleToFace > PI)
angleToFace -= 2 * PI;
// We don't want to dive towards car's direction
float dangerZone = angleToFace - vehDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f)
angleToFace = 0.5f * PI + vehDirection;
else
angleToFace = vehDirection - 0.5f * PI;
#endif
neededTurn = Abs(angleToFace - m_fRotationCur);
if (neededTurn > PI)
neededTurn = 2 * PI - neededTurn;
if (neededTurn <= 0.5f*PI) {
if (CGeneral::GetRandomNumber() & 1)
handsUp = true;
} else {
if (CGeneral::GetRandomNumber() & 7)
return;
}
Say(SOUND_PED_EVADE);
}
if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) {
m_fRotationCur = angleToFace;
ClearLookFlag();
ClearAimFlag();
SetLookFlag(reason, true);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP);
if (animAssoc)
return;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f);
animAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
animAssoc->SetFinishCallback(PedEvadeCB, this);
SetStoredState();
m_nPedState = PED_STEP_AWAY;
} else {
m_fRotationCur = angleToFace;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
m_nPedState = PED_DIVE_AWAY;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f);
animAssoc->SetFinishCallback(PedEvadeCB, this);
}
if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
if (veh->pDriver && veh->pDriver->IsPlayer()) {
CWanted *wanted = FindPlayerPed()->m_pWanted;
wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
}
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
else if (reason->IsVehicle()) {
if (veh->pDriver && veh->pDriver->IsPlayer()) {
CWanted* wanted = FindPlayerPed()->m_pWanted;
wanted->RegisterCrime(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
}
}
#endif
}
void
CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
if (!animAssoc) {
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY)
ped->RestorePreviousState();
} else if (animAssoc->animId == ANIM_EV_DIVE) {
ped->bUpdateAnimHeading = true;
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY)
{
ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1;
ped->m_nPedState = PED_FALL;
}
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
} else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) {
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY)
ped->RestorePreviousState();
} else if (ped->m_nPedState != PED_ARRESTED) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (animAssoc->blendDelta >= 0.0f)
animAssoc->blendDelta = -4.0f;
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) {
ped->RestorePreviousState();
}
}
}
void
CPed::SetDie(AnimationId animId, float delta, float speed)
{
CPlayerPed *player = FindPlayerPed();
if (player == this) {
if (!player->m_bCanBeDamaged)
return;
}
m_threatEntity = nil;
if (DyingOrDead())
return;
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP)
delta *= 0.5f;
SetStoredState();
ClearAll();
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING) {
if (!IsPlayer())
FlagToDestroyWhenNextProcessed();
} else if (bInVehicle) {
if (m_pVehicleAnim)
m_pVehicleAnim->blendDelta = -1000.0f;
} else if (EnteringCar()) {
QuitEnteringCar();
}
m_nPedState = PED_DIE;
if (animId == NUM_ANIMS) {
bIsPedDieAnimPlaying = false;
} else {
CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
if (speed > 0.0f)
dieAssoc->speed = speed;
dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
if (dieAssoc->IsRunning()) {
dieAssoc->SetFinishCallback(FinishDieAnimCB, this);
bIsPedDieAnimPlaying = true;
}
}
Say(SOUND_PED_DEATH);
if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK)
QuitEnteringCar();
if (!bInVehicle)
StopNonPartialAnims();
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
}
void
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->bIsPedDieAnimPlaying)
ped->bIsPedDieAnimPlaying = false;
}
void
CPed::SetDead(void)
{
bUsesCollision = false;
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
m_nPedState = PED_DEAD;
m_pVehicleAnim = nil;
m_pCollidingEntity = nil;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weapon->m_nModelId);
m_currentWeapon = WEAPONTYPE_UNARMED;
CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
if (this != FindPlayerPed()) {
CreateDeadPedWeaponPickups();
CreateDeadPedMoney();
}
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
m_deadBleeding = false;
bDoBloodyFootprints = false;
bVehExitWillBeInstant = false;
CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
}
void
CPed::Die(void)
{
// UNUSED: This is a perfectly empty function.
}
void
CPed::SetChat(CEntity *chatWith, uint32 time)
{
if(m_nPedState != PED_CHAT)
SetStoredState();
m_nPedState = PED_CHAT;
SetMoveState(PEDMOVE_STILL);
#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
SetLookFlag(chatWith, true);
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
void
CPed::Chat(void)
{
// We're already looking to our partner
if (bIsLooking && TurnBody())
ClearLookFlag();
if (!m_pLookTarget || !m_pLookTarget->IsPed()) {
ClearChat();
return;
}
CPed *partner = (CPed*) m_pLookTarget;
if (partner->m_nPedState != PED_CHAT) {
ClearChat();
if (partner->m_pedInObjective) {
if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
ReactToAttack(partner->m_pedInObjective);
}
return;
}
if (bIsTalking) {
if (CGeneral::GetRandomNumber() < 512) {
CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (chatAssoc) {
chatAssoc->blendDelta = -4.0f;
chatAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
bIsTalking = false;
} else
Say(SOUND_PED_CHAT);
} else {
if (CGeneral::GetRandomNumber() < 20 && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
if (!bIsTalking && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
chatAssoc->SetCurrentTime(chatTime);
bIsTalking = true;
Say(SOUND_PED_CHAT);
}
}
if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
ClearChat();
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
}
void
CPed::ClearChat(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
bIsTalking = false;
ClearLookFlag();
RestorePreviousState();
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
void
ReportPhonePickUpCB(CAnimBlendAssociation* assoc, void* arg)
{
CPed* ped = (CPed*)arg;
ped->m_nMoveState = PEDMOVE_STILL;
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
if (assoc->blendAmount > 0.5f && ped) {
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
}
}
void
ReportPhonePutDownCB(CAnimBlendAssociation* assoc, void* arg)
{
assoc->flags |= ASSOC_DELETEFADEDOUT;
assoc->blendDelta = -1000.0f;
CPed* ped = (CPed*)arg;
if (ped->m_phoneId != -1 && crimeReporters[ped->m_phoneId] == ped) {
crimeReporters[ped->m_phoneId] = nil;
gPhoneInfo.m_aPhones[ped->m_phoneId].m_nState = PHONE_STATE_FREE;
ped->m_phoneId = -1;
}
if (assoc->blendAmount > 0.5f)
ped->bUpdateAnimHeading = true;
ped->SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
#endif
bool
CPed::FacePhone(void)
{
// This function was broken since it's left unused early in development.
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
GetPosition().x, GetPosition().y);
if (m_facePhoneStart) {
m_lookTimer = 0;
SetLookFlag(phoneDir, true);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
m_facePhoneStart = false;
}
if (bIsLooking && TurnBody()) {
ClearLookFlag();
SetIdle();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
CAnimBlendAssociation* assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f);
assoc->SetFinishCallback(ReportPhonePickUpCB, this);
return true;
}
return false;
#else
float currentRot = RADTODEG(m_fRotationCur);
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x,
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
GetPosition().x,
GetPosition().y);
SetLookFlag(phoneDir, false);
phoneDir = CGeneral::LimitAngle(phoneDir);
m_moved = CVector2D(0.0f, 0.0f);
if (currentRot - 180.0f > phoneDir)
phoneDir += 2 * 180.0f;
else if (180.0f + currentRot < phoneDir)
phoneDir -= 2 * 180.0f;
float neededTurn = currentRot - phoneDir;
if (Abs(neededTurn) <= 0.75f) {
SetIdle();
ClearLookFlag();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
return true;
} else {
m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f);
return false;
}
#endif
}
bool
CPed::MakePhonecall(void)
{
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)m_victimOfPlayerCrime), false);
if (m_crimeToReportOnPhone != CRIME_POSSESSION_GUN)
FindPlayerPed()->m_pWanted->SetWantedLevelNoDrop(1);
bRunningToPhone = false;
}
#endif
if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
return false;
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
CAnimBlendAssociation* talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK);
if (talkAssoc && talkAssoc->blendAmount > 0.5f) {
CAnimBlendAssociation* endAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f);
endAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
endAssoc->SetFinishCallback(ReportPhonePutDownCB, this);
}
#endif
SetIdle();
gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
m_phoneId = -1;
#endif
// Because SetWanderPath is now done async in ReportPhonePutDownCB
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
return false;
#else
return true;
#endif
}
void
CPed::Teleport(CVector pos)
{
CWorld::Remove(this);
SetPosition(pos);
bIsStanding = false;
m_nPedStateTimer = 0;
m_actionX = 0.0f;
m_actionY = 0.0f;
m_pDamageEntity = nil;
CWorld::Add(this);
}
void
CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
{
if (m_nPedState == PED_SEEK_CAR)
return;
#ifdef VC_PED_PORTS
if (!CanSetPedState() || m_nPedState == PED_DRIVING)
return;
#endif
SetStoredState();
m_pSeekTarget = car;
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
m_carInObjective = car;
m_carInObjective->RegisterReference((CEntity**) &m_carInObjective);
m_pMyVehicle = car;
m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
// m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
m_vehEnterType = doorNode;
m_distanceToCountSeekDone = 0.5f;
m_nPedState = PED_SEEK_CAR;
}
void
CPed::SeekCar(void)
{
CVehicle *vehToSeek = m_carInObjective;
CVector dest(0.0f, 0.0f, 0.0f);
if (!vehToSeek) {
RestorePreviousState();
return;
}
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (IsRoomToBeCarJacked()) {
dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
} else if (m_nPedType == PEDTYPE_COP) {
dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
} else {
SetMoveState(PEDMOVE_STILL);
}
} else
GetNearestDoor(vehToSeek, dest);
} else {
if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
SetMoveState(PEDMOVE_STILL);
return;
}
if (vehToSeek->GetModelIndex() == MI_COACH) {
GetNearestDoor(vehToSeek, dest);
} else {
if (vehToSeek->IsTrain()) {
if (vehToSeek->GetStatus() != STATUS_TRAIN_NOT_MOVING) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
if (!GetNearestTrainDoor(vehToSeek, dest)) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
} else {
if (!GetNearestPassengerDoor(vehToSeek, dest)) {
if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
RestorePreviousObjective();
RestorePreviousState();
} else {
SetMoveState(PEDMOVE_STILL);
}
bVehEnterDoorIsBlocked = true;
return;
}
bVehEnterDoorIsBlocked = false;
}
}
}
if (dest.x == 0.0f && dest.y == 0.0f) {
#ifdef FIX_BUGS
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver || !vehToSeek->CanPedOpenLocks(this)) {
#else
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
#endif
RestorePreviousState();
if (IsPlayer()) {
ClearObjective();
} else if (CharCreatedBy == RANDOM_CHAR) {
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
SetMoveState(PEDMOVE_STILL);
TheCamera.ClearPlayerWeaponMode();
CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
return;
}
dest = vehToSeek->GetPosition();
if (bCollidedWithMyVehicle) {
WarpPedIntoCar(m_pMyVehicle);
return;
}
}
bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
m_vecSeekPos = dest;
float distToDestSqr = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
#ifndef VC_PED_PORTS
if (bIsRunning)
SetMoveState(PEDMOVE_RUN);
#else
if (bIsRunning ||
vehToSeek->pDriver && distToDestSqr > sq(2.0f) && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
SetMoveState(PEDMOVE_RUN);
#endif
else if (distToDestSqr < sq(2.0f))
SetMoveState(PEDMOVE_WALK);
if (distToDestSqr >= 1.0f)
bCanPedEnterSeekedCar = false;
else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDestSqr)
bCanPedEnterSeekedCar = true;
if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
bVehEnterDoorIsBlocked = true;
else
bVehEnterDoorIsBlocked = false;
// Arrived to the car
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
if (vehToSeek->IsTrain()) {
SetEnterTrain(vehToSeek, m_vehEnterType);
} else {
m_fRotationCur = m_fRotationDest;
if (!bVehEnterDoorIsBlocked) {
vehToSeek->SetIsStatic(false);
if (m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
SetSolicit(1000);
} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
SetBuyIceCream();
} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
&& vehToSeek->CanPedEnterCar()) {
switch (vehToSeek->GetStatus()) {
case STATUS_PLAYER:
case STATUS_SIMPLE:
case STATUS_PHYSICS:
case STATUS_PLAYER_DISABLED:
if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
SetCarJack(vehToSeek);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
vehToSeek->pDriver->bFleeAfterExitingCar = true;
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_ABANDONED:
if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
if (IsPlayer())
SetEnterCar(vehToSeek, m_vehEnterType);
} else {
SetCarJack(vehToSeek);
}
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_WRECKED:
SetIdle();
break;
default:
return;
}
} else {
RestorePreviousState();
}
} else {
SetMoveState(PEDMOVE_STILL);
}
}
}
}
}
}
bool
CPed::CheckForExplosions(CVector2D &area)
{
int event = 0;
if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) {
area.x = gaEvent[event].posn.x;
area.y = gaEvent[event].posn.y;
CEntity *actualEntity = nil;
switch (gaEvent[event].entityType) {
case EVENT_ENTITY_PED:
actualEntity = CPools::GetPed(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_VEHICLE:
actualEntity = CPools::GetVehicle(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_OBJECT:
actualEntity = CPools::GetObject(gaEvent[event].entityRef);
break;
default:
break;
}
if (actualEntity) {
m_pEventEntity = actualEntity;
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
bGonnaInvestigateEvent = true;
} else
bGonnaInvestigateEvent = false;
CEventList::ClearEvent(event);
return true;
} else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) {
area.x = gaEvent[event].posn.x;
area.y = gaEvent[event].posn.y;
CEventList::ClearEvent(event);
bGonnaInvestigateEvent = false;
return true;
}
bGonnaInvestigateEvent = false;
return false;
}
CPed *
CPed::CheckForGunShots(void)
{
int event;
if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
// Probably due to we don't want peds to go gunshot area? (same on VC)
bGonnaInvestigateEvent = false;
return CPools::GetPed(gaEvent[event].entityRef);
}
}
bGonnaInvestigateEvent = false;
return nil;
}
CPed *
CPed::CheckForDeadPeds(void)
{
int event;
if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) {
int pedHandle = gaEvent[event].entityRef;
if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) {
bGonnaInvestigateEvent = true;
return CPools::GetPed(pedHandle);
}
}
bGonnaInvestigateEvent = false;
return nil;
}
bool
CPed::IsPlayer(void) const
{
return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
}
bool
CPed::IsGangMember(void) const
{
return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
}
bool
CPed::IsPointerValid(void)
{
int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
if (pedIndex < 0 || pedIndex >= NUMPEDS)
return false;
if (m_entryInfoList.first || FindPlayerPed() == this)
return true;
return false;
}
void
CPed::SetPedPositionInCar(void)
{
if (CReplay::IsPlayingBack())
return;
if (bChangedSeat) {
bool notYet = false;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) {
notYet = true;
}
if (notYet) {
LineUpPedWithCar(LINE_UP_TO_CAR_START);
bChangedSeat = false;
return;
}
}
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
CMatrix newMat(m_pMyVehicle->GetMatrix());
CVector seatPos;
if (m_pMyVehicle->pDriver == this) {
seatPos = vehModel->GetFrontSeatPosn();
if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
seatPos.x = -seatPos.x;
} else if (m_pMyVehicle->pPassengers[0] == this) {
seatPos = vehModel->GetFrontSeatPosn();
} else if (m_pMyVehicle->pPassengers[1] == this) {
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
seatPos.x = -seatPos.x;
} else {
if (m_pMyVehicle->pPassengers[2] == this) {
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
} else {
seatPos = vehModel->GetFrontSeatPosn();
}
}
newMat.GetPosition() += Multiply3x3(newMat, seatPos);
// Already done below (SetTranslate(0.0f, 0.0f, 0.0f))
// tempMat.SetUnity();
// Rear seats on vans don't face to front, so rotate them HALFPI.
if (m_pMyVehicle->bIsVan) {
CMatrix tempMat;
if (m_pMyVehicle->pPassengers[1] == this) {
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
tempMat.RotateZ(-HALFPI);
newMat = newMat * tempMat;
} else if (m_pMyVehicle->pPassengers[2] == this) {
m_fRotationCur = m_pMyVehicle->GetForward().Heading() + HALFPI;
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
tempMat.RotateZ(HALFPI);
newMat = newMat * tempMat;
} else {
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
}
} else {
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
}
GetMatrix() = newMat;
}
void
CPed::LookForSexyPeds(void)
{
if ((!IsPedInControl() && m_nPedState != PED_DRIVING)
|| m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE)
return;
for (int i = 0; i < m_numNearPeds; i++) {
if (CanSeeEntity(m_nearPeds[i])) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
CPed *nearPed = m_nearPeds[i];
if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {
SetLookFlag(nearPed, true);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
Say(SOUND_PED_CHAT_SEXY);
return;
}
}
}
}
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
void
CPed::LookForSexyCars(void)
{
CEntity *vehicles[8];
CVehicle *veh;
int foundVehId = 0;
int bestPriceYet = 0;
int16 lastVehicle;
if (!IsPedInControl() && m_nPedState != PED_DRIVING)
return;
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int vehId = 0; vehId < lastVehicle; vehId++) {
veh = (CVehicle*)vehicles[vehId];
if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) {
foundVehId = vehId;
bestPriceYet = veh->pHandling->nMonetaryValue;
}
}
if (lastVehicle > 0 && bestPriceYet > 40000)
SetLookFlag(vehicles[foundVehId], false);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
}
bool
CPed::LookForInterestingNodes(void)
{
CBaseModelInfo *model;
CPtrNode *ptrNode;
CVector effectDist;
C2dEffect *effect;
CMatrix *objMat;
if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) {
return false;
}
bool found = false;
uint8 randVal = CGeneral::GetRandomNumber() % 256;
int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif
int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
for (int curY = minY; curY <= maxY && !found; curY++) {
for (int curX = minX; curX <= maxX && !found; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
CVehicle *veh = (CVehicle*)ptrNode->item;
model = veh->GetModelInfo();
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &veh->GetMatrix();
CVector effectPos = veh->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CObject *obj = (CObject*)ptrNode->item;
model = CModelInfo::GetModelInfo(obj->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &obj->GetMatrix();
CVector effectPos = obj->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
CVector effectPos = building->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
CVector effectPos = building->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
}
}
if (!found)
return false;
CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir);
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f);
randVal = CGeneral::GetRandomNumber() % 256;
if (randVal <= m_randomSeed % 256) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
SetLookFlag(angleToFace, true);
SetLookTimer(1000);
return false;
}
CVector2D effectPos = *objMat * effect->pos;
switch (effect->attractor.type) {
case ATTRACTORTYPE_ICECREAM:
SetInvestigateEvent(EVENT_ICECREAM, effectPos, 0.1f, 15000, angleToFace);
break;
case ATTRACTORTYPE_STARE:
SetInvestigateEvent(EVENT_SHOPSTALL, effectPos, 1.0f,
CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
angleToFace);
break;
default:
return true;
}
return true;
}
void
CPed::SetWaitState(eWaitState state, void *time)
{
AnimationId waitAnim = NUM_ANIMS;
CAnimBlendAssociation *animAssoc;
if (!IsPedInControl())
return;
if (state != m_nWaitState)
FinishedWaitCB(nil, this);
switch (state) {
case WAITSTATE_TRAFFIC_LIGHTS:
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
SetMoveState(PEDMOVE_STILL);
break;
case WAITSTATE_CROSS_ROAD:
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
break;
case WAITSTATE_CROSS_ROAD_LOOK:
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f);
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000);
break;
case WAITSTATE_LOOK_PED:
case WAITSTATE_LOOK_SHOP:
case WAITSTATE_LOOK_ACCIDENT:
case WAITSTATE_FACEOFF_GANG:
break;
case WAITSTATE_DOUBLEBACK:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
case WAITSTATE_HITWALL:
m_headingRate = 2.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f);
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
break;
case WAITSTATE_TURN180:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
break;
case WAITSTATE_SURPRISE:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
break;
case WAITSTATE_STUCK:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
break;
case WAITSTATE_LOOK_ABOUT:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
case WAITSTATE_PLAYANIM_COWER:
waitAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_HANDSUP:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_HANDSCOWER;
m_headingRate = 0.0f;
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
break;
case WAITSTATE_PLAYANIM_DUCK:
waitAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_IDLE_CHAT;
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
break;
case WAITSTATE_FINISH_FLEE:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
default:
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
return;
}
m_nWaitState = state;
}
void
CPed::Wait(void)
{
AnimationId mustHaveAnim = NUM_ANIMS;
CAnimBlendAssociation *animAssoc;
CPed *pedWeLook;
if (DyingOrDead()) {
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
return;
}
switch (m_nWaitState) {
case WAITSTATE_TRAFFIC_LIGHTS:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
}
}
break;
case WAITSTATE_CROSS_ROAD:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
m_nWaitState = WAITSTATE_FALSE;
else
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_CROSS_ROAD_LOOK:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_DOUBLEBACK:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds();
if (timeLeft < 2500 && timeLeft > 2000) {
m_nWaitTimer -= 500;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
} else {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
}
break;
case WAITSTATE_HITWALL:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
}
} else {
m_nWaitState = WAITSTATE_FALSE;
}
break;
case WAITSTATE_TURN180:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
m_fRotationCur = m_fRotationCur + PI;
if (m_nPedState == PED_INVESTIGATE)
ClearInvestigateEvent();
}
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
}
break;
case WAITSTATE_SURPRISE:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
} else {
m_nWaitState = WAITSTATE_FALSE;
}
}
break;
case WAITSTATE_STUCK:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
break;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
if (animAssoc->IsPartial()) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
} else {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
}
if (animAssoc->animId == ANIM_TURN_180) {
m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
m_nStoredMoveState = PEDMOVE_NONE;
m_panicCounter = 0;
return;
}
}
AnimationId animToPlay;
switch (CGeneral::GetRandomNumber() & 3) {
case 0:
animToPlay = ANIM_ROAD_CROSS;
break;
case 1:
animToPlay = ANIM_IDLE_TIRED;
break;
case 2:
animToPlay = ANIM_XPRESS_SCRATCH;
break;
case 3:
animToPlay = ANIM_TURN_180;
break;
default:
break;
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (animToPlay == ANIM_TURN_180)
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
break;
case WAITSTATE_LOOK_ABOUT:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_PLAYANIM_HANDSUP:
mustHaveAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_HANDSCOWER;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
pedWeLook = (CPed*) m_pLookTarget;
if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt)
&& m_nPedState != PED_FLEE_ENTITY
&& m_nPedState != PED_ATTACK
&& CTimer::GetTimeInMilliseconds() <= m_nWaitTimer
&& animAssoc) {
TurnBody();
} else {
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
if (m_pLookTarget && m_pLookTarget->IsPed()) {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
if (GetWeapon()->IsTypeMelee()) {
#ifdef VC_PED_PORTS
if(m_pedStats->m_flags & STAT_GUN_PANIC) {
#endif
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
if (m_nMoveState != PEDMOVE_RUN)
SetMoveState(PEDMOVE_WALK);
if (m_nPedType != PEDTYPE_COP) {
ProcessObjective();
SetMoveState(PEDMOVE_WALK);
}
#ifdef VC_PED_PORTS
} else {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
#endif
} else {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
SetObjectiveTimer(20000);
}
} else {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
{
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
SetMoveState(PEDMOVE_RUN);
Say(SOUND_PED_FLEE_RUN);
}
}
}
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_PLAYANIM_COWER:
mustHaveAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_DUCK:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_IDLE_CHAT;
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
m_nWaitState = WAITSTATE_FALSE;
}
#ifdef VC_PED_PORTS
else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) {
if (m_pedInObjective) {
if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
// VC also calls CleanUpOldReference here for old LookTarget.
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
}
}
#endif
break;
case WAITSTATE_FINISH_FLEE:
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (animAssoc) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
int timer = 2000;
m_nWaitState = WAITSTATE_FALSE;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
}
} else {
m_nWaitState = WAITSTATE_FALSE;
}
break;
default:
break;
}
if(!m_nWaitState)
RestoreHeadingRate();
}
void
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->m_nWaitTimer = 0;
ped->RestoreHeadingRate();
ped->Wait();
}
void
CPed::RestoreHeadingRate(void)
{
m_headingRate = m_pedStats->m_headingChangeRate;
}
void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
{
((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
}
void
CPed::FlagToDestroyWhenNextProcessed(void)
{
bRemoveFromWorld = true;
if (!InVehicle())
return;
if (m_pMyVehicle->pDriver == this){
m_pMyVehicle->pDriver = nil;
if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
}else{
m_pMyVehicle->RemovePassenger(this);
}
bInVehicle = false;
m_pMyVehicle = nil;
if (CharCreatedBy == MISSION_CHAR)
m_nPedState = PED_DEAD;
else
m_nPedState = PED_NONE;
m_pVehicleAnim = nil;
}
void
CPed::SetSolicit(uint32 time)
{
if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective)
return;
if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0
&& CTimer::GetTimeInMilliseconds() < m_objectiveTimer) {
if (m_vehEnterType == CAR_DOOR_LF) {
m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
} else {
m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI;
}
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f);
m_nPedState = PED_SOLICIT;
}
}
}
void
CPed::Solicit(void)
{
if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f);
SetMoveState(PEDMOVE_STILL);
// Game uses GetAngleBetweenPoints and converts it to radian
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
doorPos.x, doorPos.y,
GetPosition().x, GetPosition().y);
if (m_fRotationDest < 0.0f) {
m_fRotationDest = m_fRotationDest + TWOPI;
} else if (m_fRotationDest > TWOPI) {
m_fRotationDest = m_fRotationDest - TWOPI;
}
if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
return;
CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK);
if (talkAssoc) {
talkAssoc->blendDelta = -1000.0f;
talkAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
RestorePreviousState();
RestorePreviousObjective();
SetObjectiveTimer(10000);
} else if (!m_carInObjective) {
RestorePreviousState();
RestorePreviousObjective();
SetObjectiveTimer(10000);
} else if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney <= 100) {
m_carInObjective = nil;
} else {
m_pVehicleAnim = nil;
SetLeader(m_carInObjective->pDriver);
}
}
void
CPed::SetBuyIceCream(void)
{
if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
return;
if (!m_carInObjective)
return;
#ifdef FIX_ICECREAM
// Simulating BuyIceCream
CPed* driver = m_carInObjective->pDriver;
if (driver) {
m_nPedState = PED_BUY_ICECREAM;
bFindNewNodeAfterStateRestore = true;
SetObjectiveTimer(8000);
SetChat(driver, 8000);
driver->SetChat(this, 8000);
return;
}
#endif
// Side of the Ice Cream van
m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
m_nPedState = PED_BUY_ICECREAM;
}
}
bool
CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
{
bool foundIt = false;
CVector helperPos = GetPosition();
helperPos.z = pos->z - 0.5f;
CVector foundPos = *pos;
foundPos.z -= 0.5f;
// If there is another car between target car and us.
if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector *colMin = &vehCol->boundingBox.min;
CVector *colMax = &vehCol->boundingBox.max;
CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
leftRearPos = veh->GetMatrix() * leftRearPos;
rightRearPos = veh->GetMatrix() * rightRearPos;
leftFrontPos = veh->GetMatrix() * leftFrontPos;
rightFrontPos = veh->GetMatrix() * rightFrontPos;
// Makes helperPos veh-ped distance vector.
helperPos -= veh->GetPosition();
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
// On every run it returns another pos. for ped, with same distance to the veh.
// Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
helperPos = veh->GetMatrix() * helperPos;
float vehForwardHeading = veh->GetForward().Heading();
// I'm absolutely not sure about these namings.
// NTVF = needed turn if we're looking to vehicle front and wanna look to...
float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
// Only order of conditions are different among enterTypes.
if (m_vehEnterType == CAR_DOOR_RR) {
if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
}
} else if(m_vehEnterType == CAR_DOOR_RF) {
if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LF) {
if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LR) {
if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
}
}
}
if (!foundIt)
return false;
helperPos = GetPosition() - foundPos;
helperPos.z = 0.0f;
if (helperPos.MagnitudeSqr() <= sq(0.5f))
return false;
pos->x = foundPos.x;
pos->y = foundPos.y;
return true;
}
void
CPed::SetLeader(CEntity *leader)
{
m_leader = (CPed*)leader;
if(m_leader)
m_leader->RegisterReference((CEntity **)&m_leader);
}
#ifdef VC_PED_PORTS
bool
CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal)
{
if (m_nSurfaceTouched == SURFACE_WATER)
return true;
CVector pos = GetPosition();
CVector forwardOffset = GetForward();
if (damageNormal && damageNormal->z > 0.17f) {
if (damageNormal->z > 0.9f)
return false;
CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
pos.z = pos.z + 0.05f;
float collPower = damageNormal->Magnitude2D();
if (damageNormal->z > 0.5f) {
CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
invDamageNormal *= 1.0f / collPower;
CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
} else {
forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
}
} else {
pos.z -= 0.15f;
}
CVector forwardPos = pos + forwardOffset;
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#else
bool
CPed::CanPedJumpThis(CEntity *unused)
{
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
CVector pos = GetPosition();
CVector forwardPos(
forward.x + pos.x,
forward.y + pos.y,
pos.z);
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#endif
void
CPed::SetJump(void)
{
if (!bInVehicle &&
#if defined VC_PED_PORTS || defined FIX_BUGS
m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
#endif
(m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
SetStoredState();
m_nPedState = PED_JUMP;
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
m_fRotationDest = m_fRotationCur;
}
}
void
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->m_nPedState != PED_JUMP)
return;
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f;
CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
if (!obstacle) {
// Forward of forward
forward += 0.15f * ped->GetForward();
forward.z += 0.15f;
obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
}
if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
// ANIM_HIT_WALL in VC (which makes more sense)
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
ped->bIsLanding = true;
return;
}
float velocityFromAnim = 0.1f;
CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT);
if (sprintAssoc) {
velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
} else {
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN);
if (runAssoc) {
velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
}
}
if (ped->IsPlayer()
#ifdef VC_PED_PORTS
|| ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer()
#endif
)
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
else
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()
#ifdef VC_PED_PORTS
|| ped->m_pCurrentPhysSurface
#endif
) {
#ifdef FREE_CAM
if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
#else
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
#endif
float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle);
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle);
} else {
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur);
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur);
}
#ifdef VC_PED_PORTS
if (ped->m_pCurrentPhysSurface) {
ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
}
#endif
}
ped->bIsStanding = false;
ped->bIsInTheAir = true;
animAssoc->blendDelta = -1000.0f;
CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE);
if (ped->bDoBloodyFootprints) {
CVector bloodPos(0.0f, 0.0f, 0.0f);
ped->TransformToNode(bloodPos, PED_FOOTL);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
0.26f * ped->GetForward().x,
0.26f * ped->GetForward().y,
0.14f * ped->GetRight().x,
0.14f * ped->GetRight().y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
bloodPos = CVector(0.0f, 0.0f, 0.0f);
ped->TransformToNode(bloodPos, PED_FOOTR);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
0.26f * ped->GetForward().x,
0.26f * ped->GetForward().y,
0.14f * ped->GetRight().x,
0.14f * ped->GetRight().y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
ped->m_bloodyFootprintCountOrDeathTime = 0;
ped->bDoBloodyFootprints = false;
} else {
ped->m_bloodyFootprintCountOrDeathTime -= 40;
}
}
}
void
CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->bResetWalkAnims = true;
ped->bIsLanding = false;
animAssoc->blendDelta = -1000.0f;
}
void
CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (ped->m_nPedState == PED_JUMP)
ped->RestorePreviousState();
ped->bIsLanding = false;
}
bool
CPed::CanPedDriveOff(void)
{
if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
return false;
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
return false;
}
}
return true;
}
// These categories are purely random, most of ped models have no correlation. So I don't think making an enum.
uint8
CPed::GetPedRadioCategory(uint32 modelIndex)
{
switch (modelIndex) {
case MI_MALE01:
case MI_FEMALE03:
case MI_PROSTITUTE2:
case MI_WORKER1:
case MI_MOD_MAN:
case MI_MOD_WOM:
case MI_ST_WOM:
case MI_FAN_WOM:
return 3;
case MI_TAXI_D:
case MI_PIMP:
case MI_MALE02:
case MI_FEMALE02:
case MI_FATFEMALE01:
case MI_FATFEMALE02:
case MI_DOCKER1:
case MI_WORKER2:
case MI_FAN_MAN2:
return 9;
case MI_GANG01:
case MI_GANG02:
case MI_SCUM_MAN:
case MI_SCUM_WOM:
case MI_HOS_WOM:
case MI_CONST1:
return 1;
case MI_GANG03:
case MI_GANG04:
case MI_GANG07:
case MI_GANG08:
case MI_CT_MAN2:
case MI_CT_WOM2:
case MI_B_MAN3:
case MI_SHOPPER3:
return 4;
case MI_GANG05:
case MI_GANG06:
case MI_GANG11:
case MI_GANG12:
case MI_CRIMINAL02:
case MI_B_WOM2:
case MI_ST_MAN:
case MI_HOS_MAN:
return 5;
case MI_FATMALE01:
case MI_LI_MAN2:
case MI_SHOPPER1:
case MI_CAS_MAN:
return 6;
case MI_PROSTITUTE:
case MI_P_WOM2:
case MI_LI_WOM2:
case MI_B_WOM3:
case MI_CAS_WOM:
return 2;
case MI_P_WOM1:
case MI_DOCKER2:
case MI_STUD_MAN:
return 7;
case MI_CT_MAN1:
case MI_CT_WOM1:
case MI_LI_MAN1:
case MI_LI_WOM1:
case MI_B_MAN1:
case MI_B_MAN2:
case MI_B_WOM1:
case MI_SHOPPER2:
case MI_STUD_WOM:
return 8;
default:
return 0;
}
}
void
CPed::SetRadioStation(void)
{
static const uint8 radiosPerRadioCategories[10][4] = {
{JAH_RADIO, RISE_FM, GAME_FM, MSX_FM},
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
{RISE_FM, GAME_FM, MSX_FM, FLASHBACK},
{HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM},
{HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK},
{JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK},
{HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK},
{HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK},
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
{CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM}
};
uint8 orderInCat = 0; // BUG: this wasn't initialized
if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
return;
uint8 category = GetPedRadioCategory(GetModelIndex());
if (DMAudio.IsMP3RadioChannelAvailable()) {
if (CGeneral::GetRandomNumber() & 15) {
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
break;
}
} else {
m_pMyVehicle->m_nRadioStation = USERTRACK;
}
} else {
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
break;
}
}
if (orderInCat == 4) {
if (DMAudio.IsMP3RadioChannelAvailable()) {
if (CGeneral::GetRandomNumber() & 15)
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
else
m_pMyVehicle->m_nRadioStation = USERTRACK;
} else {
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
}
}
}
void
CPed::WarpPedIntoCar(CVehicle *car)
{
bInVehicle = true;
m_pMyVehicle = car;
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_carInObjective = car;
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
m_nPedState = PED_DRIVING;
bUsesCollision = false;
bIsInTheAir = false;
bVehExitWillBeInstant = true;
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
car->SetDriver(this);
car->pDriver->RegisterReference((CEntity **) &car->pDriver);
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
for (int i = 0; i < 4; i++) {
if (!car->pPassengers[i]) {
car->pPassengers[i] = this;
car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]);
break;
}
}
} else
return;
if (IsPlayer()) {
car->SetStatus(STATUS_PLAYER);
AudioManager.PlayerJustGotInCar();
CCarCtrl::RegisterVehicleOfInterest(car);
} else {
car->SetStatus(STATUS_PHYSICS);
}
CWorld::Remove(this);
SetPosition(car->GetPosition());
CWorld::Add(this);
if (car->bIsAmbulanceOnDuty) {
car->bIsAmbulanceOnDuty = false;
--CCarCtrl::NumAmbulancesOnDuty;
}
if (car->bIsFireTruckOnDuty) {
car->bIsFireTruckOnDuty = false;
--CCarCtrl::NumFiretrucksOnDuty;
}
if (!car->bEngineOn) {
car->bEngineOn = true;
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
}
#ifdef VC_PED_PORTS
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
// VC uses AddInCarAnims but we don't have that
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
RemoveWeaponWhenEnteringVehicle();
#else
if (car->IsBoat()) {
#ifndef FIX_BUGS
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
#else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
#endif
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
} else {
// Because we can use Uzi for drive by
RemoveWeaponWhenEnteringVehicle();
if (car->bLowVehicle)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
}
#endif
StopNonPartialAnims();
if (car->bIsBus)
bRenderPedInCar = false;
bChangedSeat = true;
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
// returns event id, parameter is optional
int32
CPed::CheckForPlayerCrimes(CPed *victim)
{
int i;
float dist;
float mindist = 60.0f;
CPlayerPed *player = FindPlayerPed();
int32 victimRef = (victim ? CPools::GetPedRef(victim) : 0);
int event = -1;
for (i = 0; i < NUMEVENTS; i++) {
if (gaEvent[i].type == EVENT_NULL || gaEvent[i].type > EVENT_CAR_SET_ON_FIRE)
continue;
// those are already handled in game, also DEAD_PED isn't registered alone, most of the time there is SHOOT_PED etc.
if (gaEvent[i].type == EVENT_DEAD_PED || gaEvent[i].type == EVENT_GUNSHOT || gaEvent[i].type == EVENT_EXPLOSION)
continue;
if (victim && gaEvent[i].entityRef != victimRef)
continue;
if (gaEvent[i].criminal != player)
continue;
dist = (GetPosition() - gaEvent[i].posn).Magnitude();
if (dist < mindist) {
mindist = dist;
event = i;
}
}
if (event != -1) {
if (victim) {
m_victimOfPlayerCrime = victim;
} else {
switch (gaEvent[event].entityType) {
case EVENT_ENTITY_PED:
m_victimOfPlayerCrime = CPools::GetPed(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_VEHICLE:
m_victimOfPlayerCrime = CPools::GetVehicle(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_OBJECT:
m_victimOfPlayerCrime = CPools::GetObject(gaEvent[event].entityRef);
break;
default:
break;
}
}
}
return event;
}
#endif
#ifdef PED_SKIN
static RpMaterial*
SetLimbAlphaCB(RpMaterial *material, void *data)
{
((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
return material;
}
void
CPed::renderLimb(int node)
{
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
RpAtomic *atomic;
switch(node){
case PED_HEAD:
atomic = mi->getHead();
break;
case PED_HANDL:
atomic = mi->getLeftHand();
break;
case PED_HANDR:
atomic = mi->getRightHand();
break;
default:
return;
}
if(atomic == nil)
return;
RwFrame *frame = RpAtomicGetFrame(atomic);
*RwFrameGetMatrix(frame) = *mat;
RwFrameUpdateObjects(frame);
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
RpAtomicRender(atomic);
}
#endif
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
void
CPed::Save(uint8*& buf)
{
SkipSaveBuf(buf, 52);
CopyToBuf(buf, GetPosition().x);
CopyToBuf(buf, GetPosition().y);
CopyToBuf(buf, GetPosition().z);
SkipSaveBuf(buf, 288);
CopyToBuf(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
CopyToBuf(buf, m_fHealth);
CopyToBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Save(buf);
SkipSaveBuf(buf, 5);
CopyToBuf(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
void
CPed::Load(uint8*& buf)
{
SkipSaveBuf(buf, 52);
CopyFromBuf(buf, GetMatrix().GetPosition().x);
CopyFromBuf(buf, GetMatrix().GetPosition().y);
CopyFromBuf(buf, GetMatrix().GetPosition().z);
SkipSaveBuf(buf, 288);
CopyFromBuf(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
CopyFromBuf(buf, m_fHealth);
CopyFromBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Load(buf);
SkipSaveBuf(buf, 5);
CopyFromBuf(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
#undef CopyFromBuf
#undef CopyToBuf
#endif
| 0 | 0.974706 | 1 | 0.974706 | game-dev | MEDIA | 0.977359 | game-dev | 0.922203 | 1 | 0.922203 |
chachaxw/data-structure-and-algorithm | 1,937 | ts/game.ts | /**
input:
- gameBoardWidth: int
- gameBoardHeight: int
- mPosition: ?
- hPosition: ?
output:
function render(input: ...): string[]
[
"XXXXXXXXXXXXX",
"X.......H...X",
"X...........X",
"X.M.........X",
"X...........X",
"XXXXXXXXXXXXX",
]
*/
interface Position {
x: number;
y: number;
}
class Game {
public gameBoardWidth: number;
public gameBoardHeight: number;
public mPosition: Position;
public hPosition: Position;
public container: string[] = [];
constructor(
gameBoardWidth: number,
gameBoardHeight: number,
mPosition: Position,
hPosition: Position
) {
this.gameBoardWidth = gameBoardWidth;
this.gameBoardHeight = gameBoardHeight;
this.mPosition = mPosition;
this.hPosition = hPosition;
this.render();
}
public render() {
for (let i = 0; i < this.gameBoardHeight; i++) {
let wall: string = "X";
for (let j = 1; j < this.gameBoardWidth; j++) {
if (i === 0 || i === this.gameBoardHeight - 1) {
wall += "X";
} else {
if (j === this.gameBoardWidth - 1) {
wall += "X";
} else {
if (i === this.mPosition.x && j === this.mPosition.y) {
wall += "M";
} else if (
i === this.hPosition.x &&
j === this.hPosition.y
) {
wall += "H";
} else {
wall += ".";
}
}
}
}
this.container.push(wall);
}
}
}
const m: Position = { x: 3, y: 2 };
const h: Position = { x: 1, y: 8 };
const game = new Game(13, 6, m, h);
console.log(game);
| 0 | 0.605068 | 1 | 0.605068 | game-dev | MEDIA | 0.597012 | game-dev,web-frontend | 0.511957 | 1 | 0.511957 |
wopss/RED4ext.SDK | 1,196 | include/RED4ext/Scripting/Natives/Generated/quest/CharacterHit_ConditionType.hpp | #pragma once
// clang-format off
// This file is generated from the Game's Reflection data
#include <cstdint>
#include <RED4ext/Common.hpp>
#include <RED4ext/CName.hpp>
#include <RED4ext/DynArray.hpp>
#include <RED4ext/Scripting/Natives/Generated/game/EntityReference.hpp>
#include <RED4ext/Scripting/Natives/Generated/quest/CharacterHitEventType.hpp>
#include <RED4ext/Scripting/Natives/Generated/quest/ICharacterConditionType.hpp>
namespace RED4ext
{
namespace quest
{
struct CharacterHit_ConditionType : quest::ICharacterConditionType
{
static constexpr const char* NAME = "questCharacterHit_ConditionType";
static constexpr const char* ALIAS = NAME;
game::EntityReference targetRef; // 78
bool isTargetPlayer; // B0
uint8_t unkB1[0xB8 - 0xB1]; // B1
DynArray<quest::CharacterHitEventType> includeHitTypes; // B8
DynArray<quest::CharacterHitEventType> excludeHitTypes; // C8
DynArray<CName> includeHitShapes; // D8
DynArray<CName> excludeHitShapes; // E8
};
RED4EXT_ASSERT_SIZE(CharacterHit_ConditionType, 0xF8);
} // namespace quest
using questCharacterHit_ConditionType = quest::CharacterHit_ConditionType;
} // namespace RED4ext
// clang-format on
| 0 | 0.690128 | 1 | 0.690128 | game-dev | MEDIA | 0.908689 | game-dev | 0.662788 | 1 | 0.662788 |
glKarin/com.n0n3m4.diii4a | 306,105 | Q3E/src/main/jni/doom3/neo/quake4/MultiplayerGame.cpp | // RAVEN BEGIN
// ddynerman: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 09/30/2004
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
idCVar g_spectatorChat( "g_spectatorChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "let spectators talk to everyone during game" );
const char *idMultiplayerGame::MPGuis[] = {
// RAVEN BEGIN
// bdube: use regular hud for now
"guis/hud.gui",
// RAVEN END
"guis/mpmain.gui",
"guis/mpmsgmode.gui",
"guis/netmenu.gui",
"guis/mphud.gui",
NULL
};
const char *idMultiplayerGame::ThrottleVars[] = {
"ui_spectate",
"ui_ready",
"ui_team",
NULL
};
const char *idMultiplayerGame::ThrottleVarsInEnglish[] = {
"#str_106738",
"#str_106737",
"#str_101991",
NULL
};
const int idMultiplayerGame::ThrottleDelay[] = {
8,
5,
5
};
const char* idMultiplayerGame::teamNames[ TEAM_MAX ] = {
"Marine",
"Strogg"
};
idCVar gui_ui_name( "gui_ui_name", "", CVAR_GAME | CVAR_NOCHEAT, "copy-over cvar for ui_name" );
/*
================
ComparePlayerByScore
================
*/
int ComparePlayersByScore( const void* left, const void* right ) {
return ((const rvPair<idPlayer*, int>*)right)->Second() -
((const rvPair<idPlayer*, int>*)left)->Second();
}
/*
================
CompareTeamByScore
================
*/
int CompareTeamsByScore( const void* left, const void* right ) {
return ((const rvPair<int, int>*)right)->Second() -
((const rvPair<int, int>*)left)->Second();
}
/*
================
idMultiplayerGame::idMultiplayerGame
================
*/
idMultiplayerGame::idMultiplayerGame() {
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
buyMenu = NULL;
// RITUAL END
scoreBoard = NULL;
statSummary = NULL;
mainGui = NULL;
mapList = NULL;
msgmodeGui = NULL;
defaultWinner = -1;
deadZonePowerupCount = -1;
marineScoreBarPulseAmount = 0.0f;
stroggScoreBarPulseAmount = 0.0f;
memset( lights, 0, sizeof( lights ) );
memset( lightHandles, -1, sizeof( lightHandles ) );
Clear();
for( int i = 0; i < TEAM_MAX; i++ ) {
teamScore[ i ] = 0;
flagEntities[ i ] = NULL;
teamDeadZoneScore[i] = 0;
}
for( int i = 0; i < TEAM_MAX; i++ )
for( int j = 0; j < MAX_TEAM_POWERUPS; j++ ) {
teamPowerups[i][j].powerup = 0;
teamPowerups[i][j].time = 0;
teamPowerups[i][j].endTime = 0;
teamPowerups[i][j].update = false;
}
announcerSoundQueue.Clear();
announcerPlayTime = 0;
gameState = NULL;
currentSoundOverride = false;
rankTextPlayer = NULL;
privatePlayers = 0;
lastAnnouncerSound = AS_NUM_SOUNDS;
}
/*
================
idMultiplayerGame::Shutdown
================
*/
void idMultiplayerGame::Shutdown( void ) {
Clear();
statManager->Shutdown();
if( gameState ) {
delete gameState;
}
gameState = NULL;
}
/*
================
idMultiplayerGame::Reset
================
*/
void idMultiplayerGame::Reset() {
Clear();
assert( !scoreBoard && !mainGui && !mapList );
mpBuyingManager.Reset();
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
buyMenu = uiManager->FindGui( "guis/buymenu.gui", true, false, true );
buyMenu->SetStateString( "field_credits", "$0.00");
buyMenu->SetStateBool( "gameDraw", true );
// RITUAL END
PACIFIER_UPDATE;
scoreBoard = uiManager->FindGui( "guis/scoreboard.gui", true, false, true );
#ifdef _XENON
statSummary = scoreBoard;
#else
statSummary = uiManager->FindGui( "guis/summary.gui", true, false, true );
statSummary->SetStateBool( "gameDraw", true );
#endif
PACIFIER_UPDATE;
mainGui = uiManager->FindGui( "guis/mpmain.gui", true, false, true );
mapList = uiManager->AllocListGUI( );
mapList->Config( mainGui, "mapList" );
// set this GUI so that our Draw function is still called when it becomes the active/fullscreen GUI
mainGui->SetStateBool( "gameDraw", true );
mainGui->SetKeyBindingNames();
mainGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
// SetMenuSkin();
PACIFIER_UPDATE;
msgmodeGui = uiManager->FindGui( "guis/mpmsgmode.gui", true, false, true );
msgmodeGui->SetStateBool( "gameDraw", true );
memset ( lights, 0, sizeof( lights ) );
memset ( lightHandles, -1, sizeof( lightHandles ) );
renderLight_t *light;
const char *shader;
light = &lights[ MPLIGHT_CTF_MARINE ];
shader = "lights/mpCTFLight";
if ( shader && *shader ) {
light->axis.Identity();
light->shader = declManager->FindMaterial( shader, false );
light->lightRadius[0] = light->lightRadius[1] = light->lightRadius[2] = 64.0f;
light->shaderParms[ SHADERPARM_RED ] = 142.0f / 255.0f;
light->shaderParms[ SHADERPARM_GREEN ] = 190.0f / 255.0f;
light->shaderParms[ SHADERPARM_BLUE ] = 84.0f / 255.0f;
light->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
light->detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
light->pointLight = true;
light->noShadows = true;
light->noDynamicShadows = true;
light->lightId = -MPLIGHT_CTF_MARINE;
light->allowLightInViewID = 0;
}
light = &lights[ MPLIGHT_CTF_STROGG ];
shader = "lights/mpCTFLight";
if ( shader && *shader ) {
light->axis.Identity();
light->shader = declManager->FindMaterial( shader, false );
light->lightRadius[0] = light->lightRadius[1] = light->lightRadius[2] = 64.0f;
light->shaderParms[ SHADERPARM_RED ] = 255.0f / 255.0f;
light->shaderParms[ SHADERPARM_GREEN ] = 153.0f / 255.0f;
light->shaderParms[ SHADERPARM_BLUE ] = 0.0f / 255.0f;
light->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
light->detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
light->pointLight = true;
light->noShadows = true;
light->noDynamicShadows = true;
light->lightId = -MPLIGHT_CTF_STROGG;
light->allowLightInViewID = 0;
}
light = &lights[ MPLIGHT_QUAD ];
shader = "lights/mpCTFLight";
if ( shader && *shader ) {
light->axis.Identity();
light->shader = declManager->FindMaterial( shader, false );
light->lightRadius[0] = light->lightRadius[1] = light->lightRadius[2] = 64.0f;
light->shaderParms[ SHADERPARM_RED ] = 0.0f;
light->shaderParms[ SHADERPARM_GREEN ] = 128.0f / 255.0f;
light->shaderParms[ SHADERPARM_BLUE ] = 255.0f / 255.0f;
light->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
light->detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
light->pointLight = true;
light->noShadows = true;
light->noDynamicShadows = true;
light->lightId = -MPLIGHT_CTF_STROGG;
light->allowLightInViewID = 0;
}
light = &lights[ MPLIGHT_HASTE ];
shader = "lights/mpCTFLight";
if ( shader && *shader ) {
light->axis.Identity();
light->shader = declManager->FindMaterial( shader, false );
light->lightRadius[0] = light->lightRadius[1] = light->lightRadius[2] = 64.0f;
light->shaderParms[ SHADERPARM_RED ] = 225.0f / 255.0f;
light->shaderParms[ SHADERPARM_GREEN ] = 255.0f / 255.0f;
light->shaderParms[ SHADERPARM_BLUE ] = 0.0f;
light->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
light->detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
light->pointLight = true;
light->noShadows = true;
light->noDynamicShadows = true;
light->lightId = -MPLIGHT_CTF_STROGG;
light->allowLightInViewID = 0;
}
light = &lights[ MPLIGHT_REGEN ];
shader = "lights/mpCTFLight";
if ( shader && *shader ) {
light->axis.Identity();
light->shader = declManager->FindMaterial( shader, false );
light->lightRadius[0] = light->lightRadius[1] = light->lightRadius[2] = 64.0f;
light->shaderParms[ SHADERPARM_RED ] = 255.0f / 255.0f;
light->shaderParms[ SHADERPARM_GREEN ] = 0.0f;
light->shaderParms[ SHADERPARM_BLUE ] = 0.0f;
light->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
light->detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
light->pointLight = true;
light->noShadows = true;
light->noDynamicShadows = true;
light->lightId = -MPLIGHT_CTF_STROGG;
light->allowLightInViewID = 0;
}
PACIFIER_UPDATE;
ClearGuis();
//asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = -1;
currentStatTeam = 0;
iconManager->Shutdown();
// update serverinfo
UpdatePrivatePlayerCount();
lastReadyToggleTime = -1;
cvarSystem->SetCVarBool( "s_voiceChatTest", false );
}
/*
================
idMultiplayerGame::ServerClientConnect
================
*/
void idMultiplayerGame::ServerClientConnect( int clientNum ) {
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
statManager->ClientConnect( clientNum );
}
/*
================
idMultiplayerGame::SpawnPlayer
================
*/
void idMultiplayerGame::SpawnPlayer( int clientNum ) {
TIME_THIS_SCOPE( __FUNCLINE__);
bool ingame = playerState[ clientNum ].ingame;
// keep ingame to true if needed, that should only happen for local player
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
if ( !gameLocal.isClient ) {
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
p->spawnedTime = gameLocal.time;
//if ( gameLocal.IsTeamGame() ) {
// SwitchToTeam( clientNum, -1, p->team );
//}
playerState[ clientNum ].ingame = ingame;
}
if ( clientNum == gameLocal.localClientNum ) {
tourneyGUI.SetupTourneyGUI( gameLocal.GetLocalPlayer()->mphud, scoreBoard );
}
lastVOAnnounce = 0;
}
/*
================
idMultiplayerGame::Clear
================
*/
void idMultiplayerGame::Clear() {
int i;
pingUpdateTime = 0;
vote = VOTE_NONE;
voteTimeOut = 0;
voteExecTime = 0;
matchStartedTime = 0;
memset( &playerState, 0 , sizeof( playerState ) );
currentMenu = 0;
bCurrentMenuMsg = false;
nextMenu = 0;
pureReady = false;
scoreBoard = NULL;
buyMenu = NULL;
isBuyingAllowedRightNow = false;
statSummary = NULL;
mainGui = NULL;
msgmodeGui = NULL;
if ( mapList ) {
uiManager->FreeListGUI( mapList );
mapList = NULL;
}
memset( &switchThrottle, 0, sizeof( switchThrottle ) );
voiceChatThrottle = 0;
voteValue.Clear();
voteString.Clear();
prevAnnouncerSnd = -1;
localisedGametype.Clear();
for( i = 0; i < MAX_CLIENTS; i++ ) {
kickVoteMapNames[ i ].Clear();
}
for ( i = 0; i < MPLIGHT_MAX; i ++ ) {
FreeLight( i );
}
chatHistory.Clear();
rconHistory.Clear();
memset( rankedTeams, 0, sizeof( rvPair<int, int> ) * TEAM_MAX );
if( gameState ) {
gameState->Clear();
}
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
#if defined(_RV_MEM_SYS_SUPPORT)
rankedPlayers.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_MULTIPLE_FRAME));
unrankedPlayers.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_MULTIPLE_FRAME));
assaultPoints.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_MULTIPLE_FRAME));
#endif
// RAVEN END
rankedPlayers.Clear();
unrankedPlayers.Clear();
assaultPoints.Clear();
ClearAnnouncerSounds();
rankTextPlayer = NULL;
for ( i = 0; i < TEAM_MAX; i++ ) {
flagEntities[ i ] = NULL;
}
}
/*
================
idMultiplayerGame::ClearMap
================
*/
void idMultiplayerGame::ClearMap( void ) {
assaultPoints.Clear();
ClearAnnouncerSounds();
announcerPlayTime = 0;
powerupCount = 0;
marineScoreBarPulseAmount = 0.0f;
stroggScoreBarPulseAmount = 0.0f;
prevAnnouncerSnd = -1;
for( int i = 0; i < TEAM_MAX; i++ )
for( int j = 0; j < MAX_TEAM_POWERUPS; j++ ) {
teamPowerups[i][j].powerup = 0;
teamPowerups[i][j].time = 0;
teamPowerups[i][j].endTime = 0;
teamPowerups[i][j].update = false;
}
// Dead Zone uses teamFragCount as the "player score"
// so we need to clear it at the beginning of every round.
if ( gameLocal.gameType == GAME_DEADZONE ) {
for ( int i = 0; i < MAX_CLIENTS; i++ ) {
playerState[i].teamFragCount = 0;
playerState[i].deadZoneScore = 0;
}
}
}
/*
================
idMultiplayerGame::ClearGuis
================
*/
void idMultiplayerGame::ClearGuis() {
int i;
for ( i = 0; i < MAX_CLIENTS; i++ ) {
scoreBoard->SetStateString( va( "player%i",i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_score", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_tscore", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_score", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_wins", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_status", i+1 ), "" );
scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
scoreBoard->SetStateInt( "rank_self", 0 );
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( !player || !player->hud ) {
continue;
}
player->hud->SetStateString( va( "player%i",i+1 ), "" );
player->hud->SetStateString( va( "player%i_score", i+1 ), "" );
player->hud->SetStateString( va( "player%i_ready", i+1 ), "" );
scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
player->hud->SetStateInt( "rank_self", 0 );
player->hud->SetStateInt( "team", TEAM_MARINE );
player->hud->HandleNamedEvent( "flagReturn" );
player->hud->SetStateInt( "team", TEAM_STROGG );
player->hud->HandleNamedEvent( "flagReturn" );
}
ClearVote();
}
/*
================
idMultiplayerGame::GetPlayerRank
Returns the player rank (0 best), returning the best rank in the case of a tie
================
*/
int idMultiplayerGame::GetPlayerRank( idPlayer* player, bool& isTied ) {
int initialRank = -1;
int rank = -1;
for( int i = 0; i < rankedPlayers.Num(); i++ ) {
if( rankedPlayers[ i ].First() == player ) {
rank = i;
initialRank = rank;
}
}
if( rank == -1 ) {
return rank;
}
if( rank > 0 ) {
if( rankedPlayers[ rank - 1 ].Second() == rankedPlayers[ rank ].Second() ) {
rank = rankedPlayers[ rank - 1 ].First()->GetRank();
} else {
rank = rankedPlayers[ rank - 1 ].First()->GetRank() + 1;
}
}
// check for tie
isTied = false;
for( int i = rank - 1; i <= rank + 1; i++ ) {
if( i < 0 || i >= rankedPlayers.Num() || rankedPlayers[ i ].First() == player ) {
continue;
}
if( rankedPlayers[ i ].Second() == rankedPlayers[ initialRank ].Second() ) {
isTied = true;
break;
}
}
return rank;
}
/*
================
idMultiplayerGame::UpdatePlayerRanks
================
*/
void idMultiplayerGame::UpdatePlayerRanks( playerRankMode_t rankMode ) {
idEntity* ent = NULL;
if( rankMode == PRM_AUTO ) {
if( gameLocal.IsTeamGame() ) {
rankMode = PRM_TEAM_SCORE_PLUS_SCORE;
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
rankMode = PRM_WINS;
} else {
rankMode = PRM_SCORE;
}
}
rankedPlayers.Clear();
unrankedPlayers.Clear();
for ( int i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
continue;
}
idPlayer* player = (idPlayer*)ent;
if ( !CanPlay( player ) ) {
unrankedPlayers.Append( player );
} else {
int rankingValue = 0;
switch( rankMode ) {
case PRM_SCORE: {
rankingValue = GetScore( player );
break;
}
case PRM_TEAM_SCORE: {
rankingValue = GetTeamScore( player );
break;
}
case PRM_TEAM_SCORE_PLUS_SCORE: {
rankingValue = GetScore( player ) + GetTeamScore( player );
break;
}
case PRM_WINS: {
rankingValue = GetWins( player );
break;
}
default: {
gameLocal.Error( "idMultiplayerGame::UpdatePlayerRanks() - Bad ranking mode '%d'\n", rankMode );
}
}
rankedPlayers.Append( rvPair<idPlayer*, int>(player, rankingValue ) );
}
}
qsort( rankedPlayers.Ptr(), rankedPlayers.Num(), rankedPlayers.TypeSize(), ComparePlayersByScore );
for( int i = 0; i < rankedPlayers.Num(); i++ ) {
bool tied;
rankedPlayers[ i ].First()->SetRank( GetPlayerRank( rankedPlayers[ i ].First(), tied ) );
}
for( int i = 0; i < unrankedPlayers.Num(); i++ ) {
unrankedPlayers[ i ]->SetRank( -1 );
}
}
/*
================
idMultiplayerGame::UpdateTeamRanks
================
*/
void idMultiplayerGame::UpdateTeamRanks( void ) {
for ( int i = 0; i < TEAM_MAX; i++ ) {
rankedTeams[ i ] = rvPair<int, int>( i, teamScore[ i ] );
}
qsort( rankedTeams, TEAM_MAX, sizeof( rvPair<int, int> ), CompareTeamsByScore );
}
/*
================
idMultiplayerGame::UpdateRankColor
================
*/
void idMultiplayerGame::UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec ) {
for ( int j = 1; j < 4; j++ ) {
gui->SetStateFloat( va( mask, i, j ), vec[ j - 1 ] );
}
}
/*
================
idMultiplayerGame::CanCapture
Determines if the given flag can be captured in the given gamestate
================
*/
bool idMultiplayerGame::CanCapture( int team ) {
// no AP's in one flag
if( gameLocal.gameType == GAME_1F_CTF || gameLocal.gameType == GAME_ARENA_1F_CTF ) {
return true;
} else if( gameLocal.gameType != GAME_CTF && gameLocal.gameType != GAME_ARENA_CTF ) {
return false; // no flag caps in none-CTF games
}
if ( !assaultPoints.Num() ) {
return true;
}
// since other logic ensures AP's are captured in order, we just need to check the last AP before the enemy flag
if ( team == TEAM_STROGG ) {
// AP 0 is always next to the marine flag
return ((rvCTFGameState*)gameState)->GetAPOwner( 0 ) == TEAM_STROGG;
}
if ( team == TEAM_MARINE ) {
// the last AP is always the one next to the strogg flag
return ((rvCTFGameState*)gameState)->GetAPOwner( assaultPoints.Num() - 1 ) == TEAM_MARINE;
}
return false;
}
void idMultiplayerGame::FlagCaptured( idPlayer *player ) {
if( !gameLocal.isClient ) {
AddTeamScore( player->team, 1 );
AddPlayerTeamScore( player, 5 );
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
if( gameLocal.mpGame.IsBuyingAllowedInTheCurrentGameMode() )
{
float teamCashAward = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "teamCashAward_flagCapture", 0 );
GiveCashToTeam( player->team, teamCashAward );
float cashAward = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "playerCashAward_flagCapture", 0 );
player->GiveCash( cashAward );
}
// RITUAL END
gameLocal.ClearForwardSpawns();
for( int i = 0; i < assaultPoints.Num(); i++ ) {
assaultPoints[ i ]->Reset();
((rvCTFGameState*)gameState)->SetAPOwner( i, AS_NEUTRAL );
}
statManager->FlagCaptured( player, OpposingTeam( player->team ) );
player->SetEmote( PE_CHEER );
}
}
/*
================
idMultiplayerGame::SendDeathMessage
================
*/
void idMultiplayerGame::SendDeathMessage( idPlayer* attacker, idPlayer* victim, int methodOfDeath ) {
if( !gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DEATH );
if( attacker ) {
outMsg.WriteByte( attacker->entityNumber );
outMsg.WriteBits( idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ attacker->entityNumber ].fragCount ), ASYNC_PLAYER_FRAG_BITS );
} else {
outMsg.WriteByte( 255 );
}
if( victim ) {
outMsg.WriteByte( victim->entityNumber );
outMsg.WriteBits( idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ victim->entityNumber ].fragCount ), ASYNC_PLAYER_FRAG_BITS );
} else {
outMsg.WriteByte( 255 );
}
outMsg.WriteByte( methodOfDeath );
gameLocal.ServerSendInstanceReliableMessage( victim, -1, outMsg );
if( gameLocal.isListenServer && gameLocal.GetLocalPlayer() && victim && gameLocal.GetLocalPlayer()->GetInstance() == victim->GetInstance() )
{
// This is for listen servers, which won't get to ClientProcessReliableMessage
ReceiveDeathMessage( attacker, attacker ? playerState[ attacker->entityNumber ].fragCount : -1, victim, victim ? playerState[ victim->entityNumber ].fragCount : -1, methodOfDeath );
}
}
}
/*
================
idMultiplayerGame::ReceiveDeathMessage
================
*/
void idMultiplayerGame::ReceiveDeathMessage( idPlayer *attacker, int attackerScore, idPlayer *victim, int victimScore, int methodOfDeath ) {
if( gameLocal.GetLocalPlayer() == NULL ) {
return;
}
// RITUAL BEGIN
// squirrel: force buy menu open when you die
//if( gameLocal.IsMultiplayer() && gameLocal.mpGame.IsBuyingAllowedInTheCurrentGameMode() && victim == gameLocal.GetLocalPlayer() )
//{
// OpenLocalBuyMenu();
//}
// RITUAL END
const char* icon = "";
// if methodOfDeath is in range [0, MAX_WEAPONS - 1] it refers to a specific weapon. MAX_WEAPONS refers to
// a generic or unknown death (i.e. "Killer killed victim") and values above MAX_WEAPONS + 1 refer
// to other non-weapon deaths (i.e. telefrags)
// setup to either use weapon icons for a weapon death, or generic death icons
if ( methodOfDeath < MAX_WEAPONS ) {
icon = va( "w%02d", methodOfDeath );
} else {
icon = va( "dm%d", methodOfDeath - MAX_WEAPONS );
}
char* message = NULL;
if ( gameLocal.IsTeamGame() ) {
idStr attackerStr( ( attacker ? gameLocal.userInfo[ attacker->entityNumber ].GetString( "ui_name" ) : "" ) );
idStr victimStr( ( victim ? gameLocal.userInfo[ victim->entityNumber ].GetString( "ui_name" ) : "" ) );
attackerStr.RemoveEscapes();
victimStr.RemoveEscapes();
message = va ( "%s%s ^r^i%s %s%s", (attacker ? (attacker->team ? S_COLOR_STROGG : S_COLOR_MARINE) : ""),
attackerStr.c_str(),
icon,
(victim ? (victim->team ? S_COLOR_STROGG : S_COLOR_MARINE) : ""),
victimStr.c_str() );
} else {
message = va ( "%s ^r^i%s %s", (attacker ? gameLocal.userInfo[ attacker->entityNumber ].GetString( "ui_name" ) : ""),
icon,
(victim ? gameLocal.userInfo[ victim->entityNumber ].GetString( "ui_name" ) : "") );
}
if( gameLocal.GetLocalPlayer()->hud ) {
gameLocal.GetLocalPlayer()->hud->SetStateString ( "deathinfo", message );
gameLocal.GetLocalPlayer()->hud->HandleNamedEvent ( "addDeathLine" );
}
// echo to console
gameLocal.Printf( gameLocal.GetLocalPlayer()->spawnArgs.GetString( va( "%s_text", icon ), "%s killed %s" ),
(victim ? gameLocal.userInfo[ victim->entityNumber ].GetString( "ui_name" ) : "world"),
(attacker ? gameLocal.userInfo[ attacker->entityNumber ].GetString( "ui_name" ) : "world") );
gameLocal.Printf( "\n" );
// display message on hud
if( attacker && victim && (gameLocal.GetLocalPlayer() == attacker || gameLocal.GetLocalPlayer() == victim) && attacker != victim && methodOfDeath < MAX_WEAPONS ) {
if( gameLocal.GetLocalPlayer() == attacker ) {
// RAVEN BEGIN
// rhummer: Added lang entries for "You fragged %s" and "You were fragged by %s"
(gameLocal.GetLocalPlayer())->GUIFragNotice( va( common->GetLocalizedString( "#str_107295" ), gameLocal.userInfo[ victim->entityNumber ].GetString( "ui_name" ) ) );
} else {
(gameLocal.GetLocalPlayer())->GUIFragNotice( va( common->GetLocalizedString( "#str_107296" ), gameLocal.userInfo[ attacker->entityNumber ].GetString( "ui_name" ) ) );
// RAVEN END
}
if( gameLocal.gameType == GAME_DM ) {
// print rank text next time after we update scores
// stash the scores on the client so we can print accurate rank info
if( gameLocal.isClient ) {
if( victim ) {
playerState[ victim->entityNumber ].fragCount = victimScore;
}
if( attacker ) {
playerState[ attacker->entityNumber ].fragCount = attackerScore;
}
}
if( victim && (gameLocal.GetLocalPlayer() == victim || (gameLocal.GetLocalPlayer()->spectating && gameLocal.GetLocalPlayer()->spectator == victim->entityNumber)) ) {
rankTextPlayer = victim;
}
if( attacker && (gameLocal.GetLocalPlayer() == attacker || (gameLocal.GetLocalPlayer()->spectating && gameLocal.GetLocalPlayer()->spectator == attacker->entityNumber)) ) {
rankTextPlayer = attacker;
}
}
}
}
// ddynerman: Gametype specific scoreboard
/*
================
idMultiplayerGame::UpdateScoreboard
================
*/
void idMultiplayerGame::UpdateScoreboard( idUserInterface *scoreBoard ) {
scoreBoard->SetStateInt( "gametype", gameLocal.gameType );
//statManager->UpdateInGameHud( scoreBoard, true );
if( gameLocal.IsTeamGame() ) {
UpdateTeamScoreboard( scoreBoard );
} else {
UpdateDMScoreboard( scoreBoard );
}
return;
}
/*
================
idMultiplayerGame::UpdateDMScoreboard
================
*/
void idMultiplayerGame::UpdateDMScoreboard( idUserInterface *scoreBoard ) {
idPlayer* player = gameLocal.GetLocalPlayer();
int i;
// bdube: mechanism for testing the scoreboard (populates it with fake names, pings, etc)
if ( g_testScoreboard.GetInteger() > 0 ) {
UpdateTestScoreboard ( scoreBoard );
return;
}
if( !player ) {
return;
}
scoreBoard->SetStateString( "scores_sel_0", "-1" );
scoreBoard->SetStateString( "spectator_scores_sel_0", "-1" );
bool useReady = (gameLocal.serverInfo.GetBool( "si_useReady" ) && gameLocal.mpGame.GetGameState()->GetMPGameState() == WARMUP);
if( gameLocal.gameType == GAME_DM ) {
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if( i < rankedPlayers.Num() ) {
// ranked player
idPlayer* rankedPlayer = rankedPlayers[ i ].First();
int rankedScore = rankedPlayers[ i ].Second();
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "scores_sel_0", i );
}
scoreBoard->SetStateString (
va("scores_item_%i", i),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t%i\t",
( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
GetPlayerTime( rankedPlayer ), // time
playerState[ rankedPlayer->entityNumber ].ping ) ); // ping
} else {
scoreBoard->SetStateString ( va("scores_item_%i", i), "" );
scoreBoard->SetStateBool( va( "scores_item_%i_greyed", i ), false );
}
if( i < unrankedPlayers.Num() ) {
if ( unrankedPlayers[ i ] == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "spectator_scores_sel_0", i );
}
scoreBoard->SetStateString (
va("spectator_scores_item_%i", i),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t",
( player->spectator && player->IsPlayerMuted( unrankedPlayers[ i ] ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( unrankedPlayers[ i ] ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_name" ), // name
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_clan" ), // clan
"", // score
GetPlayerTime( unrankedPlayers[ i ] ), // time
playerState[ unrankedPlayers[ i ]->entityNumber ].ping ) ); // ping
} else {
scoreBoard->SetStateString ( va("spectator_scores_item_%i", i), "" );
scoreBoard->SetStateBool( va( "scores_item_%i_greyed", i ), false );
}
}
} else if( gameLocal.gameType == GAME_TOURNEY ) {
// loop through twice listing players who are playing, then players who have been eliminated
int listIndex = 0;
for ( i = 0; i < rankedPlayers.Num(); i++ ) {
// ranked player
idPlayer* rankedPlayer = rankedPlayers[ i ].First();
int rankedScore = rankedPlayers[ i ].Second();
if( rankedPlayer->GetTourneyStatus() == PTS_ELIMINATED ) {
continue;
}
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "scores_sel_0", listIndex );
}
scoreBoard->SetStateString (
va("scores_item_%i", listIndex),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t%s\t",
( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
playerState[ rankedPlayer->entityNumber ].ping, // ping
rankedPlayer->GetTextTourneyStatus() ) ); // tourney status
scoreBoard->SetStateBool( va( "scores_item_%i_greyed", listIndex ), false );
listIndex++;
}
for ( i = 0; i < rankedPlayers.Num(); i++ ) {
// ranked player
idPlayer* rankedPlayer = rankedPlayers[ i ].First();
int rankedScore = rankedPlayers[ i ].Second();
if( rankedPlayer->GetTourneyStatus() != PTS_ELIMINATED ) {
continue;
}
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "scores_sel_0", listIndex );
}
scoreBoard->SetStateString (
va("scores_item_%i", listIndex),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t%s\t",
( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
playerState[ rankedPlayer->entityNumber ].ping, // ping
rankedPlayer->GetTextTourneyStatus() ) ); // tourney status
scoreBoard->SetStateBool( va( "scores_item_%i_greyed", listIndex ), true );
listIndex++;
}
for( i = 0; i < MAX_CLIENTS; i++ ) {
if( i < unrankedPlayers.Num() ) {
if ( unrankedPlayers[ i ] == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "spectator_scores_sel_0", i );
}
scoreBoard->SetStateString (
va("spectator_scores_item_%i", i),
va("%s\t%s\t%s\t%s\t%s\t%i\t%s\t",
( player->spectator && player->IsPlayerMuted( unrankedPlayers[ i ] ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( unrankedPlayers[ i ] ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_name" ), // name
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_clan" ), // clan
"", // score
playerState[ unrankedPlayers[ i ]->entityNumber ].ping, // ping
"" ) );
} else {
scoreBoard->SetStateString( va( "spectator_scores_item_%i", i ), "" );
}
}
for( i = listIndex; i < MAX_CLIENTS; i++ ) {
scoreBoard->SetStateString( va( "scores_item_%i", i ), "" );
scoreBoard->SetStateBool( va( "scores_item_%i_greyed", i ), false );
}
}
scoreBoard->SetStateInt ( "num_players", idMath::ClampInt( 0, 16, rankedPlayers.Num() ) );
scoreBoard->SetStateInt ( "num_spec_players", idMath::ClampInt( 0, 16, unrankedPlayers.Num() ) );
scoreBoard->SetStateInt ( "num_total_players", idMath::ClampInt( 0, 16, rankedPlayers.Num() + unrankedPlayers.Num() ) );
idStr serverAddress = networkSystem->GetServerAddress();
scoreBoard->SetStateString( "servername", gameLocal.serverInfo.GetString( "si_name" ) );
scoreBoard->SetStateString( "position_text", GetPlayerRankText( gameLocal.GetLocalPlayer() ) );
// shouchard: added map name
// mekberg: localized string
const char *mapName = gameLocal.serverInfo.GetString( "si_map" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
scoreBoard->SetStateString( "servermap", mapName );
scoreBoard->SetStateString( "serverip", serverAddress.c_str() );
scoreBoard->SetStateString( "servergametype", GetLongGametypeName( gameLocal.serverInfo.GetString( "si_gameType" ) ) );
scoreBoard->SetStateString( "servertimelimit", va( "%s: %d", common->GetLocalizedString( "#str_107659" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) );
scoreBoard->SetStateString( "serverlimit", va( "%s: %d", common->GetLocalizedString( "#str_107660" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) );
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
mpGameState_t state = gameState->GetMPGameState();
bool inNonTimedState = (state == SUDDENDEATH) || (state == WARMUP) || (state == GAMEREVIEW);
if( gameLocal.gameType == GAME_TOURNEY ) {
if( gameLocal.serverInfo.GetInt( "si_fragLimit" ) == 1 ) {
// stupid english plurals
scoreBoard->SetStateString( "tourney_frag_count", va( common->GetLocalizedString( "#str_107712" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) );
} else {
scoreBoard->SetStateString( "tourney_frag_count", va( common->GetLocalizedString( "#str_107715" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) );
}
scoreBoard->SetStateString( "tourney_count", va( common->GetLocalizedString( "#str_107713" ), ((rvTourneyGameState*)gameState)->GetTourneyCount(), gameLocal.serverInfo.GetInt( "si_tourneyLimit" ) ) );
if( gameLocal.GetLocalPlayer() ) {
inNonTimedState |= ((rvTourneyGameState*)gameState)->GetArena( gameLocal.GetLocalPlayer()->GetArena() ).GetState() == AS_SUDDEN_DEATH;
}
}
scoreBoard->SetStateString( "timeleft", GameTime() );
scoreBoard->SetStateBool( "infinity", ( !timeLimit && state != COUNTDOWN ) || inNonTimedState );
scoreBoard->StateChanged ( gameLocal.time );
scoreBoard->Redraw( gameLocal.time );
}
/*
================
idMultiplayerGame::UpdateTeamScoreboard
================
*/
// only output 16 clients onto the scoreboard
#define SCOREBOARD_MAX_CLIENTS 16
void idMultiplayerGame::UpdateTeamScoreboard( idUserInterface *scoreBoard ) {
idStr gameinfo;
int numTeamEntries[ TEAM_MAX ];
idPlayer* player = gameLocal.GetLocalPlayer();
// bdube: mechanism for testing the scoreboard (populates it with fake names, pings, etc)
if ( g_testScoreboard.GetInteger() > 0 ) {
UpdateTestScoreboard ( scoreBoard );
return;
}
if( !player ) {
return;
}
SIMDProcessor->Memset( numTeamEntries, 0, sizeof( int ) * TEAM_MAX );
scoreBoard->SetStateString( "team_0_scores_sel_0", "-1" );
scoreBoard->SetStateString( "team_1_scores_sel_0", "-1" );
scoreBoard->SetStateString( "spectator_scores_sel_0", "-1" );
bool useReady = (gameLocal.serverInfo.GetBool( "si_useReady" ) && gameLocal.mpGame.GetGameState()->GetMPGameState() == WARMUP);
for ( int i = 0; i < SCOREBOARD_MAX_CLIENTS; i++ ) {
if( i < rankedPlayers.Num() ) {
// ranked player
idPlayer* rankedPlayer = rankedPlayers[ i ].First();
int rankedScore = rankedPlayers[ i ].Second();
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( va("team_%i_scores_sel_0", rankedPlayer->team ), numTeamEntries[ rankedPlayer->team ] );
}
// RAVEN BEGIN
// mekberg: redid this
if ( gameLocal.gameType == GAME_TDM )
{
scoreBoard->SetStateString (
va("team_%i_scores_item_%i", rankedPlayer->team, numTeamEntries[ rankedPlayer->team ]),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t%i\t",
( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
GetPlayerTime( rankedPlayer ), // time
playerState[ rankedPlayer->entityNumber ].ping ) ); // ping
numTeamEntries[ rankedPlayer->team ]++;
}
//else if ( gameLocal.gameType == GAME_DEADZONE )
//{
// // mekberg: made this check slightly more sane.
// const char* flagString = "";
// if ( rankedPlayer->PowerUpActive( rankedPlayer->team ? POWERUP_CTF_MARINEFLAG : POWERUP_CTF_STROGGFLAG ) ) {
// flagString = ( rankedPlayer->team ? I_FLAG_MARINE : I_FLAG_STROGG );
// } else if ( gameLocal.gameType == GAME_ARENA_CTF && gameLocal.GetLocalPlayer() && rankedPlayer->team == gameLocal.GetLocalPlayer()->team ) {
// flagString = rankedPlayer->GetArenaPowerupString( );
// }
// scoreBoard->SetStateString (
// va("team_%i_scores_item_%i", rankedPlayer->team, numTeamEntries[ rankedPlayer->team ]),
// va("%s\t%s\t%s\t%s\t%s\t%s\t%.01f\t%i\t%i\t%i\t",
// ( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
// ( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
// ( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
// flagString, // shouchard: twhitaker: updated steve's original flag system
// rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
// rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
// rankedScore * 0.1f, // score
// playerState[ rankedPlayer->entityNumber ].fragCount, // kills
// GetPlayerTime( rankedPlayer ), // time
// playerState[ rankedPlayer->entityNumber ].ping ) ); // ping
// numTeamEntries[ rankedPlayer->team ]++;
//}
else
{
// mekberg: made this check slightly more sane.
const char* flagString = "";
if ( rankedPlayer->PowerUpActive( rankedPlayer->team ? POWERUP_CTF_MARINEFLAG : POWERUP_CTF_STROGGFLAG ) ) {
flagString = ( rankedPlayer->team ? I_FLAG_MARINE : I_FLAG_STROGG );
} else if ( gameLocal.gameType == GAME_ARENA_CTF && gameLocal.GetLocalPlayer() && rankedPlayer->team == gameLocal.GetLocalPlayer()->team ) {
flagString = rankedPlayer->GetArenaPowerupString( );
}
scoreBoard->SetStateString (
va("team_%i_scores_item_%i", rankedPlayer->team, numTeamEntries[ rankedPlayer->team ]),
va("%s\t%s\t%s\t%s\t%s\t%s\t%i\t%i\t%i\t%i\t",
( useReady ? (rankedPlayer->IsReady() ? I_READY : I_NOT_READY) : "" ), // ready icon
( player->IsPlayerMuted( rankedPlayer ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( rankedPlayer ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
flagString, // shouchard: twhitaker: updated steve's original flag system
rankedPlayer->GetUserInfo()->GetString( "ui_name" ), // name
rankedPlayer->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
playerState[ rankedPlayer->entityNumber ].fragCount, // kills
GetPlayerTime( rankedPlayer ), // time
playerState[ rankedPlayer->entityNumber ].ping ) ); // ping
numTeamEntries[ rankedPlayer->team ]++;
}
// RAVEN END
}
if( i < unrankedPlayers.Num() ) {
if ( unrankedPlayers[ i ] == gameLocal.GetLocalPlayer() ) {
// highlight who we are
scoreBoard->SetStateInt( "spectator_scores_sel_0", i );
}
// RAVEN BEGIN
// mekberg: redid this
scoreBoard->SetStateString (
va("spectator_scores_item_%i", i),
va("%s\t%s\t%s\t%s\t%s\t%i\t%i\t",
( player->spectating && player->IsPlayerMuted( unrankedPlayers[ i ] ) ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( player->IsFriend( unrankedPlayers[ i ] ) ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_name" ), // name
unrankedPlayers[ i ]->GetUserInfo()->GetString( "ui_clan" ), // clan
"", // score
GetPlayerTime( unrankedPlayers[ i ] ), // time
playerState[ unrankedPlayers[ i ]->entityNumber ].ping ) ); // ping // ping
// RAVEN END
} else {
scoreBoard->SetStateString ( va("spectator_scores_item_%i", i), "" );
}
}
// clear unused space
for( int k = 0; k < TEAM_MAX; k++ ) {
for( int i = numTeamEntries[ k ]; i < MAX_CLIENTS; i++ ) {
scoreBoard->SetStateString ( va("team_%i_scores_item_%i", k, i), "" );
}
}
scoreBoard->SetStateInt ( "playerteam", gameLocal.GetLocalPlayer()->team );
scoreBoard->SetStateInt ( "strogg_score", teamScore[ TEAM_STROGG ] );
scoreBoard->SetStateInt ( "marine_score", teamScore[ TEAM_MARINE ] );
scoreBoard->SetStateInt ( "num_strogg_players", idMath::ClampInt( 0, 16, numTeamEntries[ TEAM_STROGG ] ) );
scoreBoard->SetStateInt ( "num_marine_players", idMath::ClampInt( 0, 16, numTeamEntries[ TEAM_MARINE ] ) );
scoreBoard->SetStateInt ( "num_players", idMath::ClampInt( 0, 16, numTeamEntries[ TEAM_STROGG ] + numTeamEntries[ TEAM_MARINE ] ) );
scoreBoard->SetStateInt ( "num_total_players", idMath::ClampInt( 0, 16, numTeamEntries[ TEAM_STROGG ] + numTeamEntries[ TEAM_MARINE ] + unrankedPlayers.Num() ) );
scoreBoard->SetStateInt ( "num_spec_players", idMath::ClampInt( 0, 16, unrankedPlayers.Num() ) );
idStr serverAddress = networkSystem->GetServerAddress();
scoreBoard->SetStateString( "servername", gameLocal.serverInfo.GetString( "si_name" ) );
// RAVEN BEGIN
// shouchard: added map name
// mekberg: get localized string.
const char *mapName = gameLocal.serverInfo.GetString( "si_map" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
scoreBoard->SetStateString( "servermap", mapName );
// RAVEN END
scoreBoard->SetStateString( "serverip", serverAddress.c_str() );
scoreBoard->SetStateString( "servergametype", GetLongGametypeName( gameLocal.serverInfo.GetString( "si_gameType" ) ) );
scoreBoard->SetStateString( "servertimelimit", va( "%s: %d", common->GetLocalizedString( "#str_107659" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) );
if ( gameLocal.IsFlagGameType() ) {
scoreBoard->SetStateString( "serverlimit", va( "%s: %d", common->GetLocalizedString( "#str_107661" ), gameLocal.serverInfo.GetInt( "si_captureLimit" ) ) );
} else if ( gameLocal.gameType == GAME_DEADZONE ) {
scoreBoard->SetStateString( "serverlimit", va( "%s: %d", common->GetLocalizedString( "#str_122008" ), gameLocal.serverInfo.GetInt( "si_controlTime" ) ) );
} else {
scoreBoard->SetStateString( "serverlimit", va( "%s: %d", common->GetLocalizedString( "#str_107660" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) );
}
scoreBoard->SetStateString( "timeleft", GameTime() );
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
mpGameState_t state = gameState->GetMPGameState();
scoreBoard->SetStateBool( "infinity", ( !timeLimit && state != COUNTDOWN ) || state == WARMUP || state == GAMEREVIEW || state == SUDDENDEATH );
scoreBoard->StateChanged( gameLocal.time );
scoreBoard->Redraw( gameLocal.time );
}
/*
================
idMultiplayerGame::BuildSummaryListString
Returns a summary string for the specified player
================
*/
const char* idMultiplayerGame::BuildSummaryListString( idPlayer* player, int rankedScore ) {
// track top 3 accuracies
rvPlayerStat* stat = statManager->GetPlayerStat( player->entityNumber );
idList<rvPair<int, float> > bestAccuracies;
for( int j = 0; j < MAX_WEAPONS; j++ ) {
// only consider weapons we fired more than a few shots
if( stat->weaponShots[ j ] <= 10 ) {
continue;
}
float accuracy = (float)stat->weaponHits[ j ] / (float)stat->weaponShots[ j ];
bestAccuracies.Append( rvPair<int, float>( j, accuracy ) );
}
bestAccuracies.Sort( rvPair<int, float>::rvPairSecondCompareDirect );
// hold upto 3 top weapons at 5 chars each
idStr weaponString;
for( int j = 0; j < 3; j++ ) {
if( j >= bestAccuracies.Num() ) {
continue;
}
weaponString += va( "^iw%02d", bestAccuracies[ j ].First() );
}
return va("%d. %s\t%s\t%d\t%s\t",
player->GetRank() + 1,
player->GetUserInfo()->GetString( "ui_name" ), // name
player->GetUserInfo()->GetString( "ui_clan" ), // clan
rankedScore, // score
weaponString.c_str() );
}
/*
================
idMultiplayerGame::UpdateSummaryBoard
Shows top 10 players if local player is in top 10, otherwise shows top 9 and localplayer
================
*/
void idMultiplayerGame::UpdateSummaryBoard( idUserInterface *scoreBoard ) {
idPlayer* player = gameLocal.GetLocalPlayer();
if( !player ) {
return;
}
int playerIndex = -1;
// update our ranks in case we call this the same frame it happens
UpdatePlayerRanks();
// highlight top 3 players
idVec4 blueHighlight = idStr::ColorForIndex( C_COLOR_BLUE );
idVec4 redHighlight = idStr::ColorForIndex( C_COLOR_RED );
idVec4 yellowHighlight = idStr::ColorForIndex( C_COLOR_YELLOW );
blueHighlight[ 3 ] = 0.15f;
redHighlight[ 3 ] = 0.15f;
yellowHighlight[ 3 ] = 0.15f;
if( gameLocal.IsTeamGame() ) {
scoreBoard->HandleNamedEvent( teamScore[ TEAM_MARINE ] > teamScore[ TEAM_STROGG ] ? "marine_wins" : "strogg_wins" );
// summary is top 5 players on each team
int lastHighIndices[ TEAM_MAX ];
memset( lastHighIndices, 0, sizeof( int ) * TEAM_MAX );
for( int i = 0; i < 5; i++ ) {
scoreBoard->SetStateString ( va( "%s_item_%i", "summary_marine_names", i ), "" );
scoreBoard->SetStateString ( va( "%s_item_%i", "summary_strogg_names", i ), "" );
}
for( int i = 0; i < TEAM_MAX; i++ ) {
for( int j = 0; j < 5; j++ ) {
idPlayer* rankedPlayer = NULL;
int rankedScore = 0;
int k;
for( k = lastHighIndices[ i ]; k < rankedPlayers.Num(); k++ ) {
if( rankedPlayers[ k ].First()->team == i ) {
rankedPlayer = rankedPlayers[ k ].First();
rankedScore = rankedPlayers[ k ].Second();
break;
}
}
// no more teammates
if( k >= rankedPlayers.Num() ) {
break;
}
if( j == 4 && playerIndex == -1 && player->team == i ) {
int z;
for( z = 0; z < rankedPlayers.Num(); z++ ) {
if( rankedPlayers[ z ].First() == player ) {
rankedPlayer = player;
rankedScore = rankedPlayers[ z ].Second();
break;
}
}
}
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
playerIndex = j;
}
scoreBoard->SetStateString ( va( "%s_item_%i", i == TEAM_MARINE ? "summary_marine_names" : "summary_strogg_names", j ), BuildSummaryListString( rankedPlayer, rankedScore ) );
lastHighIndices[ i ] = k + 1;
}
}
if( playerIndex > 0 ) {
if( player->team == TEAM_MARINE ) {
scoreBoard->SetStateInt( "summary_marine_names_sel_0", playerIndex );
scoreBoard->SetStateInt( "summary_strogg_names_sel_0", -1 );
} else {
scoreBoard->SetStateInt( "summary_strogg_names_sel_0", playerIndex );
scoreBoard->SetStateInt( "summary_marine_names_sel_0", -1 );
}
} else {
scoreBoard->SetStateInt( "summary_marine_names_sel_0", -1 );
scoreBoard->SetStateInt( "summary_strogg_names_sel_0", -1 );
}
} else {
for ( int i = 0; i < 10; i++ ) {
// mekberg: delete old highlights
scoreBoard->DeleteStateVar( va( "summary_names_item_%d_highlight", i ) );
if( i < rankedPlayers.Num() ) {
// ranked player
idPlayer* rankedPlayer = rankedPlayers[ i ].First();
int rankedScore = rankedPlayers[ i ].Second();
if( i == 9 && playerIndex == -1 ) {
// if the player is ranked, substitute them in
int i;
for( i = 0; i < rankedPlayers.Num(); i++ ) {
if( rankedPlayers[ i ].First() == player ) {
rankedPlayer = player;
rankedScore = rankedPlayers[ i ].Second();
break;
}
}
}
if ( rankedPlayer == gameLocal.GetLocalPlayer() ) {
// highlight who we are
playerIndex = i;
}
scoreBoard->SetStateString ( va( "%s_item_%i", "summary_names", i ), BuildSummaryListString( rankedPlayer, rankedScore ) );
if( rankedPlayer->GetRank() == 0 ) {
scoreBoard->SetStateVec4( va( "summary_names_item_%d_highlight", i ), blueHighlight );
} else if( rankedPlayer->GetRank() == 1 ) {
scoreBoard->SetStateVec4( va( "summary_names_item_%d_highlight", i ), redHighlight );
} else if( rankedPlayer->GetRank() == 2 ) {
scoreBoard->SetStateVec4( va( "summary_names_item_%d_highlight", i ), yellowHighlight );
}
} else {
scoreBoard->SetStateString ( va("summary_names_item_%i", i), "" );
}
}
// highlight who we are (only if not ranked in the top 3)
if( player->GetRank() >= 0 && player->GetRank() < 3 ) {
scoreBoard->SetStateInt( "summary_names_sel_0", -1 );
} else {
scoreBoard->SetStateInt( "summary_names_sel_0", playerIndex );
}
}
scoreBoard->StateChanged ( gameLocal.time );
scoreBoard->Redraw( gameLocal.time );
}
/*
================
idMultiplayerGame::UpdateTestScoreboard
================
*/
void idMultiplayerGame::UpdateTestScoreboard ( idUserInterface *scoreBoard ) {
int i;
gameLocal.random.SetSeed ( g_testScoreboard.GetInteger ( ) );
if( gameLocal.IsTeamGame() ) {
for ( i = 0; i < MAX_CLIENTS && i < g_testScoreboard.GetInteger ( ); i ++ ) {
idStr name = va("Player %d", i + 1 );
name = va("%s\t%i\t%i", name.c_str(),
gameLocal.random.RandomInt ( 50 ),
gameLocal.random.RandomInt ( 10 ));
scoreBoard->SetStateString ( va("team_0_scores_item_%i", i), name );
}
while ( i < MAX_CLIENTS ) {
scoreBoard->SetStateString ( va("team_0_scores_item_%i", i), "" );
i++;
}
for ( i = 0; i < MAX_CLIENTS && i < g_testScoreboard.GetInteger ( ); i ++ ) {
idStr name = va("Player %d", i + 1 );
name = va("%s\t%i\t%i", name.c_str(),
gameLocal.random.RandomInt ( 50 ),
gameLocal.random.RandomInt ( 10 ));
scoreBoard->SetStateString ( va("team_1_scores_item_%i", i), name );
}
while ( i < MAX_CLIENTS ) {
scoreBoard->SetStateString ( va("team_1_scores_item_%i", i), "" );
i++;
}
scoreBoard->SetStateInt ( "strogg_score", gameLocal.random.RandomInt ( 10 ) );
scoreBoard->SetStateInt ( "marine_score", gameLocal.random.RandomInt ( 10 ) );
} else {
for ( i = 0; i < MAX_CLIENTS && i < g_testScoreboard.GetInteger ( ); i ++ ) {
idStr name = va("Player %d", i + 1 );
scoreBoard->SetStateString (
va("scores_item_%i", i),
va("%s\t%s\t%s\t%s\t%s\t%s\t%i\t%i\t%i\t",
( gameLocal.random.RandomInt() % 2 ? I_VOICE_DISABLED : I_VOICE_ENABLED ), // mute icon
( gameLocal.random.RandomInt() % 2 ? I_FRIEND_ENABLED : I_FRIEND_DISABLED ), // friend icon
"", // shouchard: flag
name.c_str(), // name
"Clan", // clan
"", // team score (unused in DM)
gameLocal.random.RandomInt ( 50 ), // score
gameLocal.random.RandomInt ( 10 ), // time
gameLocal.random.RandomInt ( 300 ) + 20 ) );
}
// clear remaining lines (empty slots)
while ( i < MAX_CLIENTS ) {
scoreBoard->SetStateString ( va("scores_item_%i", i), "" );
i++;
}
}
scoreBoard->SetStateInt ( "num_marine_players", g_testScoreboard.GetInteger() );
scoreBoard->SetStateInt ( "num_strogg_players", g_testScoreboard.GetInteger() );
scoreBoard->SetStateInt ( "num_players", g_testScoreboard.GetInteger() );
scoreBoard->SetStateInt( "rank_self", 2 );
scoreBoard->SetStateInt ( "playercount", g_testScoreboard.GetInteger ( ) );
scoreBoard->StateChanged ( gameLocal.time );
scoreBoard->SetStateString( "gameinfo", va( "Game Type:%s Frag Limit:%i Time Limit:%i", gameLocal.serverInfo.GetString( "si_gameType" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) );
scoreBoard->Redraw( gameLocal.time );
}
// RAVEN END
/*
================
idMultiplayerGame::GameTime
================
*/
const char *idMultiplayerGame::GameTime( void ) {
static char buff[32];
int m, s, t, ms;
bool inCountdown = false;
ms = 0;
if( gameState->GetMPGameState() == COUNTDOWN ) {
inCountdown = true;
ms = gameState->GetNextMPGameStateTime() - gameLocal.realClientTime;
} else if( gameLocal.GetLocalPlayer() && gameLocal.gameType == GAME_TOURNEY && ((rvTourneyGameState*)gameState)->GetArena( gameLocal.GetLocalPlayer()->GetArena() ).GetState() == AS_WARMUP ) {
inCountdown = true;
ms = ((rvTourneyGameState*)gameState)->GetArena( gameLocal.GetLocalPlayer()->GetArena() ).GetNextStateTime() - gameLocal.realClientTime;
}
if ( inCountdown ) {
s = ms / 1000 + 1;
if ( ms <= 0 ) {
// in tourney mode use a different string since warmups happen before each round
// (not really before the overall game)
idStr::snPrintf( buff, sizeof( buff ), "%s --", ( gameState->GetMPGameState() == COUNTDOWN && gameLocal.gameType == GAME_TOURNEY ) ? common->GetLocalizedString( "#str_107721" ) : common->GetLocalizedString( "#str_107706" ) );
} else {
idStr::snPrintf( buff, sizeof( buff ), "%s %i", (gameState->GetMPGameState() == COUNTDOWN && gameLocal.gameType == GAME_TOURNEY) ? common->GetLocalizedString( "#str_107721" ) : common->GetLocalizedString( "#str_107706" ), s );
}
} else {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
int startTime = matchStartedTime;
if( gameLocal.gameType == GAME_TOURNEY ) {
if( gameLocal.GetLocalPlayer() ) {
startTime = ((rvTourneyGameState*)gameState)->GetArena( gameLocal.GetLocalPlayer()->GetArena() ).GetMatchStartTime();
}
}
if ( timeLimit ) {
ms = ( timeLimit * 60000 ) - ( gameLocal.time - startTime );
} else {
ms = gameLocal.time - startTime;
}
if ( ms < 0 ) {
ms = 0;
}
s = ms / 1000;
m = s / 60;
s -= m * 60;
t = s / 10;
s -= t * 10;
sprintf( buff, "%i:%i%i", m, t, s );
}
return &buff[0];
}
/*
================
idMultiplayerGame::NumActualClients
================
*/
int idMultiplayerGame::NumActualClients( bool countSpectators, int *teamcounts ) {
idPlayer *p;
int c = 0;
if ( teamcounts ) {
teamcounts[ 0 ] = teamcounts[ 1 ] = 0;
}
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
continue;
}
p = static_cast< idPlayer * >( ent );
if ( countSpectators || CanPlay( p ) ) {
c++;
}
if ( teamcounts && CanPlay( p ) ) {
teamcounts[ p->team ]++;
}
}
return c;
}
/*
================
idMultiplayerGame::EnoughClientsToPlay
================
*/
bool idMultiplayerGame::EnoughClientsToPlay() {
int team[ 2 ];
int clients = NumActualClients( false, &team[ 0 ] );
if ( gameLocal.IsTeamGame() ) {
return clients >= 2 && team[ 0 ] && team[ 1 ];
} else {
return clients >= 2;
}
}
/*
================
idMultiplayerGame::AllPlayersReady
================
*/
bool idMultiplayerGame::AllPlayersReady( idStr* reason ) {
int i, minClients, numClients;
idEntity *ent;
idPlayer *p;
int team[ 2 ];
bool notReady;
notReady = false;
minClients = Max( 2, gameLocal.serverInfo.GetInt( "si_minPlayers" ) );
numClients = NumActualClients( false, &team[ 0 ] );
if ( numClients < minClients ) {
if( reason ) {
// stupid english plurals
if( minClients == 2 ) {
*reason = common->GetLocalizedString( "#str_107674" );
} else {
*reason = va( common->GetLocalizedString( "#str_107732" ), minClients - numClients );
}
}
return false;
}
if ( gameLocal.IsTeamGame() ) {
if ( !team[ 0 ] || !team[ 1 ] ) {
if( reason ) {
*reason = common->GetLocalizedString( "#str_107675" );
}
return false;
}
}
for( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( CanPlay( p ) && !p->IsReady() ) {
notReady = true;
}
team[ p->team ]++;
}
if( notReady ) {
if( reason ) {
if( gameLocal.GetLocalPlayer() && gameLocal.GetLocalPlayer()->IsReady() ) {
// Tourney has a different hud layout, so needs a different "you are (not)ready" string
if( gameLocal.gameType == GAME_TOURNEY ) {
*reason = va( common->GetLocalizedString( "#str_110018" ), common->KeysFromBinding( "_impulse17" ) );
} else {
*reason = va( common->GetLocalizedString( "#str_107711" ), common->KeysFromBinding( "_impulse17" ) );
}
} else if( gameLocal.GetLocalPlayer() ) {
if( gameLocal.gameType == GAME_TOURNEY ) {
*reason = va( common->GetLocalizedString( "#str_110017" ), common->KeysFromBinding( "_impulse17" ) );
} else {
*reason = va( common->GetLocalizedString( "#str_107710" ), common->KeysFromBinding( "_impulse17" ) );
}
}
}
return false;
}
return true;
}
/*
================
idMultiplayerGame::FragLimitHit
return the winning player (team player)
if there is no FragLeader(), the game is tied and we return NULL
================
*/
idPlayer *idMultiplayerGame::FragLimitHit() {
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
idPlayer *leader = NULL;
if ( fragLimit <= 0 ) {
return NULL; // fraglimit disabled
}
leader = FragLeader();
if ( !leader ) {
return NULL;
}
if ( playerState[ leader->entityNumber ].fragCount >= fragLimit ) {
return leader;
}
return NULL;
}
/*
================
idMultiplayerGame::TimeLimitHit
================
*/
bool idMultiplayerGame::TimeLimitHit( void ) {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
if ( timeLimit ) {
if ( gameLocal.time >= matchStartedTime + timeLimit * 60000 ) {
return true;
}
}
return false;
}
/*
================
idMultiplayerGame::FragLeader
return the current winner
NULL if even
relies on UpdatePlayerRanks() being called earlier in frame to sort players
================
*/
idPlayer* idMultiplayerGame::FragLeader( void ) {
if( rankedPlayers.Num() < 2 ) {
return NULL;
}
// mark leaders
int i;
int high = GetScore( rankedPlayers[ 0 ].First() );
idPlayer* p;
for ( i = 0; i < rankedPlayers.Num(); i++ ) {
p = rankedPlayers[ i ].First();
if ( !p ) {
continue;
}
p->SetLeader( false );
if ( !CanPlay( p ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY ) {
continue;
}
if ( p->spectating ) {
continue;
}
if ( GetScore( p ) >= high ) {
p->SetLeader( true );
}
}
if( gameLocal.IsTeamGame() ) {
// in a team game, find the first player not on the leader's team, and make sure they aren't tied
int i = 0;
while( i < rankedPlayers.Num() && rankedPlayers[ i ].First()->team == rankedPlayers[ 0 ].First()->team ) {
i++;
}
if( i < rankedPlayers.Num() ) {
if( GetScore( rankedPlayers[ i ].First()->entityNumber ) == GetScore( rankedPlayers[ 0 ].First()->entityNumber ) ) {
return NULL;
}
}
} else if( GetScore( rankedPlayers[ 0 ].First()->entityNumber ) == GetScore( rankedPlayers[ 1 ].First()->entityNumber ) ) {
return NULL;
}
return rankedPlayers[ 0 ].First();
}
/*
================
idMultiplayerGame::PlayerDeath
================
*/
void idMultiplayerGame::PlayerDeath( idPlayer *dead, idPlayer *killer, int methodOfDeath ) {
// don't do PrintMessageEvent
assert( !gameLocal.isClient );
if ( killer ) {
if ( gameLocal.IsTeamGame() ) {
if ( killer == dead || killer->team == dead->team ) {
// suicide or teamkill
// in flag games, we subtract suicides from team-score rather than player score, which is the true
// kill count
if( gameLocal.IsFlagGameType() ) {
AddPlayerTeamScore( killer == dead ? dead : killer, -1 );
} else {
AddPlayerScore( killer == dead ? dead : killer, -1 );
}
} else {
// mark a kill
AddPlayerScore( killer, 1 );
}
// additional CTF points
if( gameLocal.IsFlagGameType() ) {
if( dead->PowerUpActive( killer->team ? POWERUP_CTF_STROGGFLAG : POWERUP_CTF_MARINEFLAG ) ) {
AddPlayerTeamScore( killer, 2 );
}
}
if( gameLocal.gameType == GAME_TDM ) {
if ( killer == dead || killer->team == dead->team ) {
// suicide or teamkill
AddTeamScore( killer->team, -1 );
} else {
AddTeamScore( killer->team, 1 );
}
}
} else {
// in tourney mode, we don't award points while in the waiting arena
if( gameLocal.gameType != GAME_TOURNEY || ((rvTourneyGameState*)gameState)->GetArena( killer->GetArena() ).GetState() != AS_WARMUP ) {
AddPlayerScore( killer, ( killer == dead ) ? -1 : 1 );
}
// in tourney mode, frags track performance over the entire level load, team score keeps track of
// individual rounds
if( gameLocal.gameType == GAME_TOURNEY ) {
AddPlayerTeamScore( killer, ( killer == dead ) ? -1 : 1 );
}
}
} else {
// e.g. an environmental death
// flag gametypes subtract points from teamscore, not playerscore
if( gameLocal.IsFlagGameType() ) {
AddPlayerTeamScore( dead, -1 );
} else {
AddPlayerScore( dead, -1 );
}
if( gameLocal.gameType == GAME_TOURNEY ) {
AddPlayerTeamScore( dead, -1 );
}
if( gameLocal.gameType == GAME_TDM ) {
AddTeamScore( dead->team, -1 );
}
}
SendDeathMessage( killer, dead, methodOfDeath );
statManager->Kill( dead, killer, methodOfDeath );
// RAVEN BEGIN
// shouchard: hack for CTF drop messages for listen servers
if ( dead == gameLocal.GetLocalPlayer() &&
dead->PowerUpActive( dead->team ? POWERUP_CTF_MARINEFLAG : POWERUP_CTF_STROGGFLAG ) ) {
if ( dead->mphud ) {
dead->mphud->SetStateString( "main_notice_text", common->GetLocalizedString( "#str_104420" ) );
dead->mphud->HandleNamedEvent( "main_notice" );
}
}
// RAVEN END
}
/*
================
idMultiplayerGame::PlayerStats
================
*/
void idMultiplayerGame::PlayerStats( int clientNum, char *data, const int len ) {
idEntity *ent;
int team;
*data = 0;
// make sure we don't exceed the client list
if ( clientNum < 0 || clientNum > gameLocal.numClients ) {
return;
}
// find which team this player is on
ent = gameLocal.entities[ clientNum ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
team = static_cast< idPlayer * >(ent)->team;
} else {
return;
}
idStr::snPrintf( data, len, "team=%d score=%d tks=%d", team, playerState[ clientNum ].fragCount, playerState[ clientNum ].teamFragCount );
}
/*
================
idMultiplayerGame::PlayerVote
================
*/
void idMultiplayerGame::PlayerVote( int clientNum, playerVote_t vote ) {
playerState[ clientNum ].vote = vote;
}
/*
================
idMultiplayerGame::ExecuteVote
the votes are checked for validity/relevance before they are started
we assume that they are still legit when reaching here
================
*/
void idMultiplayerGame::ExecuteVote( void ) {
bool needRestart;
ClearVote();
switch ( vote ) {
case VOTE_RESTART:
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart\n");
break;
case VOTE_TIMELIMIT:
si_timeLimit.SetInteger( atoi( voteValue ) );
needRestart = gameLocal.NeedRestart();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
if ( needRestart ) {
gameLocal.sessionCommand = "nextMap";
}
break;
case VOTE_FRAGLIMIT:
si_fragLimit.SetInteger( atoi( voteValue ) );
needRestart = gameLocal.NeedRestart();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
if ( needRestart ) {
gameLocal.sessionCommand = "nextMap";
}
break;
case VOTE_GAMETYPE:
cvarSystem->SetCVarString( "si_gametype", voteValue );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart\n");
break;
case VOTE_KICK:
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %s", voteValue.c_str() ) );
break;
case VOTE_MAP:
cvarSystem->SetCVarString( "si_map", voteValue );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart\n");
break;
case VOTE_BUYING:
if ( gameLocal.GetCurrentDemoProtocol() == 69 )
gameLocal.Error("MIN_PLAYERS vote in a Quake 4 1.2 recorded demo ( protocol 69 ) is not supported.");
cvarSystem->SetCVarString( "si_isBuyingEnabled", voteValue );
//cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart\n");
break;
// RAVEN BEGIN
// shouchard: added capture limit
case VOTE_CAPTURELIMIT:
si_captureLimit.SetInteger( atoi( voteValue ) );
gameLocal.sessionCommand = "nextMap";
break;
// todo: round limit here (if we add it)
case VOTE_AUTOBALANCE:
si_autobalance.SetInteger( atoi( voteValue ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
break;
case VOTE_MULTIFIELD:
ExecutePackedVote();
break;
// RAVEN END
case VOTE_CONTROLTIME:
si_controlTime.SetInteger( atoi( voteValue ) );
gameLocal.sessionCommand = "nextMap";
break;
case VOTE_NEXTMAP:
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverNextMap\n" );
break;
}
}
/*
================
idMultiplayerGame::CheckVote
================
*/
void idMultiplayerGame::CheckVote( void ) {
int numVoters, i;
if ( vote == VOTE_NONE ) {
return;
}
if ( voteExecTime ) {
if ( gameLocal.time > voteExecTime ) {
voteExecTime = 0;
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
ExecuteVote();
vote = VOTE_NONE;
}
return;
}
// count voting players
numVoters = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
continue;
}
if ( playerState[ i ].vote != PLAYER_VOTE_NONE ) {
numVoters++;
}
}
if ( !numVoters ) {
// abort
vote = VOTE_NONE;
ClientUpdateVote( VOTE_ABORTED, yesVotes, noVotes, currentVoteData );
return;
}
if ( float(yesVotes) / numVoters > 0.5f ) {
ClientUpdateVote( VOTE_PASSED, yesVotes, noVotes, currentVoteData );
voteExecTime = gameLocal.time + 2000;
return;
}
if ( gameLocal.time > voteTimeOut || float(noVotes) / numVoters >= 0.5f ) {
ClientUpdateVote( VOTE_FAILED, yesVotes, noVotes, currentVoteData );
vote = VOTE_NONE;
return;
}
}
// RAVEN BEGIN
// shouchard: multifield voting here
/*
================
idMultiplayerGame::ClientCallPackedVote
The assumption is that the zero changes case has been handled above.
================
*/
void idMultiplayerGame::ClientCallPackedVote( const voteStruct_t &voteData ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
assert( 0 != voteData.m_fieldFlags );
// send
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CALLPACKEDVOTE );
outMsg.WriteShort( voteData.m_fieldFlags );
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_KICK ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_kick ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_MAP ) ) {
outMsg.WriteString( voteData.m_map.c_str() );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_GAMETYPE ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_gameType ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TIMELIMIT ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_timeLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TOURNEYLIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_tourneyLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CAPTURELIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_captureLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_FRAGLIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_fragLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_BUYING ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_buying) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TEAMBALANCE ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_teamBalance ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CONTROLTIME ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_controlTime ) );
}
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::ServerCallPackedVote
================
*/
void idMultiplayerGame::ServerCallPackedVote( int clientNum, const idBitMsg &msg ) {
voteStruct_t voteData;
memset( &voteData, 0, sizeof( voteData ) );
assert( -1 != clientNum );
if( !gameLocal.serverInfo.GetBool( "si_allowVoting" ) ) {
return;
}
// this is set to false if an invalid parameter is asked for-- time limit of -1, or frag limit of "jeff" or whatever.
// if it's a multivote, it may still be valid, but this value is only checked if there are no vote parameters changed.
bool validVote = true;
// sanity checks - setup the vote
if ( vote != VOTE_NONE ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104273" );
common->DPrintf( "client %d: called vote while voting already in progress - ignored\n", clientNum );
return;
}
// flags (short)
voteData.m_fieldFlags = msg.ReadShort();
// clear any unallowed votes
int disallowedVotes = gameLocal.serverInfo.GetInt( "si_voteFlags" );
for( int i = 0; i < NUM_VOTES; i++ ) {
if ( disallowedVotes & (1 << i) ) {
voteData.m_fieldFlags &= ~(1 << i);
}
}
// kick
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_KICK ) ) {
voteData.m_kick = msg.ReadByte();
if ( voteData.m_kick == gameLocal.localClientNum ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104257" );
common->DPrintf( "client %d: called kick for the server host\n", clientNum );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_KICK );
}
}
// map (string)
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_MAP ) ) {
char buffer[128];
msg.ReadString( buffer, sizeof( buffer ) );
voteData.m_map = buffer;
if ( 0 == idStr::Icmp( buffer, si_map.GetString() ) ) {
//gameLocal.ServerSendChatMessage( clientNum, "server", "Selected map is the same as current map." );
// mekberg: localized string
const char* mapName = si_map.GetString();
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLocalizedString( "#str_104295" ), mapName ) );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_MAP );
}
// because of addon pk4's clients may submit votes for maps the server doesn't have - audit here
const idDeclEntityDef *mapDef = (const idDeclEntityDef*)declManager->FindType( DECL_MAPDEF, voteData.m_map.c_str(), false );
if( !mapDef ) {
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_MAP );
gameLocal.ServerSendChatMessage( clientNum, "server", "Selected map does not exist on the server" );
}
}
// gametype
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_GAMETYPE ) ) {
voteData.m_gameType = msg.ReadByte();
const char *voteString = "DM";
switch ( voteData.m_gameType ) {
case VOTE_GAMETYPE_TOURNEY:
voteString = "Tourney";
break;
case VOTE_GAMETYPE_CTF:
voteString = "CTF";
break;
case VOTE_GAMETYPE_TDM:
voteString = "Team DM";
break;
case VOTE_GAMETYPE_ARENA_CTF:
voteString = "Arena CTF";
break;
case VOTE_GAMETYPE_DEADZONE:
voteString = "DeadZone";
break;
case VOTE_GAMETYPE_DM:
default:
voteString = "DM";
break;
}
if ( !idStr::Icmp( voteString, gameLocal.serverInfo.GetString( "si_gameType" ) ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104259" );
common->DPrintf( "client %d: already at the voted Game Type\n", clientNum );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_GAMETYPE );
}
}
// timelimit
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TIMELIMIT ) ) {
voteData.m_timeLimit = msg.ReadByte();
if ( voteData.m_timeLimit < si_timeLimit.GetMinValue() || voteData.m_timeLimit > si_timeLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104269" );
common->DPrintf( "client %d: timelimit value out of range for vote: %d\n", clientNum, voteData.m_timeLimit );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_TIMELIMIT );
}
if ( voteData.m_timeLimit == si_timeLimit.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104270" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_TIMELIMIT );
}
}
// tourneylimit
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TOURNEYLIMIT ) ) {
voteData.m_tourneyLimit = msg.ReadShort();
if ( voteData.m_tourneyLimit < si_tourneyLimit.GetMinValue() || voteData.m_tourneyLimit > si_tourneyLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104261" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_TOURNEYLIMIT );
}
if ( voteData.m_tourneyLimit == si_tourneyLimit.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104260" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_TOURNEYLIMIT );
}
}
// capture limit
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CAPTURELIMIT ) ) {
voteData.m_captureLimit = msg.ReadShort();
if ( voteData.m_captureLimit < si_captureLimit.GetMinValue() || voteData.m_captureLimit > si_fragLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104402" );
common->DPrintf( "client %d: caplimit value out of range for vote: %d\n", clientNum, voteData.m_captureLimit );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_CAPTURELIMIT );
}
if ( voteData.m_captureLimit == si_captureLimit.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104401" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_CAPTURELIMIT );
}
}
// fraglimit
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_FRAGLIMIT ) ) {
voteData.m_fragLimit = msg.ReadShort();
if ( voteData.m_fragLimit < si_fragLimit.GetMinValue() || voteData.m_fragLimit > si_fragLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104266" );
common->DPrintf( "client %d: fraglimit value out of range for vote: %d\n", clientNum, voteData.m_fragLimit );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_FRAGLIMIT );
}
if ( voteData.m_fragLimit == si_fragLimit.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104267" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_FRAGLIMIT );
}
}
// spectators
/* if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_SPECTATORS ) ) {
voteData.m_spectators = msg.ReadByte();
if ( voteData.m_spectators == si_spectators.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104421" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_SPECTATORS );
}
} */
// buying
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_BUYING ) ) {
voteData.m_buying = msg.ReadShort();
if ( voteData.m_buying == si_isBuyingEnabled.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_122013" );
validVote = false;
voteData.m_buying &= ( ~VOTEFLAG_BUYING );
}
}
// autobalance teams
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TEAMBALANCE ) ) {
voteData.m_teamBalance = msg.ReadByte();
if ( voteData.m_teamBalance == si_autobalance.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104403" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_TEAMBALANCE );
}
}
// control time
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CONTROLTIME ) ) {
voteData.m_controlTime = msg.ReadShort();
if ( voteData.m_controlTime == si_controlTime.GetInteger() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_122017" );
validVote = false;
voteData.m_fieldFlags &= ( ~VOTEFLAG_CONTROLTIME );
}
}
// check for no changes at all
if ( 0 == voteData.m_fieldFlags ) {
// If the vote was called empty, announce there were no valid changes. Otherwise, say nothing, there's already been a warning message.
if( validVote ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104400" );
}
return;
}
ServerStartPackedVote( clientNum, voteData );
ClientStartPackedVote( clientNum, voteData );
}
/*
================
idMultiplayerGame::ClientStartPackedVote
================
*/
void idMultiplayerGame::ClientStartPackedVote( int clientNum, const voteStruct_t &voteData ) {
assert( 0 != voteData.m_fieldFlags );
if ( !gameLocal.isListenServer && !gameLocal.isClient ) {
return;
}
// "%s has called a vote!"
AddChatLine( va( common->GetLocalizedString( "#str_104279" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
// display the vote called text on the hud and play an announcer sound
if ( gameLocal.GetLocalPlayer() && gameLocal.GetLocalPlayer()->mphud ) {
gameLocal.GetLocalPlayer()->mphud->SetStateInt( "voteNotice", 1 );
}
ScheduleAnnouncerSound( AS_GENERAL_VOTE_NOW, gameLocal.time );
if ( clientNum == gameLocal.localClientNum ) {
voted = true;
} else {
voted = false;
}
if ( gameLocal.isClient ) {
// the the vote value to something so the vote line is displayed
vote = VOTE_RESTART;
yesVotes = 1;
noVotes = 0;
}
currentVoteData = voteData;
idUserInterface * mpHud = gameLocal.GetLocalPlayer()->mphud;
// push data to the interface
if ( mpHud && mainGui ) {
int voteLineCount = 1;
int menuVoteLineCount = 0;
bool kickActive = false;
bool maxWindows = false;
idStr yesKey = common->KeysFromBinding("_impulse28");
mainGui->SetStateInt( "vote_going", 1 );
//dynamic vote yes/no box
mpHud->SetStateString( "voteNoticeText", va( common->GetLocalizedString( "#str_107242" ), yesKey.c_str(), common->KeysFromBinding("_impulse29") ));
// kick should always be the highest one
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_KICK ) ) {
// mpGui here, not mpHud
//mpHud->SetStateString( "vote_data0", va( common->GetLocalizedString( "#str_104422" ), player->GetName() );
kickActive = true;
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104422" ), gameLocal.userInfo[ currentVoteData.m_kick ].GetString( "ui_name" ) ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104422" ), gameLocal.userInfo[ currentVoteData.m_kick ].GetString( "ui_name" ) ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_RESTART ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
common->GetLocalizedString( "#str_104423" ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
common->GetLocalizedString( "#str_104423" ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_BUYING ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_122011" ), currentVoteData.m_buying ? common->GetLocalizedString( "#str_104341" ) : common->GetLocalizedString( "#str_104342" ) ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_122011" ), currentVoteData.m_buying ? common->GetLocalizedString( "#str_104341" ) : common->GetLocalizedString( "#str_104342" ) ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TEAMBALANCE ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104427" ), currentVoteData.m_teamBalance ? common->GetLocalizedString( "#str_104341" ) : common->GetLocalizedString( "#str_104342" ) ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104427" ), currentVoteData.m_teamBalance ? common->GetLocalizedString( "#str_104341" ) : common->GetLocalizedString( "#str_104342" ) ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_CONTROLTIME) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_122009" ), currentVoteData.m_controlTime ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_122009" ), currentVoteData.m_controlTime ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_SHUFFLE ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
common->GetLocalizedString( "#str_110010" ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
common->GetLocalizedString( "#str_110010" ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_MAP ) ) {
const char *mapName = currentVoteData.m_map.c_str();
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104429" ), mapName ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104429" ), mapName ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_GAMETYPE ) ) {
const char *gameTypeString = common->GetLocalizedString( "#str_110011" );
switch( currentVoteData.m_gameType ) {
case VOTE_GAMETYPE_TOURNEY:
gameTypeString = common->GetLocalizedString( "#str_110012" );
break;
case VOTE_GAMETYPE_TDM:
gameTypeString = common->GetLocalizedString( "#str_110013" );
break;
case VOTE_GAMETYPE_CTF:
gameTypeString = common->GetLocalizedString( "#str_110014" );
break;
case VOTE_GAMETYPE_ARENA_CTF:
gameTypeString = common->GetLocalizedString( "#str_110015" );
break;
case VOTE_GAMETYPE_DEADZONE:
gameTypeString = "DeadZone";
break;
case VOTE_GAMETYPE_DM:
default:
gameTypeString = common->GetLocalizedString( "#str_110011" );
break;
}
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104430" ), gameTypeString ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104430" ), gameTypeString ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TIMELIMIT ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104431" ), currentVoteData.m_timeLimit ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104431" ), currentVoteData.m_timeLimit ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TOURNEYLIMIT ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104432" ), currentVoteData.m_tourneyLimit ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104432" ), currentVoteData.m_tourneyLimit ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_CAPTURELIMIT ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104433" ), currentVoteData.m_captureLimit ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104433" ), currentVoteData.m_captureLimit ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_FRAGLIMIT ) ) {
mpHud->SetStateString( va( "voteInfo_%d", voteLineCount ),
va( common->GetLocalizedString( "#str_104434" ), currentVoteData.m_fragLimit ) );
mainGui->SetStateString( va( "voteData_item_%d", menuVoteLineCount ),
va( common->GetLocalizedString( "#str_104434" ), currentVoteData.m_fragLimit ) );
voteLineCount++;
menuVoteLineCount++;
if( voteLineCount == 7) {
voteLineCount = 6;
maxWindows = true;
}
}
//jshep: max of 7 windows and the 7th is always "..."
if( maxWindows ) {
mpHud->SetStateString( "voteInfo_7", "..." );
}
mainGui->DeleteStateVar( va( "voteData_item_%d", menuVoteLineCount ) );
mainGui->SetStateInt( "vote_going", 1 );
mainGui->SetStateString( "voteCount", va( common->GetLocalizedString( "#str_104435" ), yesVotes, noVotes ) );
}
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes, currentVoteData );
}
/*
================
idMultiplayerGame::ServerStartPackedVote
================
*/
void idMultiplayerGame::ServerStartPackedVote( int clientNum, const voteStruct_t &voteData ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
assert( vote == VOTE_NONE );
if ( !gameLocal.isServer ) {
return;
}
// #13705: clients passing a vote during server restart could abuse the voting system into passing the vote right away after the new map loads
if ( !playerState[ clientNum ].ingame ) {
common->Printf( "ignore vote called by client %d: not in game\n", clientNum );
return;
}
// setup
yesVotes = 1;
noVotes = 0;
vote = VOTE_MULTIFIELD;
currentVoteData = voteData;
voteTimeOut = gameLocal.time + 30000; // 30 seconds? might need to be longer because it requires fiddling with the GUI
// mark players allowed to vote - only current ingame players, players joining during vote will be ignored
for ( int i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::GetClassType() ) ) {
playerState[ i ].vote = ( i == clientNum ) ? PLAYER_VOTE_YES : PLAYER_VOTE_WAIT;
} else {
playerState[i].vote = PLAYER_VOTE_NONE;
}
}
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTPACKEDVOTE );
outMsg.WriteByte( clientNum );
outMsg.WriteShort( voteData.m_fieldFlags );
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_KICK ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_kick ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_MAP ) ) {
outMsg.WriteString( voteData.m_map.c_str() );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_GAMETYPE ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_gameType ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TIMELIMIT ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_timeLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_FRAGLIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_fragLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TOURNEYLIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_tourneyLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CAPTURELIMIT ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_captureLimit ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_BUYING ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_buying ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_TEAMBALANCE ) ) {
outMsg.WriteByte( idMath::ClampChar( voteData.m_teamBalance ) );
}
if ( 0 != ( voteData.m_fieldFlags & VOTEFLAG_CONTROLTIME ) ) {
outMsg.WriteShort( idMath::ClampShort( voteData.m_controlTime ) );
}
networkSystem->ServerSendReliableMessage( -1, outMsg );
}
/*
================
idMultiplayerGame::ExecutePackedVote
================
*/
void idMultiplayerGame::ExecutePackedVote( void ) {
assert( VOTE_MULTIFIELD == vote );
if ( 0 == currentVoteData.m_fieldFlags ) {
return;
}
bool needRestart = false;
bool needNextMap = false;
bool needRescanSI = false;
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_RESTART ) ) {
needRestart = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_BUYING ) ) {
si_isBuyingEnabled.SetInteger( currentVoteData.m_buying );
needRescanSI = true;
needRestart = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TEAMBALANCE ) ) {
si_autobalance.SetInteger( currentVoteData.m_teamBalance );
needRescanSI = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_CONTROLTIME ) ) {
si_controlTime.SetInteger( currentVoteData.m_controlTime );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_SHUFFLE ) ) {
ShuffleTeams();
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_KICK ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %d", currentVoteData.m_kick ) );
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_MAP ) ) {
si_map.SetString( currentVoteData.m_map.c_str() );
needNextMap = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_GAMETYPE ) ) {
const char *gameTypeString = NULL;
//jshepard: Currently the DM gametypes can be played on any map. The other gametypes require specially configured maps.
//if further gametypes are added that can be played on any map, don't set the "runPickMap" flag.
bool runPickMap = false;
switch ( currentVoteData.m_gameType ) {
case VOTE_GAMETYPE_TOURNEY:
gameTypeString = "Tourney";
runPickMap = true;
break;
case VOTE_GAMETYPE_TDM:
gameTypeString = "Team DM";
runPickMap = true;
break;
case VOTE_GAMETYPE_CTF:
gameTypeString = "CTF";
runPickMap = true;
break;
case VOTE_GAMETYPE_ARENA_CTF:
gameTypeString = "Arena CTF";
runPickMap = true;
break;
case VOTE_GAMETYPE_DEADZONE:
gameTypeString = "DeadZone";
runPickMap = true;
break;
case VOTE_GAMETYPE_DM:
default:
gameTypeString = "DM";
break;
}
assert( gameTypeString );
si_gameType.SetString( gameTypeString );
//jshepard: run a pick map here in case the packed vote is trying to pick the wrong map type.
//PickMap returns true if the map has changed (requiring a nextMap call)
if( runPickMap ) {
if( PickMap( gameTypeString ) ) {
needNextMap = true;
} else {
needRestart = true;
}
} else {
needRestart = true;
}
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TIMELIMIT ) ) {
si_timeLimit.SetInteger( currentVoteData.m_timeLimit );
needRescanSI = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_TOURNEYLIMIT ) ) {
si_tourneyLimit.SetInteger( currentVoteData.m_tourneyLimit );
needRescanSI = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_CAPTURELIMIT ) ) {
si_captureLimit.SetInteger( currentVoteData.m_captureLimit );
needRescanSI = true;
}
if ( 0 != ( currentVoteData.m_fieldFlags & VOTEFLAG_FRAGLIMIT ) ) {
si_fragLimit.SetInteger( currentVoteData.m_fragLimit );
needRescanSI = true;
}
if ( needRescanSI ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
}
if ( needNextMap ) {
gameLocal.sessionCommand = "nextMap";
}
else if ( needRestart || gameLocal.NeedRestart() ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart" );
}
}
// RAVEN END
/*
================
idMultiplayerGame::ClientEndFrame
Called once each render frame (client) after all idGameLocal::ClientPredictionThink() calls
================
*/
void idMultiplayerGame::ClientEndFrame( void ) {
iconManager->UpdateIcons();
}
/*
================
idMultiplayerGame::CommonRun
Called once each render frame (client)/once each game frame (server)
================
*/
void idMultiplayerGame::CommonRun( void ) {
idPlayer* player = gameLocal.GetLocalPlayer();
// twhitaker r282
// TTimo: sure is a nasty way to do it
if ( gameLocal.isServer && ( gameLocal.serverInfo.GetInt( "net_serverDedicated" ) != cvarSystem->GetCVarInteger( "net_serverDedicated" ) ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "spawnServer\n" );
}
if ( player && player->mphud ) {
// update icons
if ( gameLocal.isServer ) {
iconManager->UpdateIcons();
}
#ifdef _USE_VOICECHAT
float micLevel;
bool sending, testing;
// jscott: enable the voice recording
testing = cvarSystem->GetCVarBool( "s_voiceChatTest" );
sending = soundSystem->EnableRecording( !!( player->usercmd.buttons & BUTTON_VOICECHAT ), testing, micLevel );
if( mainGui ) {
mainGui->SetStateFloat( "s_micLevel", micLevel );
mainGui->SetStateFloat( "s_micInputLevel", cvarSystem->GetCVarFloat( "s_micInputLevel" ) );
}
// RAVEN BEGIN
// shouchard: let the UI know about voicechat states
if ( !testing && sending ) {
player->mphud->HandleNamedEvent( "show_transmit_self" );
} else {
player->mphud->HandleNamedEvent( "hide_transmit_self" );
}
if( player->GetUserInfo()->GetBool( "s_voiceChatReceive" ) ) {
int maxChannels = soundSystem->GetNumVoiceChannels();
int clientNum = -1;
for (int channels = 0; channels < maxChannels; channels++ ) {
clientNum = soundSystem->GetCommClientNum( channels );
if ( -1 != clientNum ) {
break;
}
}
// Sanity check for network errors
assert( clientNum > -2 && clientNum < MAX_CLIENTS );
if ( clientNum > -1 && clientNum < MAX_CLIENTS ) {
idPlayer *from = ( idPlayer * )gameLocal.entities[clientNum];
if( from ) {
player->mphud->SetStateString( "audio_name", from->GetUserInfo()->GetString( "ui_name" ) );
player->mphud->HandleNamedEvent( "show_transmit" );
}
} else {
player->mphud->HandleNamedEvent( "hide_transmit" );
}
}
else {
player->mphud->HandleNamedEvent( "hide_transmit" );
}
#endif // _USE_VOICECHAT
// RAVEN END
}
#ifdef _USE_VOICECHAT
// jscott: Send any new voice data
XmitVoiceData();
#endif
int oldRank = -1;
int oldLeadingTeam = -1;
bool wasTied = false;
int oldHighScore = /*idMath::*/INT_MIN;
if( player && rankedPlayers.Num() ) {
if( gameLocal.gameType == GAME_DM ) {
oldRank = GetPlayerRank( player, wasTied );
oldHighScore = rankedPlayers[ 0 ].Second();
} else if( gameLocal.IsTeamGame() ) {
oldLeadingTeam = rankedTeams[ 0 ].First();
wasTied = ( rankedTeams[ 0 ].Second() == rankedTeams[ 1 ].Second() );
oldHighScore = rankedTeams[ 0 ].Second();
}
}
UpdatePlayerRanks();
if ( gameLocal.IsTeamGame() ) {
UpdateTeamRanks();
}
if ( player && rankedPlayers.Num() && gameState->GetMPGameState() == GAMEON ) {
if ( gameLocal.gameType == GAME_DM ) {
// leader message
bool isTied = false;
int newRank = GetPlayerRank( player, isTied );
if ( newRank == 0 ) {
if( ( oldRank != 0 || wasTied ) && !isTied ) {
// we've gained first place or the person we were tied with dropped out of first place
ScheduleAnnouncerSound( AS_DM_YOU_HAVE_TAKEN_LEAD, gameLocal.time );
} else if( oldRank != 0 || (!wasTied && isTied) ) {
// we tied first place or we were in first and someone else tied
ScheduleAnnouncerSound( AS_DM_YOU_TIED_LEAD, gameLocal.time );
}
} else if ( oldRank == 0 ) {
// we lost first place
ScheduleAnnouncerSound( AS_DM_YOU_LOST_LEAD, gameLocal.time );
}
} else if ( gameLocal.IsTeamGame() ) {
int leadingTeam = rankedTeams[ 0 ].First();
bool isTied = ( rankedTeams[ 0 ].Second() == rankedTeams[ 1 ].Second() );
if ( !wasTied && isTied ) {
if ( gameLocal.gameType != GAME_DEADZONE )
ScheduleAnnouncerSound( AS_TEAM_TEAMS_TIED, gameLocal.time );
} else if ( (leadingTeam != oldLeadingTeam && !isTied) || ( wasTied && !isTied ) ) {
ScheduleAnnouncerSound( leadingTeam ? AS_TEAM_STROGG_LEAD : AS_TEAM_MARINES_LEAD, gameLocal.time );
}
if ( gameLocal.gameType == GAME_TDM && oldHighScore != teamScore[ rankedTeams[ 0 ].First() ] && gameLocal.serverInfo.GetInt( "si_fragLimit" ) > 0 ) {
if( teamScore[ rankedTeams[ 0 ].First() ] == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 3 ) {
ScheduleAnnouncerSound( AS_GENERAL_THREE_FRAGS, gameLocal.time );
} else if( teamScore[ rankedTeams[ 0 ].First() ] == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 2 ) {
ScheduleAnnouncerSound( AS_GENERAL_TWO_FRAGS, gameLocal.time );
} else if( teamScore[ rankedTeams[ 0 ].First() ] == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 1 ) {
ScheduleAnnouncerSound( AS_GENERAL_ONE_FRAG, gameLocal.time );
}
}
}
if( ( gameLocal.gameType == GAME_DM ) && rankedPlayers[ 0 ].Second() != oldHighScore && gameLocal.serverInfo.GetInt( "si_fragLimit" ) > 0 ) {
// fraglimit warning
if( rankedPlayers[ 0 ].Second() == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 3 ) {
ScheduleAnnouncerSound( AS_GENERAL_THREE_FRAGS, gameLocal.time );
} else if( rankedPlayers[ 0 ].Second() == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 2 ) {
ScheduleAnnouncerSound( AS_GENERAL_TWO_FRAGS, gameLocal.time );
} else if( rankedPlayers[ 0 ].Second() == gameLocal.serverInfo.GetInt( "si_fragLimit" ) - 1 ) {
ScheduleAnnouncerSound( AS_GENERAL_ONE_FRAG, gameLocal.time );
}
}
}
if ( rankTextPlayer ) {
bool tied = false;
int rank = GetPlayerRank( rankTextPlayer, tied );
(gameLocal.GetLocalPlayer())->GUIMainNotice( GetPlayerRankText( rank, tied, playerState[ rankTextPlayer->entityNumber ].fragCount ) );
rankTextPlayer = NULL;
}
PlayAnnouncerSounds();
// asalmon: Need to refresh stats periodically if the player is looking at stats
if ( currentStatClient != -1 ) {
rvPlayerStat* clientStat = statManager->GetPlayerStat( currentStatClient );
if ( ( gameLocal.time - clientStat->lastUpdateTime ) > 5000 ) {
statManager->SelectStatWindow(currentStatClient, currentStatTeam);
}
}
bool updateModels = false;
if( g_forceModel.IsModified() && !gameLocal.IsTeamGame() ) {
updateModels = true;
g_forceModel.ClearModified();
}
if( g_forceMarineModel.IsModified() && gameLocal.IsTeamGame() ) {
updateModels = true;
g_forceMarineModel.ClearModified();
}
if( g_forceStroggModel.IsModified() && gameLocal.IsTeamGame() ) {
updateModels = true;
g_forceStroggModel.ClearModified();
}
if( updateModels ) {
for( int i = 0; i < gameLocal.numClients; i++ ) {
idPlayer* player = (idPlayer*)gameLocal.entities[ i ];
if( player ) {
player->UpdateModelSetup();
}
}
}
// do this here rather than in idItem::Think() because clients don't run Think on ents outside their snap
if( g_simpleItems.IsModified() ) {
for( int i = 0; i < MAX_GENTITIES; i++ ) {
idEntity* ent = gameLocal.entities[ i ];
if( !ent || !ent->IsType( idItem::GetClassType() ) || ent->IsType( rvItemCTFFlag::GetClassType() ) ) {
continue;
}
idItem* item = (idItem*)ent;
item->FreeModelDef();
renderEntity_t* renderEntity = item->GetRenderEntity();
memset( renderEntity, 0, sizeof( renderEntity ) );
item->simpleItem = g_simpleItems.GetBool() && gameLocal.isMultiplayer && !item->IsType( rvItemCTFFlag::GetClassType() );
if( item->simpleItem ) {
renderEntity->shaderParms[ SHADERPARM_RED ] = 1.0f;
renderEntity->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEntity->shaderParms[ SHADERPARM_BLUE ] = 1.0f;
renderEntity->shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 32.0f;
renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 32.0f;
renderEntity->hModel = renderModelManager->FindModel( "_sprite" );
renderEntity->callback = NULL;
renderEntity->numJoints = 0;
renderEntity->joints = NULL;
renderEntity->customSkin = 0;
renderEntity->noShadow = true;
renderEntity->noSelfShadow = true;
renderEntity->customShader = declManager->FindMaterial( item->spawnArgs.GetString( "mtr_simple_icon" ) );
renderEntity->referenceShader = 0;
renderEntity->bounds = renderEntity->hModel->Bounds( renderEntity );
renderEntity->axis = mat3_identity;
item->StopEffect( "fx_idle", true );
item->effectIdle = NULL;
item->SetAxis( mat3_identity );
if( item->pickedUp ) {
item->FreeModelDef();
item->UpdateVisuals();
}
} else {
gameEdit->ParseSpawnArgsToRenderEntity( &item->spawnArgs, renderEntity );
item->SetAxis( renderEntity->axis );
if ( item->spawnArgs.GetString( "fx_idle" ) ) {
item->UpdateModelTransform();
item->effectIdle = item->PlayEffect( "fx_idle", renderEntity->origin, renderEntity->axis, true );
}
if( item->pickedUp && item->pickupSkin ) {
item->SetSkin( item->pickupSkin );
}
}
if ( !item->spawnArgs.GetBool( "dropped" ) ) {
if ( item->spawnArgs.GetBool( "nodrop" ) ) {
item->GetPhysics()->PutToRest();
} else {
item->Event_DropToFloor();
}
}
}
g_simpleItems.ClearModified();
}
}
/*
================
idMultiplayerGame::ClientRun
Called once each client render frame (before any ClientPrediction frames have been run)
================
*/
void idMultiplayerGame::ClientRun( void ) {
CommonRun();
}
/*
================
idMultiplayerGame::ReportZoneControllingPlayer
================
*/
void idMultiplayerGame::ReportZoneControllingPlayer( idPlayer* player )
{
if ( !player )
return;
playerState[player->entityNumber].deadZoneScore += gameLocal.GetMSec();
playerState[player->entityNumber].teamFragCount = playerState[player->entityNumber].deadZoneScore / 1000;
float cashPerSecondForDeadZoneControl = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "playerCashAward_deadZoneControlPerSecond", 0 );
// player->GiveCash( cashPerSecondForDeadZoneControl * 0.001f * (float) gameLocal.GetMSec() );
player->buyMenuCash += ( cashPerSecondForDeadZoneControl * 0.001f * (float) gameLocal.GetMSec() );
}
/*
================
idMultiplayerGame::ReportZoneController
================
*/
void idMultiplayerGame::ReportZoneController(int team, int pCount, int situation, idEntity* zoneTrigger)
{
powerupCount = pCount;
idTrigger_Multi* zTrigger = 0;
if ( zoneTrigger && zoneTrigger->IsType( idTrigger_Multi::GetClassType() ) ) {
zTrigger = static_cast<idTrigger_Multi *>( zoneTrigger );
}
if ( gameLocal.mpGame.GetGameState()->GetMPGameState() != GAMEON && gameLocal.mpGame.GetGameState()->GetMPGameState() != SUDDENDEATH )
{
// We're not playing right now. However, make sure all the clients are updated to know
// that the zone is neutral.
((riDZGameState*)gameState)->SetDZState(TEAM_MARINE, DZ_NONE);
((riDZGameState*)gameState)->SetDZState(TEAM_STROGG, DZ_NONE);
if ( zTrigger && zTrigger->spawnArgs.MatchPrefix( "entityAffect" ) ) {
idEntity* targetEnt = gameLocal.FindEntity(zTrigger->spawnArgs.GetString("entityAffect", ""));
if ( targetEnt ) {
((riDZGameState*)gameState)->dzTriggerEnt = targetEnt->entityNumber;
((riDZGameState*)gameState)->dzShaderParm = 2;
targetEnt->SetShaderParm(7, 2.0f);
}
}
return;
}
if ( IsValidTeam(team) ) {
const int t = gameLocal.serverInfo.GetInt( "si_controlTime" );
teamDeadZoneScore[team] += gameLocal.GetMSec() * powerupCount;
teamScore[team] = (int)((float)teamDeadZoneScore[team] / 1000.0f);
// We have a winner!
if ( teamDeadZoneScore[team] > t*1000 ) {
// Set the shaders and lights back to neutral.
if ( zTrigger->spawnArgs.MatchPrefix( "colorTarget" ) ) {
const idKeyValue *arg;
int refLength = strlen( "colorTarget" );
int num = zTrigger->spawnArgs.GetNumKeyVals();
for( int i = 0; i < num; i++ ) {
arg = zTrigger->spawnArgs.GetKeyVal( i );
if ( arg->GetKey().Icmpn( "colorTarget", refLength ) == 0 ) {
idStr targetStr = arg->GetValue();
idEntity* targetEnt = gameLocal.FindEntity(targetStr);
if ( targetEnt ) {
targetEnt->SetColor(idVec3(0.75f, 0.75f, 0.75f));
}
}
}
}
if ( zTrigger && zTrigger->spawnArgs.MatchPrefix( "entityAffect" ) ) {
idEntity* targetEnt = gameLocal.FindEntity(zTrigger->spawnArgs.GetString("entityAffect", ""));
if ( targetEnt ) {
((riDZGameState*)gameState)->dzTriggerEnt = targetEnt->entityNumber;
((riDZGameState*)gameState)->dzShaderParm = 2;
targetEnt->SetShaderParm(7, 2.0f);
}
}
OnDeadZoneTeamVictory( team );
return;
}
}
// Someone took control of a zone, report this to the
if ( situation == DZ_MARINES_TAKEN || situation == DZ_STROGG_TAKEN || situation == DZ_MARINE_TO_STROGG ||
situation == DZ_STROGG_TO_MARINE || situation == DZ_MARINE_REGAIN || situation == DZ_STROGG_REGAIN ) {
((riDZGameState*)gameState)->SetDZState(TEAM_MARINE, DZ_NONE); // Clear hacked deadlock
((riDZGameState*)gameState)->SetDZState(team, DZ_TAKEN);
}
const int NOCHANGE = -2;
const int DEADLOCK = 3;
int controlSit = NOCHANGE;
switch ( situation ) {
case DZ_NONE :
controlSit = NOCHANGE;
break;
case DZ_MARINES_TAKEN :
controlSit = TEAM_MARINE;
break;
case DZ_MARINES_LOST :
controlSit = TEAM_NONE;
((riDZGameState*)gameState)->SetDZState(TEAM_MARINE, DZ_LOST);
break;
case DZ_STROGG_TAKEN :
controlSit = TEAM_STROGG;
break;
case DZ_STROGG_LOST :
controlSit = TEAM_NONE;
((riDZGameState*)gameState)->SetDZState(TEAM_STROGG, DZ_LOST);
break;
case DZ_MARINE_TO_STROGG :
controlSit = TEAM_STROGG;
break;
case DZ_STROGG_TO_MARINE :
controlSit = TEAM_MARINE;
break;
case DZ_MARINE_DEADLOCK :
controlSit = DEADLOCK;
((riDZGameState*)gameState)->SetDZState(TEAM_MARINE, DZ_DEADLOCK);
break;
case DZ_STROGG_DEADLOCK :
controlSit = DEADLOCK;
((riDZGameState*)gameState)->SetDZState(TEAM_MARINE, DZ_DEADLOCK);
break;
case DZ_MARINE_REGAIN :
controlSit = TEAM_MARINE;
break;
case DZ_STROGG_REGAIN :
controlSit = TEAM_STROGG;
break;
}
if ( zTrigger && controlSit == NOCHANGE && zTrigger->spawnArgs.MatchPrefix( "entityAffect" ) ) {
// There's been no change in status, but keep these variables updated on the client
idEntity* targetEnt = gameLocal.FindEntity(zTrigger->spawnArgs.GetString("entityAffect", ""));
if ( targetEnt ) {
((riDZGameState*)gameState)->dzTriggerEnt = targetEnt->entityNumber;
((riDZGameState*)gameState)->dzShaderParm = (int)targetEnt->GetRenderEntity()->shaderParms[7];
}
}
if ( controlSit == NOCHANGE || !zTrigger )
return; // We're done.
idVec3 colorVec;
int parmNum = 2;
if ( controlSit == TEAM_NONE ) {
colorVec = idVec3(0.75f, 0.75f, 0.75f);
parmNum = 2;
}
else if ( controlSit == TEAM_MARINE ) {
colorVec = idVec3(0.0f, 1.0f, 0.0f);
parmNum = 0;
}
else if ( controlSit == TEAM_STROGG ) {
colorVec = idVec3(1.0f, 0.5f, 0.0f);
parmNum = 1;
}
else if ( controlSit == DEADLOCK ) {
colorVec = idVec3(1.0f, 0.0f, 0.0f);
parmNum = 3;
}
if ( zTrigger->spawnArgs.MatchPrefix( "colorTarget" ) ) {
const idKeyValue *arg;
int refLength = strlen( "colorTarget" );
int num = zTrigger->spawnArgs.GetNumKeyVals();
for( int i = 0; i < num; i++ ) {
arg = zTrigger->spawnArgs.GetKeyVal( i );
if ( arg->GetKey().Icmpn( "colorTarget", refLength ) == 0 ) {
idStr targetStr = arg->GetValue();
idEntity* targetEnt = gameLocal.FindEntity(targetStr);
if ( targetEnt ) {
targetEnt->SetColor(colorVec);
}
}
}
}
if ( zTrigger && zTrigger->spawnArgs.MatchPrefix( "entityAffect" ) ) {
idEntity* targetEnt = gameLocal.FindEntity(zTrigger->spawnArgs.GetString("entityAffect", ""));
if ( targetEnt ) {
((riDZGameState*)gameState)->dzTriggerEnt = targetEnt->entityNumber;
((riDZGameState*)gameState)->dzShaderParm = parmNum;
targetEnt->SetShaderParm(7, (float)parmNum);
}
}
}
bool idMultiplayerGame::IsValidTeam(int team)
{
if ( team == TEAM_MARINE || team == TEAM_STROGG )
return true;
return false;
}
void idMultiplayerGame::OnDeadZoneTeamVictory( int winningTeam )
{
OnBuyModeTeamVictory( winningTeam );
gameState->NewState( GAMEREVIEW );
}
void idMultiplayerGame::OnBuyModeTeamVictory( int winningTeam )
{
if( !IsBuyingAllowedInTheCurrentGameMode() )
return;
float teamCashForWin = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "teamCashAward_gameModeWin", 0 );
float teamCashForTie = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "teamCashAward_gameModeTie", 0 );
float teamCashForLoss = (float) gameLocal.mpGame.mpBuyingManager.GetIntValueForKey( "teamCashAward_gameModeLoss", 0 );
if( winningTeam == TEAM_NONE )
{
GiveCashToTeam( TEAM_MARINE, teamCashForTie );
GiveCashToTeam( TEAM_STROGG, teamCashForTie );
}
else
{
int losingTeam = 1 - winningTeam;
GiveCashToTeam( winningTeam, teamCashForWin );
GiveCashToTeam( losingTeam, teamCashForLoss );
}
}
/*
================
idMultiplayerGame::Run
================
*/
void idMultiplayerGame::Run( void ) {
pureReady = true;
assert( gameLocal.isMultiplayer && gameLocal.isServer && gameState );
CommonRun();
CheckVote();
CheckRespawns();
CheckSpecialLights( );
//RITUAL BEGIN
UpdateTeamPowerups();
//RITUAL END
gameState->Run();
gameState->SendState();
// don't update the ping every frame to save bandwidth
if ( gameLocal.time > pingUpdateTime ) {
for ( int i = 0; i < gameLocal.numClients; i++ ) {
playerState[i].ping = networkSystem->ServerGetClientPing( i );
}
pingUpdateTime = gameLocal.time + 1000;
}
}
/*
================
idMultiplayerGame::UpdateMainGui
================
*/
void idMultiplayerGame::UpdateMainGui( void ) {
int i;
mainGui->SetStateInt( "readyon", gameState->GetMPGameState() == WARMUP ? 1 : 0 );
mainGui->SetStateInt( "readyoff", gameState->GetMPGameState() != WARMUP ? 1 : 0 );
idStr strReady = cvarSystem->GetCVarString( "ui_ready" );
if ( strReady.Icmp( "ready") == 0 ){
strReady = common->GetLocalizedString( "#str_104248" );
} else {
strReady = common->GetLocalizedString( "#str_104247" );
}
mainGui->SetStateString( "ui_ready", strReady );
mainGui->SetStateInt( "num_spec_players", unrankedPlayers.Num() );
mainGui->SetStateInt( "gametype", gameLocal.gameType );
mainGui->SetStateBool( "s_useOpenAL", cvarSystem->GetCVarBool( "s_useOpenAL" ) );
mainGui->SetStateBool( "s_loadOpenALFailed", cvarSystem->GetCVarBool( "s_loadOpenALFailed" ) );
idVec4 hitscanTint;
idStr hitScanValue = cvarSystem->GetCVarString( "ui_hitscanTint" );
sscanf( hitScanValue.c_str(), "%f %f %f %f", &hitscanTint.x, &hitscanTint.y, &hitscanTint.z, &hitscanTint.w );
mainGui->SetStateFloat( "ui_hitscanTint", hitscanTint.x );
// RAVEN BEGIN
// bdube: capture the flag
if ( gameLocal.IsTeamGame() ) {
idPlayer *p = gameLocal.GetClientByNum( gameLocal.localClientNum );
if ( p ) {
mainGui->SetStateInt( "team", p->team );
}
mainGui->SetStateInt( "teamon", 1 );
mainGui->SetStateInt( "teamoff", 0 );
} else {
mainGui->SetStateInt( "teamon", 0 );
mainGui->SetStateInt( "teamoff", 1 );
}
// RAVEN END
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
mainGui->SetStateInt( "teamon", (gameLocal.gameType == GAME_TDM || gameLocal.gameType == GAME_DEADZONE) ? 1 : 0 );
mainGui->SetStateInt( "teamoff", !(gameLocal.gameType == GAME_TDM || gameLocal.gameType == GAME_DEADZONE) ? 1 : 0 );
if ( gameLocal.gameType == GAME_TDM || gameLocal.gameType == GAME_DEADZONE ) {
// RITUAL END
idPlayer *p = gameLocal.GetClientByNum( gameLocal.localClientNum );
if ( p ) {
mainGui->SetStateInt( "team", p->team );
}
}
// setup vote
mainGui->SetStateInt( "voteon", ( vote != VOTE_NONE && !voted ) ? 1 : 0 );
mainGui->SetStateInt( "voteoff", ( vote != VOTE_NONE && !voted ) ? 0 : 1 );
// send the current serverinfo values
for ( i = 0; i < gameLocal.serverInfo.GetNumKeyVals(); i++ ) {
const idKeyValue *keyval = gameLocal.serverInfo.GetKeyVal( i );
mainGui->SetStateString( keyval->GetKey(), keyval->GetValue() );
}
mainGui->StateChanged( gameLocal.time );
#if defined( __linux__ )
// replacing the oh-so-useful s_reverse with sound backend prompt
mainGui->SetStateString( "driver_prompt", "1" );
#else
mainGui->SetStateString( "driver_prompt", "0" );
#endif
//RAVEN BEGIN
// cnicholson: Add Custom Crosshair update
mainGui->SetStateString( "g_crosshairCustom", cvarSystem->GetCVarBool( "g_crosshairCustom" ) ? "1" : "0" );
//RAVEN END
// RAVEN BEGIN
// cnicholson: We need to setup the custom crosshair so it shows up the first time the player enters the MP settings menu.
// This block checks the current crosshair, and compares it against the list of crosshairs in player.def (mtr_crosshair*) under the
// player_marine_mp section. If it finds a match, it assigns the crosshair, otherwise, the first found crosshair is used.
#ifndef _XENON
const idDeclEntityDef *defCH = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp", false, true ) );
#else
bool insideLevelLoad = declManager->GetInsideLoad();
if ( !insideLevelLoad ) {
declManager->SetInsideLoad( true );
}
const idDeclEntityDef *defCH = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp_ui", false, false ) );
declManager->SetInsideLoad( insideLevelLoad );
#endif
#ifndef _XENON
idStr currentCrosshair = cvarSystem->GetCVarString("g_crosshairCustomFile");
const idKeyValue* kv = defCH->dict.MatchPrefix("mtr_crosshair", NULL);
while ( kv ) { // Loop through all crosshairs listed in the def
if ( kv->GetValue() == currentCrosshair.c_str() ) { // Until a match is found
break;
}
kv = defCH->dict.MatchPrefix("mtr_crosshair", kv );
}
if ( !kv ){
kv = defCH->dict.MatchPrefix("mtr_crosshair", NULL ); // If no natches are found, use the first one.
}
idStr newCrosshair(kv->GetValue());
mainGui->SetStateString ( "crossImage", newCrosshair.c_str());
const idMaterial *material = declManager->FindMaterial( newCrosshair.c_str() );
if ( material ) {
material->SetSort( SS_GUI );
}
cvarSystem->SetCVarString("g_crosshairCustomFile", newCrosshair.c_str());
#endif
//asalmon: Set up a state var for match type of Xbox 360
#ifdef _XENON
mainGui->SetStateBool("CustomHost", Live()->IsCustomHost());
mainGui->SetStateInt("MatchType", Live()->GetMatchtype());
mainGui->SetStateString("si_gametype", gameLocal.serverInfo.GetString("si_gametype"));
const char *damage;
if (gameLocal.serverInfo.GetBool("si_teamdamage")){
damage = "Yes" ;
}
else {
damage = "No";
}
mainGui->SetStateString("si_teamdamage", damage);
const char *shuffle;
if (gameLocal.serverInfo.GetBool("si_shuffleMaps")){
shuffle = "Yes" ;
}
else {
shuffle = "No";
}
mainGui->SetStateString("si_shuffleMaps", shuffle);
mainGui->SetStateString("si_fraglimit", gameLocal.serverInfo.GetString("si_fraglimit"));
mainGui->SetStateString("si_capturelimit", gameLocal.serverInfo.GetString("si_capturelimit"));
mainGui->SetStateString("si_timelimit", gameLocal.serverInfo.GetString("si_timelimit"));
// mekberg: send spectating to the mainGui.
if ( gameLocal.GetLocalPlayer( ) ) {
mainGui->SetStateBool( "spectating", gameLocal.GetLocalPlayer( )->spectating );
if( gameLocal.gameType == GAME_TOURNEY ) {
// additionally in tourney, indicate whether the player is voluntarily spectating
mainGui->SetStateBool( "tourneyspectating", !idStr::Icmp( gameLocal.GetLocalPlayer()->GetUserInfo()->GetString( "ui_spectate" ), "Spectate" ) );
}
} else {
mainGui->SetStateBool( "spectating", false );
}
#endif
// RAVEN END
}
/*
================
idMultiplayerGame::SetupBuyMenuItems
================
*/
void idMultiplayerGame::SetupBuyMenuItems()
{
idPlayer* player = gameLocal.GetLocalPlayer();
if ( !player )
return;
buyMenu->SetStateInt( "buyStatus_shotgun", player->ItemBuyStatus( "weapon_shotgun" ) );
buyMenu->SetStateInt( "buyStatus_hyperblaster", player->ItemBuyStatus( "weapon_hyperblaster" ) );
buyMenu->SetStateInt( "buyStatus_grenadelauncher", player->ItemBuyStatus( "weapon_grenadelauncher" ) );
buyMenu->SetStateInt( "buyStatus_nailgun", player->ItemBuyStatus( "weapon_nailgun" ) );
buyMenu->SetStateInt( "buyStatus_rocketlauncher", player->ItemBuyStatus( "weapon_rocketlauncher" ) );
buyMenu->SetStateInt( "buyStatus_railgun", player->ItemBuyStatus( "weapon_railgun" ) );
buyMenu->SetStateInt( "buyStatus_lightninggun", player->ItemBuyStatus( "weapon_lightninggun" ) );
// buyMenu->SetStateInt( "buyStatus_dmg", player->ItemBuyStatus( "weapon_dmg" ) );
buyMenu->SetStateInt( "buyStatus_napalmgun", player->ItemBuyStatus( "weapon_napalmgun" ) );
buyMenu->SetStateInt( "buyStatus_lightarmor", player->ItemBuyStatus( "item_armor_small" ) );
buyMenu->SetStateInt( "buyStatus_heavyarmor", player->ItemBuyStatus( "item_armor_large" ) );
buyMenu->SetStateInt( "buyStatus_ammorefill", player->ItemBuyStatus( "ammorefill" ) );
buyMenu->SetStateInt( "buyStatus_special0", player->ItemBuyStatus( "ammo_regen" ) );
buyMenu->SetStateInt( "buyStatus_special1", player->ItemBuyStatus( "health_regen" ) );
buyMenu->SetStateInt( "buyStatus_special2", player->ItemBuyStatus( "damage_boost" ) );
buyMenu->SetStateInt( "playerTeam", player->team );
if ( player->weapon )
buyMenu->SetStateString( "ammoIcon", player->weapon->spawnArgs.GetString ( "inv_icon" ) );
buyMenu->SetStateInt( "player_weapon", player->GetCurrentWeapon() );
}
/*
================
idMultiplayerGame::StartMenu
================
*/
idUserInterface* idMultiplayerGame::StartMenu( void ) {
if ( mainGui == NULL ) {
return NULL;
}
//if we're the server, allow access to the admin tab right away. Otherwise, make sure we don't have it.
if( gameLocal.isServer ) {
mainGui->SetStateInt( "password_valid", 1 );
} else {
mainGui->SetStateInt( "password_valid", 0 );
}
int i, j;
if ( currentMenu ) {
currentMenu = 0;
cvarSystem->SetCVarBool( "ui_chat", false );
} else {
if ( nextMenu >= 2 ) {
currentMenu = nextMenu;
} else {
// for default and explicit
currentMenu = 1;
}
cvarSystem->SetCVarBool( "ui_chat", true );
}
if( gameLocal.GetLocalPlayer() ) {
gameLocal.GetLocalPlayer()->disableHud = true;
}
nextMenu = 0;
if ( currentMenu == 1 ) {
UpdateMainGui();
// UpdateMainGui sets most things, but it doesn't set these because
// it'd be pointless and/or harmful to set them every frame (for various reasons)
// Currenty the gui doesn't update properly if they change anyway, so we'll leave it like this.
// player kick data
for ( i = 0; i < 16; i++ ) {
kickVoteMapNames[ i ].Clear();
kickVoteMap[ i ] = -1;
}
idStr kickList;
j = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
if ( kickList.Length() ) {
kickList += ";";
}
kickList += va( "\"%d - %s\"", i, gameLocal.userInfo[ i ].GetString( "ui_name" ) );
kickVoteMap[ j ] = i;
// RAVEN BEGIN
// shouchard: names for kick vote map
kickVoteMapNames[ j ] = gameLocal.userInfo[ i ].GetString( "ui_name" );
// RAVEN END
j++;
}
}
mainGui->SetStateString( "kickChoices", kickList );
mainGui->SetStateString( "chattext", "" );
mainGui->Activate( true, gameLocal.time );
idPlayer *localP = gameLocal.GetLocalPlayer();
#ifndef _XENON
const idDeclEntityDef *def = gameLocal.FindEntityDef( "player_marine_mp", false );
#else
const idDeclEntityDef *def = gameLocal.FindEntityDef( "player_marine_mp_ui", false );
#endif
idStr buildValues, buildNames;
int numModels = declManager->GetNumDecls( DECL_PLAYER_MODEL );
for( int i = 0; i < numModels; i++ ) {
const rvDeclPlayerModel* playerModel = (const rvDeclPlayerModel*)declManager->DeclByIndex( DECL_PLAYER_MODEL, i, false );
if( !playerModel ) {
continue;
}
const char *resultValue = playerModel->GetName();
if ( !resultValue || !resultValue[0] ) {
continue;
}
const char *team = playerModel->team.c_str();
if ( gameLocal.IsTeamGame() ) {
if ( team && localP && localP->team >= 0 && localP->team < TEAM_MAX && idStr::Icmp( teamNames[ localP->team ], team ) == 0 ) {
} else {
// doesn't match, so skip
continue;
}
}
if ( i ) {
buildValues += ";";
buildNames += ";";
}
buildValues += resultValue;
const char *resultName = common->GetLocalizedString( playerModel->description.c_str() );
if ( !resultName || !resultName[0] ) {
buildNames += resultValue;
} else {
buildNames += resultName;
}
}
mainGui->SetStateString( "model_values", buildValues.c_str() );
mainGui->SetStateString( "model_names", buildNames.c_str() );
mainGui->SetStateBool( "player_model_updated", true );
const char *model;
if ( localP && localP->team >= 0 && localP->team < TEAM_MAX ) {
model = cvarSystem->GetCVarString( va( "ui_model_%s", teamNames[ localP->team ] ) );
if( *model == '\0' ) {
model = def->dict.GetString( va( "def_default_model_%s", teamNames[ localP->team ] ) );
}
} else {
model = cvarSystem->GetCVarString( "ui_model" );
if( *model == '\0' ) {
model = def->dict.GetString( "def_default_model" );
}
}
const rvDeclPlayerModel* playerModel = (const rvDeclPlayerModel*)declManager->FindType( DECL_PLAYER_MODEL, model, false );
if ( playerModel ) {
mainGui->SetStateString( "player_model_name", playerModel->model.c_str() );
mainGui->SetStateString( "player_head_model_name", playerModel->uiHead.c_str() );
mainGui->SetStateString( "player_skin_name", playerModel->skin.c_str() );
if( playerModel->uiHead.Length() ) {
const idDeclEntityDef* head = (const idDeclEntityDef*)declManager->FindType( DECL_ENTITYDEF, playerModel->uiHead.c_str(), false );
if( head && head->dict.GetString( "skin" ) ) {
mainGui->SetStateString( "player_head_skin_name", head->dict.GetString( "skin" ) );
}
}
mainGui->SetStateBool( "need_update", true );
}
if( gameLocal.GetLocalPlayer() ) {
cvarSystem->SetCVarString( "gui_ui_name", gameLocal.GetLocalPlayer()->GetUserInfo()->GetString( "ui_name" ) );
}
return mainGui;
} else if ( currentMenu == 2 ) {
// the setup is done in MessageMode
if( gameLocal.GetLocalPlayer() ) {
gameLocal.GetLocalPlayer()->disableHud = false;
}
msgmodeGui->Activate( true, gameLocal.time );
cvarSystem->SetCVarBool( "ui_chat", true );
return msgmodeGui;
} else if ( currentMenu == 3 ) {
statSummary->Activate( true, gameLocal.time );
statManager->SetupStatWindow( statSummary );
UpdateScoreboard( statSummary );
UpdateSummaryBoard( statSummary );
statSummary->SetStateFloat( "ready", 0 );
statSummary->StateChanged( gameLocal.time );
// Moved the announcer sound here. This way we can be sure the client has updated team score information by this point.
// #13576 #13544 causing double sounds because it's getting triggered twice at endgame ( from GameStateChanged and from ReceiveAllStats )
// the move to here was for fixing some problem when running at the previous location ( GameStateChanged )
// there are too many codepaths leading to various orders of ReceiveAllStats and GameStateChanged
// various attempts to flag the right call that should trigger the sound failed, so just using a timeout now
if ( gameLocal.time - lastVOAnnounce > 1000 ) {
idPlayer* player = gameLocal.GetLocalPlayer();
if ( gameLocal.IsTeamGame() ) {
int winningTeam = GetScoreForTeam( TEAM_MARINE ) > GetScoreForTeam( TEAM_STROGG ) ? TEAM_MARINE : TEAM_STROGG;
if( player->team == winningTeam ) {
ScheduleAnnouncerSound( AS_GENERAL_YOU_WIN, gameLocal.time );
} else {
ScheduleAnnouncerSound( AS_GENERAL_YOU_LOSE, gameLocal.time );
}
} else if ( gameLocal.gameType != GAME_TOURNEY ) {
if( player->GetRank() == 0 ) {
ScheduleAnnouncerSound( AS_GENERAL_YOU_WIN, gameLocal.time );
} else {
ScheduleAnnouncerSound( AS_GENERAL_YOU_LOSE, gameLocal.time );
}
}
lastVOAnnounce = gameLocal.time;
}
return statSummary;
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
} else if ( currentMenu == 4 ) {
//if( mpClientGameState.gameState.currentState == COUNTDOWN ) {
idPlayer* player = gameLocal.GetLocalPlayer();
buyMenu->SetStateString( "field_credits", va("%i", (int)player->buyMenuCash) );
buyMenu->SetStateInt( "price_shotgun", player->GetItemCost("weapon_shotgun") );
buyMenu->SetStateInt( "price_hyperblaster", player->GetItemCost("weapon_hyperblaster") );
buyMenu->SetStateInt( "price_grenadelauncher", player->GetItemCost( "weapon_grenadelauncher" ) );
buyMenu->SetStateInt( "price_nailgun", player->GetItemCost( "weapon_nailgun" ) );
buyMenu->SetStateInt( "price_rocketlauncher", player->GetItemCost( "weapon_rocketlauncher" ) );
buyMenu->SetStateInt( "price_railgun", player->GetItemCost( "weapon_railgun" ) );
buyMenu->SetStateInt( "price_lightninggun", player->GetItemCost( "weapon_lightninggun" ) );
// buyMenu->SetStateInt( "price_dmg", player->GetItemCost( "weapon_dmg" ) );
buyMenu->SetStateInt( "price_napalmgun", player->GetItemCost( "weapon_napalmgun" ) );
buyMenu->SetStateInt( "price_lightarmor", player->GetItemCost( "item_armor_small" ) );
buyMenu->SetStateInt( "price_heavyarmor", player->GetItemCost( "item_armor_large" ) );
buyMenu->SetStateInt( "price_ammorefill", player->GetItemCost( "ammorefill" ) );
buyMenu->SetStateInt( "price_special0", player->GetItemCost( "ammo_regen" ) );
buyMenu->SetStateInt( "price_special1", player->GetItemCost( "health_regen" ) );
buyMenu->SetStateInt( "price_special2", player->GetItemCost( "damage_boost" ) );
SetupBuyMenuItems();
buyMenu->Activate(true, gameLocal.time);
return buyMenu;
//}
// RITUAL END
}
return NULL;
}
/*
================
idMultiplayerGame::DisableMenu
================
*/
void idMultiplayerGame::DisableMenu( void ) {
if ( currentMenu == 1 ) {
mainGui->Activate( false, gameLocal.time );
} else if ( currentMenu == 2 ) {
msgmodeGui->Activate( false, gameLocal.time );
} else if( currentMenu == 3 ) {
statSummary->Activate( false, gameLocal.time );
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
} else if( currentMenu == 4 ) {
buyMenu->Activate( false, gameLocal.time );
// RITUAL END
}
// copy over name from temp cvar
if( currentMenu == 1 && idStr::Cmp( cvarSystem->GetCVarString( "gui_ui_name" ), cvarSystem->GetCVarString( "ui_name" ) ) ) {
cvarSystem->SetCVarString( "ui_name", cvarSystem->GetCVarString( "gui_ui_name" ) );
}
currentMenu = 0;
nextMenu = 0;
cvarSystem->SetCVarBool( "ui_chat", false );
if( gameLocal.GetLocalPlayer() ) {
gameLocal.GetLocalPlayer()->disableHud = false;
//RAVEN BEGIN
//asalmon: make the scoreboard on Xenon close
#ifdef _XENON
gameLocal.GetLocalPlayer()->scoreBoardOpen = false;
#endif
//RAVEN END
if( gameLocal.GetLocalPlayer()->mphud) {
gameLocal.GetLocalPlayer()->mphud->Activate( true, gameLocal.time );
}
}
mainGui->DeleteStateVar( va( "sa_playerList_item_%d", 0 ) );
mainGui->SetStateString( "sa_playerList_sel_0", "-1" );
mainGui->DeleteStateVar( va( "sa_banList_item_%d", 0 ) );
mainGui->SetStateString( "sa_banList_sel_0", "-1" );
// asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = -1;
currentStatTeam = -1;
}
/*
================
idMultiplayerGame::SetMapShot
================
*/
void idMultiplayerGame::SetMapShot( void ) {
#ifdef _XENON
// Should not be used
assert( 0 );
#else
char screenshot[ MAX_STRING_CHARS ];
int mapNum = mapList->GetSelection( NULL, 0 );
const idDict *dict = NULL;
if ( mapNum >= 0 ) {
dict = fileSystem->GetMapDecl( mapNum );
}
fileSystem->FindMapScreenshot( dict ? dict->GetString( "path" ) : "", screenshot, MAX_STRING_CHARS );
mainGui->SetStateString( "current_levelshot", screenshot );
// RAVEN BEGIN
// cnicholson: Need to sort the material screenshot so it doesn't overlap other things
const idMaterial *mat = declManager->FindMaterial( screenshot );
mat->SetSort( SS_GUI );
// RAVEN END
#endif
}
/*
================
LocalServerRedirect
Dummy local redirect for gui rcon functionality on a local server
================
*/
void LocalServerRedirect( const char* string ) {
gameLocal.mpGame.ReceiveRemoteConsoleOutput( string );
}
/*
================
idMultiplayerGame::HandleGuiCommands
================
*/
const char* idMultiplayerGame::HandleGuiCommands( const char *_menuCommand ) {
idUserInterface *currentGui;
// RAVEN BEGIN
// shouchard: removed the code that deals with these variables
//const char *voteValue;
//int vote_clientNum;
// RAVEN END
int icmd;
idCmdArgs args;
if ( !_menuCommand[ 0 ] ) {
common->Printf( "idMultiplayerGame::HandleGuiCommands: empty command\n" );
return "continue";
}
#ifdef _XENON
if ( currentMenu == 0 && (session->GetActiveGUI() != scoreBoard) ) {
#else
if ( currentMenu == 0 ) {
#endif
return NULL; // this will tell session to not send us events/commands anymore
}
if ( currentMenu == 1 ) {
currentGui = mainGui;
}
#ifdef _XENON
else if (session->GetActiveGUI() != scoreBoard) {
currentGui = msgmodeGui;
} else {
currentGui = scoreBoard;
}
#else
else if( currentMenu == 2 ) {
currentGui = msgmodeGui;
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
} else if ( currentMenu == 4 ) {
currentGui = buyMenu;
// jmartel: make sure var is initialized (compiler complained)
} else if( currentMenu == 3 ) {
currentGui = statSummary;
} else {
gameLocal.Warning( "idMultiplayerGame::HandleGuiCommands() - Unknown current menu '%d'\n", currentMenu );
currentGui = mainGui;
}
// RITUAL END
#endif
args.TokenizeString( _menuCommand, false );
for( icmd = 0; icmd < args.Argc(); ) {
const char *cmd = args.Argv( icmd++ );
if ( !idStr::Icmp( cmd, ";" ) ) {
continue;
} else if ( !idStr::Icmp( cmd, "inGameMenu" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr igArg = args.Argv( icmd++ );
if( !igArg.Icmp( "init" ) ) {
currentGui->SetStateString( "chat", chatHistory.c_str() );
if( gameLocal.GetLocalPlayer() ) {
currentGui->SetStateInt( "player_team", gameLocal.GetLocalPlayer()->team );
}
// mekberg: added
UpdateMPSettingsModel ( currentGui );
if( gameLocal.gameType == GAME_TOURNEY ) {
if( !idStr::Icmp( cvarSystem->GetCVarString( "ui_spectate" ), "Spectate" ) ) {
currentGui->SetStateString( "toggleTourneyButton", common->GetLocalizedString( "#str_107699" ) );
} else {
currentGui->SetStateString( "toggleTourneyButton", common->GetLocalizedString( "#str_107700" ) );
}
}
currentGui->SetStateBool( "useReady", gameLocal.serverInfo.GetBool( "si_useReady", "0" ) && gameState->GetMPGameState() == WARMUP );
if( gameLocal.serverInfo.GetBool( "si_useReady" ) && gameLocal.GetLocalPlayer() && gameLocal.GetLocalPlayer()->IsReady() && gameState->GetMPGameState() == WARMUP ) {
currentGui->SetStateString( "readyStatus", common->GetLocalizedString( "#str_104247" ) );
} else if( gameLocal.serverInfo.GetBool( "si_useReady" ) && gameLocal.GetLocalPlayer() && !gameLocal.GetLocalPlayer()->IsReady() && gameState->GetMPGameState() == WARMUP ) {
currentGui->SetStateString( "readyStatus", common->GetLocalizedString( "#str_104248" ) );
} else {
currentGui->SetStateString( "readyStatus", "" );
}
currentGui->SetStateBool( "si_allowVoting", gameLocal.serverInfo.GetBool( "si_allowVoting" ) );
currentGui->SetStateBool( "si_allowVoice", gameLocal.serverInfo.GetBool( "si_voiceChat" ) );
int disallowedVotes = gameLocal.serverInfo.GetInt( "si_voteFlags" );
for( int i = 0; i < NUM_VOTES; i++ ) {
if( disallowedVotes & (1 << i) ) {
currentGui->SetStateBool( va( "allowvote_%d", i + 1 ), false );
} else {
currentGui->SetStateBool( va( "allowvote_%d", i + 1 ), true );
}
}
}
}
continue;
} else if ( !idStr::Icmp( cmd, "video" ) ) {
idStr vcmd;
if ( args.Argc() - icmd >= 1 ) {
vcmd = args.Argv( icmd++ );
}
if ( idStr::Icmp( vcmd, "low" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 0 );
} else if ( idStr::Icmp( vcmd, "medium" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 1 );
} else if ( idStr::Icmp( vcmd, "high" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 2 );
} else if ( idStr::Icmp( vcmd, "ultra" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 3 );
} else if ( idStr::Icmp( vcmd, "recommended" ) == 0 ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "setMachineSpec\n" );
}
// RAVEN BEGIN
// mekberg: set the r_mode.
cvarSystem->SetCVarInteger( "r_aspectRatio", 0 );
currentGui->SetStateInt( "r_aspectRatio", 0 );
currentGui->HandleNamedEvent( "forceAspect0" );
currentGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
currentGui->StateChanged( gameLocal.realClientTime );
cvarSystem->SetCVarInteger( "r_mode", common->GetRModeForMachineSpec ( cvarSystem->GetCVarInteger( "com_machineSpec" ) ) );
common->SetDesiredMachineSpec( cvarSystem->GetCVarInteger( "com_machineSpec" ) );
// RAVEN END
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "execMachineSpec" );
if ( idStr::Icmp( vcmd, "restart" ) == 0) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart\n" );
}
continue;
} else if ( !idStr::Icmp( cmd, "join" ) ) {
if ( args.Argc() - icmd >= 1 ) {
JoinTeam( args.Argv( icmd++ ) );
}
continue;
} else if ( !idStr::Icmp( cmd, "quit" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
return NULL;
} else if ( !idStr::Icmp( cmd, "disconnect" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
return NULL;
} else if ( !idStr::Icmp( cmd, "close" ) ) {
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "spectate" ) ) {
ToggleSpectate();
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "admin" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr igArg = args.Argv( icmd++ );
idStr input( currentGui->State().GetString( "admin_console_input" ) );
input.StripTrailing( "\n" );
//jshepard: check to see if this is a server before using rcon!
if( gameLocal.isServer ) {
char redirectBuffer[ RCON_HISTORY_SIZE ];
common->BeginRedirect( (char *)redirectBuffer, sizeof( redirectBuffer ), LocalServerRedirect );
if( !igArg.Icmp( "tab" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "tabComplete \"%s\"\n", input.c_str() ) );
} else if( !igArg.Icmp( "command" ) ) {
currentGui->SetStateString( "admin_console_input", "" );
ReceiveRemoteConsoleOutput( input.c_str() );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "%s\n", input.c_str() ) );
}
common->EndRedirect();
} else {
if( !igArg.Icmp( "tab" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, va( "rcon tabComplete \"%s\"\n", input.c_str() ) );
} else if( !igArg.Icmp( "command" ) ) {
currentGui->SetStateString( "admin_console_input", "" );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, va( "rcon \"%s\"\n", input.c_str() ) );
ReceiveRemoteConsoleOutput( input.c_str() );
}
}
}
continue;
} else if ( !idStr::Icmp( cmd, "chatmessage" ) ) {
int mode = currentGui->State().GetInt( "messagemode" );
// RAVEN BEGIN
// bdube: dont send chat message if there was no text specified
const char* text;
text = currentGui->State().GetString( "chattext" );
if ( *text ) {
if ( mode ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "sayTeam \"%s\"", text ) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "say \"%s\"", text ) );
}
}
// RAVEN BEGIN
currentGui->SetStateString( "chattext", "" );
if ( currentMenu == 1 || currentMenu == 3 ) {
return "continue";
} else {
DisableMenu();
return NULL;
}
} else if ( !idStr::Icmp( cmd, "toggleReady" ) ) {
ToggleReady( );
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "play" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr snd = args.Argv( icmd++ );
int channel = 1;
if ( snd.Length() == 1 ) {
channel = atoi( snd );
snd = args.Argv( icmd++ );
}
soundSystem->PlayShaderDirectly( SOUNDWORLD_GAME, snd, channel );
}
continue;
} else if ( !idStr::Icmp( cmd, "callVote" ) ) {
// RAVEN BEGIN
// shouchard: new functionality to match the new interface
voteStruct_t voteData;
memset( &voteData, 0, sizeof( voteData ) );
// kick
int uiKickSelection = mainGui->State().GetInt( "playerList_sel_0" );
if ( -1 != uiKickSelection ) {
voteData.m_kick = kickVoteMap[ uiKickSelection ];
voteData.m_fieldFlags |= VOTEFLAG_KICK;
}
// restart
if ( 0 != mainGui->State().GetInt( "vote_val2_sel" ) ) {
voteData.m_fieldFlags |= VOTEFLAG_RESTART;
}
if ( 0 != mainGui->State().GetBool( "si_shuffleteams" ) ) {
voteData.m_fieldFlags |= VOTEFLAG_SHUFFLE;
}
// map
int uiMapSelection = mainGui->State().GetInt( "mapList_sel_0" );
if ( -1 != uiMapSelection ) {
// rjohnson: code commented out below would get the text friendly name of the map and not the file name
int mapNum = mainGui->State().GetInt( va( "mapList_item_%d_id", uiMapSelection ) );
if ( mapNum >= 0 ) {
const idDict *dict = fileSystem->GetMapDecl( mapNum );
voteData.m_map = dict->GetString( "path" );
voteData.m_fieldFlags |= VOTEFLAG_MAP;
}
// const char *mapName = mainGui->State().GetString( va( "mapList_item_%d", uiMapSelection ) );
// if ( NULL != mapName && '\0' != mapName[0] ) {
// if ( mapFileName[ 0 ] ) {
// voteData.m_map = va( "mp/%s", mapName );
// voteData.m_fieldFlags |= VOTEFLAG_MAP;
// }
}
// gametype
// todo: need a function for switching between gametype strings and values
int uiGameTypeInt = mainGui->GetStateInt( "currentGametype" );
const char *currentGameTypeString = gameLocal.serverInfo.GetString( "si_gametype" );
int serverGameTypeInt = GameTypeToVote( currentGameTypeString );
if ( uiGameTypeInt != serverGameTypeInt ) {
voteData.m_gameType = uiGameTypeInt;
voteData.m_fieldFlags |= VOTEFLAG_GAMETYPE;
}
// time limit
int uiTimeLimit = mainGui->GetStateInt( "timeLimit" );
if ( uiTimeLimit != gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
voteData.m_timeLimit = uiTimeLimit;
voteData.m_fieldFlags |= VOTEFLAG_TIMELIMIT;
}
// autobalance
int uiBalanceTeams = mainGui->GetStateInt( "vote_val6_sel" );
if ( uiBalanceTeams != gameLocal.serverInfo.GetInt( "si_autobalance" ) ) {
voteData.m_teamBalance = uiBalanceTeams;
voteData.m_fieldFlags |= VOTEFLAG_TEAMBALANCE;
}
// allow spectators
/* int uiAllowSpectators = mainGui->GetStateInt( "vote_val7_sel" );
if ( uiAllowSpectators != gameLocal.serverInfo.GetInt( "si_spectators" ) ) {
voteData.m_spectators = uiAllowSpectators;
voteData.m_fieldFlags |= VOTEFLAG_SPECTATORS;
} */
// minimum players
int uiBuying = mainGui->GetStateInt( "buying" );
if ( uiBuying != gameLocal.serverInfo.GetInt( "si_isBuyingEnabled" ) ) {
voteData.m_buying = uiBuying;
voteData.m_fieldFlags |= VOTEFLAG_BUYING;
}
// roundlimit (tourney only)
int uiTourneyLimit = mainGui->GetStateInt( "tourneylimit" );
if ( uiTourneyLimit != gameLocal.serverInfo.GetInt( "si_tourneyLimit" ) ) {
voteData.m_tourneyLimit = uiTourneyLimit;
voteData.m_fieldFlags |= VOTEFLAG_TOURNEYLIMIT;
}
// capturelimit (ctf only)
int uiCaptureLimit = mainGui->GetStateInt( "capturelimit" );
if ( uiCaptureLimit != gameLocal.serverInfo.GetInt( "si_captureLimit" ) ) {
voteData.m_captureLimit = uiCaptureLimit;
voteData.m_fieldFlags |= VOTEFLAG_CAPTURELIMIT;
}
// controltime (deadzone only)
int uiControlTime = mainGui->GetStateInt( "controlTime" );
if ( uiControlTime != gameLocal.serverInfo.GetInt( "si_controlTime" ) ) {
voteData.m_controlTime = uiControlTime;
voteData.m_fieldFlags |= VOTEFLAG_CONTROLTIME;
}
// fraglimit (DM & TDM only)
int uiFragLimit = mainGui->GetStateInt( "fraglimit" );
if ( uiFragLimit != gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
voteData.m_fragLimit = uiFragLimit;
voteData.m_fieldFlags |= VOTEFLAG_FRAGLIMIT;
}
DisableMenu();
// clear any disallowed votes
int disallowedVotes = gameLocal.serverInfo.GetInt( "si_voteFlags" );
for( int i = 0; i < NUM_VOTES; i++ ) {
if( disallowedVotes & (1 << i) ) {
voteData.m_fieldFlags &= ~(1 << i);
}
}
// this means we haven't changed anything
if ( 0 == voteData.m_fieldFlags ) {
//AddChatLine( common->GetLocalizedString( "#str_104400" ) );
} else {
ClientCallPackedVote( voteData );
}
/*
// sjh: original doom code here
vote_flags_t voteIndex = (vote_flags_t)mainGui->State().GetInt( "voteIndex" );
if ( voteIndex == VOTE_MAP ) {
int mapNum = mapList->GetSelection( NULL, 0 );
if ( mapNum >= 0 ) {
const idDict *dict = fileSystem->GetMapDecl( mapNum );
if ( dict ) {
ClientCallVote( VOTE_MAP, dict->GetString( "path" ) );
}
}
} else {
voteValue = mainGui->State().GetString( "str_voteValue" );
if ( voteIndex == VOTE_KICK ) {
vote_clientNum = kickVoteMap[ atoi( voteValue ) ];
ClientCallVote( voteIndex, va( "%d", vote_clientNum ) );
} else {
ClientCallVote( voteIndex, voteValue );
}
}
*/
return NULL;
} else if ( !idStr::Icmp( cmd, "voteYes" ) ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, true );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "voteNo" ) ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, false );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "click_playerList" ) ) {
// push data into the name field
int sel = mainGui->GetStateInt( "playerList_sel_0" );
if ( -1 == sel ) {
mainGui->SetStateString( "playerKick", "" );
} else {
mainGui->SetStateString( "playerKick", kickVoteMapNames[ sel ] );
}
continue;
} else if ( !idStr::Icmp( cmd, "click_voteMapList" ) ) {
int sel = mainGui->GetStateInt( "mapList_sel_0" );
if ( -1 == sel ) {
mainGui->SetStateString( "mapName", "" );
} else {
mainGui->SetStateString( "mapName", mainGui->GetStateString( va( "mapList_item_%d", sel ) ) );
}
continue;
} else if ( !idStr::Icmp( cmd, "setVoteMapList" ) ) {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
int numMaps = fileSystem->GetNumMaps();
const idDict *dict;
int numMapsAdded = 0;
int i;
int gameTypeInt = mainGui->GetStateInt( "currentGametype" );
const char *gameType = NULL;
switch ( gameTypeInt ) {
case VOTE_GAMETYPE_DM:
gameType = "DM";
break;
case VOTE_GAMETYPE_TOURNEY:
gameType = "Tourney";
break;
case VOTE_GAMETYPE_TDM:
gameType = "Team DM";
break;
case VOTE_GAMETYPE_CTF:
gameType = "CTF";
break;
case VOTE_GAMETYPE_ARENA_CTF:
gameType = "Arena CTF";
break;
case VOTE_GAMETYPE_DEADZONE:
gameType = "DeadZone";
break;
}
if ( NULL == gameType || 0 == *gameType || 0 == idStr::Icmp( gameType, "singleplayer" ) ) {
gameType = "DM";
}
idStr originalMapName = gameLocal.serverInfo.GetString( "si_map" );
originalMapName.StripFileExtension();
bool foundOriginalMap = false;
int originalMapIndex = -1;
for ( i = 0; i < numMaps; i++ ) {
dict = fileSystem->GetMapDecl( i );
bool mapOk = false;
//if the gametype is DM, check for any of these types...
if( !(strcmp( gameType, "DM")) || !(strcmp( gameType, "Team DM")) ) {
if ( dict && (
dict->GetBool( "DM" ) ||
dict->GetBool( "Team DM" ) ||
dict->GetBool( "CTF" ) ||
dict->GetBool( "Tourney" ) ||
dict->GetBool( "Arena CTF" ))
) {
mapOk = true;
}
//but if not, match the gametype.
} else if ( dict && dict->GetBool( gameType ) ) {
mapOk = true;
}
if( mapOk ) {
const char *mapName = dict->GetString( "name" );
if ( '\0' == mapName[ 0 ] ) {
mapName = dict->GetString( "path" );
}
mapName = common->GetLocalizedString( mapName );
if ( idStr::Icmp(dict->GetString( "path" ), originalMapName) == 0 ) {
foundOriginalMap = true;
originalMapIndex = numMapsAdded;
}
mainGui->SetStateString( va( "mapList_item_%d", numMapsAdded), mapName );
mainGui->SetStateInt( va( "mapList_item_%d_id", numMapsAdded), i );
numMapsAdded++;
}
}
mainGui->DeleteStateVar( va( "mapList_item_%d", numMapsAdded ) );
if ( !foundOriginalMap ) {
mainGui->SetStateInt( "mapList_sel_0", 0 );
mainGui->SetStateString( "mapName", mainGui->GetStateString( "mapList_item_0" ) );
} else {
mainGui->SetStateInt( "mapList_sel_0", originalMapIndex );
mainGui->SetStateString( "mapName", mainGui->GetStateString( va( "mapList_item_%d", originalMapIndex ) ) );
}
#endif
continue;
} else if ( !idStr::Icmp( cmd, "setVoteData" ) ) {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
// push data into the vote_ cvars so the UI can start at where we currently are
int players;
for ( players=0; players<gameLocal.numClients; players++ ) {
mainGui->SetStateString( va( "playerList_item_%d", players ), kickVoteMapNames[players] );
}
if ( players < MAX_CLIENTS ) {
mainGui->DeleteStateVar( va( "playerList_item_%d", players ) );
}
mainGui->SetStateString( "playerList_sel_0", "-1" );
mainGui->SetStateString( "playerKick", "" );
mainGui->SetStateInt( "vote_val2_sel", 0 );
// RAVEN BEGIN
// mekberg: get localized string.
const char *mapName = gameLocal.serverInfo.GetString( "si_map" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
mainGui->SetStateString( "mapName", mapName );
// RAVEN END
int numMaps = fileSystem->GetNumMaps();
const idDict *dict;
int numMapsAdded = 0;
int i;
const char *gameType = gameLocal.serverInfo.GetString( "si_gametype" ); // this will need to change for multi-votes
if ( NULL == gameType || 0 == *gameType || 0 == idStr::Icmp( gameType, "singleplayer" ) ) {
gameType = "DM";
}
// RAVEN BEGIN
// jshepard: if gametype is DM, then we can play on DM, TeamDM, Tourney or CTF maps. So, all of them, basically.
for ( i = 0; i < numMaps; i++ ) {
dict = fileSystem->GetMapDecl( i );
bool mapOk = false;
//if the gametype is DM, check for any of these types...
if( !(strcmp( gameType, "DM")) || !(strcmp( gameType, "Team DM")) ) {
if ( dict && (
dict->GetBool( "DM" ) ||
dict->GetBool( "Team DM" ) ||
dict->GetBool( "CTF" ) ||
dict->GetBool( "Tourney" ) ||
dict->GetBool( "Arena CTF" ))
) {
mapOk = true;
}
//but if not, match the gametype.
} else if ( dict && dict->GetBool( gameType ) ) {
mapOk = true;
}
if( mapOk ) {
const char *mapName = dict->GetString( "name" );
if ( '\0' == mapName[ 0 ] ) {
mapName = dict->GetString( "path" );
}
mapName = common->GetLocalizedString( mapName );
mainGui->SetStateString( va( "mapList_item_%d", numMapsAdded), mapName );
numMapsAdded++;
}
}
mainGui->DeleteStateVar( va( "mapList_item_%d", numMapsAdded ) );
mainGui->SetStateString( "mapList_sel_0", "-1" );
const char *currentGameTypeString = gameLocal.serverInfo.GetString( "si_gameType" );
int uiGameTypeInt = GameTypeToVote( currentGameTypeString );
mainGui->SetStateInt( "currentGametype", uiGameTypeInt );
mainGui->SetStateInt( "timelimit", gameLocal.serverInfo.GetInt( "si_timeLimit" ) );
mainGui->SetStateInt( "tourneylimit", gameLocal.serverInfo.GetInt( "si_tourneyLimit" ) );
mainGui->SetStateInt( "capturelimit", gameLocal.serverInfo.GetInt( "si_captureLimit" ) );
mainGui->SetStateInt( "controlTime", gameLocal.serverInfo.GetInt( "si_controlTime" ) );
mainGui->SetStateInt( "vote_val6_sel", gameLocal.serverInfo.GetInt( "si_autobalance" ) );
mainGui->SetStateInt( "buying", gameLocal.serverInfo.GetInt( "si_isBuyingEnabled" ) );
mainGui->SetStateInt( "fraglimit", gameLocal.serverInfo.GetInt( "si_fraglimit" ) );
mainGui->SetStateInt( "si_shuffleteams", 0 );
mainGui->StateChanged( gameLocal.time );
mainGui->HandleNamedEvent( "gametypeChange" );
#endif
continue;
} else if ( !idStr::Icmp( cmd, "populateServerInfo" ) ) {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
mainGui->SetStateString( "serverInfoList_item_0", va( "%s:\t%s", common->GetLocalizedString( "#str_107725" ), gameLocal.serverInfo.GetString( "si_name" ) ) );
idStr serverAddress = networkSystem->GetServerAddress( );
mainGui->SetStateString( "serverInfoList_item_1", va( "%s:\t%s", common->GetLocalizedString( "#str_107726" ), serverAddress.c_str() ) );
mainGui->SetStateString( "serverInfoList_item_2", va( "%s:\t%s", common->GetLocalizedString( "#str_107727" ), LocalizeGametype() ) );
const char *mapName = gameLocal.serverInfo.GetString( "si_map" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
// rhummer localized "map name"
mainGui->SetStateString( "serverInfoList_item_3", va( "%s\t%s", common->GetLocalizedString( "#str_107730" ), mapName ) );
const char *gameType = gameLocal.serverInfo.GetString( "si_gametype" );
if ( 0 == idStr::Icmp( gameType, "CTF" ) ) {
mainGui->SetStateString( "serverInfoList_item_4", va( "%s:\t%s", common->GetLocalizedString( "#str_107661" ), gameLocal.serverInfo.GetString( "si_captureLimit" ) ) );
}
else if ( 0 == idStr::Icmp( gameType, "DM" ) || 0 == idStr::Icmp( gameType, "Team DM" ) ) {
mainGui->SetStateString( "serverInfoList_item_4", va( "%s:\t%s", common->GetLocalizedString( "#str_107660" ), gameLocal.serverInfo.GetString( "si_fragLimit" ) ) );
}
mainGui->SetStateString( "serverInfoList_item_5", va( "%s:\t%s", common->GetLocalizedString( "#str_107659" ), gameLocal.serverInfo.GetString( "si_timeLimit" ) ) );
mainGui->SetStateString( "serverInfoList_item_6", va( "%s:\t%s", common->GetLocalizedString( "#str_107662" ), gameLocal.serverInfo.GetString( "si_pure" ) ) );
mainGui->SetStateString( "serverInfoList_item_7", va( "%s:\t%s", common->GetLocalizedString( "#str_107663" ), gameLocal.serverInfo.GetString( "si_maxPlayers" ) ) );
mainGui->SetStateString( "serverInfoList_item_8", va( "%s:\t%s", common->GetLocalizedString( "#str_107664" ), gameLocal.serverInfo.GetString( "si_teamDamage" ) ) );
mainGui->SetStateString( "serverInfoList_item_9", va( "%s:\t%s", common->GetLocalizedString( "#str_104254" ), gameLocal.serverInfo.GetString( "si_spectators" ) ) );
#endif
continue;
// handler for the server admin tab (normal stuff)
} else if ( !idStr::Icmp( cmd, "checkAdminPass" )) {
//password has been added, so call the rcon verifypassword command
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rcon verifyRconPass" );
continue;
} else if ( !idStr::Icmp( cmd, "initServerAdmin" ) ) {
mainGui->SetStateInt( "admin_server_val1_sel", 0 ); // restart defaults to off
// maplist handled in initServerAdminMaplist; this needs to be called first
// to properly set the gametype since we read it back to show an appropriate list
const char *currentGameTypeString = gameLocal.serverInfo.GetString( "si_gameType" );
int uiGameTypeInt = GameTypeToVote( currentGameTypeString );
mainGui->SetStateInt( "admincurrentGametype", uiGameTypeInt );
mainGui->SetStateInt( "sa_timelimit", gameLocal.serverInfo.GetInt( "si_timeLimit" ) );
mainGui->SetStateInt( "sa_tourneylimit", gameLocal.serverInfo.GetInt( "si_tourneyLimit" ) );
mainGui->SetStateInt( "sa_capturelimit", gameLocal.serverInfo.GetInt( "si_captureLimit" ) );
mainGui->SetStateInt( "sa_controlTime", gameLocal.serverInfo.GetInt( "si_controlTime" ) );
mainGui->SetStateInt( "sa_autobalance", gameLocal.serverInfo.GetInt( "si_autobalance" ) );
mainGui->SetStateInt( "sa_buying", gameLocal.serverInfo.GetInt( "si_isBuyingEnabled" ) );
mainGui->SetStateInt( "sa_fraglimit", gameLocal.serverInfo.GetInt( "si_fraglimit" ) );
mainGui->SetStateInt( "sa_shuffleteams", 0 );
// mekberg: get the ban list if not server
if ( !gameLocal.isServer ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_GETADMINBANLIST ) ;
networkSystem->ClientSendReliableMessage( outMsg );
}
mainGui->StateChanged( gameLocal.time );
continue;
// handler for populating the map list; called both on open and on change gametype so it'll show the right maps
} else if ( !idStr::Icmp( cmd, "initServerAdminMapList" ) ) {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
// RAVEN BEGIN
// mekberg: get localized string.
const char *mapName = gameLocal.serverInfo.GetString( "si_map" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
mainGui->SetStateString( "sa_mapName", mapName );
// RAVEN END
int numMaps = fileSystem->GetNumMaps();
const idDict *dict;
int numMapsAdded = 0;
int i;
const char *gameType = "DM";
int gameTypeInt = mainGui->GetStateInt( "adminCurrentGametype" );
if ( VOTE_GAMETYPE_TOURNEY == gameTypeInt ) {
gameType = "Tourney";
} else if ( VOTE_GAMETYPE_TDM == gameTypeInt ) {
gameType = "Team DM";
} else if ( VOTE_GAMETYPE_CTF == gameTypeInt ) {
gameType = "CTF";
} else if ( VOTE_GAMETYPE_ARENA_CTF == gameTypeInt ) {
gameType = "Arena CTF";
} else if ( VOTE_GAMETYPE_DEADZONE == gameTypeInt ) {
gameType = "DeadZone";
} else {
gameType = "DM";
}
// sanity check
if ( NULL == gameType || 0 == *gameType || 0 == idStr::Icmp( gameType, "singleplayer" ) ) {
gameType = "DM";
}
for ( i = 0; i < numMaps; i++ ) {
dict = fileSystem->GetMapDecl( i );
bool mapOk = false;
//if the gametype is DM, check for any of these types...
if( !(strcmp( gameType, "DM")) || !(strcmp( gameType, "Team DM")) ) {
if ( dict && (
dict->GetBool( "DM" ) ||
dict->GetBool( "Team DM" ) ||
dict->GetBool( "CTF" ) ||
dict->GetBool( "Tourney" ) ||
dict->GetBool( "Arena CTF" ))
) {
mapOk = true;
}
//but if not, match the gametype.
} else if ( dict && dict->GetBool( gameType ) ) {
mapOk = true;
}
if ( mapOk ) {
const char *mapName = dict->GetString( "name" );
if ( '\0' == mapName[ 0 ] ) {
mapName = dict->GetString( "path" );
}
mapName = common->GetLocalizedString( mapName );
mainGui->SetStateString( va( "sa_mapList_item_%d", numMapsAdded), mapName );
mainGui->SetStateInt( va( "sa_mapList_item_%d_id", numMapsAdded), i );
numMapsAdded++;
}
}
mainGui->DeleteStateVar( va( "sa_mapList_item_%d", numMapsAdded ) );
mainGui->SetStateString( "sa_mapList_sel_0", "-1" );
#endif
continue;
// handler for updating the current map in the name
} else if ( !idStr::Icmp( cmd, "serverAdminUpdateMap" ) ) {
int mapSelection = mainGui->GetStateInt( "sa_mapList_sel_0" );
if ( -1 == mapSelection ) {
idDecl *mapDecl = const_cast<idDecl *>(declManager->FindType( DECL_MAPDEF, gameLocal.serverInfo.GetString( "si_map" ), false ));
if ( mapDecl ) {
idDeclEntityDef *mapDef = static_cast<idDeclEntityDef *>( mapDecl );
mainGui->SetStateString( "sa_mapName", common->GetLocalizedString( mapDef->dict.GetString( "name" )) );
} else {
mainGui->SetStateString( "sa_mapName", gameLocal.serverInfo.GetString( "si_map" ) );
}
} else {
int mapNum = mainGui->State().GetInt( va( "sa_mapList_item_%d_id", mapSelection ) );
if ( mapNum >= 0 ) {
const idDict *dict = fileSystem->GetMapDecl( mapNum );
mainGui->SetStateString( "sa_mapName", common->GetLocalizedString( dict->GetString( "name" )) );
}
}
continue;
// handler for initializing the player list on the admin player tab
} else if ( !idStr::Icmp( cmd, "initServerAdminPlayer" ) ) {
int players;
for ( players=0; players<gameLocal.numClients; players++ ) {
mainGui->SetStateString( va( "sa_playerList_item_%d", players ), kickVoteMapNames[players] );
}
if ( players < MAX_CLIENTS ) {
mainGui->DeleteStateVar( va( "sa_playerList_item_%d", players ) );
//common->Printf( "DELETING at slot %d\n", players );
}
mainGui->SetStateString( "sa_playerList_sel_0", "-1" );
continue;
// handler for actually changing something on the server admin tab
} else if ( !idStr::Icmp( cmd, "handleServerAdmin" ) ) {
// read in a bunch of data, pack it into the appropriate structure
serverAdminData_t data;
memset( &data, 0, sizeof( data ) );
data.restartMap = 0 != mainGui->GetStateInt( "admin_server_val1_sel" );
// map list here
int uiMapSelection = mainGui->State().GetInt( "sa_mapList_sel_0" );
if (-1 != uiMapSelection ) {
int mapNum = mainGui->State().GetInt( va( "sa_mapList_item_%d_id", uiMapSelection ) );
if ( mapNum >= 0 ) {
const idDict *dict = fileSystem->GetMapDecl( mapNum );
data.mapName = common->GetLocalizedString( dict->GetString( "path" ));
} else {
data.mapName = gameLocal.serverInfo.GetString( "si_map" );
}
} else {
data.mapName = gameLocal.serverInfo.GetString( "si_map" );
}
switch ( mainGui->GetStateInt( "admincurrentGametype" ) ) {
case VOTE_GAMETYPE_DM:
data.gameType = GAME_DM;
break;
case VOTE_GAMETYPE_TOURNEY:
data.gameType = GAME_TOURNEY;
break;
case VOTE_GAMETYPE_TDM:
data.gameType = GAME_TDM;
break;
case VOTE_GAMETYPE_CTF:
data.gameType = GAME_CTF;
break;
case VOTE_GAMETYPE_ARENA_CTF:
data.gameType = GAME_ARENA_CTF;
break;
case VOTE_GAMETYPE_DEADZONE:
data.gameType = GAME_DEADZONE;
}
data.captureLimit = mainGui->GetStateInt( "sa_captureLimit" );
data.fragLimit = mainGui->GetStateInt( "sa_fragLimit" );
data.tourneyLimit = mainGui->GetStateInt( "sa_tourneylimit" );
data.timeLimit = mainGui->GetStateInt( "sa_timeLimit" );
data.buying = mainGui->GetStateInt( "sa_buying" );
data.autoBalance = 0 != mainGui->GetStateInt( "sa_autobalance" );
data.buying = 0 != mainGui->GetStateInt( "sa_buying" );
data.controlTime = mainGui->GetStateInt( "sa_controlTime" );
data.shuffleTeams = 0 != mainGui->GetStateInt( "sa_shuffleteams" );
// make the call to change the server data
if ( gameLocal.mpGame.HandleServerAdminCommands( data ) ) {
DisableMenu();
return NULL;
}
continue;
// handler for the kick button on the player tab of the server admin gui
} else if ( !idStr::Icmp( cmd, "handleServerAdminKick" ) ) {
int uiKickSelection = mainGui->State().GetInt( "sa_playerList_sel_0" );
if ( -1 != uiKickSelection ) {
HandleServerAdminKickPlayer( kickVoteMap[ uiKickSelection ] );
DisableMenu();
return NULL;
}
//common->Printf( "HANDLE SERVER ADMIN KICK!\n" );
continue;
// handler for the ban button on the player tab of the server admin gui
} else if ( !idStr::Icmp( cmd, "handleServerAdminBan" ) ) {
//common->Printf( "HANDLE SERVER ADMIN BAN!\n" );
int uiBanSelection = mainGui->State().GetInt( "sa_playerList_sel_0" );
if ( -1 != uiBanSelection ) {
HandleServerAdminBanPlayer( kickVoteMap[ uiBanSelection ] );
DisableMenu();
mainGui->DeleteStateVar( va( "sa_banList_item_%d", 0 ) );
mainGui->SetStateString( "sa_banList_sel_0", "-1" );
return NULL;
}
continue;
// handler for the remove ban button on the player tab of the server admin gui
} else if ( !idStr::Icmp( cmd, "handleServerAdminRemoveBan" ) ) {
//common->Printf( "HANDLE SERVER ADMIN REMOVE BAN!\n" );
int uiBanSelection = mainGui->State().GetInt( "sa_banList_sel_0" );
if ( -1 != uiBanSelection ) {
idStr guid = &mainGui->GetStateString( va( "sa_banList_item_%d", uiBanSelection ) )[ 4 ];
guid = guid.ReplaceChar( '\t', '\0' );
guid = &guid.c_str()[ strlen( guid.c_str() ) + 1 ];
HandleServerAdminRemoveBan( guid.c_str() );
DisableMenu();
return NULL;
}
continue;
// handler for the switch teams button on the player tab of the server admin gui
} else if ( !idStr::Icmp( cmd, "handleServerAdminSwitchTeams" ) ) {
if ( gameLocal.IsTeamGame() ) {
int uiSwitchSelection = mainGui->State().GetInt( "sa_playerList_sel_0" );
if ( -1 != uiSwitchSelection ) {
HandleServerAdminForceTeamSwitch( kickVoteMap[ uiSwitchSelection ] );
DisableMenu();
return NULL;
}
}
continue;
// handler for the show ban list button of the server admin gui
} else if ( !idStr::Icmp( cmd, "populateBanList" ) ) {
gameLocal.PopulateBanList( mainGui );
continue;
// RAVEN END
} else if ( !idStr::Icmp( cmd, "voteyes" ) ) {
CastVote( gameLocal.localClientNum, true );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "voteno" ) ) {
CastVote( gameLocal.localClientNum, false );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "bind" ) ) {
if ( args.Argc() - icmd >= 2 ) {
idStr key = args.Argv( icmd++ );
idStr bind = args.Argv( icmd++ );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "bindunbindtwo \"%s\" \"%s\"", key.c_str(), bind.c_str() ) );
mainGui->SetKeyBindingNames();
}
continue;
} else if ( !idStr::Icmp( cmd, "clearbind" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr bind = args.Argv( icmd++ );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "unbind \"%s\"", bind.c_str() ) );
mainGui->SetKeyBindingNames();
}
continue;
} else if ( !idStr::Icmp( cmd, "MAPScan" ) ) {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
const char *gametype = gameLocal.serverInfo.GetString( "si_gameType" );
if ( gametype == NULL || *gametype == 0 || idStr::Icmp( gametype, "singleplayer" ) == 0 ) {
gametype = "DM";
}
int i, num;
idStr si_map = gameLocal.serverInfo.GetString("si_map");
const idDict *dict;
mapList->Clear();
mapList->SetSelection( -1 );
num = fileSystem->GetNumMaps();
for ( i = 0; i < num; i++ ) {
dict = fileSystem->GetMapDecl( i );
if ( dict ) {
// any MP gametype supported
bool isMP = false;
int igt = GAME_SP + 1;
while ( si_gameTypeArgs[ igt ] ) {
if ( dict->GetBool( si_gameTypeArgs[ igt ] ) ) {
isMP = true;
break;
}
igt++;
}
if ( isMP ) {
const char *mapName = dict->GetString( "name" );
if ( mapName[0] == '\0' ) {
mapName = dict->GetString( "path" );
}
mapName = common->GetLocalizedString( mapName );
mapList->Add( i, mapName );
if ( !si_map.Icmp( dict->GetString( "path" ) ) ) {
mapList->SetSelection( mapList->Num() - 1 );
}
}
}
}
// set the current level shot
SetMapShot( );
#endif
return "continue";
} else if ( !idStr::Icmp( cmd, "click_maplist" ) ) {
SetMapShot( );
return "continue";
} else if ( !idStr::Icmp( cmd, "sm_select_player" ) ) {
idStr vcmd;
if ( args.Argc() - icmd >= 1 ) {
vcmd = args.Argv( icmd++ );
}
int index = atoi( vcmd.c_str() );
if( index > 0 && index < MAX_CLIENTS && statSummary && currentMenu == 3 ) {
statManager->UpdateEndGameHud( statSummary, index - 1 );
}
return "continue";
} else if ( !idStr::Icmp( cmd, "update_model" ) ) {
UpdateMPSettingsModel( currentGui );
continue;
} else if( !idStr::Icmp( cmd, "ingameStats" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr igArg = args.Argv( icmd++ );
if( !igArg.Icmp( "init" ) ) {
// setup the player list
statManager->SetupStatWindow( currentGui );
} else if( !igArg.Icmp( "spectator" ) ) {
int currentSel = currentGui->State().GetInt( "spec_names_sel_0", "-1" );
currentGui->SetStateString( "dm_names_sel_0", "-1" );
currentGui->SetStateString( "team_1_names_sel_0", "-1" );
currentGui->SetStateString( "team_2_names_sel_0", "-1" );
statManager->SelectStatWindow( currentSel, TEAM_MAX );
// asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = currentSel;
currentStatTeam = TEAM_MAX;
} else if( !igArg.Icmp( "dm" ) ) {
int currentSel = currentGui->State().GetInt( "dm_names_sel_0", "-1" );
currentGui->SetStateString( "spec_names_sel_0", "-1" );
currentGui->SetStateString( "team_1_names_sel_0", "-1" );
currentGui->SetStateString( "team_2_names_sel_0", "-1" );
statManager->SelectStatWindow( currentSel, 0 );
// asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = currentSel;
currentStatTeam = 0;
} else if( !igArg.Icmp( "strogg" ) ) {
int currentSel = currentGui->State().GetInt( "team_2_names_sel_0", "-1" );
currentGui->SetStateString( "spec_names_sel_0", "-1" );
currentGui->SetStateString( "team_1_names_sel_0", "-1" );
currentGui->SetStateString( "dm_names_sel_0", "-1" );
statManager->SelectStatWindow( currentSel, TEAM_STROGG );
// asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = currentSel;
currentStatTeam = TEAM_STROGG;
} else if( !igArg.Icmp( "marine" ) ) {
int currentSel = currentGui->State().GetInt( "team_1_names_sel_0", "-1" );
currentGui->SetStateString( "spec_names_sel_0", "-1" );
currentGui->SetStateString( "team_2_names_sel_0", "-1" );
currentGui->SetStateString( "dm_names_sel_0", "-1" );
statManager->SelectStatWindow( currentSel, TEAM_MARINE );
// asalmon: Need to refresh stats periodically if the player is looking at stats
currentStatClient = currentSel;
currentStatTeam = TEAM_MARINE;
}
}
continue;
} else if( !idStr::Icmp( cmd, "mainMenu" ) ) {
DisableMenu();
static idStr menuCmd;
menuCmd.Clear(); // cnicholson: In order to avoid repeated eventnames from screwing up the menu system, clear it.
menuCmd.Append( "main" );
const char* eventName = "";
if( args.Argc() - icmd >= 1 ) {
eventName = args.Argv( icmd++ );
menuCmd.Append( " " );
menuCmd.Append( eventName );
}
return menuCmd.c_str();
}
// RAVEN BEGIN
// cnicholson: The menu calls this prior to entering multiplayer settings. What it does is to check the current crosshair, and compare it
// agasint the list of crosshairs in player.def under the player_marine_mp section. If it finds a match, it assigns the
// crosshair to the next one in the list. If there isn't one, or if its the end of the list, the first found crosshair is used.
else if ( !idStr::Icmp( cmd, "chooseCrosshair" ) ) {
#ifndef _XENON
#ifndef _XENON
const idDeclEntityDef *def = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp", false, true ) );
#else
bool insideLevelLoad = declManager->GetInsideLoad();
if ( !insideLevelLoad ) {
declManager->SetInsideLoad( true );
}
const idDeclEntityDef *def = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp_ui", false, false ) );
declManager->SetInsideLoad( insideLevelLoad );
#endif
idStr currentCrosshair = cvarSystem->GetCVarString("g_crosshairCustomFile");
const idKeyValue* kv = def->dict.MatchPrefix("mtr_crosshair", NULL);
while ( kv ) {
if ( kv->GetValue() == currentCrosshair.c_str() ) {
kv = def->dict.MatchPrefix("mtr_crosshair", kv );
break;
}
kv = def->dict.MatchPrefix("mtr_crosshair", kv );
}
if ( !kv ){
kv = def->dict.MatchPrefix("mtr_crosshair", NULL );
}
idStr newCrosshair(kv->GetValue());
mainGui->SetStateString ( "crossImage", newCrosshair.c_str());
const idMaterial *material = declManager->FindMaterial( newCrosshair.c_str() );
if ( material ) {
material->SetSort( SS_GUI );
}
cvarSystem->SetCVarString("g_crosshairCustomFile", newCrosshair.c_str());
#endif
}
// RAVEN END
else if( !idStr::Icmp( cmd, "friend" ) ) {
// we friend/unfriend from the stat window, so use that to get selection info
int selectionTeam = -1;
int selectionIndex = -1;
// get the selected client num, as well as the selectionIndex/Team from the stat window
int client = statManager->GetSelectedClientNum( &selectionIndex, &selectionTeam );
if( ( client < 0 || client >= MAX_CLIENTS ) || !gameLocal.GetLocalPlayer() ) {
continue;
}
// un-mark this client as a friend
if( gameLocal.GetLocalPlayer()->IsFriend( client ) ) {
networkSystem->RemoveFriend( client );
} else {
networkSystem->AddFriend( client );
}
// refresh with new info
statManager->SetupStatWindow( currentGui );
statManager->SelectStatWindow( selectionIndex, selectionTeam );
continue;
} else if( !idStr::Icmp( cmd, "mute" ) ) {
// we mute/unmute from the stat window, so use that to get selection info
int selectionTeam = -1;
int selectionIndex = -1;
// get the selected client num, as well as the selectionIndex/Team from the stat window
int client = statManager->GetSelectedClientNum( &selectionIndex, &selectionTeam );
ClientVoiceMute( client, !gameLocal.GetLocalPlayer()->IsPlayerMuted( client ) );
// refresh with new info
statManager->SetupStatWindow( currentGui );
statManager->SelectStatWindow( selectionIndex, selectionTeam );
continue;
}
//RAVEN BEGIN
//asalmon: pass through some commands that need to be handled in the main menu handle function
else if(strstr( cmd, "LiveInviteAccept" ) == cmd){
#ifdef _XENON
Live()->SetInvite();
#endif
}
else if ((strstr( cmd, "FilterMPMapList" ) == cmd)
|| (strstr( cmd, "AddMapLive" ) == cmd)
|| (strstr( cmd, "RemoveMapLive" ) == cmd)
) {
static idStr menuCmd;
menuCmd.Clear();
menuCmd.Append( cmd );
return menuCmd.c_str();
} else if( !idStr::Icmp( cmd, "toggleTourney" ) ) {
if( gameLocal.gameType == GAME_TOURNEY ) {
ToggleSpectate();
DisableMenu( );
return NULL;
}
continue;
}
//RAVEN END
common->Printf( "idMultiplayerGame::HandleGuiCommands: '%s' unknown\n", cmd );
}
return "continue";
}
/*
===============
idMultiplayerGame::SetShaderParms
===============
*/
void idMultiplayerGame::SetShaderParms( renderView_t *view ) {
if ( gameLocal.IsFlagGameType() ) {
view->shaderParms[ 1 ] = ( ((rvCTFGameState*)GetGameState())->GetFlagState( TEAM_MARINE ) != FS_AT_BASE );
view->shaderParms[ 2 ] = ( ((rvCTFGameState*)GetGameState())->GetFlagState( TEAM_STROGG ) != FS_AT_BASE );
}
}
/*
================
idMultiplayerGame::Draw
server demo: clientNum == MAX_CLIENTS
================
*/
bool idMultiplayerGame::Draw( int clientNum ) {
idPlayer *player, *viewPlayer;
idUserInterface *hud = NULL;
if ( clientNum == MAX_CLIENTS ) {
assert( gameLocal.GetDemoState() == DEMO_PLAYING );
clientNum = gameLocal.GetDemoFollowClient();
hud = gameLocal.GetDemoHud();
if ( clientNum == -1 ) {
gameLocal.freeView.Draw();
return true;
}
}
player = viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( player == NULL ) {
return false;
}
if ( player->spectating ) {
viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ player->spectator ] );
if ( viewPlayer == NULL ) {
return false;
}
}
if ( !viewPlayer->GetRenderView() ) {
return false;
}
SetShaderParms( viewPlayer->GetRenderView() );
// use the hud of the local player
if ( !hud ) {
hud = player->hud;
}
viewPlayer->playerView.RenderPlayerView( hud );
// allow force scoreboard to overwrite a fullscreen menu
if ( currentMenu ) {
#if 0
// uncomment this if you want to track when players are in a menu
if ( !bCurrentMenuMsg ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
outMsg.WriteBits( 1, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
bCurrentMenuMsg = true;
}
#endif
if ( player->wantSpectate ) {
mainGui->SetStateString( "spectext", common->GetLocalizedString( "#str_104249" ) );
} else {
mainGui->SetStateString( "spectext", common->GetLocalizedString( "#str_104250" ) );
}
// if we died, isChatting is cleared, so re-set our chatting cvar
if ( gameLocal.GetLocalPlayer() && !gameLocal.GetLocalPlayer()->isChatting && !gameLocal.GetLocalPlayer()->pfl.dead ) {
cvarSystem->SetCVarBool( "ui_chat", true );
cvarSystem->SetModifiedFlags( CVAR_USERINFO ); // force update
}
if ( currentMenu == 1 ) {
UpdateMainGui();
mainGui->Redraw( gameLocal.time );
} else if( currentMenu == 2 ) {
msgmodeGui->Redraw( gameLocal.time );
} else if( currentMenu == 3 ) {
DrawStatSummary();
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
} else if( currentMenu == 4 ) {
SetupBuyMenuItems();
player->UpdateHudStats( buyMenu );
buyMenu->HandleNamedEvent( "update_buymenu" );
idPlayer* player = gameLocal.GetLocalPlayer();
buyMenu->SetStateString( "field_credits", va("%i", (int)player->buyMenuCash) );
buyMenu->Redraw(gameLocal.time);
// RITUAL END
}
} else {
#if 0
// uncomment this if you want to track when players are in a menu
if ( bCurrentMenuMsg ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
outMsg.WriteBits( 0, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
bCurrentMenuMsg = false;
}
#endif
DrawScoreBoard( player );
}
// RAVEN BEGIN
// bdube: debugging HUD
gameDebug.DrawHud();
// RAVEN END
return true;
}
/*
================
idMultiplayerGame::UpdateHud
================
*/
void idMultiplayerGame::UpdateHud( idUserInterface* _mphud ) {
idPlayer *localPlayer;
if ( !_mphud ) {
return;
}
// server demos don't have a true local player, but need one for hud updates
localPlayer = gameLocal.GetLocalPlayer();
if ( !localPlayer ) {
assert( gameLocal.GetDemoState() == DEMO_PLAYING && gameLocal.IsServerDemo() );
assert( gameLocal.GetDemoFollowClient() >= 0 );
assert( gameLocal.entities[ gameLocal.GetDemoFollowClient() ] && gameLocal.entities[ gameLocal.GetDemoFollowClient() ]->IsType( idPlayer::GetClassType() ) );
localPlayer = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetDemoFollowClient() ] );
}
//RAVEN BEGIN
//asalmon: Turn on/off the lag icon so that clients know that they are losing connection
if ( networkSystem->ClientGetTimeSinceLastPacket() > 0 && ( networkSystem->ClientGetTimeSinceLastPacket() > cvarSystem->GetCVarInteger("net_clientServerTimeout")*500 ) ) {
_mphud->SetStateBool("IsLagged", true);
}
else{
_mphud->SetStateBool("IsLagged", false);
}
//RAVEN END
_mphud->SetStateInt( "marine_score", teamScore[ TEAM_MARINE ] );
_mphud->SetStateInt( "strogg_score", teamScore[ TEAM_STROGG ] );
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
// Always show GameTime() for WARMUP and COUNTDOWN.
mpGameState_t state = gameState->GetMPGameState();
_mphud->SetStateString( "timeleft", GameTime() );
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
/// Set "credits" gui element
if( gameLocal.mpGame.IsBuyingAllowedInTheCurrentGameMode() ) {
int cash = 0;
idPlayer* localPlayer = gameLocal.GetLocalPlayer();
if ( !localPlayer ) {
assert( gameLocal.GetDemoState() == DEMO_PLAYING && gameLocal.IsServerDemo() );
assert( gameLocal.GetDemoFollowClient() >= 0 );
assert( gameLocal.entities[ gameLocal.GetDemoFollowClient() ] && gameLocal.entities[ gameLocal.GetDemoFollowClient() ]->IsType( idPlayer::GetClassType() ) );
localPlayer = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetDemoFollowClient() ] );
}
idPlayer* specPlayer = NULL;
if ( localPlayer->spectating )
specPlayer = gameLocal.GetClientByNum( localPlayer->spectator );
if ( specPlayer )
cash = (int)specPlayer->buyMenuCash;
else
cash = (int)localPlayer->buyMenuCash;
if( localPlayer->CanBuy() ) {
_mphud->SetStateString("credits", va("%s %d %s", common->GetLocalizedString( "#str_122015" ),
cash, common->GetLocalizedString( "#str_122016" )));
}
else {
_mphud->SetStateString("credits", va("%s %d", common->GetLocalizedString( "#str_122015" ), cash));
}
}
else
{
_mphud->SetStateString("credits", "");
}
// RITUAL END
bool inNonTimedState = (state == SUDDENDEATH) || (state == WARMUP) || (state == GAMEREVIEW);
bool inCountdownState = (state == COUNTDOWN);
if( gameLocal.gameType == GAME_TOURNEY ) {
inNonTimedState |= (((rvTourneyGameState*)gameState)->GetArena( localPlayer->GetArena() ).GetState() == AS_SUDDEN_DEATH);
inCountdownState |= (((rvTourneyGameState*)gameState)->GetArena( localPlayer->GetArena() ).GetState() == AS_WARMUP);
}
_mphud->SetStateBool( "infinity", ( !timeLimit && !inCountdownState ) || inNonTimedState );
if( gameLocal.gameType == GAME_DM ) {
if( rankedPlayers.Num() ) {
_mphud->SetStateString( "player1_name", rankedPlayers[ 0 ].First()->GetUserInfo()->GetString( "ui_name" ) );
_mphud->SetStateString( "player1_score", va( "%d", GetScore( rankedPlayers[ 0 ].First() ) ) );
_mphud->SetStateString( "player1_rank", "1." );
// if we're in the lead or spectating, show the person in 2nd
if( ( (rankedPlayers[ 0 ].First() == localPlayer) || (localPlayer->spectating) ) && rankedPlayers.Num() > 1 ) {
_mphud->SetStateString( "player2_name", rankedPlayers[ 1 ].First()->GetUserInfo()->GetString( "ui_name" ) );
_mphud->SetStateString( "player2_score", va( "%d", GetScore( rankedPlayers[ 1 ].First() ) ) );
_mphud->SetStateString( "player2_rank", va( "%d.", rankedPlayers[ 1 ].First()->GetRank() + 1 ) );
} else if( rankedPlayers[ 0 ].First() != localPlayer && !localPlayer->spectating ) {
// otherwise, show our score
_mphud->SetStateString( "player2_name", localPlayer->GetUserInfo()->GetString( "ui_name" ) );
_mphud->SetStateString( "player2_score", va( "%d", GetScore( localPlayer ) ) );
_mphud->SetStateString( "player2_rank", va( "%d.", localPlayer->GetRank() + 1 ) );
} else {
// no person to place in 2nd
_mphud->SetStateString( "player2_name", "" );
_mphud->SetStateString( "player2_score", "" );
_mphud->SetStateString( "player2_rank", "" );
}
} else {
_mphud->SetStateString( "player1_name", "" );
_mphud->SetStateString( "player1_score", "" );
_mphud->SetStateString( "player1_rank", "" );
_mphud->SetStateString( "player2_name", "" );
_mphud->SetStateString( "player2_score", "" );
_mphud->SetStateString( "player2_rank", "" );
}
}
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
if( gameLocal.gameType == GAME_DEADZONE ) {
static int lastMarineScore = teamScore[ TEAM_MARINE ];
static int lastStroggScore = teamScore[ TEAM_STROGG ];
int marineScore = teamScore[ TEAM_MARINE ];
int stroggScore = teamScore[ TEAM_STROGG ];
const float asymptoticAverageWeight = 0.95f;
/// Check if Marines have scored since last frame
if( marineScore != lastMarineScore )
{
/// Pulse the bar's color
marineScoreBarPulseAmount = 1.0f;
// Play the pulse sound
idStr pulseSnd = "snd_dzpulse_happy";
if ( localPlayer->team != TEAM_MARINE )
pulseSnd = "snd_dzpulse_unhappy";
localPlayer->StartSound( pulseSnd, SND_CHANNEL_ANY, 0, false, NULL );
}
else
{
/// Asymptotic-average back to the normal color
marineScoreBarPulseAmount *= asymptoticAverageWeight;
}
/// Check if Strogg have scored since last frame
if( stroggScore != lastStroggScore )
{
/// Pulse the bar's color
stroggScoreBarPulseAmount = 1.0f;
// Play the pulse sound
idStr pulseSnd = "snd_dzpulse_happy";
if ( localPlayer->team != TEAM_STROGG )
pulseSnd = "snd_dzpulse_unhappy";
localPlayer->StartSound( pulseSnd, SND_CHANNEL_ANY, 0, false, NULL );
}
else
{
/// Asymptotic-average back to the normal color
stroggScoreBarPulseAmount *= asymptoticAverageWeight;
}
/// Set "gameStatus" gui element
_mphud->SetStateString("gameStatus", "" );
_mphud->SetStateFloat( "marine_pulse_amount", marineScoreBarPulseAmount );
_mphud->SetStateFloat( "strogg_pulse_amount", stroggScoreBarPulseAmount );
lastMarineScore = teamScore[ TEAM_MARINE ];
lastStroggScore = teamScore[ TEAM_STROGG ];
}
// RITUAL END
if( gameLocal.gameType == GAME_TOURNEY && localPlayer->GetArena() == MAX_ARENAS ) {
int numWaitingArenaPlayers = 0;
for( int i = 0; i < rankedPlayers.Num(); i++ ) {
if( rankedPlayers[ i ].First() && rankedPlayers[ i ].First()->GetArena() == MAX_ARENAS ) {
_mphud->SetStateString( va( "waitRoom_item_%d", numWaitingArenaPlayers++ ), rankedPlayers[ i ].First()->GetUserInfo()->GetString( "ui_name" ) );
}
}
_mphud->SetStateString( va( "waitRoom_item_%d", numWaitingArenaPlayers ), "" );
_mphud->SetStateBool( "waitroom", true );
_mphud->SetStateInt( "num_waitroom_players", numWaitingArenaPlayers );
} else {
_mphud->SetStateBool( "waitroom", false );
}
idStr spectateText0;
idStr spectateText1;
idStr spectateText2;
if( gameLocal.gameType == GAME_TOURNEY ) {
// line 1 - why we aren't playing
if( localPlayer->wantSpectate ) {
if( localPlayer->spectator != localPlayer->entityNumber ) {
spectateText0 = va( common->GetLocalizedString( "#str_107672" ), gameLocal.GetClientByNum( localPlayer->spectator )->GetUserInfo()->GetString( "ui_name" ) );
} else if( localPlayer->spectating ) {
spectateText0 = common->GetLocalizedString( "#str_107673" );
}
} else {
rvTourneyArena& currentArena = ((rvTourneyGameState*)gameState)->GetArena( localPlayer->GetArena() );
if( gameState->GetMPGameState() == WARMUP ) {
// grab the reason we aren't playing yet
AllPlayersReady( &spectateText0 );
} else if( gameState->GetMPGameState() == COUNTDOWN ) {
spectateText0 = va( common->GetLocalizedString( "#str_107671" ), Max( ((gameState->GetNextMPGameStateTime() - gameLocal.time) / 1000) + 1, 0 ) );
} else if( gameState->GetMPGameState() != GAMEREVIEW && localPlayer->GetTourneyStatus() == PTS_ELIMINATED ) {
spectateText0 = common->GetLocalizedString( "#str_107687" );
} else if( gameState->GetMPGameState() != GAMEREVIEW && localPlayer->GetTourneyStatus() == PTS_ADVANCED ) {
spectateText0 = common->GetLocalizedString( "#str_107688" );
} else if( ((rvTourneyGameState*)gameState)->HasBye( localPlayer ) ) {
spectateText0 = common->GetLocalizedString( "#str_107709" );
} else if( currentArena.IsPlaying( localPlayer ) ) {
spectateText0 = va( "%s %d; %s", common->GetLocalizedString( "#str_107716" ), localPlayer->GetArena() + 1, ((rvTourneyGameState*)gameState)->GetRoundDescription() );
} else if( localPlayer->spectating ) {
// this should only happen if the player was spectating at start of round, but then decides
// to join the tourney
spectateText0 = common->GetLocalizedString( "#str_107684" );
}
}
// line 2 - will or wont be seeded, how to cycle
// line 3 - how to enter waiting room
if( gameState->GetMPGameState() == WARMUP || gameState->GetMPGameState() == COUNTDOWN ) {
if( localPlayer->wantSpectate ) {
spectateText1 = common->GetLocalizedString( "#str_107685" );
spectateText2 = common->GetLocalizedString( "#str_107695" );
} else {
spectateText1 = common->GetLocalizedString( "#str_107684" );
spectateText2 = common->GetLocalizedString( "#str_107694" );
}
} else if( localPlayer->spectating ) {
if( localPlayer->GetArena() == MAX_ARENAS ) {
spectateText1 = common->GetLocalizedString( "#str_107686" );
} else {
spectateText1 = va( common->GetLocalizedString( "#str_107670" ), common->KeysFromBinding( "_impulse14" ), common->KeysFromBinding( "_impulse15" ) );
}
}
} else {
// non-tourney spectate text
if( localPlayer->spectating ) {
if( localPlayer->spectator != localPlayer->entityNumber ) {
spectateText0 = va( common->GetLocalizedString( "#str_107672" ), gameLocal.GetClientByNum( localPlayer->spectator )->GetUserInfo()->GetString( "ui_name" ) );
} else if( localPlayer->spectating ) {
spectateText0 = common->GetLocalizedString( "#str_107673" );
}
// spectating instructions
if( localPlayer->spectator != localPlayer->entityNumber ) {
//cycle & exit follow
spectateText1 = va( common->GetLocalizedString( "#str_107698" ), common->KeysFromBinding( "_attack" ), common->KeysFromBinding( "_moveup" ) );
} else {
//start follow
spectateText1 = va( common->GetLocalizedString( "#str_108024" ), common->KeysFromBinding( "_attack" ) );
}
}
if( gameState->GetMPGameState() == WARMUP ) {
AllPlayersReady( &spectateText1 );
} else if( gameState->GetMPGameState() == COUNTDOWN ) {
spectateText1 = va( common->GetLocalizedString( "#str_107671" ), Max( ((gameState->GetNextMPGameStateTime() - gameLocal.time) / 1000) + 1, 0 ) );
}
}
_mphud->SetStateString( "spectatetext0", spectateText0 );
_mphud->SetStateString( "spectatetext1", spectateText1 );
_mphud->SetStateString( "spectatetext2", spectateText2 );
if( gameLocal.gameType == GAME_TOURNEY ) {
gameLocal.mpGame.tourneyGUI.UpdateScores();
}
_mphud->StateChanged( gameLocal.time );
statManager->UpdateInGameHud( _mphud, ( localPlayer->usercmd.buttons & BUTTON_INGAMESTATS ) != 0 );
//update awards
if ( gameLocal.isClient || gameLocal.isListenServer) {
statManager->CheckAwardQueue();
}
}
/*
================
idMultiplayerGame::DrawScoreBoard
================
*/
void idMultiplayerGame::DrawScoreBoard( idPlayer *player ) {
if ( player->scoreBoardOpen ) {
if ( !playerState[ player->entityNumber ].scoreBoardUp ) {
scoreBoard->Activate( true, gameLocal.time );
playerState[ player->entityNumber ].scoreBoardUp = true;
player->disableHud = true;
}
if( gameLocal.gameType == GAME_TOURNEY ) {
((rvTourneyGameState*)gameState)->UpdateTourneyBrackets();
}
UpdateScoreboard( scoreBoard );
} else {
if ( playerState[ player->entityNumber ].scoreBoardUp ) {
scoreBoard->Activate( false, gameLocal.time );
playerState[ player->entityNumber ].scoreBoardUp = false;
player->disableHud = false;
}
}
}
/*
===============
idMultiplayerGame::AddChatLine
===============
*/
void idMultiplayerGame::AddChatLine( const char *fmt, ... ) {
idStr temp;
va_list argptr;
// mekberg: chat changes.
wrapInfo_t wrapInfo;
idStr wrap1;
idStr wrap2;
va_start( argptr, fmt );
vsprintf( temp, fmt, argptr );
va_end( argptr );
temp.StripTrailingOnce("\n");
#ifdef MOD_BOTS // TinMan: process chat
if(BOT_ENABLED())
botAi::ProcessCommand( temp );
#endif
// this isn't a good way to color informational lines....
if( temp.Find( ":" ) > 0 && temp.Find( ":" ) < temp.Length() - 1 ) {
gameLocal.Printf( "%s^0^2%s\n", temp.Left( temp.Find( ":" ) + 1 ).c_str(), temp.Right( temp.Length() - temp.Find( ":" ) - 1).c_str() );
} else {
gameLocal.Printf( "%s\n", temp.c_str() );
}
// bdube: new chat interraction with hud
if ( gameLocal.GetLocalPlayer() != NULL && gameLocal.GetLocalPlayer()->mphud ) {
wrap1 = temp;
wrap2 = temp;
do {
memset( &wrapInfo, -1, sizeof ( wrapInfo_t ) );
gameLocal.GetLocalPlayer( )->mphud->GetMaxTextIndex( "history1", wrap1.c_str( ), wrapInfo );
// If we have a whitespace near the end. Otherwise the user could enter a giant word.
if ( wrapInfo.lastWhitespace != -1 && float( wrapInfo.lastWhitespace ) / float( wrapInfo.maxIndex ) > .75 ) {
wrap2 = wrap1.Left( wrapInfo.lastWhitespace++ );
// Just text wrap, no word wrap.
} else if ( wrapInfo.maxIndex != -1 ) {
wrap2 = wrap1.Left( wrapInfo.maxIndex );
// We fit in less than a line.
} else {
wrap2 = wrap1;
}
// Recalc the base string.
wrap1 = wrap1.Right( wrap1.Length( ) - wrap2.Length( ) );
// Push to gui.
gameLocal.GetLocalPlayer( )->mphud->SetStateString( "chattext", wrap2.c_str( ) );
gameLocal.GetLocalPlayer( )->mphud->HandleNamedEvent( "addchatline" );
} while ( wrapInfo.maxIndex != -1 );
}
if( chatHistory.Length() + temp.Length() > CHAT_HISTORY_SIZE ) {
int removeLength = chatHistory.Find( '\n' );
if( removeLength == -1 ) {
// nuke the whole string
chatHistory.Empty();
} else {
while( (chatHistory.Length() - removeLength) + temp.Length() > CHAT_HISTORY_SIZE ) {
removeLength = chatHistory.Find( '\n', removeLength + 1 );
if( removeLength == -1 ) {
chatHistory.Empty();
break;
}
}
}
chatHistory = chatHistory.Right( chatHistory.Length() - removeLength );
}
chatHistory.Append( temp );
chatHistory.Append( '\n' );
if( mainGui ) {
mainGui->SetStateString( "chat", chatHistory.c_str() );
}
if( statSummary ) {
statSummary->SetStateString( "chat", chatHistory.c_str() );
}
// play chat sound
char* chatSound = "snd_chat";
if( gameLocal.GetLocalPlayer() ) {
// not a great way to detect teams
if( gameLocal.IsTeamGame() ) {
int i = temp.Find( gameLocal.GetLocalPlayer()->team ? "Strogg" : "Marine", false );
int firstColon = temp.Find( ":" );
if( firstColon >= 0 && i < firstColon && i >= 1 && temp[ i - 6 ] == '(' ) {
chatSound = "snd_teamchat";
}
}
gameLocal.GetLocalPlayer()->StartSound( chatSound, SND_CHANNEL_ANY, 0, false, NULL );
}
}
void idMultiplayerGame::DrawStatSummary( void ) {
if ( !statSummary->GetStateFloat( "ready" ) ) {
statSummary->SetStateFloat( "ready", 1 );
statSummary->HandleNamedEvent( "chatFocus" );
statSummary->StateChanged( gameLocal.time );
}
statSummary->Redraw( gameLocal.time );
}
void idMultiplayerGame::ShowStatSummary( void ) {
if ( !gameLocal.GetLocalPlayer() ) {
assert( false );
return;
}
DisableMenu( );
nextMenu = 3;
gameLocal.sessionCommand = "game_startmenu";
gameLocal.GetLocalPlayer()->GUIMainNotice( "" );
gameLocal.GetLocalPlayer()->GUIFragNotice( "" );
}
/*
================
idMultiplayerGame::WriteToSnapshot
================
*/
void idMultiplayerGame::WriteToSnapshot( idBitMsgDelta &msg ) const {
int i;
int value;
byte ingame[ MAX_CLIENTS / 8 ];
idEntity* ent;
assert( MAX_CLIENTS % 8 == 0 );
// RITUAL BEGIN - DeadZone Messages
msg.WriteBits(isBuyingAllowedRightNow, 1);
msg.WriteShort(powerupCount);
msg.WriteFloat( marineScoreBarPulseAmount );
msg.WriteFloat( stroggScoreBarPulseAmount );
// RITUAL END
// RAVEN BEGIN
// ddynerman: CTF scoring
// FIXME - not in the snapshot
for( i = 0; i < TEAM_MAX; i++ ) {
msg.WriteShort( teamScore[i] );
msg.WriteLong( teamDeadZoneScore[i] );
}
// RAVEN END
// write ingame bits first, then we only sync down for ingame clients
// do a single write, this doesn't change often it's best to deltify in a single shot
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( playerState[i].ingame ) {
ingame[ i / 8 ] |= 1 << ( i % 8 );
} else {
ingame[ i / 8 ] &= ~( 1 << ( i % 8 ) );
}
}
msg.WriteData( ingame, MAX_CLIENTS / 8 );
// those rarely change as well and will deltify away nicely
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( playerState[i].ingame ) {
ent = gameLocal.entities[ i ];
// clamp all values to min/max possible value that we can send over
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].fragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].teamFragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
msg.WriteLong( playerState[i].deadZoneScore );
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[i].wins );
msg.WriteBits( value, ASYNC_PLAYER_WINS_BITS );
// only transmit instance info in tourney
if( gameLocal.gameType == GAME_TOURNEY ) {
if( !ent ) {
msg.WriteBits( 0, 1 );
} else {
msg.WriteBits( 1, 1 );
value = idMath::ClampInt( 0, MAX_INSTANCES, ent->GetInstance() );
msg.WriteBits( value, ASYNC_PLAYER_INSTANCE_BITS );
msg.WriteBits( ((idPlayer*)ent)->GetTourneyStatus(), ASYNC_PLAYER_TOURNEY_STATUS_BITS );
}
}
}
}
// those change all the time, keep them in a single pack
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( playerState[i].ingame ) {
value = idMath::ClampInt( 0, MP_PLAYER_MAXPING, playerState[i].ping );
msg.WriteBits( value, ASYNC_PLAYER_PING_BITS );
}
}
}
/*
================
idMultiplayerGame::ReadFromSnapshot
================
*/
void idMultiplayerGame::ReadFromSnapshot( const idBitMsgDelta &msg ) {
int i, newInstance;
byte ingame[ MAX_CLIENTS / 8 ];
idEntity* ent;
bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 );
if ( proto69 ) {
isBuyingAllowedRightNow = false;
powerupCount = 0;
marineScoreBarPulseAmount = 0;
stroggScoreBarPulseAmount = 0;
} else {
// RITUAL BEGIN - DeadZone & buying Messages
isBuyingAllowedRightNow = msg.ReadBits(1);
powerupCount = msg.ReadShort();
// TTimo: NOTE: sounds excessive to be transmitting floats for that
marineScoreBarPulseAmount = msg.ReadFloat();
stroggScoreBarPulseAmount = msg.ReadFloat();
// RITUAL END
}
// CTF/TDM scoring
for( i = 0; i < TEAM_MAX; i++ ) {
teamScore[ i ] = msg.ReadShort( );
if ( proto69 ) {
teamDeadZoneScore[ i ] = 0;
} else {
teamDeadZoneScore[ i ] = msg.ReadLong( );
}
}
msg.ReadData( ingame, MAX_CLIENTS / 8 );
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( ingame[ i / 8 ] & ( 1 << ( i % 8 ) ) ) {
playerState[i].ingame = true;
} else {
playerState[i].ingame = false;
}
}
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( playerState[i].ingame ) {
ent = gameLocal.entities[ i ];
playerState[ i ].fragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
playerState[ i ].teamFragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
if ( proto69 ) {
playerState[ i ].deadZoneScore = 0;
} else {
playerState[ i ].deadZoneScore = msg.ReadLong();
}
playerState[ i ].wins = msg.ReadBits( ASYNC_PLAYER_WINS_BITS );
if( gameLocal.gameType == GAME_TOURNEY ) {
if( msg.ReadBits( 1 ) ) {
newInstance = msg.ReadBits( ASYNC_PLAYER_INSTANCE_BITS );
if( newInstance != ent->GetInstance() ) {
ent->SetInstance( newInstance );
if( gameLocal.GetLocalPlayer() && i != gameLocal.localClientNum ) {
if( ent->GetInstance() == gameLocal.GetLocalPlayer()->GetInstance() ) {
((idPlayer*)ent)->ClientInstanceJoin();
} else {
((idPlayer*)ent)->ClientInstanceLeave();
}
}
}
((idPlayer*)ent)->SetTourneyStatus( (playerTourneyStatus_t)msg.ReadBits( ASYNC_PLAYER_TOURNEY_STATUS_BITS ) );
}
}
}
}
for ( i = 0; i < MAX_CLIENTS; i++ ) {
if ( playerState[i].ingame ) {
playerState[ i ].ping = msg.ReadBits( ASYNC_PLAYER_PING_BITS );
}
}
}
// RAVEN BEGIN
// bdube: global item sounds
/*
================
idMultiplayerGame::PlayGlobalItemAcquireSound
================
*/
void idMultiplayerGame::PlayGlobalItemAcquireSound( int defIndex ) {
const idDeclEntityDef* def;
def = static_cast<const idDeclEntityDef*>( declManager->DeclByIndex( DECL_ENTITYDEF, defIndex, false ) );
if ( !def ) {
gameLocal.Warning ( "NET: invalid entity def index (%d) for global item acquire sound", defIndex );
return;
}
if( !gameLocal.GetLocalPlayer() || !gameLocal.currentThinkingEntity || gameLocal.GetLocalPlayer()->GetInstance() == gameLocal.currentThinkingEntity->GetInstance() ) {
soundSystem->PlayShaderDirectly ( SOUNDWORLD_GAME, def->dict.GetString ( "snd_acquire" ) );
}
if ( gameLocal.isServer ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_ITEMACQUIRESOUND );
outMsg.WriteBits( defIndex, gameLocal.entityDefBits );
gameLocal.ServerSendInstanceReliableMessage( gameLocal.currentThinkingEntity, -1, outMsg );
}
}
// RAVEN END
/*
================
idMultiplayerGame::PrintMessageEvent
================
*/
void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int parm2 ) {
idPlayer *p = gameLocal.GetLocalPlayer();
if ( to == -1 || ( p && to == p->entityNumber ) ) {
switch ( evt ) {
case MSG_SUICIDE:
assert( parm1 >= 0 );
AddChatLine( common->GetLocalizedString( "#str_104293" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_KILLED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLocalizedString( "#str_104292" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_KILLEDTEAM:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLocalizedString( "#str_104291" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_TELEFRAGGED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLocalizedString( "#str_104290" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_DIED:
assert( parm1 >= 0 );
AddChatLine( common->GetLocalizedString( "#str_104289" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_VOTE:
AddChatLine( common->GetLocalizedString( "#str_104288" ) );
break;
case MSG_SUDDENDEATH:
AddChatLine( common->GetLocalizedString( "#str_104287" ) );
break;
case MSG_FORCEREADY:
AddChatLine( common->GetLocalizedString( "#str_104286" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( gameLocal.entities[ parm1 ] && gameLocal.entities[ parm1 ]->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
static_cast< idPlayer * >( gameLocal.entities[ parm1 ] )->forcedReady = true;
}
break;
case MSG_JOINEDSPEC:
AddChatLine( common->GetLocalizedString( "#str_104285" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_TIMELIMIT:
AddChatLine( common->GetLocalizedString( "#str_104284" ) );
break;
case MSG_FRAGLIMIT:
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
if ( gameLocal.gameType == GAME_TDM || gameLocal.gameType == GAME_DEADZONE ) {
// RITUAL END
// RAVEN BEGIN
// rhummer: localized "Strogg" and "Marine"
AddChatLine( common->GetLocalizedString( "#str_107665" ), parm1 ? common->GetLocalizedString( "#str_108025" ) : common->GetLocalizedString( "#str_108026" ) );
// RAVEN END
} else {
AddChatLine( common->GetLocalizedString( "#str_104281" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
}
break;
case MSG_CAPTURELIMIT:
// RAVEN BEGIN
// rhummer: localized "%s team hit the capture limit." and "Strogg and "Marine"
AddChatLine( common->GetLocalizedString( "#str_108027" ), parm1 ? common->GetLocalizedString( "#str_108025" ) : common->GetLocalizedString( "#str_108026" ) );
// RAVEN END
break;
case MSG_HOLYSHIT:
AddChatLine( common->GetLocalizedString( "#str_106732" ) );
break;
default:
gameLocal.DPrintf( "PrintMessageEvent: unknown message type %d\n", evt );
return;
}
}
if ( !gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DB );
outMsg.WriteByte( evt );
outMsg.WriteByte( parm1 );
outMsg.WriteByte( parm2 );
networkSystem->ServerSendReliableMessage( to, outMsg );
}
}
/*
================
idMultiplayerGame::PrintMessage
================
*/
void idMultiplayerGame::PrintMessage( int to, const char* msg ) {
if( idStr::Length( msg ) >= MAX_PRINT_LEN ) {
common->Warning( "idMultiplayerGame::PrintMessage() - Not transmitting message of length %d", idStr::Length( msg ) );
return;
}
AddChatLine( msg );
if ( !gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_PRINT );
outMsg.WriteString( msg );
networkSystem->ServerSendReliableMessage( to, outMsg );
}
}
/*
================
idMultiplayerGame::CheckSpawns
================
*/
void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) {
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>(ent);
// once we hit sudden death, nobody respawns till game has ended
// no respawns in tourney mode, the tourney manager manually handles spawns
if ( (WantRespawn( p ) || p == spectator) ) {
if ( gameState->GetMPGameState() == SUDDENDEATH && gameLocal.gameType != GAME_TOURNEY ) {
// respawn rules while sudden death are different
// sudden death may trigger while a player is dead, so there are still cases where we need to respawn
// don't do any respawns while we are in end game delay though
if ( gameLocal.IsTeamGame() || p->IsLeader() ) {
//everyone respawns in team games, only fragleaders respawn in DM
p->ServerSpectate( false );
} else {//if ( !p->IsLeader() ) {
// sudden death is rolling, this player is not a leader, have him spectate
p->ServerSpectate( true );
CheckAbortGame();
}
} else {
if ( gameState->GetMPGameState() == WARMUP || gameState->GetMPGameState() == COUNTDOWN || gameState->GetMPGameState() == GAMEON ) {
if ( gameLocal.gameType != GAME_TOURNEY ) {
// wait for team to be set before spawning in
if( !gameLocal.IsTeamGame() || p->team != -1 ) {
p->ServerSpectate( false );
}
} else {
if( p->GetArena() >= 0 && p->GetArena() < MAX_ARENAS ) {
rvTourneyArena& arena = ((rvTourneyGameState*)gameState)->GetArena( p->GetArena() );
if( ( arena.GetState() != AS_DONE && arena.GetState() != AS_INACTIVE ) && ( p == arena.GetPlayers()[ 0 ] || p == arena.GetPlayers()[ 1 ] ) ) {
// only allow respawn if the arena we're in is active
// and we're one of the assigned players (we're not just spectating it)
p->ServerSpectate( false );
}
} else {
// always allow respawn in the waiting room
assert( p->GetArena() == MAX_ARENAS );
p->ServerSpectate( false );
}
}
}
}
} else if ( p->wantSpectate && !p->spectating ) {
playerState[ i ].fragCount = 0; // whenever you willingly go spectate during game, your score resets
p->ServerSpectate( true );
CheckAbortGame();
}
}
}
void idMultiplayerGame::FreeLight ( int lightID ) {
if ( lightHandles[lightID] != -1 && gameRenderWorld ) {
gameRenderWorld->FreeLightDef( lightHandles[lightID] );
lightHandles[lightID] = -1;
}
}
void idMultiplayerGame::UpdateLight ( int lightID, idPlayer *player ) {
lights[ lightID ].origin = player->GetPhysics()->GetOrigin() + idVec3( 0, 0, 20 );
if ( lightHandles[ lightID ] == -1 ) {
lightHandles[ lightID ] = gameRenderWorld->AddLightDef ( &lights[ lightID ] );
} else {
gameRenderWorld->UpdateLightDef( lightHandles[ lightID ], &lights[ lightID ] );
}
}
void idMultiplayerGame::CheckSpecialLights( void ) {
if ( !gameLocal.isLastPredictFrame ) {
return;
}
idPlayer *marineFlagCarrier = NULL;
idPlayer *stroggFlagCarrier = NULL;
idPlayer *quadDamageCarrier = NULL;
idPlayer *regenerationCarrier = NULL;
idPlayer *hasteCarrier = NULL;
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>( ent );
if( gameLocal.GetLocalPlayer() && p->GetInstance() != gameLocal.GetLocalPlayer()->GetInstance() ) {
continue;
}
if ( p->PowerUpActive( POWERUP_CTF_MARINEFLAG ) ) {
marineFlagCarrier = p;
}
else if ( p->PowerUpActive( POWERUP_CTF_STROGGFLAG ) ) {
stroggFlagCarrier = p;
}
else if( p->PowerUpActive( POWERUP_QUADDAMAGE ) || p->PowerUpActive( POWERUP_TEAM_DAMAGE_MOD )) {
quadDamageCarrier = p;
}
else if( p->PowerUpActive( POWERUP_REGENERATION ) ) {
regenerationCarrier = p;
}
else if( p->PowerUpActive( POWERUP_HASTE ) ) {
hasteCarrier = p;
}
}
if ( marineFlagCarrier ) {
UpdateLight( MPLIGHT_CTF_MARINE, marineFlagCarrier );
} else {
FreeLight( MPLIGHT_CTF_MARINE );
}
if ( stroggFlagCarrier ) {
UpdateLight( MPLIGHT_CTF_STROGG, stroggFlagCarrier );
} else {
FreeLight( MPLIGHT_CTF_STROGG );
}
if ( quadDamageCarrier ) {
UpdateLight( MPLIGHT_QUAD, quadDamageCarrier );
} else {
FreeLight( MPLIGHT_QUAD );
}
if ( regenerationCarrier ) {
UpdateLight( MPLIGHT_REGEN, regenerationCarrier );
} else {
FreeLight( MPLIGHT_REGEN );
}
if ( hasteCarrier ) {
UpdateLight( MPLIGHT_HASTE, hasteCarrier );
} else {
FreeLight( MPLIGHT_HASTE );
}
}
/*
================
idMultiplayerGame::ForceReady
================
*/
void idMultiplayerGame::ForceReady( ) {
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
continue;
}
idPlayer *p = static_cast<idPlayer *>( ent );
if ( !p->IsReady() ) {
PrintMessageEvent( -1, MSG_FORCEREADY, i );
p->forcedReady = true;
}
}
}
/*
================
idMultiplayerGame::ForceReady_f
================
*/
void idMultiplayerGame::ForceReady_f( const idCmdArgs &args ) {
if ( !gameLocal.isMultiplayer || gameLocal.isClient ) {
gameLocal.Printf( "forceReady: multiplayer server only\n" );
return;
}
gameLocal.mpGame.ForceReady();
}
/*
================
idMultiplayerGame::DropWeapon
================
*/
void idMultiplayerGame::DropWeapon( int clientNum ) {
assert( !gameLocal.isClient );
idEntity *ent = gameLocal.entities[ clientNum ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
return;
}
// RAVEN BEGIN
// bdube: removed parameter
static_cast< idPlayer* >( ent )->DropWeapon( );
// RAVEN END
}
/*
================
idMultiplayerGame::DropWeapon_f
================
*/
void idMultiplayerGame::DropWeapon_f( const idCmdArgs &args ) {
if ( !gameLocal.isMultiplayer ) {
gameLocal.Printf( "clientDropWeapon: only valid in multiplayer\n" );
return;
}
idBitMsg outMsg;
byte msgBuf[128];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DROPWEAPON );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::MessageMode_f
================
*/
void idMultiplayerGame::MessageMode_f( const idCmdArgs &args ) {
gameLocal.mpGame.MessageMode( args );
}
/*
================
idMultiplayerGame::MessageMode
================
*/
void idMultiplayerGame::MessageMode( const idCmdArgs &args ) {
const char *mode;
int imode;
if ( !gameLocal.isMultiplayer ) {
common->Printf( "clientMessageMode: only valid in multiplayer\n" );
return;
}
if ( !mainGui ) {
common->Printf( "no local client\n" );
return;
}
mode = args.Argv( 1 );
if ( !mode[ 0 ] || !gameLocal.IsTeamGame() ) {
imode = 0;
} else {
imode = atoi( mode );
}
msgmodeGui->SetStateString( "messagemode", imode ? "1" : "0" );
msgmodeGui->SetStateString( "chattext", "" );
nextMenu = 2;
// let the session know that we want our ingame main menu opened
gameLocal.sessionCommand = "game_startmenu";
}
/*
================
idMultiplayerGame::Vote_f
================
*/
void idMultiplayerGame::Vote_f( const idCmdArgs &args ) {
// RAVEN BEGIN
// shouchard: implemented for testing
if ( args.Argc() < 2 ) {
common->Printf( common->GetLocalizedString( "#str_104418" ) );
return;
}
const char *szArg1 = args.Argv(1);
bool voteValue = false;
if ( 0 == idStr::Icmp( szArg1, "yes" ) ) {
voteValue = true;
}
gameLocal.mpGame.CastVote( gameLocal.localClientNum, voteValue );
// RAVEN END
}
/*
================
idMultiplayerGame::CallVote_f
moved this over the use the packed voting
still only does one vote though, can easily be extended to do more
================
*/
void idMultiplayerGame::CallVote_f( const idCmdArgs &args ) {
const char *szArg1 = args.Argv(1);
const char *szArg2 = args.Argv(2);
if ( '\0' == *szArg1 ) {
common->Printf( common->GetLocalizedString( "#str_104404" ) );
common->Printf( common->GetLocalizedString( "#str_104405" ) );
return;
}
voteStruct_t voteData;
memset( &voteData, 0, sizeof( voteData ) );
if ( 0 == idStr::Icmp( szArg1, "restart" ) ) {
voteData.m_fieldFlags |= VOTEFLAG_RESTART;
} else if ( 0 == idStr::Icmp( szArg1, "timelimit" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104406" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_TIMELIMIT;
voteData.m_timeLimit = atoi( szArg2 );
} else if ( 0 == idStr::Icmp( szArg1, "fraglimit" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104407" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_FRAGLIMIT;
voteData.m_fragLimit = atoi( szArg2 );
} else if ( 0 == idStr::Icmp( szArg1, "gametype" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104408" ) );
common->Printf( common->GetLocalizedString( "#str_104409" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_GAMETYPE;
voteData.m_gameType = gameLocal.mpGame.GameTypeToVote( szArg2 );
}
else if ( 0 == idStr::Icmp( szArg1, "kick" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104412" ) );
return;
}
voteData.m_kick = gameLocal.mpGame.GetClientNumFromPlayerName( szArg2 );
if ( voteData.m_kick >= 0 ) {
voteData.m_fieldFlags |= VOTEFLAG_KICK;
}
} else if ( 0 == idStr::Icmp( szArg1, "map" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104413" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_MAP;
voteData.m_map = szArg2;
} else if ( 0 == idStr::Icmp( szArg1, "buying" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_122012" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_BUYING;
voteData.m_buying = atoi( szArg2 );
} else if ( 0 == idStr::Icmp( szArg1, "capturelimit" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104415" ) );
return;
}
voteData.m_fieldFlags |= VOTEFLAG_CAPTURELIMIT;
voteData.m_captureLimit = atoi( szArg2 );
} else if ( 0 == idStr::Icmp( szArg1, "autobalance" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_104416" ) );
}
voteData.m_fieldFlags |= VOTEFLAG_TEAMBALANCE;
voteData.m_teamBalance = atoi( szArg2 );
} else if ( 0 == idStr::Icmp( szArg1, "controlTime" ) ) {
if ( '\0' == *szArg2 ) {
common->Printf( common->GetLocalizedString( "#str_122002" ) ); // Squirrel@Ritual - Localized for 1.2 Patch
}
voteData.m_fieldFlags |= VOTEFLAG_CONTROLTIME;
voteData.m_controlTime = atoi(szArg2 );
} else {
common->Printf( common->GetLocalizedString( "#str_104404" ) );
common->Printf( common->GetLocalizedString( "#str_104405" ) );
return;
}
if ( voteData.m_fieldFlags != 0 ) {
gameLocal.mpGame.ClientCallPackedVote( voteData );
}
}
// RAVEN BEGIN
// shouchard: added voice mute and unmute console commands; sans XBOX to not step on their live voice stuff
#ifndef _XBOX
/*
================
idMultiplayerGame::VoiceMute_f
================
*/
void idMultiplayerGame::VoiceMute_f( const idCmdArgs &args ) {
if ( args.Argc() < 2 ) {
common->Printf( "USAGE: clientvoicemute <player>\n" );
return;
}
gameLocal.mpGame.ClientVoiceMute( gameLocal.mpGame.GetClientNumFromPlayerName( args.Argv( 1 ) ), true );
}
/*
================
idMultiplayerGame::VoiceUnmute_f
================
*/
void idMultiplayerGame::VoiceUnmute_f( const idCmdArgs &args ) {
if ( args.Argc() < 2 ) {
common->Printf( "USAGE: clientvoiceunmute <player>\n" );
return;
}
gameLocal.mpGame.ClientVoiceMute( gameLocal.mpGame.GetClientNumFromPlayerName( args.Argv( 1 ) ), false );
}
// RAVEN END
#endif // _XBOX
// RAVEN BEGIN
/*
================
idMultiplayerGame::ForceTeamChange_f
================
*/
void idMultiplayerGame::ForceTeamChange_f( const idCmdArgs &args) {
if( !gameLocal.isMultiplayer ) {
common->Printf( "[MP ONLY] Forces player to change teams. Usage: ForceTeamChange <client number>\n" );
return;
}
idStr clientId;
int clientNum;
clientId = args.Argv( 1 );
if ( !clientId.IsNumeric() ) {
common->Printf( "usage: ForceTeamChange <client number>\n" );
return;
}
clientNum = atoi( clientId );
if ( gameLocal.entities[ clientNum ] && gameLocal.entities[ clientNum ]->IsType( idPlayer::GetClassType() ) )
{
idPlayer *player = static_cast< idPlayer *>( gameLocal.entities[ clientNum ] );
player->GetUserInfo()->Set( "ui_team", player->team ? "Marine" : "Strogg" );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", clientNum ) );
}
}
/*
================
idMultiplayerGame::RemoveClientFromBanList_f
================
*/
void idMultiplayerGame::RemoveClientFromBanList_f( const idCmdArgs& args ) {
if( !gameLocal.isMultiplayer ) {
common->Printf( "[MP ONLY] Remove player from banlist. Usage: RemoveClientFromBanList <client number>\n" );
return;
}
idStr clientId;
clientId = args.Argv( 1 );
int clientNum;
if ( !clientId.IsNumeric() ) {
common->Printf( "Usage: RemoveClientFromBanList <client number>\n" );
return;
}
clientNum = atoi( clientId );
const char *clientGuid = networkSystem->GetClientGUID( clientNum ); // gameLocal.GetGuidByClientNum( clientNum );
if ( NULL == clientGuid || !clientGuid[ 0 ]) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminRemoveBan: bad guid!\n" );
return;
}
if ( gameLocal.isServer || gameLocal.isListenServer ) {
// remove from the ban list
gameLocal.RemoveGuidFromBanList( clientGuid );
}
}
/*
================
idMultiplayerGame::ProcessRconReturn
================
*/
void idMultiplayerGame::ProcessRconReturn( bool success ) {
if( success ) {
mainGui->HandleNamedEvent("adminPasswordSuccess");
} else {
mainGui->HandleNamedEvent("adminPasswordFail");
}
}
// RAVEN END
/*
================
idMultiplayerGame::ServerStartVote
================
*/
void idMultiplayerGame::ServerStartVote( int clientNum, vote_flags_t voteIndex, const char *value ) {
int i;
assert( vote == VOTE_NONE );
// setup
yesVotes = 1;
noVotes = 0;
vote = voteIndex;
voteValue = value;
voteTimeOut = gameLocal.time + 20000;
// mark players allowed to vote - only current ingame players, players joining during vote will be ignored
for ( i = 0; i < gameLocal.numClients; i++ ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
playerState[ i ].vote = ( i == clientNum ) ? PLAYER_VOTE_YES : PLAYER_VOTE_WAIT;
} else {
playerState[i].vote = PLAYER_VOTE_NONE;
}
}
}
/*
================
idMultiplayerGame::ClientStartVote
================
*/
void idMultiplayerGame::ClientStartVote( int clientNum, const char *_voteString ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
if ( !gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTVOTE );
outMsg.WriteByte( clientNum );
outMsg.WriteString( _voteString );
networkSystem->ServerSendReliableMessage( -1, outMsg );
}
voteString = _voteString;
AddChatLine( va( common->GetLocalizedString( "#str_104279" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
// RAVEN BEGIN
// shouchard: better info when a vote called in the chat buffer
AddChatLine( voteString ); // TODO: will push this into a UI field later
// shouchard: display the vote called text on the hud
if ( gameLocal.GetLocalPlayer() && gameLocal.GetLocalPlayer()->mphud ) {
gameLocal.GetLocalPlayer()->mphud->SetStateInt( "voteNotice", 1 );
}
// RAVEN END
ScheduleAnnouncerSound( AS_GENERAL_VOTE_NOW, gameLocal.time );
if ( clientNum == gameLocal.localClientNum ) {
voted = true;
} else {
voted = false;
}
if ( gameLocal.isClient ) {
// the the vote value to something so the vote line is displayed
vote = VOTE_RESTART;
yesVotes = 1;
noVotes = 0;
}
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes, currentVoteData );
}
/*
================
idMultiplayerGame::ClientUpdateVote
================
*/
void idMultiplayerGame::ClientUpdateVote( vote_result_t status, int yesCount, int noCount, const voteStruct_t &voteData ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
const char * localizedString = 0;
idPlayer* player = gameLocal.GetLocalPlayer( );
if ( !gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_UPDATEVOTE );
outMsg.WriteByte( status );
outMsg.WriteByte( yesCount );
outMsg.WriteByte( noCount );
// RAVEN BEGIN
// shouchard: multifield vote support
if ( VOTE_MULTIFIELD != vote ) {
outMsg.WriteByte( 0 );
} else {
outMsg.WriteByte( 1 );
outMsg.WriteShort( voteData.m_fieldFlags );
outMsg.WriteByte( idMath::ClampChar( voteData.m_kick ) );
outMsg.WriteString( voteData.m_map.c_str() );
outMsg.WriteByte( idMath::ClampChar( voteData.m_gameType ) );
outMsg.WriteByte( idMath::ClampChar( voteData.m_timeLimit ) );
outMsg.WriteShort( idMath::ClampShort( voteData.m_fragLimit ) );
outMsg.WriteShort( idMath::ClampShort( voteData.m_tourneyLimit ) );
outMsg.WriteShort( idMath::ClampShort( voteData.m_captureLimit ) );
outMsg.WriteShort( idMath::ClampShort( voteData.m_buying ) );
outMsg.WriteByte( idMath::ClampChar( voteData.m_teamBalance ) );
}
networkSystem->ServerSendReliableMessage( -1, outMsg );
} else {
currentVoteData = voteData;
}
// RAVEN END
if ( vote == VOTE_NONE ) {
// clients coming in late don't get the vote start and are not allowed to vote
if ( mainGui ) {
mainGui->SetStateInt( "vote_going", 0 );
}
return;
}
switch ( status ) {
case VOTE_FAILED:
localizedString = common->GetLocalizedString( "#str_104278" );
AddChatLine( localizedString );
ScheduleAnnouncerSound( AS_GENERAL_VOTE_FAILED, gameLocal.time );
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
case VOTE_PASSED:
localizedString = common->GetLocalizedString( "#str_104277" );
AddChatLine( localizedString );
ScheduleAnnouncerSound( AS_GENERAL_VOTE_PASSED, gameLocal.time );
break;
case VOTE_RESET:
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
case VOTE_ABORTED:
localizedString = common->GetLocalizedString( "#str_104276" );
AddChatLine( localizedString );
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
case VOTE_UPDATE:
if ( player && player->mphud && voted ) {
player->mphud->SetStateString( "voteNoticeText", va("^:%s\n%s: %d %s: %d",
common->GetLocalizedString( "#str_107724" ),
common->GetLocalizedString( "#str_107703" ),
yesCount,
common->GetLocalizedString( "#str_107704" ),
noCount ) );
}
if ( mainGui ) {
mainGui->SetStateInt( "playerVoted", voted );
}
break;
default:
break;
}
if ( gameLocal.isClient ) {
yesVotes = yesCount;
noVotes = noCount;
}
// RAVEN BEGIN
// shouchard: remove vote notification
if ( VOTE_FAILED == status || VOTE_PASSED == status || VOTE_RESET == status ) {
ClearVote();
}
if ( mainGui ) {
mainGui->SetStateString( "voteCount", va( common->GetLocalizedString( "#str_104435" ), (int)yesVotes, (int)noVotes ) );
}
// RAVEN END
}
/*
================
idMultiplayerGame::ClientCallVote
================
*/
void idMultiplayerGame::ClientCallVote( vote_flags_t voteIndex, const char *voteValue ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
// send
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CALLVOTE );
outMsg.WriteByte( voteIndex );
outMsg.WriteString( voteValue );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::CastVote
================
*/
void idMultiplayerGame::CastVote( int clientNum, bool castVote ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
if ( clientNum == gameLocal.localClientNum ) {
voted = true;
}
if ( gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CASTVOTE );
outMsg.WriteByte( castVote );
networkSystem->ClientSendReliableMessage( outMsg );
return;
}
// sanity
if ( vote == VOTE_NONE ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104275" );
common->DPrintf( "client %d: cast vote while no vote in progress\n", clientNum );
return;
}
if ( playerState[ clientNum ].vote != PLAYER_VOTE_WAIT ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104274" );
common->DPrintf( "client %d: cast vote - vote %d != PLAYER_VOTE_WAIT\n", clientNum, playerState[ clientNum ].vote );
return;
}
if ( castVote ) {
playerState[ clientNum ].vote = PLAYER_VOTE_YES;
yesVotes++;
} else {
playerState[ clientNum ].vote = PLAYER_VOTE_NO;
noVotes++;
}
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes, currentVoteData );
}
/*
================
idMultiplayerGame::ServerCallVote
================
*/
void idMultiplayerGame::ServerCallVote( int clientNum, const idBitMsg &msg ) {
vote_flags_t voteIndex;
int vote_timeLimit, vote_fragLimit, vote_clientNum, vote_gameTypeIndex, vote_buying; //, vote_kickIndex;
// RAVEN BEGIN
// shouchard: added capture limit and autobalance
int vote_captureLimit;
bool vote_autobalance;
// RAVEN END
int vote_controlTime;
char value[ MAX_STRING_CHARS ];
assert( clientNum != -1 );
assert( !gameLocal.isClient );
if( !gameLocal.serverInfo.GetBool( "si_allowVoting" ) ) {
return;
}
voteIndex = (vote_flags_t)msg.ReadByte( );
msg.ReadString( value, sizeof( value ) );
// sanity checks - setup the vote
if ( vote != VOTE_NONE ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104273" );
common->DPrintf( "client %d: called vote while voting already in progress - ignored\n", clientNum );
return;
}
switch ( voteIndex ) {
case VOTE_RESTART: {
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLocalizedString( "#str_104271" ) );
break;
}
case VOTE_NEXTMAP: {
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLocalizedString( "#str_104272" ) );
break;
}
case VOTE_TIMELIMIT: {
vote_timeLimit = strtol( value, NULL, 10 );
if ( vote_timeLimit == gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104270" );
common->DPrintf( "client %d: already at the voted Time Limit\n", clientNum );
return;
}
if ( vote_timeLimit < si_timeLimit.GetMinValue() || vote_timeLimit > si_timeLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104269" );
common->DPrintf( "client %d: timelimit value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_104268" ), vote_timeLimit ) );
break;
}
case VOTE_FRAGLIMIT: {
vote_fragLimit = strtol( value, NULL, 10 );
if ( vote_fragLimit == gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104267" );
common->DPrintf( "client %d: already at the voted Frag Limit\n", clientNum );
return;
}
if ( vote_fragLimit < si_fragLimit.GetMinValue() || vote_fragLimit > si_fragLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104266" );
common->DPrintf( "client %d: fraglimit value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_104303" ), common->GetLocalizedString( "#str_104265" ), vote_fragLimit ) );
break;
}
case VOTE_GAMETYPE: {
// RAVEN BEGIN
// shouchard: removed magic numbers & added CTF type
vote_gameTypeIndex = strtol( value, NULL, 10 );
assert( vote_gameTypeIndex >= 0 && vote_gameTypeIndex < VOTE_GAMETYPE_COUNT );
switch ( vote_gameTypeIndex ) {
case VOTE_GAMETYPE_DM:
strcpy( value, "DM" );
break;
case VOTE_GAMETYPE_TOURNEY:
strcpy( value, "Tourney" );
break;
case VOTE_GAMETYPE_TDM:
strcpy( value, "Team DM" );
break;
case VOTE_GAMETYPE_CTF:
strcpy( value, "CTF" );
break;
case VOTE_GAMETYPE_ARENA_CTF:
strcpy( value, "Arena CTF" );
break;
// RAVEN END
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
case VOTE_GAMETYPE_DEADZONE:
strcpy( value, "DeadZone" );
break;
// RITUAL END
}
if ( !idStr::Icmp( value, gameLocal.serverInfo.GetString( "si_gameType" ) ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104259" );
common->DPrintf( "client %d: already at the voted Game Type\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_104258" ), value ) );
break;
}
case VOTE_KICK: {
vote_clientNum = strtol( value, NULL, 10 );
if ( vote_clientNum == gameLocal.localClientNum ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104257" );
common->DPrintf( "client %d: called kick for the server host\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, va( "%d", vote_clientNum ) );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_104302" ), vote_clientNum, gameLocal.userInfo[ vote_clientNum ].GetString( "ui_name" ) ) );
break;
}
case VOTE_MAP: {
#ifdef _XENON
// Xenon should not get here
assert( 0 );
#else
if ( idStr::FindText( gameLocal.serverInfo.GetString( "si_map" ), value ) != -1 ) {
// mekberg: localized string
const char* mapName = si_map.GetString();
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLocalizedString( mapDef->dict.GetString( "name", mapName ) );
}
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLocalizedString( "#str_104295" ), mapName ) );
common->DPrintf( "client %d: already running the voted map: %s\n", clientNum, value );
return;
}
int num = fileSystem->GetNumMaps();
int i;
const idDict *dict = NULL;
bool haveMap = false;
for ( i = 0; i < num; i++ ) {
dict = fileSystem->GetMapDecl( i );
if( !dict ) {
gameLocal.Warning( "idMultiplayerGame::ServerCallVote() - bad map decl index on vote\n" );
break;
}
if ( dict && !idStr::Icmp( dict->GetString( "path" ), value ) ) {
haveMap = true;
break;
}
}
if ( !haveMap ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104296", value );
common->Printf( "client %d: map not found: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_104256" ), dict ? dict->GetString( "name" ) : value ) );
#endif
break;
}
case VOTE_BUYING: {
if ( gameLocal.GetCurrentDemoProtocol() == 69 )
gameLocal.Error("MIN_PLAYERS vote in a pre-1.2 recorded demo is not supported.");
vote_buying = strtol( value, NULL, 10 );
if ( vote_buying == gameLocal.serverInfo.GetInt( "si_isBuyingEnabled" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_122013" );
common->DPrintf( "client %d: already at the voted buying mode\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLocalizedString( "#str_122014" ), vote_buying ) );
break;
}
// RAVEN BEGIN
// shouchard: added capture limit, round limit, and autobalance
case VOTE_CAPTURELIMIT: {
vote_captureLimit = strtol( value, NULL, 10 );
if ( vote_captureLimit == gameLocal.serverInfo.GetInt( "si_captureLimit" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104401" );
common->DPrintf( "client %d: already at the voted Capture Limit\n", clientNum );
return;
}
if ( vote_captureLimit < si_captureLimit.GetMinValue() || vote_captureLimit > si_fragLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104402" );
common->DPrintf( "client %d: fraglimit value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, "si_captureLimit" );
break;
}
// round limit is for tourneys
case VOTE_ROUNDLIMIT: {
// need a CVar or something to change here
break;
}
case VOTE_AUTOBALANCE: {
vote_autobalance = (0 != strtol( value, NULL, 10 ) );
if ( vote_autobalance == gameLocal.serverInfo.GetBool( "si_autobalance" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104403" );
common->DPrintf( "client %d: already at the voted balance teams\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, "si_autobalance" );
break;
}
// RAVEN END
case VOTE_CONTROLTIME: {
vote_controlTime = strtol( value, NULL, 10 );
if ( vote_controlTime == gameLocal.serverInfo.GetInt( "si_controlTime" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_122017" );
common->DPrintf( "client %d: already at the voted Control Time\n", clientNum );
return;
}
if ( vote_controlTime < si_controlTime.GetMinValue() || vote_controlTime > si_controlTime.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_122018" );
common->DPrintf( "client %d: controlTime value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, "si_controlTime" );
break;
}
default: {
gameLocal.ServerSendChatMessage( clientNum, "server", "#str_104297", va( "%d", ( int )voteIndex ) );
common->DPrintf( "client %d: unknown vote index %d\n", clientNum, voteIndex );
}
}
}
/*
================
idMultiplayerGame::DisconnectClient
================
*/
void idMultiplayerGame::DisconnectClient( int clientNum ) {
// gameLocal.entities[ clientNum ] could be null if server is shutting down
if( gameLocal.entities[ clientNum ] ) {
// only kill non-spectators
if( !((idPlayer*)gameLocal.entities[ clientNum ])->spectating ) {
static_cast<idPlayer *>( gameLocal.entities[ clientNum ] )->Kill( true, true );
}
statManager->ClientDisconnect( clientNum );
}
delete gameLocal.entities[ clientNum ];
UpdatePlayerRanks();
CheckAbortGame();
privatePlayers &= ~( 1 << clientNum );
// update serverinfo
UpdatePrivatePlayerCount();
}
/*
================
idMultiplayerGame::CheckAbortGame
================
*/
void idMultiplayerGame::CheckAbortGame( void ) {
// only checks for aborts -> game review below
if ( gameState->GetMPGameState() != COUNTDOWN && gameState->GetMPGameState() != GAMEON && gameState->GetMPGameState() != SUDDENDEATH ) {
return;
}
// in tourney, if we don't have enough clients to play we need to cycle back to
// warmup to re-seed
if( gameLocal.gameType == GAME_TOURNEY ) {
if ( !EnoughClientsToPlay() ) {
gameState->NewState( WARMUP );
}
} else {
if ( !EnoughClientsToPlay() && TimeLimitHit() ) {
gameState->NewState( GAMEREVIEW );
}
}
}
/*
================
idMultiplayerGame::WantKilled
================
*/
void idMultiplayerGame::WantKilled( int clientNum ) {
idEntity *ent = gameLocal.entities[ clientNum ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
static_cast<idPlayer *>( ent )->Kill( false, false );
}
}
/*
================
idMultiplayerGame::ClearVote
================
*/
void idMultiplayerGame::ClearVote( int clientNum ) {
int start = 0;
int end = MAX_CLIENTS;
if( clientNum != -1 ) {
start = clientNum;
end = clientNum + 1;
}
for ( int i = start; i < end; i++ ) {
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( !player || !player->mphud ) {
continue;
}
player->mphud->SetStateInt( "voteNotice", 0 );
player->mphud->SetStateString( "voteInfo_1", "" );
player->mphud->SetStateString( "voteInfo_2", "" );
player->mphud->SetStateString( "voteInfo_3", "" );
player->mphud->SetStateString( "voteInfo_4", "" );
player->mphud->SetStateString( "voteInfo_5", "" );
player->mphud->SetStateString( "voteInfo_6", "" );
player->mphud->SetStateString( "voteInfo_7", "" );
player->mphud->StateChanged( gameLocal.time );
}
if ( mainGui ) {
mainGui->SetStateInt( "vote_going", 0 );
mainGui->StateChanged( gameLocal.time );
}
}
/*
================
idMultiplayerGame::MapRestart
================
*/
void idMultiplayerGame::MapRestart( void ) {
int clientNum;
// jshepard: clean up votes
ClearVote();
ClearAnnouncerSounds();
assert( !gameLocal.isClient );
if ( gameLocal.GameState() != GAMESTATE_SHUTDOWN && gameState->GetMPGameState() != WARMUP ) {
gameState->NewState( WARMUP );
// force an immediate state detection/update, otherwise if we update our state this
// same frame we'll miss transitions
gameState->SendState();
gameState->SetNextMPGameState( INACTIVE );
gameState->SetNextMPGameStateTime( 0 );
}
// mekberg: moved this before the updateUI just in case these values weren't reset.
for ( int i = 0; i < TEAM_MAX; i++ ) {
teamScore[ i ] = 0;
teamDeadZoneScore[i] = 0;
}
// mekberg: Re-wrote this loop to always updateUI. Previously the player would be
// on a team but the UI wouldn't know about it
// shouchard: balance teams extended to CTF
for ( clientNum = 0; clientNum < gameLocal.numClients; clientNum++ ) {
// jnewquist: Use accessor for static class type
if ( gameLocal.entities[ clientNum ] && gameLocal.entities[ clientNum ]->IsType( idPlayer::GetClassType() ) ) {
// mekberg: clear wins only on map restart
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
SetPlayerWin( player, 0 );
/*if( clientNum == gameLocal.localClientNum ) {
if ( player->alreadyDidTeamAnnouncerSound ) {
player->alreadyDidTeamAnnouncerSound = false;
} else {
if ( gameLocal.IsTeamGame() ) {
player->alreadyDidTeamAnnouncerSound = true;
if( player->team == TEAM_STROGG ) {
ScheduleAnnouncerSound( AS_TEAM_JOIN_STROGG, gameLocal.time + 500 );
} else if( player->team == TEAM_MARINE ) {
ScheduleAnnouncerSound( AS_TEAM_JOIN_MARINE, gameLocal.time + 500 );
}
}
}
}*/
// let the player rejoin the team through normal channels
//player->ServerSpectate( true );
//player->team = -1;
//player->latchedTeam = -1;
// shouchard: BalanceTDM->BalanceTeam
//if ( gameLocal.serverInfo.GetBool( "si_autoBalance" ) && gameLocal.IsTeamGame() ) {
// player->BalanceTeam();
//}
// core is in charge of syncing down userinfo changes
// it will also call back game through SetUserInfo with the current info for update
/*cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", clientNum ) );*/
}
}
}
/*
================
idMultiplayerGame::SwitchToTeam
================
*/
void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam ) {
assert( gameLocal.IsTeamGame() );
assert( oldteam != newteam );
assert( !gameLocal.isClient );
if ( !gameLocal.isClient && newteam >= 0 ) {
// clients might not have userinfo of joining client at this point, so
// send down the player's name
idPlayer *p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( !p->wantSpectate ) {
PrintMessage( -1, va( common->GetLocalizedString( "#str_104280" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ), newteam ? common->GetLocalizedString( "#str_108025" ) : common->GetLocalizedString( "#str_108026" ) ) );
}
}
if ( oldteam != -1 ) {
// kill and respawn
idPlayer *p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( p->IsInTeleport() ) {
p->ServerSendInstanceEvent( idPlayer::EVENT_ABORT_TELEPORTER, NULL, false, -1 );
p->SetPrivateCameraView( NULL );
}
//RITUAL BEGIN
p->inventory.carryOverWeapons = 0;
p->ResetCash();
//RITUAL END
p->Kill( true, true );
CheckAbortGame();
}
}
/*
================
idMultiplayerGame::JoinTeam
================
*/
void idMultiplayerGame::JoinTeam( const char* team ) {
if( !idStr::Icmp( team, "auto" ) ) {
int teamCount[ TEAM_MAX ];
idEntity *ent;
memset( teamCount, 0, sizeof( int ) * TEAM_MAX );
for( int i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
if ( !static_cast< idPlayer * >( ent )->spectating ) {
teamCount[ ((idPlayer*)ent)->team ]++;
}
}
}
int minCount = /*idMath::*/INT_MAX;
int minCountTeam = -1;
for( int i = 0; i < TEAM_MAX; i++ ) {
if( teamCount[ i ] < minCount ) {
minCount = teamCount[ i ];
minCountTeam = i;
}
}
if( minCountTeam >= 0 && minCountTeam < TEAM_MAX ) {
cvarSystem->SetCVarString( "ui_spectate", "Play" );
cvarSystem->SetCVarString( "ui_team", teamNames[ minCountTeam ] );
} else {
cvarSystem->SetCVarString( "ui_spectate", "Play" );
cvarSystem->SetCVarString( "ui_team", teamNames[ gameLocal.random.RandomInt( TEAM_MAX - 1 ) ] );
}
} else if( !idStr::Icmp( team, "spectator" ) ) {
cvarSystem->SetCVarString( "ui_spectate", "Spectate" );
} else {
int i;
for( i = 0; i < TEAM_MAX; i++ ) {
if( !idStr::Icmp( team, teamNames[ i ] ) ) {
cvarSystem->SetCVarString( "ui_spectate", "Play" );
cvarSystem->SetCVarString( "ui_team", teamNames[ i ] );
break;
}
}
if( i >= TEAM_MAX ) {
gameLocal.Warning( "idMultiplayerGame::JoinTeam() - unknown team '%s'\n", team );
}
}
}
/*
================
idMultiplayerGame::ProcessChatMessage
================
*/
void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound ) {
idBitMsg outMsg;
byte msgBuf[ 256 ];
const char *suffix = NULL;
int send_to; // 0 - all, 1 - specs, 2 - team
int i;
idEntity *ent;
idPlayer *p;
idStr suffixed_name;
idStr prefixed_text;
assert( !gameLocal.isClient );
if ( clientNum >= 0 ) {
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !( p && p->IsType( idPlayer::GetClassType() ) ) ) {
// RAVEN END
return;
}
if ( p->spectating && ( p->wantSpectate || gameLocal.gameType == GAME_TOURNEY ) ) {
suffix = "spectating";
if ( team || ( !g_spectatorChat.GetBool() && ( gameState->GetMPGameState() == GAMEON || gameState->GetMPGameState() == SUDDENDEATH ) ) ) {
// to specs
send_to = 1;
} else {
// to all
send_to = 0;
}
} else if ( team ) {
suffix = va( "%s%s", p->team ? S_COLOR_STROGG : S_COLOR_MARINE, p->team ? "Strogg^0" : "Marine^0" );
// to team
send_to = 2;
} else {
if( gameLocal.gameType == GAME_TOURNEY ) {
suffix = va( "Arena %d", (p->GetArena() + 1) );
}
// to all
send_to = 0;
}
} else {
p = NULL;
send_to = 0;
}
// put the message together
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CHAT );
if ( suffix ) {
suffixed_name = va( "^0%s^0 (%s)", name, suffix );
} else {
suffixed_name = va( "^0%s^0", name );
}
if( p && send_to == 2 ) {
prefixed_text = va( "%s%s", p->team ? S_COLOR_STROGG : S_COLOR_MARINE, common->GetLocalizedString( text ) );
} else {
prefixed_text = common->GetLocalizedString( text );
}
if( suffixed_name.Length() + prefixed_text.Length() >= 240 ) {
gameLocal.Warning( "idMultiplayerGame::ProcessChatMessage() - Chat line too long\n" );
return;
}
outMsg.WriteString( suffixed_name );
outMsg.WriteString( prefixed_text );
outMsg.WriteString( "" );
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::GetClassType() ) ) {
continue;
}
idPlayer *to = static_cast< idPlayer * >( ent );
switch( send_to ) {
case 0:
if ( !p || !to->IsPlayerMuted( p ) ) {
if ( i == gameLocal.localClientNum ) {
AddChatLine( "%s^0: %s\n", suffixed_name.c_str(), prefixed_text.c_str() );
} else {
networkSystem->ServerSendReliableMessage( i, outMsg );
}
}
break;
case 1:
if ( !p || ( to->spectating && !to->IsPlayerMuted( p ) ) ) {
if ( i == gameLocal.localClientNum ) {
AddChatLine( "%s^0: %s\n", suffixed_name.c_str(), prefixed_text.c_str() );
} else {
networkSystem->ServerSendReliableMessage( i, outMsg );
}
}
break;
case 2:
if ( !p || ( to->team == p->team && !to->IsPlayerMuted( p ) ) ) {
if ( !to->spectating ) {
if ( i == gameLocal.localClientNum ) {
AddChatLine( "%s^0: %s\n", suffixed_name.c_str(), prefixed_text.c_str() );
} else {
networkSystem->ServerSendReliableMessage( i, outMsg );
}
}
}
break;
}
}
}
/*
================
idMultiplayerGame::Precache
================
*/
void idMultiplayerGame::Precache( void ) {
int i;
if ( !gameLocal.isMultiplayer ) {
return;
}
gameLocal.FindEntityDef( "player_marine", false );
// MP game sounds
for ( i = 0; i < AS_NUM_SOUNDS; i++ ) {
declManager->FindSound( announcerSoundDefs[ i ], false );
}
// MP guis. just make sure we hit all of them
i = 0;
while ( MPGuis[ i ] ) {
uiManager->FindGui( MPGuis[ i ], true );
i++;
}
}
/*
================
idMultiplayerGame::ToggleSpectate
================
*/
void idMultiplayerGame::ToggleSpectate( void ) {
bool spectating;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
spectating = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_spectate" ), "Spectate" ) == 0 );
if ( spectating ) {
// always allow toggling to play
cvarSystem->SetCVarString( "ui_spectate", "Play" );
} else {
// only allow toggling to spectate if spectators are enabled.
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
cvarSystem->SetCVarString( "ui_spectate", "Spectate" );
} else {
gameLocal.mpGame.AddChatLine( common->GetLocalizedString( "#str_106747" ) );
}
}
}
/*
================
idMultiplayerGame::ToggleReady
================
*/
void idMultiplayerGame::ToggleReady( void ) {
bool ready;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
if ( lastReadyToggleTime == -1 ) {
lastReadyToggleTime = gameLocal.time;
} else {
int currentTime = gameLocal.time;
if ( currentTime - lastReadyToggleTime < 500 ) {
return;
} else {
lastReadyToggleTime = currentTime;
}
}
ready = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_ready" ), "Ready" ) == 0 );
if ( ready ) {
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
} else {
cvarSystem->SetCVarString( "ui_ready", "Ready" );
}
}
/*
================
idMultiplayerGame::ToggleTeam
================
*/
void idMultiplayerGame::ToggleTeam( void ) {
bool team;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
// RAVEN BEGIN
// ddynerman: new multiplayer teams
team = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_team" ), "Marine" ) == 0 );
if ( team ) {
cvarSystem->SetCVarString( "ui_team", "Strogg" );
} else {
cvarSystem->SetCVarString( "ui_team", "Marine" );
}
// RAVEN END
}
/*
================
idMultiplayerGame::ToggleUserInfo
================
*/
void idMultiplayerGame::ThrottleUserInfo( void ) {
int i;
assert( gameLocal.localClientNum >= 0 );
i = 0;
while ( ThrottleVars[ i ] ) {
if ( idStr::Icmp( gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ),
cvarSystem->GetCVarString( ThrottleVars[ i ] ) ) ) {
if ( gameLocal.realClientTime < switchThrottle[ i ] ) {
AddChatLine( common->GetLocalizedString( "#str_104299" ), common->GetLocalizedString( ThrottleVarsInEnglish[ i ] ), ( switchThrottle[ i ] - gameLocal.time ) / 1000 + 1 );
cvarSystem->SetCVarString( ThrottleVars[ i ], gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ) );
} else {
switchThrottle[ i ] = gameLocal.time + ThrottleDelay[ i ] * 1000;
}
}
i++;
}
}
/*
================
idMultiplayerGame::CanPlay
================
*/
bool idMultiplayerGame::CanPlay( idPlayer *p ) {
return !p->wantSpectate && playerState[ p->entityNumber ].ingame;
}
/*
================
idMultiplayerGame::EnterGame
================
*/
void idMultiplayerGame::EnterGame( int clientNum ) {
assert( !gameLocal.isClient );
if ( !playerState[ clientNum ].ingame ) {
playerState[ clientNum ].ingame = true;
if ( gameLocal.isMultiplayer ) {
// can't use PrintMessageEvent as clients don't know the nickname yet
//gameLocal.ServerSendChatMessage( -1, common->GetLocalizedString( "#str_102047" ), va( common->GetLocalizedString( "#str_107177" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
}
// mark them as private and update si_numPrivatePlayers
for( int i = 0; i < privateClientIds.Num(); i++ ) {
int num = networkSystem->ServerGetClientNum( privateClientIds[ i ] );
// check for timed out clientids
if( num < 0 ) {
privateClientIds.RemoveIndex( i );
i--;
continue;
}
if( num == clientNum ) {
privatePlayers |= (1 << clientNum);
}
}
// update serverinfo
UpdatePrivatePlayerCount();
}
}
/*
================
idMultiplayerGame::WantRespawn
================
*/
bool idMultiplayerGame::WantRespawn( idPlayer *p ) {
return p->forceRespawn && !p->wantSpectate && playerState[ p->entityNumber ].ingame;
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, false );
}
/*
================
idMultiplayerGame::UpdateMPSettingsModel
================
*/
void idMultiplayerGame::UpdateMPSettingsModel( idUserInterface* currentGui ) {
if ( !currentGui ) {
return;
}
const char *model;
idPlayer *localP = gameLocal.GetLocalPlayer();
if ( gameLocal.IsTeamGame() && localP && localP->team >= 0 && localP->team < TEAM_MAX ) {
model = cvarSystem->GetCVarString( va( "ui_model_%s", teamNames[ localP->team ] ) );
if ( idStr::Cmp( model, "" ) == 0 ) {
const idDeclEntityDef *def = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp_ui", false, true ) );
model = def->dict.GetString( va( "def_default_model_%s", teamNames[ localP->team ] ) );
cvarSystem->SetCVarString( va( "ui_model_%s", teamNames[ localP->team ] ), model );
}
} else {
model = cvarSystem->GetCVarString( "ui_model" );
if ( idStr::Cmp( model, "" ) == 0 ) {
const idDeclEntityDef *def = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_ENTITYDEF, "player_marine_mp_ui", false, true ) );
model = def->dict.GetString( "def_default_model" );
cvarSystem->SetCVarString( "ui_model", model );
}
}
const rvDeclPlayerModel* playerModel = (const rvDeclPlayerModel*)declManager->FindType( DECL_PLAYER_MODEL, model, false );
if ( playerModel ) {
currentGui->SetStateString( "player_model_name", playerModel->model.c_str() );
currentGui->SetStateString( "player_head_model_name", playerModel->uiHead.c_str() );
currentGui->SetStateString( "player_skin_name", playerModel->skin.c_str() );
if( playerModel->uiHead.Length() ) {
const idDeclEntityDef* head = (const idDeclEntityDef*)declManager->FindType( DECL_ENTITYDEF, playerModel->uiHead.c_str(), false );
if( head && head->dict.GetString( "skin" ) ) {
mainGui->SetStateString( "player_head_skin_name", head->dict.GetString( "skin" ) );
}
}
currentGui->SetStateBool( "need_update", true );
}
}
/*
================
idMultiplayerGame::VoiceChatTeam
================
*/
void idMultiplayerGame::VoiceChatTeam_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, true );
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat( const idCmdArgs &args, bool team ) {
idBitMsg outMsg;
byte msgBuf[128];
const char *voc;
const idDict *spawnArgs;
const idKeyValue *keyval;
int index;
if ( !gameLocal.isMultiplayer ) {
common->Printf( "clientVoiceChat: only valid in multiplayer\n" );
return;
}
if ( args.Argc() != 2 ) {
common->Printf( "clientVoiceChat: bad args\n" );
return;
}
// throttle
if ( gameLocal.realClientTime < voiceChatThrottle ) {
return;
}
voc = args.Argv( 1 );
spawnArgs = gameLocal.FindEntityDefDict( "player_marine", false );
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
index = 0;
while ( keyval ) {
if ( !keyval->GetValue().Icmp( voc ) ) {
break;
}
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index++;
}
if ( !keyval ) {
common->Printf( "Voice command not found: %s\n", voc );
return;
}
voiceChatThrottle = gameLocal.realClientTime + 1000;
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VCHAT );
outMsg.WriteLong( index );
outMsg.WriteBits( team ? 1 : 0, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::ProcessVoiceChat
================
*/
void idMultiplayerGame::ProcessVoiceChat( int clientNum, bool team, int index ) {
const idDict *spawnArgs;
const idKeyValue *keyval;
idStr name;
idStr snd_key;
idStr text_key;
idPlayer *p;
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !( p && p->IsType( idPlayer::GetClassType() ) ) ) {
// RAVEN END
return;
}
if ( p->spectating ) {
return;
}
// lookup the sound def
spawnArgs = gameLocal.FindEntityDefDict( "player_marine", false );
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
while ( index > 0 && keyval ) {
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index--;
}
if ( !keyval ) {
common->DPrintf( "ProcessVoiceChat: unknown chat index %d\n", index );
return;
}
snd_key = keyval->GetKey();
name = gameLocal.userInfo[ clientNum ].GetString( "ui_name" );
sprintf( text_key, "txt_%s", snd_key.Right( snd_key.Length() - 4 ).c_str() );
if ( team || gameState->GetMPGameState() == COUNTDOWN || gameState->GetMPGameState() == GAMEREVIEW ) {
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), spawnArgs->GetString( snd_key ) );
} else {
p->StartSound( snd_key, SND_CHANNEL_ANY, 0, true, NULL );
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), NULL );
}
}
// RAVEN BEGIN
// shouchard: added commands to mute/unmute voice chat
/*
================
idMultiplayerGame::ClientVoiceMute
================
*/
void idMultiplayerGame::ClientVoiceMute( int muteClient, bool mute ) {
// clients/listen server only
assert( gameLocal.isListenServer || gameLocal.isClient );
if ( NULL == gameLocal.GetLocalPlayer() ) {
return;
}
if ( muteClient == -1 || !gameLocal.mpGame.IsInGame( muteClient ) ) {
gameLocal.Warning( "idMultiplayerGame::ClientVoiceMute() - Invalid client '%d' specified", muteClient );
return;
}
// do the mute/unmute
gameLocal.GetLocalPlayer()->MutePlayer( muteClient, mute );
// tell the server
if( gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[128];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VOICECHAT_MUTING );
outMsg.WriteByte( muteClient );
outMsg.WriteByte( mute ? 1 : 0 ); // 1 for mute, 0 for unmute
networkSystem->ClientSendReliableMessage( outMsg );
}
// display some niceties
common->Printf( "Player %s's has been %s.\n", gameLocal.GetUserInfo( muteClient )->GetString( "ui_name" ), mute ? "muted" : "unmuted" );
}
/*
================
idMultiplayerGame::GetClientNumFromPlayerName
================
*/
int idMultiplayerGame::GetClientNumFromPlayerName( const char *playerName ) {
if ( NULL == playerName || '\0' == *playerName ) {
return -1;
}
int clientNum = -1;
for ( int i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::GetClassType() ) ) {
if ( 0 == idStr::Icmp( gameLocal.userInfo[ i ].GetString( "ui_name" ), playerName ) ) {
clientNum = i;
break;
}
}
}
if ( -1 == clientNum ) {
common->Warning( "idMultiplayerGame::GetClientNumFromPlayerName(): unknown player '%s'", playerName );
}
return clientNum;
}
/*
================
idMultiplayerGame::ServerHandleVoiceMuting
================
*/
void idMultiplayerGame::ServerHandleVoiceMuting( int clientSrc, int clientDest, bool mute ) {
assert( !gameLocal.isClient );
idPlayer *playerSrc = gameLocal.GetClientByNum( clientSrc );
idPlayer *playerDest = gameLocal.GetClientByNum( clientDest );
if ( NULL == playerSrc ) {
common->DPrintf( "idMultiplayerGame::ServerHandleVoiceMuting: couldn't map client %d to a player\n", clientSrc );
return;
}
if ( NULL == playerDest ) {
common->DPrintf( "idMultiplayerGame::ServerHandleVoiceMuting: couldn't map client %d to a player\n", clientDest );
return;
}
if ( mute ) {
playerSrc->MutePlayer( playerDest, true );
common->DPrintf( "DEBUG: client %s muted to client %s\n",
gameLocal.userInfo[ clientDest ].GetString( "ui_name" ),
gameLocal.userInfo[ clientSrc ].GetString( "ui_name" ) );
} else {
playerSrc->MutePlayer( playerDest, false );
common->DPrintf( "DEBUG: client %s unmuted to client %s\n",
gameLocal.userInfo[ clientDest ].GetString( "ui_name" ),
gameLocal.userInfo[ clientSrc ].GetString( "ui_name" ) );
}
}
/*
================
idMultiplayerGame::ClearAnnouncerSounds
This method deletes unplayed announcer sounds at the end of a game round.
This fixes a bug where the round time warnings were being played from
previous rounds.
================
*/
void idMultiplayerGame::ClearAnnouncerSounds( void ) {
announcerSoundNode_t* snd = NULL;
announcerSoundNode_t* nextSnd = NULL;
for ( snd = announcerSoundQueue.Next(); snd != NULL; snd = nextSnd ) {
nextSnd = snd->announcerSoundNode.Next();
snd->announcerSoundNode.Remove ( );
delete snd;
}
announcerPlayTime = 0;
}
/*
================
idMultiplayerGame::HandleServerAdminBanPlayer
================
*/
void idMultiplayerGame::HandleServerAdminBanPlayer( int clientNum ) {
if ( clientNum < 0 || clientNum >= gameLocal.numClients ) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminBanPlayer: bad client num %d\n", clientNum );
return;
}
if ( gameLocal.isServer || gameLocal.isListenServer ) {
if ( gameLocal.isListenServer && clientNum == gameLocal.localClientNum ) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminBanPlayer: Cannot ban the host!\n" );
return;
}
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %i ban", clientNum ) );
} else {
if ( clientNum == gameLocal.localClientNum ) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminBanPlayer: Cannot ban yourserlf!\n" );
return;
}
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon kick %i ban", clientNum ) );
}
}
/*
================
idMultiplayerGame::HandleServerAdminRemoveBan
================
*/
void idMultiplayerGame::HandleServerAdminRemoveBan( const char * clientGuid ) {
if ( NULL == clientGuid || !clientGuid[ 0 ]) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminRemoveBan: bad guid!\n" );
return;
}
if ( gameLocal.isServer || gameLocal.isListenServer ) {
gameLocal.RemoveGuidFromBanList( clientGuid );
} else {
int clientNum = gameLocal.GetClientNumByGuid( clientGuid );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon removeClientFromBanList %d", clientNum ) );
}
}
/*
================
idMultiplayerGame::HandleServerAdminKickPlayer
================
*/
void idMultiplayerGame::HandleServerAdminKickPlayer( int clientNum ) {
if ( clientNum < 0 || clientNum >= gameLocal.numClients ) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminKickPlayer: bad client num %d\n", clientNum );
return;
}
if ( gameLocal.isServer || gameLocal.isListenServer ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %i", clientNum ) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon kick %i", clientNum ) );
}
}
/*
================
idMultiplayerGame::HandleServerAdminForceTeamSwitch
================
*/
void idMultiplayerGame::HandleServerAdminForceTeamSwitch( int clientNum ) {
if ( !gameLocal.IsTeamGame() ) {
return;
}
if ( clientNum < 0 || clientNum >= gameLocal.numClients ) {
common->DPrintf( "idMultiplayerGame::HandleServerAdminForceTeamSwitch: bad client num %d\n", clientNum );
return;
}
if ( gameLocal.isServer || gameLocal.isListenServer ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "forceTeamChange %d\n", clientNum));
/* if ( gameLocal.entities[ clientNum ] && gameLocal.entities[ clientNum ]->IsType( idPlayer::GetClassType() ) )
{
idPlayer *player = static_cast< idPlayer *>( gameLocal.entities[ clientNum ] );
player->GetUserInfo()->Set( "ui_team", player->team ? "Marine" : "Strogg" );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", clientNum ) );
}*/
} else {
/* idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVER_ADMIN );
outMsg.WriteByte( SERVER_ADMIN_FORCE_SWITCH );
outMsg.WriteByte( clientNum );
networkSystem->ClientSendReliableMessage( outMsg ); */
//jshepard: need to be able to do this via rcon
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon forceTeamChange %d\n", clientNum));
}
}
/*
================
idMultiplayerGame::HandleServerAdminCommands
================
*/
bool idMultiplayerGame::HandleServerAdminCommands( serverAdminData_t &data ) {
bool restartNeeded = false;
bool nextMapNeeded = false;
bool anyChanges = false;
bool runPickMap = false;
int nGameType = 0;
idStr currentMap = si_map.GetString( );
const char *szGameType = gameLocal.serverInfo.GetString( "si_gametype" );
if ( 0 == idStr::Icmp( szGameType, "DM" ) ) {
nGameType = GAME_DM;
} else if ( 0 == idStr::Icmp( szGameType, "Team DM" ) ) {
nGameType = GAME_TDM;
} else if ( 0 == idStr::Icmp( szGameType, "CTF" ) ) {
nGameType = GAME_CTF;
} else if ( 0 == idStr::Icmp( szGameType, "Tourney" ) ) {
nGameType = GAME_TOURNEY;
} else if ( 0 == idStr::Icmp( szGameType, "Arena CTF" ) ) {
nGameType = GAME_ARENA_CTF;
} else if ( 0 == idStr::Icmp( szGameType, "DeadZone" ) ) {
nGameType = GAME_DEADZONE;
} else {
nGameType = GAME_SP;
}
if ( nGameType != data.gameType ) {
switch ( data.gameType ) {
case GAME_TDM: szGameType = "Team DM"; runPickMap = true; break;
case GAME_TOURNEY: szGameType = "Tourney"; runPickMap = true; break;
case GAME_CTF: szGameType = "CTF"; runPickMap = true; break;
case GAME_ARENA_CTF: szGameType = "Arena CTF"; runPickMap = true; break;
// mekberg: hack, if we had 1f ctf the gui index wouldn't be off =(
case GAME_1F_CTF: szGameType = "Arena CTF"; runPickMap = true; break;
case GAME_DEADZONE: szGameType = "DeadZone"; runPickMap = true; break;
default:
case GAME_DM: szGameType = "DM"; break;
}
//we're going to reset the map here, so make sure to kill the active vote.
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
vote = VOTE_NONE;
restartNeeded = true;
anyChanges = true;
si_gameType.SetString( szGameType );
if( runPickMap && gameLocal.isServer ) {
//set the selected map to the admin data value, then make sure it can run the selected gametype.
si_map.SetString( data.mapName.c_str() );
if( PickMap( szGameType ) || idStr::Icmp( si_map.GetString( ), currentMap.c_str( ) ) ) {
nextMapNeeded = true;
restartNeeded = false;
data.mapName = idStr( si_map.GetString() );
data.restartMap = true;
}
}
}
if ( gameLocal.serverInfo.GetBool( "si_isBuyingEnabled" ) != data.buying )
restartNeeded = true;
// Rcon these cvars if this isn't the server. We can trust the input from the gui that the
// gametype and map always match.
if ( !gameLocal.isServer ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_autoBalance %d", data.autoBalance ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_isBuyingEnabled %d", data.buying ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_captureLimit %d", data.captureLimit ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_controlTime %d", data.controlTime ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_fragLimit %d", data.fragLimit ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_gameType %s", szGameType ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_map %s", data.mapName.c_str() ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_tourneyLimit %d", data.tourneyLimit ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_minPlayers %d", data.minPlayers ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon si_timeLimit %d", data.timeLimit ) );
if( runPickMap ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "rcon verifyServerSettings" ) );
}
if( data.shuffleTeams ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rcon shuffleTeams" );
}
if( restartNeeded ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rcon serverMapRestart" );
} else if( data.restartMap || nextMapNeeded || idStr::Icmp( gameLocal.serverInfo.GetString( "si_map" ), data.mapName.c_str() ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rcon serverNextMap" );
}
else
{
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rcon rescanSI" );
}
return true;
}
if ( data.restartMap ) {
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
vote = VOTE_NONE;
restartNeeded = true;
anyChanges = true;
}
if ( data.shuffleTeams ) {
ShuffleTeams();
anyChanges = true;
}
//this section won't be encountered if the gametype was changed. But that's ok.
if ( data.mapName.c_str() && idStr::Icmp( data.mapName.c_str(), si_map.GetString() ) ) {
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
vote = VOTE_NONE;
si_map.SetString(data.mapName.c_str());
cvarSystem->SetCVarString( "si_map", data.mapName.c_str() );
nextMapNeeded = true;
anyChanges = true;
}
if ( data.captureLimit != gameLocal.serverInfo.GetInt( "si_captureLimit" ) ) {
si_captureLimit.SetInteger( data.captureLimit );
anyChanges = true;
}
if ( data.fragLimit != gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
si_fragLimit.SetInteger( data.fragLimit );
anyChanges = true;
}
if ( data.tourneyLimit != gameLocal.serverInfo.GetInt( "si_tourneyLimit" ) ) {
si_tourneyLimit.SetInteger( data.tourneyLimit );
anyChanges = true;
}
if ( data.timeLimit != gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
si_timeLimit.SetInteger( data.timeLimit );
anyChanges = true;
}
if ( data.buying != gameLocal.serverInfo.GetBool( "si_isBuyingEnabled" ) ) {
si_isBuyingEnabled.SetInteger( data.buying );
anyChanges = true;
restartNeeded = true;
}
if ( data.autoBalance != gameLocal.serverInfo.GetBool( "si_autobalance" ) ) {
si_autobalance.SetBool( data.autoBalance );
anyChanges = true;
}
if ( data.controlTime != gameLocal.serverInfo.GetInt( "si_controlTime" ) ) {
si_controlTime.SetInteger( data.controlTime );
anyChanges = true;
}
if ( nextMapNeeded ) {
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
vote = VOTE_NONE;
gameLocal.sessionCommand = "nextMap";
return anyChanges;
}
else if ( gameLocal.NeedRestart() || restartNeeded ) {
ClientUpdateVote( VOTE_RESET, 0, 0, currentVoteData );
vote = VOTE_NONE;
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart" );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
}
return anyChanges;
}
// RAVEN END
/*
===============
idMultiplayerGame::WriteStartState
===============
*/
void idMultiplayerGame::WriteStartState( int clientNum, idBitMsg &msg, bool withLocalClient ) {
int i;
idEntity *ent;
// send the start time
msg.WriteLong( matchStartedTime );
// send the powerup states and the spectate states
for( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( ( withLocalClient || i != clientNum ) && ent && ent->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
msg.WriteShort( i );
msg.WriteShort( static_cast< idPlayer * >( ent )->inventory.powerups );
msg.WriteBits( ent->GetInstance(), ASYNC_PLAYER_INSTANCE_BITS );
msg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 );
}
}
msg.WriteShort( MAX_CLIENTS );
}
/*
================
idMultiplayerGame::ServerWriteInitialReliableMessages
================
*/
void idMultiplayerGame::ServerWriteInitialReliableMessages( int clientNum ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.BeginWriting();
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTSTATE );
WriteStartState( clientNum, outMsg, false );
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
// we send SI in connectResponse messages, but it may have been modified already
outMsg.BeginWriting( );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO );
outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL );
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
gameState->SendInitialState( clientNum );
}
/*
================
idMultiplayerGame::ClientReadStartState
================
*/
void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) {
int i, client, powerup;
assert( gameLocal.isClient );
// read the state in preparation for reading snapshot updates
matchStartedTime = msg.ReadLong( );
while ( ( client = msg.ReadShort() ) != MAX_CLIENTS ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::GetClassType() ) );
// RAVEN END
powerup = msg.ReadShort();
int instance = ( msg.ReadBits( ASYNC_PLAYER_INSTANCE_BITS ) );
static_cast< idPlayer * >( gameLocal.entities[ client ] )->SetInstance( instance );
bool spectate = ( msg.ReadBits( 1 ) != 0 );
static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate );
// set powerups after we get instance information for this client
for ( i = 0; i < POWERUP_MAX; i++ ) {
if ( powerup & ( 1 << i ) ) {
static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0 );
}
}
}
}
const char* idMultiplayerGame::announcerSoundDefs[ AS_NUM_SOUNDS ] = {
// General announcements
"announce_general_one", // AS_GENERAL_ONE
"announce_general_two", // AS_GENERAL_TWO
"announce_general_three", // AS_GENERAL_THREE
"announce_general_you_win", // AS_GENERAL_YOU_WIN
"announce_general_you_lose", // AS_GENERAL_YOU_LOSE
"announce_general_fight", // AS_GENERAL_FIGHT
"announce_general_sudden_death", // AS_GENERAL_SUDDEN_DEATH
"announce_general_vote_failed", // AS_GENERAL_VOTE_FAILED
"announce_general_vote_passed", // AS_GENERAL_VOTE_PASSED
"announce_general_vote_now", // AS_GENERAL_VOTE_NOW
"announce_general_one_frag", // AS_GENERAL_ONE_FRAG
"announce_general_two_frags", // AS_GENERAL_TWO_FRAGS
"announce_general_three_frags", // AS_GENERAL_THREE_FRAGS
"announce_general_one_minute", // AS_GENERAL_ONE_MINUTE
"announce_general_five_minute", // AS_GENERAL_FIVE_MINUTE
"announce_general_prepare_to_fight", // AS_GENERAL_PREPARE_TO_FIGHT
"announce_general_quad_damage", // AS_GENERAL_QUAD_DAMAGE
"announce_general_regeneration", // AS_GENERAL_REGENERATION
"announce_general_haste", // AS_GENERAL_HASTE
"announce_general_invisibility", // AS_GENERAL_INVISIBILITY
// DM announcements
"announce_dm_you_tied_lead", // AS_DM_YOU_TIED_LEAD
"announce_dm_you_have_taken_lead", // AS_DM_YOU_HAVE_TAKEN_LEAD
"announce_dm_you_lost_lead", // AS_DM_YOU_LOST_LEAD
// Team announcements
"announce_team_enemy_score", // AS_TEAM_ENEMY_SCORES
"announce_team_you_score", // AS_TEAM_YOU_SCORE
"announce_team_teams_tied", // AS_TEAM_TEAMS_TIED
"announce_team_strogg_lead", // AS_TEAM_STROGG_LEAD
"announce_team_marines_lead", // AS_TEAM_MARINES_LEAD
"announce_team_join_marine", // AS_TEAM_JOIN_MARINE
"announce_team_join_strogg", // AS_TEAM_JOIN_STROGG
// CTF announcements
"announce_ctf_you_have_flag", // AS_CTF_YOU_HAVE_FLAG
"announce_ctf_your_team_has_flag", // AS_CTF_YOUR_TEAM_HAS_FLAG
"announce_ctf_enemy_has_flag", // AS_CTF_ENEMY_HAS_FLAG
"announce_ctf_your_team_drops_flag", // AS_CTF_YOUR_TEAM_DROPS_FLAG
"announce_ctf_enemy_drops_flag", // AS_CTF_ENEMY_DROPS_FLAG
"announce_ctf_your_flag_returned", // AS_CTF_YOUR_FLAG_RETURNED
"announce_ctf_enemy_returns_flag", // AS_CTF_ENEMY_RETURNS_FLAG
// Tourney announcements
"announce_tourney_advance", // AS_TOURNEY_ADVANCE
"announce_tourney_join_arena_one", // AS_TOURNEY_JOIN_ARENA_ONE
"announce_tourney_join_arena_two", // AS_TOURNEY_JOIN_ARENA_TWO
"announce_tourney_join_arena_three", // AS_TOURNEY_JOIN_ARENA_THREE
"announce_tourney_join_arena_four", // AS_TOURNEY_JOIN_ARENA_FOUR
"announce_tourney_join_arena_five", // AS_TOURNEY_JOIN_ARENA_FIVE
"announce_tourney_join_arena_six", // AS_TOURNEY_JOIN_ARENA_SIX
"announce_tourney_join_arena_seven", // AS_TOURNEY_JOIN_ARENA_SEVEN
"announce_tourney_join_arena_eight", // AS_TOURNEY_JOIN_ARENA_EIGHT
"announce_tourney_join_arena_waiting", // AS_TOURNEY_JOIN_ARENA_WAITING
"announce_tourney_done", // AS_TOURNEY_DONE
"announce_tourney_start", // AS_TOURNEY_START
"announce_tourney_eliminated", // AS_TOURNEY_ELIMINATED
"announce_tourney_won", // AS_TOURNEY_WON
"announce_tourney_prelims", // AS_TOURNEY_PRELIMS
"announce_tourney_quarter_finals", // AS_TOURNEY_QUARTER_FINALS
"announce_tourney_semi_finals", // AS_TOURNEY_SEMI_FINALS
"announce_tourney_final_match", // AS_TOURNEY_FINAL_MATCH
"sound/vo/mp/9_99_320_10", // AS_GENERAL_TEAM_AMMOREGEN
"sound/vo/mp/9_99_360_6" // AS_GENERAL_TEAM_DOUBLER
};
void idMultiplayerGame::ScheduleAnnouncerSound( announcerSound_t sound, float time, int instance, bool allowOverride ) {
if( !gameLocal.GetLocalPlayer() ) {
return;
}
if ( time < gameLocal.time ) {
return;
}
if ( sound >= AS_NUM_SOUNDS ) {
return;
}
announcerSoundNode_t* newSound = new announcerSoundNode_t;
newSound->soundShader = sound;
newSound->time = time;
newSound->announcerSoundNode.SetOwner( newSound );
newSound->instance = instance;
newSound->allowOverride = allowOverride;
announcerSoundNode_t* snd = NULL;
for ( snd = announcerSoundQueue.Next(); snd != NULL; snd = snd->announcerSoundNode.Next() ) {
if ( snd->time > newSound->time ) {
newSound->announcerSoundNode.InsertBefore( snd->announcerSoundNode );
break;
}
}
if ( snd == NULL ) {
newSound->announcerSoundNode.AddToEnd( announcerSoundQueue );
}
}
void idMultiplayerGame::RemoveAnnouncerSound( int type ) {
// clean out any preexisting announcer sounds
announcerSoundNode_t* snd = NULL;
announcerSoundNode_t* nextSnd = NULL;
for ( snd = announcerSoundQueue.Next(); snd != NULL; snd = nextSnd ) {
nextSnd = snd->announcerSoundNode.Next();
if ( snd->soundShader == type ) {
snd->announcerSoundNode.Remove( );
delete snd;
break;
}
}
// if a sound is currently playing, stop it
if( lastAnnouncerSound == type ) {
gameLocal.GetLocalPlayer()->StopSound( SND_CHANNEL_MP_ANNOUNCER, false );
lastAnnouncerSound = AS_NUM_SOUNDS;
}
}
void idMultiplayerGame::RemoveAnnouncerSoundRange( int startType, int endType ) {
// clean out any preexisting announcer sounds
announcerSoundNode_t* snd = NULL;
announcerSoundNode_t* nextSnd = NULL;
for ( snd = announcerSoundQueue.Next(); snd != NULL; snd = nextSnd ) {
nextSnd = snd->announcerSoundNode.Next();
for( int i = startType; i <= endType; i++ ) {
if ( snd->soundShader == i ) {
snd->announcerSoundNode.Remove( );
delete snd;
}
}
}
// if a sound is currently playing, stop it
for( int i = startType; i <= endType; i++ ) {
if( lastAnnouncerSound == i ) {
gameLocal.GetLocalPlayer()->StopSound( SND_CHANNEL_MP_ANNOUNCER, false );
lastAnnouncerSound = AS_NUM_SOUNDS;
break;
}
}
}
void idMultiplayerGame::ScheduleTimeAnnouncements( void ) {
if( !gameLocal.GetLocalPlayer() || !gameState ) {
// too early
return;
}
if( gameState->GetMPGameState() != COUNTDOWN && gameState->GetMPGameState() != WARMUP ) {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
int endGameTime = 0;
if( gameLocal.gameType == GAME_TOURNEY ) {
int arena = gameLocal.GetLocalPlayer()->GetArena();
if( !((rvTourneyGameState*)gameState)->GetArena( arena ).IsPlaying() ) {
return; // arena is not active
}
// per-arena timelimits
endGameTime = ((rvTourneyGameState*)gameState)->GetArena( arena ).GetMatchStartTime() + ( timeLimit * 60000 );
} else {
endGameTime = matchStartedTime + ( timeLimit * 60000 );
}
// clean out any preexisting announcer sounds
RemoveAnnouncerSound( AS_GENERAL_ONE_MINUTE );
RemoveAnnouncerSound( AS_GENERAL_FIVE_MINUTE );
if( timeLimit > 5 ) {
ScheduleAnnouncerSound( AS_GENERAL_FIVE_MINUTE, endGameTime - (5 * 60000) );
}
if( timeLimit > 1 ) {
ScheduleAnnouncerSound( AS_GENERAL_ONE_MINUTE, endGameTime - (60000) );
}
}
}
void idMultiplayerGame::PlayAnnouncerSounds( void ) {
announcerSoundNode_t* snd = NULL;
announcerSoundNode_t* nextSnd = NULL;
if( !gameLocal.GetLocalPlayer() ) {
return;
}
// if we're done playing the last sound reset override status
if( announcerPlayTime <= gameLocal.time ) {
currentSoundOverride = false;
}
if ( announcerPlayTime > gameLocal.time && !currentSoundOverride ) {
return;
}
// in tourney only play sounds scheduled for your current arena
if ( gameLocal.gameType == GAME_TOURNEY ) {
// go through and find the first sound to play in our arena, delete any sounds
// for other arenas we see along the way.
for ( snd = announcerSoundQueue.Next(); snd != NULL; snd = nextSnd ) {
nextSnd = snd->announcerSoundNode.Next();
if( snd->time > gameLocal.time ) {
return;
}
if( snd->instance == -1 || snd->soundShader == AS_GENERAL_VOTE_NOW || snd->soundShader == AS_GENERAL_VOTE_PASSED || snd->soundShader == AS_GENERAL_VOTE_FAILED ) {
// all-instance sound
break;
}
if( snd->instance == gameLocal.GetLocalPlayer()->GetInstance() ) {
if( snd->allowOverride && nextSnd && nextSnd->time <= gameLocal.time ) {
// this sound is OK with being over-ridden,
// and the next sound is ready to play, so go ahead and look at the next sound
snd->announcerSoundNode.Remove ( );
delete snd;
continue;
} else {
break;
}
}
snd->announcerSoundNode.Remove ( );
delete snd;
}
} else {
snd = announcerSoundQueue.Next();
if( snd && snd->time > gameLocal.time ) {
return;
}
}
// play the sound locally
if ( snd && snd->soundShader < AS_NUM_SOUNDS ) {
int length = 0;
//don't play timelimit countdown announcements if game is already over
mpGameState_t state = gameState->GetMPGameState();
if ( state == GAMEREVIEW //game is over, in scoreboard
&& ( snd->soundShader == AS_GENERAL_ONE_MINUTE
|| snd->soundShader == AS_GENERAL_FIVE_MINUTE ) ) {
//ignore scheduled time limit warnings that haven't executed yet
snd->announcerSoundNode.Remove();
delete snd;
} else {
snd->announcerSoundNode.Remove();
gameLocal.GetLocalPlayer()->StartSoundShader( declManager->FindSound( announcerSoundDefs[ snd->soundShader ], false ), SND_CHANNEL_MP_ANNOUNCER, 0, false, &length );
currentSoundOverride = snd->allowOverride;
lastAnnouncerSound = snd->soundShader;
delete snd;
}
// if sounds remain to be played, check again
announcerPlayTime = gameLocal.time + length;
}
}
void idMultiplayerGame::ClearTeamScores ( void ) {
for ( int i = 0; i < TEAM_MAX; i++ ) {
teamScore[ i ] = 0;
teamDeadZoneScore[i] = 0;
}
}
void idMultiplayerGame::AddTeamScore ( int team, int amount ) {
if ( team < 0 || team >= TEAM_MAX ) {
return;
}
teamScore[ team ] += amount;
}
void idMultiplayerGame::AddPlayerScore( idPlayer* player, int amount ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerScore() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerScore() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].fragCount += amount;
playerState[ player->entityNumber ].fragCount = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ player->entityNumber ].fragCount );
}
void idMultiplayerGame::AddPlayerTeamScore( idPlayer* player, int amount ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerTeamScore() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerTeamScore() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].teamFragCount += amount;
playerState[ player->entityNumber ].teamFragCount = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ player->entityNumber ].teamFragCount );
}
void idMultiplayerGame::AddPlayerWin( idPlayer* player, int amount ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerWin() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::AddPlayerWin() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].wins += amount;
playerState[ player->entityNumber ].wins = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ player->entityNumber ].wins );
}
void idMultiplayerGame::SetPlayerScore( idPlayer* player, int value ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerScore() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerScore() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].fragCount = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, value );
}
void idMultiplayerGame::SetPlayerTeamScore( idPlayer* player, int value ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerTeamScore() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerTeamScore() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].teamFragCount = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, value );
}
void idMultiplayerGame::SetPlayerDeadZoneScore( idPlayer* player, float value ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerDeadZoneScore() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerDeadZoneScore() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].deadZoneScore = value;
}
void idMultiplayerGame::SetPlayerWin( idPlayer* player, int value ) {
if( player == NULL ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerWin() - NULL player specified" );
return;
}
if( player->entityNumber < 0 || player->entityNumber >= MAX_CLIENTS ) {
gameLocal.Warning( "idMultiplayerGame::SetPlayerWin() - Bad player entityNumber '%d'\n", player->entityNumber );
return;
}
playerState[ player->entityNumber ].wins = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, value );
}
rvCTF_AssaultPoint* idMultiplayerGame::NextAP( int team ) {
for( int i = 0; i < assaultPoints.Num(); i++ ) {
if( assaultPoints[ (team ? (assaultPoints.Num() - 1 - i) : i) ]->GetOwner() == team ) {
continue;
}
return assaultPoints[ (team ? (assaultPoints.Num() - 1 - i) : i) ];
}
return NULL;
}
void idMultiplayerGame::ClientSetInstance( const idBitMsg& msg ) {
assert( gameLocal.GetLocalPlayer() );
idPlayer* player = gameLocal.GetLocalPlayer();
int instance = msg.ReadByte();
gameLocal.GetInstance( 0 )->SetSpawnInstanceID( instance );
// on the client, we delete all entities,
// the server will send over new ones
gameLocal.InstanceClear();
// set the starting offset for repopulation back to matching what the server will have
// this should be covered by setting indexes when populating the instances as well, but it doesn't hurt
gameLocal.firstFreeIndex = MAX_CLIENTS;
player->SetArena( instance );
player->SetInstance( instance );
// spawn the instance entities
gameLocal.GetInstance( 0 )->PopulateFromMessage( msg );
// players in other instances might have been hidden, update them
for( int i = 0; i < MAX_CLIENTS; i++ ) {
idPlayer* p = (idPlayer*)gameLocal.entities[ i ];
if( p ) {
if( p->GetInstance() == instance ) {
p->ClientInstanceJoin();
} else {
p->ClientInstanceLeave();
}
}
}
}
void idMultiplayerGame::ServerSetInstance( int instance ) {
for( int i = MAX_CLIENTS; i < MAX_GENTITIES; i++ ) {
idEntity* ent = gameLocal.entities[ i ];
if( ent ) {
if( ent->GetInstance() != instance ) {
ent->InstanceLeave();
} else {
ent->InstanceJoin();
}
}
}
}
const char* idMultiplayerGame::GetLongGametypeName( const char* gametype ) {
if( !idStr::Icmp( gametype, "Tourney" ) ) {
return common->GetLocalizedString( "#str_107676" );
} else if( !idStr::Icmp( gametype, "Team DM" ) ) {
return common->GetLocalizedString( "#str_107677" );
} else if( !idStr::Icmp( gametype, "CTF" ) ) {
return common->GetLocalizedString( "#str_107678" );
} else if( !idStr::Icmp( gametype, "DM" ) ) {
return common->GetLocalizedString( "#str_107679" );
} else if( !idStr::Icmp( gametype, "One Flag CTF" ) ) {
return common->GetLocalizedString( "#str_107680" );
} else if( !idStr::Icmp( gametype, "Arena CTF" ) ) {
return common->GetLocalizedString( "#str_107681" );
} else if( !idStr::Icmp( gametype, "Arena One Flag CTF" ) ) {
return common->GetLocalizedString( "#str_107682" );
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
} else if( !idStr::Icmp( gametype, "DeadZone" ) ) {
return common->GetLocalizedString( "#str_122001" ); // Squirrel@Ritual - Localized for 1.2 Patch
// RITUAL END
}
return "";
}
int idMultiplayerGame::GameTypeToVote( const char *gameType ) {
if ( 0 == idStr::Icmp( gameType, "DM" ) ) {
return VOTE_GAMETYPE_DM;
} else if ( 0 == idStr::Icmp( gameType, "Tourney" ) ) {
return VOTE_GAMETYPE_TOURNEY;
} else if ( 0 == idStr::Icmp( gameType, "Team DM" ) ) {
return VOTE_GAMETYPE_TDM;
} else if ( 0 == idStr::Icmp( gameType, "CTF" ) ) {
return VOTE_GAMETYPE_CTF;
} else if ( 0 == idStr::Icmp( gameType, "Arena CTF" ) ) {
return VOTE_GAMETYPE_ARENA_CTF;
} else if ( 0 == idStr::Icmp( gameType, "DeadZone" ) ) {
return VOTE_GAMETYPE_DEADZONE;
}
return VOTE_GAMETYPE_DM;
}
float idMultiplayerGame::GetPlayerDeadZoneScore( idPlayer* player ) {
return playerState[ player->entityNumber ].deadZoneScore;
}
int idMultiplayerGame::GetPlayerTime( idPlayer* player ) {
return ( gameLocal.time - player->GetConnectTime() ) / 60000;
}
int idMultiplayerGame::GetTeamScore( idPlayer* player ) {
return GetTeamScore( player->entityNumber );
}
int idMultiplayerGame::GetScore( idPlayer* player ) {
return GetScore( player->entityNumber );
}
int idMultiplayerGame::GetWins( idPlayer* player ) {
return GetWins( player->entityNumber );
}
void idMultiplayerGame::EnableDamage( bool enable ) {
for( int i = 0; i < gameLocal.numClients; i++ ) {
idPlayer* player = (idPlayer*)gameLocal.entities[ i ];
if( player == NULL ) {
continue;
}
player->fl.takedamage = enable;
}
}
void idMultiplayerGame::ReceiveRemoteConsoleOutput( const char* output ) {
if( mainGui ) {
idStr newOutput( output );
if( rconHistory.Length() + newOutput.Length() > RCON_HISTORY_SIZE ) {
int removeLength = rconHistory.Find( '\n' );
if( removeLength == -1 ) {
// nuke the whole string
rconHistory.Empty();
} else {
while( (rconHistory.Length() - removeLength) + newOutput.Length() > RCON_HISTORY_SIZE ) {
removeLength = rconHistory.Find( '\n', removeLength + 1 );
if( removeLength == -1 ) {
rconHistory.Empty();
break;
}
}
}
rconHistory = rconHistory.Right( rconHistory.Length() - removeLength );
}
int consoleInputStart = newOutput.Find( "Console Input: " );
if( consoleInputStart != -1 ) {
idStr consoleInput = newOutput.Right( newOutput.Length() - consoleInputStart - 15 );
newOutput = newOutput.Left( consoleInputStart );
newOutput.StripTrailing( "\n" );
consoleInput.StripTrailing( "\n" );
mainGui->SetStateString( "admin_console_input", consoleInput.c_str() );
}
if( newOutput.Length() ) {
rconHistory.Append( newOutput );
rconHistory.Append( '\n' );
}
mainGui->SetStateString( "admin_console_history", rconHistory.c_str() );
}
}
/*
===============
idMultiplayerGame::ShuffleTeams
===============
*/
void idMultiplayerGame::ShuffleTeams( void ) {
// turn off autobalance if its on
bool autoBalance = gameLocal.serverInfo.GetBool( "si_autoBalance" );
if( autoBalance ) {
gameLocal.serverInfo.SetBool( "si_autoBalance", false );
}
int loosingTeam = teamScore[ TEAM_MARINE ] < teamScore[ TEAM_STROGG ] ? TEAM_MARINE : TEAM_STROGG;
int winningTeam = loosingTeam == TEAM_MARINE ? TEAM_STROGG : TEAM_MARINE;
for( int i = 0; i < rankedPlayers.Num(); i++ ) {
if( !(i % 2) ) {
// switch even players to losing team
if( rankedPlayers[ i ].First()->team != loosingTeam ) {
rankedPlayers[ i ].First()->GetUserInfo()->Set( "ui_team", teamNames[ loosingTeam ] );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", rankedPlayers[ i ].First()->entityNumber ) );
}
} else {
if( rankedPlayers[ i ].First()->team != winningTeam ) {
rankedPlayers[ i ].First()->GetUserInfo()->Set( "ui_team", teamNames[ winningTeam ] );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", rankedPlayers[ i ].First()->entityNumber ) );
}
}
}
if( autoBalance ) {
gameLocal.serverInfo.SetBool( "si_autoBalance", true );
}
}
rvGameState* idMultiplayerGame::GetGameState( void ) {
return gameState;
}
void idMultiplayerGame::SetGameType( void ) {
if( gameState ) {
delete gameState;
}
gameState = NULL;
if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "DM" ) == 0 ) ) {
gameLocal.gameType = GAME_DM;
gameState = new rvDMGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Tourney" ) == 0 ) ) {
gameLocal.gameType = GAME_TOURNEY;
gameState = new rvTourneyGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Team DM" ) == 0 ) ) {
gameLocal.gameType = GAME_TDM;
gameState = new rvTeamDMGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "One Flag CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_1F_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_ARENA_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena One Flag CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_ARENA_1F_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "DeadZone" ) == 0 ) ) {
gameLocal.gameType = GAME_DEADZONE;
gameState = new riDZGameState;
} else {
gameLocal.Error( "idMultiplayerGame::SetGameType() - Unknown gametype '%s'\n", gameLocal.serverInfo.GetString( "si_gameType" ) );
}
// force entity filter to gametype name in multiplayer
if( gameLocal.gameType != GAME_SP ) {
gameLocal.serverInfo.Set( "si_entityFilter", gameLocal.serverInfo.GetString( "si_gameType" ) );
// also set as a CVar for when serverinfo is rescanned
cvarSystem->SetCVarString( "si_entityFilter", gameLocal.serverInfo.GetString( "si_gameType" ) );
}
}
//asalmon: need to access total frags for a team and total score for a team
int idMultiplayerGame::GetTeamsTotalFrags( int i ) {
if( i < 0 || i > TEAM_MAX ) {
return 0;
}
int total = 0;
for(int j=0; j < GetNumRankedPlayers(); j++)
{
if(rankedPlayers[ j ].First()->team == i)
{
total += GetScore(rankedPlayers[ j ].First()->entityNumber);
}
}
return total;
}
int idMultiplayerGame::GetTeamsTotalScore( int i ) {
if( i < 0 || i > TEAM_MAX ) {
return 0;
}
int total = 0;
for(int j=0; j < GetNumRankedPlayers(); j++)
{
idPlayer foo;
if(rankedPlayers[ j ].First()->team == i)
{
total += GetTeamScore(rankedPlayers[ j ].First()->entityNumber);
}
}
return total;
}
/*
===============
idMultiplayerGame::PickMap
===============
*/
bool idMultiplayerGame::PickMap( idStr gameType, bool checkOnly ) {
idStrList maps;
int miss = 0;
const idDecl *mapDecl;
const idDeclEntityDef *mapDef;
int index = 0;
int btype;
const char* mapName;
mapName = si_map.GetString();
// if we didn't set up a gametype, grab the current game type.
if ( gameType.IsEmpty() ) {
gameType = si_gameType.GetString();
}
// if we're playing a map of this gametype, don't change.
mapDecl = declManager->FindType( DECL_MAPDEF, mapName, false );
mapDef = static_cast<const idDeclEntityDef *>( mapDecl );
if ( mapDef ) {
btype = mapDef->dict.GetInt( gameType );
if ( btype ) {
// ( not sure what the gloubi boulga is about re-setting si_map two ways after reading it at the start of the function already )
cvarSystem->SetCVarString( "si_map", mapName );
si_map.SetString( mapName );
return false;
}
}
if ( checkOnly ) {
// always allow switching to DM mode, whatever the settings on the map ( DM should always be possible )
if ( !idStr::Icmp( si_gameType.GetString(), "DM" ) ) {
return false;
}
// don't actually change anything, indicate we would
return true;
}
int i;
idFileList *files;
idStrList fileList;
int count = 0;
files = fileSystem->ListFiles( "maps/mp", ".map" );
for ( i = 0; i < files->GetList().Num(); i++, count++ ) {
fileList.AddUnique( va( "mp/%s", files->GetList()[i].c_str() ) );
}
fileSystem->FreeFileList( files );
files = fileSystem->ListFiles( "maps/mp", ".mapc" );
for ( i = 0; i < files->GetList().Num(); i++, count++ ) {
idStr fixedExtension(files->GetList()[i]);
fixedExtension.SetFileExtension("map");
fileList.AddUnique( va( "mp/%s", fixedExtension.c_str() ) );
}
fileList.Sort();
idStr name;
idStr cycle;
//Populate the map list
for ( i = 0; i < fileList.Num(); i++) {
//Add only MP maps.
if(!idStr::FindText(fileList[i].c_str(), "mp/"))
{
maps.AddUnique(fileList[i].c_str());
}
}
maps.Sort();
if(maps.Num() > 0)
{
while(miss < 100)
{
index = gameLocal.random.RandomInt( maps.Num() );
mapName = maps[index].c_str();
mapDecl = declManager->FindType( DECL_MAPDEF, mapName, false );
mapDef = static_cast<const idDeclEntityDef *>( mapDecl );
if ( mapDef ) {
btype = mapDef->dict.GetInt( gameType );
if(btype)
{
cvarSystem->SetCVarString("si_map",mapName);
si_map.SetString( mapName );
return true;
}
}
miss++;
}
}
//something is wrong and there are no maps for this game type. This should never happen.
gameLocal.Error( "No maps found for game type: %s.\n", gameType.c_str() );
return false;
}
/*
===============
idMultiplayerGame::GetPlayerRankText
===============
*/
char* idMultiplayerGame::GetPlayerRankText( int rank, bool tied, int score ) {
char* placeString;
if( rank == 0 ) {
//"1st^0 place with"
placeString = va( "%s%s %d", S_COLOR_BLUE, common->GetLocalizedString( "#str_107689" ), score );
} else if( rank == 1 ) {
//"2nd^0 place with"
placeString = va( "%s%s %d", S_COLOR_RED, common->GetLocalizedString( "#str_107690" ), score );
} else if( rank == 2 ) {
//"3rd^0 place with"
placeString = va( "%s%s %d", S_COLOR_YELLOW, common->GetLocalizedString( "#str_107691" ), score );
} else {
//"th^0 place with"
placeString = va( "%d%s %d", rank + 1, common->GetLocalizedString( "#str_107692" ), score );
}
if( tied ) {
//Tied for
return va( "%s %s", common->GetLocalizedString( "#str_107693" ), placeString );
} else {
return placeString;
}
}
/*
===============
idMultiplayerGame::GetPlayerRankText
===============
*/
char* idMultiplayerGame::GetPlayerRankText( idPlayer* player ) {
if( player == NULL ) {
return "";
}
bool tied = false;
int rank = GetPlayerRank( player, tied );
return GetPlayerRankText( rank, tied, GetScore( player ) );
}
/*
===============
idMultiplayerGame::WriteNetworkInfo
===============
*/
void idMultiplayerGame::WriteNetworkInfo( idFile *file, int clientNum ) {
idBitMsg msg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
WriteStartState( clientNum, msg, true );
file->WriteInt( msg.GetSize() );
file->Write( msg.GetData(), msg.GetSize() );
gameState->WriteNetworkInfo( file, clientNum );
}
/*
===============
idMultiplayerGame::ReadNetworkInfo
===============
*/
void idMultiplayerGame::ReadNetworkInfo( idFile* file, int clientNum ) {
idBitMsg msg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
int size;
file->ReadInt( size );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.SetSize( size );
file->Read( msg.GetData(), size );
ClientReadStartState( msg );
gameState->ReadNetworkInfo( file, clientNum );
}
void idMultiplayerGame::AddPrivatePlayer( int clientId ) {
privateClientIds.Append( clientId );
}
void idMultiplayerGame::RemovePrivatePlayer( int clientId ) {
for( int i = 0; i < privateClientIds.Num(); i++ ) {
if( clientId == privateClientIds[ i ] ) {
privateClientIds.RemoveIndex( i );
i--;
}
}
}
void idMultiplayerGame::UpdatePrivatePlayerCount( void ) {
if ( !gameLocal.isServer ) {
return;
}
int numPrivatePlayers = 0;
for( int i = 0; i < MAX_CLIENTS; i++ ) {
if( privatePlayers & (1 << i) ) {
if( gameLocal.entities[ i ] ) {
numPrivatePlayers++;
} else {
privatePlayers &= ~( 1 << i );
}
}
}
cvarSystem->SetCVarInteger( "si_numPrivatePlayers", numPrivatePlayers );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
}
void idMultiplayerGame::SetFlagEntity( idEntity* ent, int team ) {
assert( ( team == TEAM_STROGG || team == TEAM_MARINE ) );
flagEntities[ team ] = ent;
}
idEntity* idMultiplayerGame::GetFlagEntity( int team ) {
assert( team >= 0 && team < TEAM_MAX );
return flagEntities[ team ];
}
// <team to switch to> <named event for yes> <named event for no> <named event for same team>
void idMultiplayerGame::CheckTeamBalance_f( const idCmdArgs &args ) {
if ( args.Argc() < 5 ) {
return;
}
idPlayer *localPlayer = gameLocal.GetClientByNum( gameLocal.localClientNum );
const char *team = args.Argv(1);
const char *yesEvent = args.Argv(2);
const char *noEvent = args.Argv(3);
const char *sameTeamEvent = args.Argv(4);
if ( !gameLocal.serverInfo.GetBool( "si_autoBalance" ) || !gameLocal.IsTeamGame() ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", yesEvent) );
return;
}
int teamCount[2];
teamCount[0] = teamCount[1] = 0;
for ( int i = 0; i < gameLocal.numClients; ++i ) {
idEntity *ent = gameLocal.entities[i];
if ( ent && ent->IsType( idPlayer::GetClassType() ) && gameLocal.mpGame.IsInGame( i ) ) {
if ( !static_cast< idPlayer * >( ent )->spectating && ent != localPlayer ) {
teamCount[ static_cast< idPlayer * >( ent )->team ]++;
}
}
}
if ( idStr::Icmp( team, "marine" ) == 0 ) {
if ( localPlayer->team == TEAM_MARINE && !localPlayer->spectating ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", sameTeamEvent) );
} else {
if ( teamCount[TEAM_MARINE] > teamCount[TEAM_STROGG] ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", noEvent) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", yesEvent) );
}
}
} else {
if ( localPlayer->team == TEAM_STROGG && !localPlayer->spectating ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", sameTeamEvent) );
} else {
if ( teamCount[TEAM_STROGG] > teamCount[TEAM_MARINE] ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", noEvent) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va("GuiEvent %s", yesEvent) );
}
}
}
}
/*
================
idMultiplayerGame::LocalizeGametype
dupe of rvServerScanGUI::LocalizeGametype
================
*/
const char *idMultiplayerGame::LocalizeGametype( void ) {
const char *gameType;
gameType = gameLocal.serverInfo.GetString( "si_gametype" );
localisedGametype = gameType;
if( !idStr::Icmp( gameType, "DM" ) ) {
localisedGametype = common->GetLocalizedString( "#str_110011" );
}
if( !idStr::Icmp( gameType, "Tourney" ) ) {
localisedGametype = common->GetLocalizedString( "#str_110012" );
}
if( !idStr::Icmp( gameType, "Team DM" ) ) {
localisedGametype = common->GetLocalizedString( "#str_110013" );
}
if( !idStr::Icmp( gameType, "CTF" ) ) {
localisedGametype = common->GetLocalizedString( "#str_110014" );
}
if( !idStr::Icmp( gameType, "Arena CTF" ) ) {
localisedGametype = common->GetLocalizedString( "#str_110015" );
}
if( !idStr::Icmp( gameType, "DeadZone" ) ) {
localisedGametype = common->GetLocalizedString( "#str_122001" ); // Squirrel@Ritual - Localized for 1.2 Patch
}
return( localisedGametype.c_str() );
}
int idMultiplayerGame::VerifyTeamSwitch( int wantTeam, idPlayer *player ) {
idEntity* ent;
int teamCount[ TEAM_MAX ];
int balanceTeam = -1;
if( !gameLocal.serverInfo.GetBool( "si_autoBalance" ) ) {
return wantTeam;
}
teamCount[ TEAM_MARINE ] = teamCount[ TEAM_STROGG ] = 0;
for( int i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) && gameLocal.mpGame.IsInGame( i ) ) {
if ( !static_cast< idPlayer * >( ent )->spectating && ent != player ) {
teamCount[ static_cast< idPlayer * >( ent )->team ]++;
}
}
}
balanceTeam = -1;
if ( teamCount[ TEAM_MARINE ] > teamCount[ TEAM_STROGG ] ) {
balanceTeam = TEAM_STROGG;
} else if ( teamCount[ TEAM_STROGG ] > teamCount[ TEAM_MARINE ] ) {
balanceTeam = TEAM_MARINE;
}
return (balanceTeam == -1) ? wantTeam : balanceTeam;
}
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer mode
/*
================
idMultiplayerGame::NumberOfPlayersOnTeam
================
*/
int idMultiplayerGame::NumberOfPlayersOnTeam( int team )
{
int teamPlayerCount = 0;
for ( int i = 0; i < gameLocal.numClients; i++ )
{
idEntity *ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) )
{
idPlayer* entPlayer = static_cast< idPlayer * >( ent );
if( entPlayer->team == team )
{
teamPlayerCount ++;
}
}
}
return teamPlayerCount;
}
/*
================
idMultiplayerGame::NumberOfAlivePlayersOnTeam
================
*/
int idMultiplayerGame::NumberOfAlivePlayersOnTeam( int team )
{
int teamAlivePlayerCount = 0;
for ( int i = 0; i < gameLocal.numClients; i++ )
{
idEntity *ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) )
{
idPlayer* entPlayer = static_cast< idPlayer * >( ent );
if( entPlayer->team == team && entPlayer->allowedToRespawn )
{
teamAlivePlayerCount ++;
}
}
}
return teamAlivePlayerCount;
}
// RITUAL END
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
/*
================
idMultiplayerGame::OpenLocalBuyMenu
================
*/
void idMultiplayerGame::OpenLocalBuyMenu( void )
{
// Buy menu work in progress
//if ( gameLocal.mpGame.GetCurrentMenu() == 4 )
//{
// return;
//}
if ( currentMenu == 4 )
return; // Already open
gameLocal.sessionCommand = "game_startmenu";
gameLocal.mpGame.nextMenu = 4;
}
/*
================
idMultiplayerGame::RedrawLocalBuyMenu
================
*/
void idMultiplayerGame::RedrawLocalBuyMenu( void )
{
if ( !buyMenu )
return;
SetupBuyMenuItems();
buyMenu->HandleNamedEvent( "update_buymenu" );
}
/*
================
idMultiplayerGame::GiveCashToTeam
================
*/
void idMultiplayerGame::GiveCashToTeam( int team, float cashAmount )
{
for ( int i = 0; i < gameLocal.numClients; i++ )
{
idEntity *ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::GetClassType() ) )
{
idPlayer* entPlayer = static_cast< idPlayer * >( ent );
if( entPlayer->team == team )
{
entPlayer->GiveCash( cashAmount );
}
}
}
}
/*
================
idMultiplayerGame::IsBuyingAllowedInTheCurrentGameMode
================
*/
bool idMultiplayerGame::IsBuyingAllowedInTheCurrentGameMode( void ) {
if ( !gameLocal.isMultiplayer ) {
return false;
}
if ( gameLocal.gameType != GAME_TOURNEY ) {
return gameLocal.serverInfo.GetBool( "si_isBuyingEnabled" );
}
return false;
}
/*
================
idMultiplayerGame::IsBuyingAllowedRightNow
================
*/
bool idMultiplayerGame::IsBuyingAllowedRightNow( void )
{
return ( IsBuyingAllowedInTheCurrentGameMode() && isBuyingAllowedRightNow );
}
void idMultiplayerGame::AddTeamPowerup(int powerup, int time, int team)
{
int i;
for ( i=0; i<MAX_TEAM_POWERUPS; i++ )
{
if ( teamPowerups[team][i].powerup == powerup )
{
//teamPowerups[team][i].time = teamPowerups[team][i].endTime - gameLocal.time + time;
//teamPowerups[team][i].endTime += time;
// Just reset the time to it's maximum. This effectively caps the time
// from accumulating infinitely if the players are very wealthy.
teamPowerups[team][i].endTime = gameLocal.time + time;
teamPowerups[team][i].time = time;
teamPowerups[team][i].update = true;
return;
}
}
// If we get here, the powerup wasn't previously active, so find the first
// empty slot available and activate the powerup
for ( i=0; i<MAX_TEAM_POWERUPS; i++ )
{
if ( teamPowerups[team][i].powerup == 0 )
{
teamPowerups[team][i].powerup = powerup;
teamPowerups[team][i].endTime = gameLocal.time + time;
teamPowerups[team][i].time = time;
teamPowerups[team][i].update = true;
return;
}
}
}
void idMultiplayerGame::UpdateTeamPowerups( void ) {
int i,j;
for ( i=0; i<TEAM_MAX; i++ )
for ( j=0; j<MAX_TEAM_POWERUPS; j++ )
{
if ( teamPowerups[i][j].powerup == 0 )
continue;
if ( teamPowerups[i][j].endTime < gameLocal.time )
{
// Expired
teamPowerups[i][j].powerup = 0;
teamPowerups[i][j].time = 0;
teamPowerups[i][j].endTime = 0;
teamPowerups[i][j].update = false;
}
else
{
teamPowerups[i][j].time = teamPowerups[i][j].endTime - gameLocal.time;
}
}
}
void idMultiplayerGame::SetUpdateForTeamPowerups(int team)
{
int i;
for ( i=0; i<MAX_TEAM_POWERUPS; i++ )
{
if ( teamPowerups[team][i].powerup != 0 )
teamPowerups[team][i].update = true;
}
}
// RITUAL END
| 0 | 0.944916 | 1 | 0.944916 | game-dev | MEDIA | 0.665311 | game-dev | 0.991077 | 1 | 0.991077 |
electronicarts/CnC_Generals_Zero_Hour | 11,453 | GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hmdldef.cpp | /*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/hmdldef.cpp $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 1/08/01 10:04a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* HModelDefClass::HModelDefClass -- Constructor *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "hmdldef.h"
#include <assert.h>
#include <string.h>
#include "w3d_file.h"
#include "chunkio.h"
#include "snappts.h"
/***********************************************************************************************
* HModelDefClass::HModelDefClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/15/97 GTH : Created. *
*=============================================================================================*/
HModelDefClass::HModelDefClass(void) :
SubObjectCount(0),
SubObjects(NULL),
SnapPoints(NULL)
{
}
/***********************************************************************************************
* HModelDefClass::~HModelDefClass -- destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HModelDefClass::~HModelDefClass(void)
{
Free();
}
/***********************************************************************************************
* HModelDefClass::Free -- de-allocate all memory in use *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HModelDefClass::Free(void)
{
if (SubObjects != NULL) {
delete[] SubObjects;
SubObjects = NULL;
}
SubObjectCount = 0;
if (SnapPoints != NULL) {
SnapPoints->Release_Ref();
SnapPoints = NULL;
}
}
/***********************************************************************************************
* HModelDefClass::Load -- load a set of mesh connections from a file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
int HModelDefClass::Load_W3D(ChunkLoadClass & cload)
{
bool pre30 = false;
int subobjcounter = 0;
Free();
/*
** Read the first chunk, it should be the header
*/
if (!cload.Open_Chunk()) {
return false;
}
if (cload.Cur_Chunk_ID() != W3D_CHUNK_HMODEL_HEADER) {
goto Error;
}
/*
** read in the header
*/
W3dHModelHeaderStruct header;
if (cload.Read(&header,sizeof(W3dHModelHeaderStruct)) != sizeof(W3dHModelHeaderStruct)) {
goto Error;
}
cload.Close_Chunk();
/*
** process the header info
*/
strncpy(ModelName,header.Name,W3D_NAME_LEN);
ModelName[W3D_NAME_LEN - 1] = 0;
strncpy(BasePoseName,header.HierarchyName,W3D_NAME_LEN);
BasePoseName[W3D_NAME_LEN-1] = 0;
strcpy(Name,ModelName);
/*
** Just allocate a node for the number of sub objects we're expecting
*/
SubObjectCount = header.NumConnections;
SubObjects = W3DNEWARRAY HmdlNodeDefStruct[SubObjectCount];
if (SubObjects == NULL) {
goto Error;
}
/*
** If this is pre-3.0 set a flag so that each render object's
** bone id will be incremented by one to account for the new
** root node added with version3.0 of the file format. Basically,
** I'm making all of the code assume that node 0 is the root and
** therefore, pre-3.0 files have to have it added and all of
** the indices adjusted
*/
if (header.Version < W3D_MAKE_VERSION(3,0)) {
pre30 = true;
}
/*
** Process the rest of the chunks
*/
subobjcounter = 0;
while (cload.Open_Chunk()) {
switch (cload.Cur_Chunk_ID()) {
case W3D_CHUNK_NODE:
case W3D_CHUNK_COLLISION_NODE:
case W3D_CHUNK_SKIN_NODE:
if (!read_connection(cload,&(SubObjects[subobjcounter]),pre30)) {
goto Error;
}
subobjcounter++;
break;
case W3D_CHUNK_POINTS:
SnapPoints = W3DNEW SnapPointsClass;
SnapPoints->Load_W3D(cload);
break;
default:
break;
}
cload.Close_Chunk();
}
return OK;
Error:
return LOAD_ERROR;
}
/***********************************************************************************************
* HModelDefClass::read_connection -- read a single connection from the file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
* 10/22/97 GH : Check for mesh connections with PivotID=-1 *
*=============================================================================================*/
bool HModelDefClass::read_connection(ChunkLoadClass & cload,HmdlNodeDefStruct * node,bool pre30)
{
W3dHModelNodeStruct con;
if (cload.Read(&con,sizeof(W3dHModelNodeStruct)) != sizeof(W3dHModelNodeStruct)) {
return false;
}
strcpy(node->RenderObjName,ModelName);
strcat(node->RenderObjName,".");
strcat(node->RenderObjName,con.RenderObjName);
if (pre30) {
if (con.PivotIdx == 65535) {
node->PivotID = 0;
} else {
node->PivotID = con.PivotIdx + 1;
}
} else {
assert(con.PivotIdx != 65535);
node->PivotID = con.PivotIdx;
}
return true;
}
| 0 | 0.904508 | 1 | 0.904508 | game-dev | MEDIA | 0.682488 | game-dev | 0.92921 | 1 | 0.92921 |
SourceEngine-CommunityEdition/source | 2,542 | game/client/c_te_beaments.cpp | //========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_te_basebeam.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: BeamEnts TE
//-----------------------------------------------------------------------------
class C_TEBeamEnts : public C_TEBaseBeam
{
public:
DECLARE_CLASS( C_TEBeamEnts, C_TEBaseBeam );
DECLARE_CLIENTCLASS();
C_TEBeamEnts( void );
virtual ~C_TEBeamEnts( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
int m_nStartEntity;
int m_nEndEntity;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamEnts::C_TEBeamEnts( void )
{
m_nStartEntity = 0;
m_nEndEntity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamEnts::~C_TEBeamEnts( void )
{
}
void TE_BeamEnts( IRecipientFilter& filter, float delay,
int start, int end, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude,
int r, int g, int b, int a, int speed )
{
beams->CreateBeamEnts( start, end, modelindex, haloindex, 0.0f,
life, width, endWidth, fadeLength, amplitude, a, 0.1 * (float)speed,
startframe, 0.1 * (float)framerate, r, g, b );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamEnts::PostDataUpdate( DataUpdateType_t updateType )
{
beams->CreateBeamEnts( m_nStartEntity, m_nEndEntity, m_nModelIndex, m_nHaloIndex, 0.0f,
m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, m_fAmplitude, a, 0.1 * m_nSpeed,
m_nStartFrame, 0.1 * m_nFrameRate, r, g, b );
}
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamEnts, DT_TEBeamEnts, CTEBeamEnts );
BEGIN_RECV_TABLE(C_TEBeamEnts, DT_TEBeamEnts)
RecvPropInt( RECVINFO(m_nStartEntity)),
RecvPropInt( RECVINFO(m_nEndEntity)),
END_RECV_TABLE()
| 0 | 0.744066 | 1 | 0.744066 | game-dev | MEDIA | 0.548277 | game-dev,graphics-rendering | 0.624594 | 1 | 0.624594 |
PhoenixBladez/SpiritMod | 2,692 | Items/Accessory/OpalFrog/OpalFrogGlobals.cs | using System;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SpiritMod.Items.Accessory.OpalFrog
{
public class OpalFrogProjectile : GlobalProjectile
{
private Player GetPlayer(Projectile projectile) => Main.player[projectile.owner];
private OpalFrogPlayer GetOpalFrogPlayer(Projectile projectile) => GetPlayer(projectile).GetModPlayer<OpalFrogPlayer>();
//Increase pull speed based on hook stats
public override void GrapplePullSpeed(Projectile projectile, Player player, ref float speed)
{
speed *= GetOpalFrogPlayer(projectile).HookStat;
//Bat hook in 1.3 in particular is way too strong of a synergy, so temporary hardcoded nerf until 1.4
if (projectile.type == ProjectileID.BatHook && GetOpalFrogPlayer(projectile).AutoUnhook)
speed *= 0.8f;
}
public override void GrappleRetreatSpeed(Projectile projectile, Player player, ref float speed) => speed *= GetOpalFrogPlayer(projectile).HookStat;
public override bool PreAI(Projectile projectile)
{
var hitBox = projectile.Hitbox;
hitBox.Inflate(hitBox.Width / 2, hitBox.Height / 2); //enlarge hitbox, as otherwise no intersection would happen when hooked into a tile
//If the projectile has the hook aistyle, and intersects the owner's hitbox, and has the ai[0] value corresponding to being stuck in place, kill before stopping the player
if(projectile.aiStyle == 7 && projectile.ai[0] == 2 && hitBox.Intersects(GetPlayer(projectile).Hitbox) && GetOpalFrogPlayer(projectile).AutoUnhook)
{
projectile.Kill();
return false;
}
return true;
}
}
public class OpalFrogGItem : GlobalItem
{
//Simplest way I could find to increase hook shootspeed based on player hookstat, overriding shoot doesn't seem to work (hooks don't use shoot hook in the first place?)
public override void UpdateInventory(Item item, Player player) => UpdateItem(item, player);
public static void UpdateItem(Item item, Player player)
{
OpalFrogPlayer modPlayer = player.GetModPlayer<OpalFrogPlayer>();
//Create an instance of the projectile to check its aistyle
Projectile shootInstance = new Projectile();
shootInstance.SetDefaults(item.shoot);
//Create an instance of the item to find the base shootspeed
Item baseItemInstance = new Item();
baseItemInstance.SetDefaults(item.type);
//If the instance of the item's shoot projectile has hook aistyle, increase shootspeed
if (shootInstance.aiStyle == 7)
{
//Due to update order, checks the last tick's hook stat value if the current hook stat value is the default
item.shootSpeed = baseItemInstance.shootSpeed * Math.Max(modPlayer.HookStat, modPlayer.LastHookStat);
}
}
}
} | 0 | 0.876413 | 1 | 0.876413 | game-dev | MEDIA | 0.982371 | game-dev | 0.959935 | 1 | 0.959935 |
FireEmblemUniverse/fireemblem8u | 24,590 | src/banim-efxmagic-demonsurge.c | #include "global.h"
#include "anime.h"
#include "ekrbattle.h"
#include "efxbattle.h"
#include "efxmagic.h"
#include "hardware.h"
#include "bmlib.h"
#include "ekrdragon.h"
// clang-format off
struct ProcCmd CONST_DATA ProcScr_efxGorgon[] =
{
PROC_NAME("efxGorgon"),
PROC_REPEAT(efxGorgon_Loop_Main),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806B4F8
void StartSpellAnimDemonSurge(struct Anim * anim)
{
struct ProcEfx * proc;
SpellFx_Begin();
NewEfxSpellCast();
SpellFx_ClearBG1Position();
proc = Proc_Start(ProcScr_efxGorgon, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
proc->hitted = CheckRoundMiss(GetAnimRoundTypeAnotherSide(anim));
return;
}
//! FE8U = 0x0806B534
void efxGorgon_Loop_Main(struct ProcEfx * proc)
{
struct Anim * anim = GetAnimAnotherSide(proc->anim);
int duration = EfxGetCamMovDuration();
proc->timer++;
if (proc->timer == 1)
{
NewEfxFarAttackWithDistance(proc->anim, -1);
}
else if (proc->timer == duration + 11)
{
StartSubSpell_efxGorgon_806B680(anim);
PlaySFX(0x3B6, 0x100, 192, 1);
}
else if (proc->timer == duration + 37)
{
StartSubSpell_efxGorgonBGDirt(anim);
}
else if (proc->timer == duration + 84)
{
sub_806BBDC();
}
else if (proc->timer == duration + 96)
{
StartSubSpell_efxSuperdruidOBJ2(anim);
}
else if (proc->timer == duration + 111)
{
StartSpellThing_MagicQuake(proc->anim, 12, 4);
StartSubSpell_efxGorgonBGTwister(anim);
}
else if (proc->timer == duration + 112)
{
StartSubSpell_efxGorgonOBJTwister(anim);
}
else if (proc->timer == duration + 122)
{
sub_806C464();
}
else if (proc->timer == duration + 123)
{
StartSubSpell_efxGorgonBGFinish(anim);
StartSpellThing_MagicQuake(proc->anim, 26, 2);
}
else if (proc->timer == duration + 149)
{
anim->state3 |= 9;
StartBattleAnimHitEffectsDefault(anim, proc->hitted);
if (!proc->hitted)
{
EfxPlayHittedSFX(anim);
}
}
else if (proc->timer == duration + 169)
{
SpellFx_Finish();
RegisterEfxSpellCastEnd();
Proc_Break(proc);
}
return;
}
//! FE8U = 0x0806B64C
void sub_806B64C(struct ProcEfxOBJ * proc)
{
AnimDelete(proc->anim2);
gEfxBgSemaphore--;
return;
}
//! FE8U = 0x0806B664
void sub_806B664(struct ProcEfxOBJ * proc)
{
struct Anim * anim = proc->anim2;
anim->pScrStart = AnimScr_086EAE14;
anim->pScrCurrent = AnimScr_086EAE14;
anim->timer = 0;
Proc_Break(proc);
return;
}
// clang-format off
struct ProcCmd CONST_DATA ProcScr_085D8B24[] =
{
PROC_SET_END_CB(sub_806B64C),
PROC_SLEEP(25),
PROC_REPEAT(sub_806B664),
PROC_SLEEP(54),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806B680
void StartSubSpell_efxGorgon_806B680(struct Anim * anim)
{
struct ProcEfxOBJ * proc;
struct Anim * frontAnim;
u32 * scr;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_085D8B24, PROC_TREE_3);
proc->anim = anim;
scr = AnimScr_086EAE24;
frontAnim = EfxCreateFrontAnim(anim, scr, scr, scr, scr);
proc->anim2 = frontAnim;
if (GetAnimPosition(proc->anim) == 0)
{
frontAnim->xPosition = 88;
}
else
{
frontAnim->xPosition = 152;
}
frontAnim->yPosition = 84;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(proc->anim) == 0)
{
frontAnim->xPosition -= 24;
}
else
{
frontAnim->xPosition += 24;
}
}
if ((GetBanimDragonStatusType() == 1) || (GetBanimDragonStatusType() == 2))
{
frontAnim->oam2Base |= 0xc00;
}
frontAnim->drawLayerPriority = 20;
AnimSort();
SpellFx_RegisterObjGfx(Img_086E9D40, 32 * 4 * CHR_SIZE);
SpellFx_RegisterObjPal(Pal_086EA3EC, PLTT_SIZE_4BPP);
return;
}
//! FE8U = 0x0806B73C
void efxGorgonBGDirt_Loop(struct ProcEfxBG * proc)
{
s16 ret = EfxAdvanceFrameLut((s16 *)&proc->timer, (s16 *)&proc->frame, proc->frame_config);
if (ret >= 0)
{
u16 ** tsa = proc->tsal;
u16 ** img = proc->img;
u16 ** pal = proc->pal;
SpellFx_RegisterBgGfx(*(img + ret), 32 * 8 * CHR_SIZE);
SpellFx_RegisterBgPal(*(pal + ret), PLTT_SIZE_4BPP);
SpellFx_WriteBgMap(proc->anim, *(tsa + ret), *(tsa + ret));
}
else
{
if (ret == -1)
{
SpellFx_ClearBG1();
gEfxBgSemaphore--;
SetDefaultColorEffects_();
Proc_Break(proc);
}
}
return;
}
// clang-format off
u16 * CONST_DATA TsaArray_efxGorgonBGDirt[] =
{
Tsa_086F0344,
Tsa_086F03EC,
Tsa_086F04B8,
Tsa_086F05A0,
Tsa_086F069C,
Tsa_086F079C,
Tsa_086F08B8,
Tsa_086F09E0,
Tsa_086F0B2C,
Tsa_086F0C88,
Tsa_086F0DF8,
};
u16 * CONST_DATA ImgArray_efxGorgonBGDirt[] =
{
Img_086EB8B4,
Img_086EBD44,
Img_086EC264,
Img_086EC7D4,
Img_086ECDD8,
Img_086ED424,
Img_086EDAF8,
Img_086EE25C,
Img_086EE9F8,
Img_086EF1DC,
Img_086EF9C8,
};
u16 * CONST_DATA PalArray_efxGorgonBGDirt[] =
{
Pal_086F01E4,
Pal_086F0204,
Pal_086F0224,
Pal_086F0244,
Pal_086F0264,
Pal_086F0284,
Pal_086F02A4,
Pal_086F02C4,
Pal_086F02E4,
Pal_086F0304,
Pal_086F0324,
};
const u16 gFrameConfig_efxGorgonBGDirt[] =
{
0, 5,
1, 5,
2, 5,
3, 5,
4, 5,
5, 5,
6, 5,
7, 5,
8, 5,
9, 5,
10, 5,
-1,
};
struct ProcCmd CONST_DATA ProcScr_efxGorgonBGDirt[] =
{
PROC_NAME("efxGorgonBGDirt"),
PROC_REPEAT(efxGorgonBGDirt_Loop),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806B7A8
void StartSubSpell_efxGorgonBGDirt(struct Anim * anim)
{
struct ProcEfxBG * proc;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_efxGorgonBGDirt, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
proc->frame = 0;
proc->frame_config = gFrameConfig_efxGorgonBGDirt;
proc->tsal = TsaArray_efxGorgonBGDirt;
proc->img = ImgArray_efxGorgonBGDirt;
proc->pal = PalArray_efxGorgonBGDirt;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(anim) == 0)
{
BG_SetPosition(BG_1, 24, 0);
}
else
{
BG_SetPosition(BG_1, -24, 0);
}
}
else
{
BG_SetPosition(BG_1, 0, 0);
}
SpellFx_SetSomeColorEffect();
return;
}
//! FE8U = 0x0806B830
void efxGorgonBGTwister_Loop(struct ProcEfxBG * proc)
{
int ret = EfxAdvanceFrameLut((s16 *)&proc->timer, (s16 *)&proc->frame, proc->frame_config);
if (ret >= 0)
{
u16 ** tsa = proc->tsal;
u16 ** img = proc->img;
u16 ** pal = proc->pal;
SpellFx_RegisterBgGfx(*(img + ret), 32 * 8 * CHR_SIZE);
SpellFx_RegisterBgPal(*(pal + ret), PLTT_SIZE_4BPP);
SpellFx_WriteBgMapExt(proc->anim, *(tsa + ret), 32, 20);
}
else
{
if (ret == -1)
{
SpellFx_ClearBG1();
gEfxBgSemaphore--;
Proc_Break(proc);
}
}
return;
}
// clang-format off
u16 * CONST_DATA TsaArray_efxGorgonBGTwister[] =
{
Tsa_086F4A98,
Tsa_086F4CCC,
Tsa_086F4ED8,
};
u16 * CONST_DATA ImgArray_efxGorgonBGTwister[] =
{
Img_086F0F6C,
Img_086F24C8,
Img_086F3830,
};
u16 * CONST_DATA PalArray_efxGorgonBGTwister[] =
{
Pal_086F4A38,
Pal_086F4A58,
Pal_086F4A78,
};
const u16 gFrameConfig_efxGorgonBGTwister[] =
{
0, 2,
1, 2,
2, 2,
0, 2,
1, 2,
2, 2,
-1,
};
struct ProcCmd CONST_DATA ProcScr_efxGorgonBGTwister[] =
{
PROC_NAME("efxGorgonBGTwister"),
PROC_REPEAT(efxGorgonBGTwister_Loop),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806B89C
void StartSubSpell_efxGorgonBGTwister(struct Anim * anim)
{
struct ProcEfxBG * proc;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_efxGorgonBGTwister, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
proc->frame = 0;
proc->frame_config = gFrameConfig_efxGorgonBGTwister;
proc->tsal = TsaArray_efxGorgonBGTwister;
proc->img = ImgArray_efxGorgonBGTwister;
proc->pal = PalArray_efxGorgonBGTwister;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(anim) == 0)
{
BG_SetPosition(BG_1, 40, 0);
}
else
{
BG_SetPosition(BG_1, -24, 0);
}
}
else
{
if (GetAnimPosition(anim) == 0)
{
BG_SetPosition(BG_1, 16, 0);
}
else
{
BG_SetPosition(BG_1, 0, 0);
}
}
SpellFx_SetSomeColorEffect();
return;
}
struct Proc085D8C24
{
/* 00 */ PROC_HEADER;
/* 29 */ STRUCT_PAD(0x29, 0x4C);
/* 4C */ s16 unk4C;
};
//! FE8U = 0x0806B938
void sub_806B938(struct Proc085D8C24 * proc)
{
proc->unk4C = 0;
return;
}
#define RGB_(r, g, b) (((b) << 10) | ((g) << 5) | (r))
//! FE8U = 0x0806B940
void sub_806B940(struct Proc085D8C24 * proc)
{
int sl;
u16 * r6;
u16 * r7;
int sp_08;
int ip;
r7 = gPaletteBuffer;
r6 = gEfxPal;
sl = Interpolate(0, 0, 0x10, proc->unk4C, 12);
*r6 = *r7;
for (sp_08 = 0; sp_08 < 0x20; sp_08++)
{
switch (sp_08)
{
case 2:
case 3:
case 16:
case 21:
case 22:
case 27:
case 28:
case 29:
case 30:
CpuFastCopy(r7, r6, 0x20);
r7 += 0x10;
r6 += 0x10;
continue;
default:
break;
}
r7++;
r6++;
for (ip = 0; ip < 0xF; ip++)
{
u8 r = ((*r7 & 0x1f) * (0x10 - sl)) >> 4;
u8 g = (((*r7 >> 5) & 0x1f) * (0x10 - sl)) >> 4;
u8 b = (((*r7 >> 10) & 0x1f) * (0x10 - sl)) >> 4;
*r6 = RGB_(r & 0x1f, g & 0x1f, b & 0x1f);
r7++;
r6++;
}
}
CpuFastCopy(gEfxPal, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 12)
{
proc->unk4C = 0;
Proc_Break(proc);
}
else
{
proc->unk4C++;
}
return;
}
//! FE8U = 0x0806BACC
void sub_806BACC(struct Proc085D8C24 * proc)
{
int sl;
u16 * r6;
u16 * r7;
int sp_08;
int ip;
r7 = gPaletteBuffer;
r6 = gEfxPal;
*r6 = *r7;
for (sp_08 = 0; sp_08 < 0x20; sp_08++)
{
switch (sp_08)
{
case 2:
case 3:
case 16:
case 18:
case 21:
case 22:
case 27:
case 28:
case 29:
case 30:
CpuFastCopy(r7, r6, 0x20);
r7 += 0x10;
r6 += 0x10;
continue;
default:
break;
}
r7++;
r6++;
for (ip = 0; ip < 0xF; ip++)
{
*r6 = 0;
r7++;
r6++;
}
}
CpuFastCopy(gEfxPal, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 16)
{
Proc_Break(proc);
}
proc->unk4C++;
return;
}
#undef RGB_
// clang-format off
struct ProcCmd CONST_DATA ProcScr_085D8C24[] =
{
PROC_CALL(sub_806B938),
PROC_REPEAT(sub_806B940),
PROC_REPEAT(sub_806BACC),
PROC_CALL(EnablePaletteSync),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806BBDC
void sub_806BBDC(void)
{
Proc_Start(ProcScr_085D8C24, PROC_TREE_VSYNC);
return;
}
//! FE8U = 0x0806BBF0
void efxGorgonOBJTwisterPiece_Loop(struct ProcEfxOBJ * proc)
{
switch (proc->unk44)
{
case 0:
proc->anim2->xPosition -= 2;
break;
case 1:
proc->anim2->xPosition -= 3;
break;
case 2:
proc->anim2->xPosition -= 4;
break;
case 3:
proc->anim2->xPosition += 2;
break;
case 4:
proc->anim2->xPosition += 3;
break;
case 5:
proc->anim2->xPosition += 4;
break;
}
proc->anim2->yPosition -= 6;
proc->timer++;
if ((proc->timer == proc->terminator) || (proc->anim2->xPosition < -16))
{
gEfxBgSemaphore--;
AnimDelete(proc->anim2);
Proc_Break(proc);
}
return;
}
// clang-format off
struct ProcCmd CONST_DATA ProcScr_efxGorgonOBJTwisterPiece[] =
{
PROC_NAME("efxGorgonOBJTwisterPiece"),
PROC_REPEAT(efxGorgonOBJTwisterPiece_Loop),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806BC98
void StartSubSpell_efxGorgonOBJTwisterPiece(struct Anim * anim, int flag, int c, int terminator)
{
struct ProcEfxOBJ * proc;
struct Anim * frontAnim;
u32 * scr;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_efxGorgonOBJTwisterPiece, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
proc->terminator = terminator;
proc->unk44 = c;
scr = AnimScr_EfxCrimsonEyeOBJ;
frontAnim = EfxCreateFrontAnim(anim, scr, scr, scr, scr);
proc->anim2 = frontAnim;
if (GetAnimPosition(proc->anim) == 0)
{
frontAnim->xPosition = 88;
}
else
{
frontAnim->xPosition = 152;
}
frontAnim->yPosition = 88;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(proc->anim) == 0)
{
frontAnim->xPosition -= 0x18;
}
else
{
frontAnim->xPosition += 0x18;
}
}
switch (proc->unk44)
{
case 0:
frontAnim->xPosition -= 12;
break;
case 1:
frontAnim->xPosition -= 24;
break;
case 2:
frontAnim->xPosition -= 36;
break;
case 3:
frontAnim->xPosition += 12;
break;
case 4:
frontAnim->xPosition += 24;
break;
case 5:
frontAnim->xPosition += 36;
break;
}
if (flag == 0)
{
frontAnim->oamBase = 0x3E000100;
}
else
{
frontAnim->oamBase = 0x3C000100;
}
return;
}
//! FE8U = 0x0806BD94
void efxGorgonOBJTwister_Loop(struct ProcEfxOBJ * proc)
{
switch (proc->timer & 0x1f)
{
case 0:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 0, 0, 12 - proc->timer);
break;
case 4:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 1, 5, 12 - proc->timer);
break;
case 8:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 0, 6, 12 - proc->timer);
break;
case 12:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 1, 4, 12 - proc->timer);
break;
case 16:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 0, 2, 12 - proc->timer);
break;
case 20:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 1, 1, 12 - proc->timer);
break;
case 24:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 0, 3, 12 - proc->timer);
break;
case 28:
StartSubSpell_efxGorgonOBJTwisterPiece(proc->anim, 1, 7, 12 - proc->timer);
break;
}
proc->timer++;
if (proc->timer == 0xc)
{
gEfxBgSemaphore--;
Proc_Break(proc);
}
return;
}
// clang-format off
struct ProcCmd CONST_DATA ProcScr_efxGorgonOBJTwister[] =
{
PROC_NAME("efxGorgonOBJTwister"),
PROC_REPEAT(efxGorgonOBJTwister_Loop),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806BEEC
void StartSubSpell_efxGorgonOBJTwister(struct Anim * anim)
{
struct ProcEfxOBJ * proc;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_efxGorgonOBJTwister, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
if (GetAnimPosition(anim) == 0)
{
proc->unk32 = 88;
}
else
{
proc->unk32 = 152;
}
proc->unk3A = 72;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(proc->anim) == 0)
{
proc->unk32 -= 24;
}
else
{
proc->unk32 += 24;
}
}
// clang-format off
SetObjAffine(
31,
Div(+COS(0) * 16, 128),
Div(-SIN(0) * 16, 128),
Div(+SIN(0) * 16, 128),
Div(+COS(0) * 16, 128)
);
SetObjAffine(
30,
Div(+COS(0) * 16, 256),
Div(-SIN(0) * 16, 256),
Div(+SIN(0) * 16, 256),
Div(+COS(0) * 16, 256)
);
// clang-format on
SpellFx_RegisterObjPal(Pal_CrimsonEyeSprites, PLTT_SIZE_4BPP);
SpellFx_RegisterObjGfx(Img_CrimsonEyeSprites, 32 * 4 * CHR_SIZE);
return;
}
//! FE8U = 0x0806C050
void efxGorgonBGFinish_Loop(struct ProcEfxBG * proc)
{
s16 ret = EfxAdvanceFrameLut((s16 *)&proc->timer, (s16 *)&proc->frame, proc->frame_config);
if (ret >= 0)
{
u16 ** tsa = proc->tsal;
u16 ** img = proc->img;
SpellFx_RegisterBgGfx(*(img + ret), 32 * 8 * CHR_SIZE);
sub_8068AFC(GetAnimAnotherSide(proc->anim), *(tsa + ret), *(tsa + ret), 1);
}
else
{
if (ret == -1)
{
SpellFx_ClearBG1();
gEfxBgSemaphore--;
SetDefaultColorEffects_();
Proc_Break(proc);
}
}
return;
}
// clang-format off
u16 * CONST_DATA TsaArray_efxGorgonBGFinish[] =
{
Tsa_086FDA64,
Tsa_086FDB08,
Tsa_086FDCE0,
Tsa_086FDEC4,
Tsa_086FE0D4,
Tsa_086FE320,
Tsa_086FE4E0,
Tsa_086FE680,
Tsa_086FE81C,
};
u16 * CONST_DATA ImgArray_efxGorgonBGFinish[] =
{
Img_086F50D4,
Img_086F6264,
Img_086F7150,
Img_086F80B8,
Img_086F915C,
Img_086FA350,
Img_086FB07C,
Img_086FBCE8,
Img_086FCD58,
};
const u16 gFrameConfig_efxGorgonBGFinish[] =
{
0, 10,
1, 2,
2, 2,
3, 2,
4, 2,
5, 2,
6, 2,
7, 2,
8, 2,
-1,
};
struct ProcCmd CONST_DATA ProcScr_efxGorgonBGFinish[] =
{
PROC_NAME("efxGorgonBGFinish"),
PROC_REPEAT(efxGorgonBGFinish_Loop),
PROC_REPEAT(efxDarkLongMonsBG01_Loop_B),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806C0B8
void StartSubSpell_efxGorgonBGFinish(struct Anim * anim)
{
struct ProcEfxBG * proc;
gEfxBgSemaphore++;
proc = Proc_Start(ProcScr_efxGorgonBGFinish, PROC_TREE_3);
proc->anim = anim;
proc->timer = 0;
proc->frame = 0;
proc->frame_config = gFrameConfig_efxGorgonBGFinish;
proc->tsal = TsaArray_efxGorgonBGFinish;
proc->img = ImgArray_efxGorgonBGFinish;
if (gEkrDistanceType == 1)
{
if (GetAnimPosition(anim) == 0)
{
BG_SetPosition(BG_1, 24, 0);
}
else
{
BG_SetPosition(BG_1, -24, 0);
}
}
else
{
BG_SetPosition(BG_1, 0, 0);
}
SpellFx_RegisterBgPal(Pal_086FDA44, PLTT_SIZE_4BPP);
SetPrimaryHBlankHandler(OnHBlank_806B088);
return;
}
struct Proc085D8CE4
{
/* 00 */ PROC_HEADER;
/* 29 */ STRUCT_PAD(0x29, 0x4C);
/* 4C */ s16 unk4C;
};
//! FE8U = 0x0806C14C
void sub_806C14C(struct Proc085D8CE4 * proc)
{
proc->unk4C = 0;
return;
}
//! FE8U = 0x0806C154
void sub_806C154(struct Proc085D8CE4 * proc)
{
u16 * src;
int i;
int j;
u16 * src_ = gEfxPal;
for (i = 0, src = gEfxPal; i < 0x20; i++)
{
src_++;
for (j = 0; j < 0xf; j++)
{
*src_ = 0x00007FFF;
src_++;
}
}
CpuFastCopy(src, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 8)
{
proc->unk4C = 0;
Proc_Break(proc);
}
else
{
proc->unk4C++;
}
return;
}
#define RGB_(r, g, b) (((b) << 10) | ((g) << 5) | (r))
//! FE8U = 0x0806C1B8
void sub_806C1B8(struct Proc085D8CE4 * proc)
{
int sl;
u16 * r6;
u16 * r7;
int sp_08;
int ip;
r7 = gPaletteBuffer;
r6 = gEfxPal;
*r6 = *r7;
for (sp_08 = 0; sp_08 < 0x20; sp_08++)
{
switch (sp_08)
{
case 1:
case 2:
case 3:
case 16:
case 21:
case 22:
case 27:
case 28:
case 29:
case 30:
CpuFastCopy(r7, r6, 0x20);
r7 += 0x10;
r6 += 0x10;
continue;
default:
break;
}
r7++;
r6++;
for (ip = 0; ip < 0xF; ip++)
{
*r6 = 0;
r7++;
r6++;
}
}
CpuFastCopy(gEfxPal, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 18)
{
proc->unk4C = 0;
Proc_Break(proc);
}
else
{
proc->unk4C++;
}
return;
}
//! FE8U = 0x0806C2D4
void sub_806C2D4(struct Proc085D8CE4 * proc)
{
int sl;
u16 * r6;
u16 * r7;
int sp_08;
int ip;
r7 = gPaletteBuffer;
r6 = gEfxPal;
sl = Interpolate(0, 16, 0, proc->unk4C, 18);
*r6 = *r7;
for (sp_08 = 0; sp_08 < 0x20; sp_08++)
{
switch (sp_08)
{
case 1:
case 2:
case 3:
case 16:
case 21:
case 22:
case 27:
case 28:
case 29:
case 30:
CpuFastCopy(r7, r6, 0x20);
r7 += 0x10;
r6 += 0x10;
continue;
default:
break;
}
r7++;
r6++;
for (ip = 0; ip < 0xF; ip++)
{
u8 r = ((*r7 & 0x1f) * (0x10 - sl)) >> 4;
u8 g = (((*r7 >> 5) & 0x1f) * (0x10 - sl)) >> 4;
u8 b = (((*r7 >> 10) & 0x1f) * (0x10 - sl)) >> 4;
*r6 = RGB_(r & 0x1f, g & 0x1f, b & 0x1f);
r7++;
r6++;
}
}
CpuFastCopy(gEfxPal, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 18)
{
proc->unk4C = 0;
Proc_Break(proc);
}
else
{
proc->unk4C++;
}
return;
}
#undef RGB_
// clang-format off
struct ProcCmd CONST_DATA ProcScr_085D8CE4[] =
{
PROC_CALL(sub_806C14C),
PROC_REPEAT(sub_806C154),
PROC_REPEAT(sub_806C1B8),
PROC_REPEAT(sub_806C2D4),
PROC_CALL(EnablePaletteSync),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806C464
void sub_806C464(void)
{
Proc_Start(ProcScr_085D8CE4, PROC_TREE_VSYNC);
return;
}
struct Proc085D8D14
{
/* 00 */ PROC_HEADER;
/* 29 */ STRUCT_PAD(0x29, 0x4C);
/* 4C */ s16 unk4C;
};
#define RGB_(r, g, b) (((b) << 10) | ((g) << 5) | (r))
//! FE8U = 0x0806C478
void sub_806C478(struct Proc085D8D14 * proc)
{
int sl;
u16 * r6;
u16 * r7;
int sp_08;
int ip;
r7 = gPaletteBuffer;
r6 = gEfxPal;
sl = Interpolate(0, 0, 0x10, proc->unk4C, 8);
*r6 = *r7;
for (sp_08 = 0; sp_08 < 0x20; sp_08++)
{
switch (sp_08)
{
case 1:
case 2:
case 3:
case 16:
case 21:
case 22:
case 27:
case 28:
case 29:
case 30:
CpuFastCopy(r7, r6, 0x20);
r7 += 0x10;
r6 += 0x10;
continue;
default:
break;
}
r7++;
r6++;
for (ip = 0; ip < 0xF; ip++)
{
u8 r = ((*r7 & 0x1f) * (0x10 - sl)) >> 4;
u8 g = (((*r7 >> 5) & 0x1f) * (0x10 - sl)) >> 4;
u8 b = (((*r7 >> 10) & 0x1f) * (0x10 - sl)) >> 4;
*r6 = RGB_(r & 0x1f, g & 0x1f, b & 0x1f);
r7++;
r6++;
}
}
CpuFastCopy(gEfxPal, (void *)PLTT, 0x400);
DisablePaletteSync();
if (proc->unk4C == 8)
{
proc->unk4C = 0;
Proc_Break(proc);
}
else
{
proc->unk4C++;
}
return;
}
#undef RGB_
// clang-format off
struct ProcCmd CONST_DATA ProcScr_085D8D14[] =
{
PROC_CALL(sub_806C14C),
PROC_REPEAT(sub_806C478),
PROC_REPEAT(sub_806C1B8),
PROC_REPEAT(sub_806C2D4),
PROC_CALL(EnablePaletteSync),
PROC_END,
};
// clang-format on
//! FE8U = 0x0806C608
void sub_806C608(void)
{
Proc_Start(ProcScr_085D8D14, PROC_TREE_VSYNC);
return;
}
| 0 | 0.817382 | 1 | 0.817382 | game-dev | MEDIA | 0.388322 | game-dev | 0.959798 | 1 | 0.959798 |
RCInet/LastEpoch_Mods | 11,169 | AssetBundleExport/LibraryBack/PackageCache/com.unity.textmeshpro@2.1.6/Scripts/Editor/TMP_SpriteCharacterPropertyDrawer.cs | using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_SpriteCharacter))]
public class TMP_SpriteCharacterPropertyDrawer : PropertyDrawer
{
int m_GlyphSelectedForEditing = -1;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_SpriteName = property.FindPropertyRelative("m_Name");
SerializedProperty prop_SpriteNameHashCode = property.FindPropertyRelative("m_HashCode");
SerializedProperty prop_SpriteUnicode = property.FindPropertyRelative("m_Unicode");
SerializedProperty prop_SpriteGlyphIndex = property.FindPropertyRelative("m_GlyphIndex");
SerializedProperty prop_SpriteScale = property.FindPropertyRelative("m_Scale");
GUIStyle style = new GUIStyle(EditorStyles.label);
style.richText = true;
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 50;
Rect rect = new Rect(position.x + 60, position.y, position.width, 49);
// Display non-editable fields
if (GUI.enabled == false)
{
// Sprite Character Index
int spriteCharacterIndex;
int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x + 75f, rect.y, 120f, 18), new GUIContent("Unicode: <color=#FFFF80>0x" + prop_SpriteUnicode.intValue.ToString("X") + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), new GUIContent("Name: <color=#FFFF80>" + prop_SpriteName.stringValue + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x, rect.y + 18, 120, 18), new GUIContent("Glyph ID: <color=#FFFF80>" + prop_SpriteGlyphIndex.intValue + "</color>"), style);
// Draw Sprite Glyph (if exists)
DrawSpriteGlyph(position, property);
EditorGUI.LabelField(new Rect(rect.x, rect.y + 36, 80, 18), new GUIContent("Scale: <color=#FFFF80>" + prop_SpriteScale.floatValue + "</color>"), style);
}
else // Display editable fields
{
// Get a reference to the underlying Sprite Asset
TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
// Sprite Character Index
int spriteCharacterIndex;
int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);
EditorGUIUtility.labelWidth = 55f;
GUI.SetNextControlName("Unicode Input");
EditorGUI.BeginChangeCheck();
string unicode = EditorGUI.DelayedTextField(new Rect(rect.x + 75f, rect.y, 120, 18), "Unicode:", prop_SpriteUnicode.intValue.ToString("X"));
if (GUI.GetNameOfFocusedControl() == "Unicode Input")
{
//Filter out unwanted characters.
char chr = Event.current.character;
if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
{
Event.current.character = '\0';
}
}
if (EditorGUI.EndChangeCheck())
{
// Update Unicode value
prop_SpriteUnicode.intValue = TMP_TextUtilities.StringHexToInt(unicode);
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
EditorGUIUtility.labelWidth = 41f;
EditorGUI.BeginChangeCheck();
EditorGUI.DelayedTextField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), prop_SpriteName, new GUIContent("Name:"));
if (EditorGUI.EndChangeCheck())
{
// Recompute hashCode for new name
prop_SpriteNameHashCode.intValue = TMP_TextUtilities.GetSimpleHashCode(prop_SpriteName.stringValue);
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
EditorGUIUtility.labelWidth = 59f;
EditorGUI.BeginChangeCheck();
EditorGUI.DelayedIntField(new Rect(rect.x, rect.y + 18, 100, 18), prop_SpriteGlyphIndex, new GUIContent("Glyph ID:"));
if (EditorGUI.EndChangeCheck())
{
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
// Draw Sprite Glyph (if exists)
DrawSpriteGlyph(position, property);
int glyphIndex = prop_SpriteGlyphIndex.intValue;
// Reset glyph selection if new character has been selected.
if (GUI.enabled && m_GlyphSelectedForEditing != glyphIndex)
m_GlyphSelectedForEditing = -1;
// Display button to edit the glyph data.
if (GUI.Button(new Rect(rect.x + 120, rect.y + 18, 75, 18), new GUIContent("Edit Glyph")))
{
if (m_GlyphSelectedForEditing == -1)
m_GlyphSelectedForEditing = glyphIndex;
else
m_GlyphSelectedForEditing = -1;
// Button clicks should not result in potential change.
GUI.changed = false;
}
// Show the glyph property drawer if selected
if (glyphIndex == m_GlyphSelectedForEditing && GUI.enabled)
{
if (spriteAsset != null)
{
// Lookup glyph and draw glyph (if available)
int elementIndex = spriteAsset.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);
if (elementIndex != -1)
{
// Get a reference to the Sprite Glyph Table
SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");
SerializedProperty prop_SpriteGlyph = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
SerializedProperty prop_GlyphMetrics = prop_SpriteGlyph.FindPropertyRelative("m_Metrics");
SerializedProperty prop_GlyphRect = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");
Rect newRect = EditorGUILayout.GetControlRect(false, 115);
EditorGUI.DrawRect(new Rect(newRect.x + 62, newRect.y - 20, newRect.width - 62, newRect.height - 5), new Color(0.1f, 0.1f, 0.1f, 0.45f));
EditorGUI.DrawRect(new Rect(newRect.x + 63, newRect.y - 19, newRect.width - 64, newRect.height - 7), new Color(0.3f, 0.3f, 0.3f, 0.8f));
// Display GlyphRect
newRect.x += 65;
newRect.y -= 18;
newRect.width += 5;
EditorGUI.PropertyField(newRect, prop_GlyphRect);
// Display GlyphMetrics
newRect.y += 45;
EditorGUI.PropertyField(newRect, prop_GlyphMetrics);
rect.y += 120;
}
}
}
EditorGUIUtility.labelWidth = 39f;
EditorGUI.PropertyField(new Rect(rect.x, rect.y + 36, 80, 18), prop_SpriteScale, new GUIContent("Scale:"));
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 58;
}
void DrawSpriteGlyph(Rect position, SerializedProperty property)
{
// Get a reference to the sprite glyph table
TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
if (spriteAsset == null)
return;
int glyphIndex = property.FindPropertyRelative("m_GlyphIndex").intValue;
// Lookup glyph and draw glyph (if available)
int elementIndex = spriteAsset.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);
if (elementIndex != -1)
{
// Get a reference to the Sprite Glyph Table
SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");
SerializedProperty prop_SpriteGlyph = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
SerializedProperty prop_GlyphRect = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");
// Get a reference to the sprite texture
Texture tex = spriteAsset.spriteSheet;
// Return if we don't have a texture assigned to the sprite asset.
if (tex == null)
{
Debug.LogWarning("Please assign a valid Sprite Atlas texture to the [" + spriteAsset.name + "] Sprite Asset.", spriteAsset);
return;
}
Vector2 spriteTexPosition = new Vector2(position.x, position.y);
Vector2 spriteSize = new Vector2(48, 48);
Vector2 alignmentOffset = new Vector2((58 - spriteSize.x) / 2, (58 - spriteSize.y) / 2);
float x = prop_GlyphRect.FindPropertyRelative("m_X").intValue;
float y = prop_GlyphRect.FindPropertyRelative("m_Y").intValue;
float spriteWidth = prop_GlyphRect.FindPropertyRelative("m_Width").intValue;
float spriteHeight = prop_GlyphRect.FindPropertyRelative("m_Height").intValue;
if (spriteWidth >= spriteHeight)
{
spriteSize.y = spriteHeight * spriteSize.x / spriteWidth;
spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
}
else
{
spriteSize.x = spriteWidth * spriteSize.y / spriteHeight;
spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
}
// Compute the normalized texture coordinates
Rect texCoords = new Rect(x / tex.width, y / tex.height, spriteWidth / tex.width, spriteHeight / tex.height);
GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + alignmentOffset.x, spriteTexPosition.y + alignmentOffset.y, spriteSize.x, spriteSize.y), tex, texCoords, true);
}
}
}
}
| 0 | 0.792515 | 1 | 0.792515 | game-dev | MEDIA | 0.94721 | game-dev | 0.853675 | 1 | 0.853675 |
MaximumADHD/Roblox-Client-Tracker | 2,635 | LuaPackages/Packages/_Index/Foundation/Foundation/Components/Slider/useSliderVariants.lua | local Foundation = script:FindFirstAncestor("Foundation")
local InputSize = require(Foundation.Enums.InputSize)
type InputSize = InputSize.InputSize
local SliderVariant = require(Foundation.Enums.SliderVariant)
type SliderVariant = SliderVariant.SliderVariant
local composeStyleVariant = require(Foundation.Utility.composeStyleVariant)
type VariantProps = composeStyleVariant.VariantProps
local Tokens = require(Foundation.Providers.Style.Tokens)
type Tokens = Tokens.Tokens
local VariantsContext = require(Foundation.Providers.Style.VariantsContext)
local Types = require(Foundation.Components.Types)
type ColorStyleValue = Types.ColorStyleValue
type SliderVariantProps = {
bar: {
tag: string,
},
fill: {
tag: string,
},
hitbox: {
height: number,
},
knob: {
style: ColorStyleValue,
dragStyle: ColorStyleValue?,
stroke: Types.Stroke?,
hasShadow: boolean?,
},
}
local function variantsFactory(tokens: Tokens)
local common = {
bar = { tag = "anchor-center-center position-center-center size-full-100 radius-small" },
fill = { tag = "radius-small" },
}
local variants: { [SliderVariant]: VariantProps } = {
[SliderVariant.Emphasis] = {
bar = { tag = "bg-shift-400" },
fill = { tag = "bg-emphasis" },
knob = {
style = tokens.Color.Extended.White.White_100,
dragStyle = tokens.Color.ActionEmphasis.Background,
hasShadow = true,
},
},
[SliderVariant.Standard] = {
bar = { tag = "bg-shift-400" },
fill = { tag = "bg-system-contrast" },
knob = {
style = tokens.Color.System.Contrast,
dragStyle = tokens.Color.System.Contrast,
hasShadow = false,
},
},
[SliderVariant.Utility] = {
knob = {
style = tokens.Color.None,
dragStyle = tokens.Color.None,
stroke = {
Color = tokens.Color.System.Contrast.Color3,
Transparency = tokens.Color.System.Contrast.Transparency,
Thickness = tokens.Stroke.Thicker,
},
hasShadow = true,
},
},
}
local sizes: { [InputSize]: VariantProps } = {
[InputSize.XSmall] = { hitbox = { height = tokens.Size.Size_300 } },
[InputSize.Small] = { hitbox = { height = tokens.Size.Size_400 } },
[InputSize.Medium] = { hitbox = { height = tokens.Size.Size_500 } },
[InputSize.Large] = {
hitbox = {
height = tokens.Size.Size_700,
},
},
}
return { common = common, variants = variants, sizes = sizes }
end
return function(tokens: Tokens, size: InputSize, variant: SliderVariant): SliderVariantProps
local props = VariantsContext.useVariants("Slider", variantsFactory, tokens)
return composeStyleVariant(props.common, props.variants[variant], props.sizes[size])
end
| 0 | 0.877728 | 1 | 0.877728 | game-dev | MEDIA | 0.315162 | game-dev | 0.984245 | 1 | 0.984245 |
DrChat/Gmod-vphysics | 3,951 | bullet/src/BulletCollision/CollisionShapes/btConvexInternalShape.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 "btConvexInternalShape.h"
btConvexInternalShape::btConvexInternalShape()
: m_localScaling(btScalar(1.), btScalar(1.), btScalar(1.)),
m_collisionMargin(CONVEX_DISTANCE_MARGIN)
{
}
void btConvexInternalShape::setLocalScaling(const btVector3& scaling)
{
m_localScaling = scaling.absolute();
}
void btConvexInternalShape::getAabbSlow(const btTransform& trans, btVector3&minAabb, btVector3&maxAabb) const
{
#ifndef __SPU__
//use localGetSupportingVertexWithoutMargin?
btScalar margin = getMargin();
for (int i=0;i<3;i++)
{
btVector3 vec(btScalar(0.), btScalar(0.), btScalar(0.));
vec[i] = btScalar(1.);
btVector3 sv = localGetSupportingVertex(vec*trans.getBasis());
btVector3 tmp = trans(sv);
maxAabb[i] = tmp[i]+margin;
vec[i] = btScalar(-1.);
tmp = trans(localGetSupportingVertex(vec*trans.getBasis()));
minAabb[i] = tmp[i]-margin;
}
#endif
}
btVector3 btConvexInternalShape::localGetSupportingVertex(const btVector3& vec)const
{
#ifndef __SPU__
btVector3 supVertex = localGetSupportingVertexWithoutMargin(vec);
if ( getMargin()!=btScalar(0.) )
{
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;
#else
btAssert(0);
return btVector3(0,0,0);
#endif //__SPU__
}
btConvexInternalAabbCachingShape::btConvexInternalAabbCachingShape()
: btConvexInternalShape(),
m_localAabbMin(1,1,1),
m_localAabbMax(-1,-1,-1),
m_isLocalAabbValid(false)
{
}
void btConvexInternalAabbCachingShape::getAabb(const btTransform& trans, btVector3& aabbMin, btVector3& aabbMax) const
{
getNonvirtualAabb(trans, aabbMin, aabbMax, getMargin());
}
void btConvexInternalAabbCachingShape::setLocalScaling(const btVector3& scaling)
{
btConvexInternalShape::setLocalScaling(scaling);
recalcLocalAabb();
}
void btConvexInternalAabbCachingShape::recalcLocalAabb()
{
m_isLocalAabbValid = true;
#if 1
static const btVector3 _directions[] =
{
btVector3( 1., 0., 0.),
btVector3( 0., 1., 0.),
btVector3( 0., 0., 1.),
btVector3( -1., 0., 0.),
btVector3( 0., -1., 0.),
btVector3( 0., 0., -1.)
};
btVector3 _supporting[] =
{
btVector3( 0., 0., 0.),
btVector3( 0., 0., 0.),
btVector3( 0., 0., 0.),
btVector3( 0., 0., 0.),
btVector3( 0., 0., 0.),
btVector3( 0., 0., 0.)
};
batchedUnitVectorGetSupportingVertexWithoutMargin(_directions, _supporting, 6);
for ( int i = 0; i < 3; ++i )
{
m_localAabbMax[i] = _supporting[i][i] + m_collisionMargin;
m_localAabbMin[i] = _supporting[i + 3][i] - m_collisionMargin;
}
#else
for (int i=0;i<3;i++)
{
btVector3 vec(btScalar(0.), btScalar(0.), btScalar(0.));
vec[i] = btScalar(1.);
btVector3 tmp = localGetSupportingVertex(vec);
m_localAabbMax[i] = tmp[i]+m_collisionMargin;
vec[i] = btScalar(-1.);
tmp = localGetSupportingVertex(vec);
m_localAabbMin[i] = tmp[i]-m_collisionMargin;
}
#endif
}
| 0 | 0.891874 | 1 | 0.891874 | game-dev | MEDIA | 0.978414 | game-dev | 0.985458 | 1 | 0.985458 |
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