void CGameTeams::SetForceCharacterTeam(int ClientID, int Team) { m_TeeFinished[ClientID] = false; if(m_Core.Team(ClientID) != TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_SUPER && m_TeamState[m_Core.Team(ClientID)] != TEAMSTATE_EMPTY) { bool NoOneInOldTeam = true; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ClientID && m_Core.Team(ClientID) == m_Core.Team(i)) { NoOneInOldTeam = false;//all good exists someone in old team break; } if(NoOneInOldTeam) m_TeamState[m_Core.Team(ClientID)] = TEAMSTATE_EMPTY; } if(Count(m_Core.Team(ClientID)) > 0) m_MembersCount[m_Core.Team(ClientID)]--; m_Core.Team(ClientID, Team); if(m_Core.Team(ClientID) != TEAM_SUPER) m_MembersCount[m_Core.Team(ClientID)]++; if(Team != TEAM_SUPER && m_TeamState[Team] == TEAMSTATE_EMPTY) ChangeTeamState(Team, TEAMSTATE_OPEN); for (int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID) { if(Character(LoopClientID) && Character(LoopClientID)->GetPlayer()->m_IsUsingDDRaceClient) SendTeamsState(LoopClientID); } }
bool CGameTeams::SetCharacterTeam(int ClientID, int Team) { //Check on wrong parameters. +1 for TEAM_SUPER if(ClientID < 0 || ClientID >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1) return false; //You can join to TEAM_SUPER at any time, but any other group you cannot if it started if(Team != TEAM_SUPER && m_TeamState[Team] >= TEAMSTATE_CLOSED) return false; //No need to switch team if you there if(m_Core.Team(ClientID) == Team) return false; //You cannot be in TEAM_SUPER if you not super if(Team == TEAM_SUPER && !Character(ClientID)->m_Super) return false; //if you begin race if(Character(ClientID)->m_DDRaceState != DDRACE_NONE) { //you will be killed if you try to join FLOCK if(Team == TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_FLOCK) Character(ClientID)->GetPlayer()->KillCharacter(WEAPON_GAME); else if(Team != TEAM_SUPER) return false; } SetForceCharacterTeam(ClientID, Team); //GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask()); return true; }
void CGameTeams::OnCharacterFinish(int ClientID) { if(m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER) { Character(ClientID)->OnFinish(); } else { m_TeeFinished[ClientID] = true; if(TeamFinished(m_Core.Team(ClientID))) { //ChangeTeamState(m_Core.Team(id), TEAMSTATE_FINISHED);//TODO: Make it better ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_OPEN); for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) == m_Core.Team(i)) { CCharacter * pChar = Character(i); if(pChar != 0) { pChar->OnFinish(); m_TeeFinished[i] = false; } } } } } }
bool CWeapon_GenericGun07::OnFire(vec2 Direction) { if(m_ReloadTimer > 0) return false; // check for ammo if(!m_Ammo) { // 125ms is a magical limit of how fast a human can click m_ReloadTimer = 125 * Server()->TickSpeed() / 1000; if(m_LastNoAmmoSound+Server()->TickSpeed() <= Server()->Tick()) { CEvent_Sound(GameServer()).World(WorldID()) .Send(Character()->GetPos(), SOUND_WEAPON_NOAMMO); m_LastNoAmmoSound = Server()->Tick(); } return false; } vec2 ProjStartPos = Character()->GetPos() + Direction * Character()->GetProximityRadius()*0.75f; CreateProjectile(ProjStartPos, Direction); m_Ammo--; m_ReloadTimer = g_pData->m_Weapons.m_aId[m_TW07ID].m_Firedelay * Server()->TickSpeed() / 1000; return true; }
int64_t CGameTeams::TeamMask(int Team, int ExceptID, int Asker) { int64_t Mask = 0; for (int i = 0; i < MAX_CLIENTS; ++i) { if (i == ExceptID) continue; // Explicitly excluded if (!GetPlayer(i)) continue; // Player doesn't exist if (!(GetPlayer(i)->GetTeam() == -1 || GetPlayer(i)->m_Paused)) { // Not spectator if (i != Asker) { // Actions of other players if (!Character(i)) continue; // Player is currently dead if (!GetPlayer(i)->m_ShowOthers) { if (m_Core.GetSolo(Asker)) continue; // When in solo part don't show others if (m_Core.GetSolo(i)) continue; // When in solo part don't show others if (m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER) continue; // In different teams } // ShowOthers } // See everything of yourself } else if (GetPlayer(i)->m_SpectatorID != SPEC_FREEVIEW) { // Spectating specific player if (GetPlayer(i)->m_SpectatorID != Asker) { // Actions of other players if (!Character(GetPlayer(i)->m_SpectatorID)) continue; // Player is currently dead if (!GetPlayer(i)->m_ShowOthers) { if (m_Core.GetSolo(Asker)) continue; // When in solo part don't show others if (m_Core.GetSolo(GetPlayer(i)->m_SpectatorID)) continue; // When in solo part don't show others if (m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER) continue; // In different teams } // ShowOthers } // See everything of player you're spectating } else { // Freeview if (GetPlayer(i)->m_SpecTeam) { // Show only players in own team when spectating if (m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER) continue; // in different teams } } Mask |= 1LL << i; } return Mask; }
void MainWindow::on_testAchieve_clicked() { action = TESTACHIEVE; ArmoryCharacter::insert(Character("Giganteus", "Thrall")); ArmoryCharacter::insert(Character("Gigahuf", "Thrall")); ArmoryCharacter::insert(Character("Sauerbruch", "Thrall")); ArmoryCharacter::insert(Character("Giganteus", "Antonidas")); db->updatePlayers(); }
static int __cdecl common_refill_and_read_nolock(__crt_stdio_stream const stream) throw() { typedef __acrt_stdio_char_traits<Character> stdio_traits; _VALIDATE_RETURN(stream.valid(), EINVAL, stdio_traits::eof); if (!stream.is_in_use() || stream.is_string_backed()) return stdio_traits::eof; if (stream.has_all_of(_IOWRITE)) { stream.set_flags(_IOERROR); return stdio_traits::eof; } stream.set_flags(_IOREAD); // Get a buffer, if necessary: if (!stream.has_any_buffer()) __acrt_stdio_allocate_buffer_nolock(stream.public_stream()); auto const context = get_context_nolock(stream, Character()); stream->_ptr = stream->_base; stream->_cnt = _read(_fileno(stream.public_stream()), stream->_base, stream->_bufsiz); if (!is_buffer_valid_nolock(stream, Character())) { stream.set_flags(stream->_cnt != 0 ? _IOERROR : _IOEOF); stream->_cnt = 0; return stdio_traits::eof; } if (!stream.has_any_of(_IOWRITE | _IOUPDATE) && ((_osfile_safe(_fileno(stream.public_stream())) & (FTEXT | FEOFLAG)) == (FTEXT | FEOFLAG))) { stream.set_flags(_IOCTRLZ); } // Check for small _bufsiz (_SMALL_BUFSIZ). If it is small and if it is our // buffer, then this must be the first call to this function after an fseek // on a read-access-only stream. Restore _bufsiz to its larger value // (_INTERNAL_BUFSIZ) so that the next call to this function, if one is made, // will fill the whole buffer. if (stream->_bufsiz == _SMALL_BUFSIZ && stream.has_crt_buffer() && !stream.has_all_of(_IOBUFFER_SETVBUF)) { stream->_bufsiz = _INTERNAL_BUFSIZ; } return read_character_nolock(stream, context, Character()); }
void PlayerController::Tick(sf::Window *window) { b2Body *body = Character()->Body(); b2Vec2 chrPos = body->GetPosition(); b2Vec2 base = Character()->ClosestPlanet()->Position(); float angle_r = RadiansOf(chrPos - base); if (chrPos.x < base.x) angle_r = -angle_r; Character()->Body()->SetTransform(chrPos, angle_r); if (left_down_) { b2Vec2 mouseVec(mouse_x_ - window->getSize().x / 2.0f, mouse_y_ - window->getSize().y / 2.0f); b2Vec2 rotated = RotatedVector(mouseVec, angle_r); body->ApplyLinearImpulse(rotated, body->GetPosition()); } }
void MWState::CharacterManager::createCharacter(const std::string& name) { std::ostringstream stream; // The character name is user-supplied, so we need to escape the path for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) { if (std::isalnum(*it)) // Ignores multibyte characters and non alphanumeric characters stream << *it; else stream << "_"; } boost::filesystem::path path = mPath / stream.str(); // Append an index if necessary to ensure a unique directory int i=0; while (boost::filesystem::exists(path)) { std::ostringstream test; test << stream.str(); test << " - " << ++i; path = mPath / test.str(); } mCharacters.push_back (Character (path, mGame)); mCurrent = &mCharacters.back(); }
int main() { Character cube = Character("Cube", 5, 25, 123); Environment earth = Environment(137, "Earth", EARTH_GRAVITY); PhysicsController controller = PhysicsController(); float maxJumpHeightOnEarth = controller.getMaxJumpHeightInMeters(earth, cube); float timeInAirOnEarth = controller.getJumpDurationInSeconds(earth, cube); float bookHeight = 0.05; bool canJumpOverBookOnEarth = controller.canJumpOverObstacle(earth, cube, bookHeight); std::cout << "EARTH:" << std::endl << "--max jump height: " << maxJumpHeightOnEarth << " meters" << std::endl << "--time in air: " << timeInAirOnEarth << " seconds" << std::endl << "--can jump over book: " << (canJumpOverBookOnEarth ? "Yes" : "No") << std::endl; std::cout << std::endl; Environment moon = Environment(321, "Moon", MOON_GRAVITY); float maxJumpHeightOnTheMoon = controller.getMaxJumpHeightInMeters(moon, cube); float timeInAirOnTheMoon = controller.getJumpDurationInSeconds(moon, cube); bool canJumpOverBookOnTheMoon = controller.canJumpOverObstacle(moon, cube, bookHeight); std::cout << "MOON:" << std::endl << "--max jump height: " << maxJumpHeightOnTheMoon << " meters" << std::endl << "--time in air: " << timeInAirOnTheMoon << " seconds" << std::endl << "--can jump over book: " << (canJumpOverBookOnTheMoon ? "Yes" : "No") << std::endl; return 0; }
int main() { Character character = Character(); character.prompt(); return 0; }
Lexer::Lexer(char* filename) : scanner(), token(Character(NULL, NULL, NULL, NULL, NULL), &scanner, NULL) { scanner.OpenFile(filename); }
void CMod_Weapon_Laser::CreateProjectile(vec2 Pos, vec2 Direction) { new CLaser(GameWorld(), Pos, Direction, GameServer()->Tuning()->m_LaserReach, Player()->GetCID()); CModAPI_WorldEvent_Sound(GameServer(), WorldID()) .Send(Character()->GetPos(), SOUND_LASER_FIRE); }
HumanChar::HumanChar(Gtk * graphic, HumanBox* hb) { this->letter = Character(); this->clicked = false; this->graphic = graphic; this->parent = hb; }
Font::Character Font::get_character(CharType p_char) const { if (!char_map.has(p_char)) { ERR_FAIL_V(Character()); }; return char_map[p_char]; };
static void __cdecl uninitialize_environment_internal(Character**& environment) throw() { if (environment == get_initial_environment(Character())) { return; } free_environment(environment); }
void CGUIDialogKeyboardGeneric::OnClickButton(int iButtonControl) { if (iButtonControl == CTL_BUTTON_BACKSPACE) { Backspace(); } else Character(GetCharacter(iButtonControl)); }
Character TextCharCodec::decode( Byte byte ) const { // QTextCodecs "use this codepoint when input data cannot be represented in Unicode." (Qt docs) static const QChar replacementChar = QChar( QChar::ReplacementCharacter ); const QString string = mDecoder->toUnicode( reinterpret_cast<const char*>(&byte), 1 ); const QChar qchar = string.at( 0 ); const bool isDecoded = (qchar != replacementChar); return Character( qchar, ! isDecoded ); }
int main() { Weapon sword = Weapon("Steel Sword", 35,100,10,0,"sword",1); Item * sPtr = &sword; Inventory inv = Inventory(sPtr); Inventory * invPtr = &inv; Character chris = Character("Chris", "Thief", "Human", 23,invPtr); chris.getInventory()->addItem(sword); chris.printStats(); }
static Character* __cdecl get_tmpfile_buffer_nolock(buffer_id const id) throw() { Character*& buffer_pointer = get_tmpfile_buffer_pointer_nolock(id, Character()); if (!buffer_pointer) { buffer_pointer = _calloc_crt_t(Character, L_tmpnam).detach(); } return buffer_pointer; }
int StringToInteger(String S) { int n,i; n = 0; for (i = 1; i <= StringLength(S); i++) n = n * 10 + (int) (Character(S,i)) - 48; return(n); }
static Character** __cdecl common_get_initial_environment() throw() { Character**& initial_environment = get_initial_environment(Character()); if (!initial_environment) { initial_environment = common_get_or_create_environment_nolock<Character>(); } return initial_environment; }
int CGameTeams::TeamMask(int Team, int ExceptID) { if(Team == TEAM_SUPER) return -1; int Mask = 0; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ExceptID) if((Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER)) || (GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == -1)) Mask |= 1 << i; return Mask; }
void CGUIDialogKeyboardGeneric::OnClickButton(int iButtonControl) { if (iButtonControl == CTL_BUTTON_BACKSPACE) { Backspace(); } else if (iButtonControl == CTL_BUTTON_SPACE) { Character(" "); } else { const CGUIControl* pButton = GetControl(iButtonControl); if (pButton) { Character(pButton->GetDescription()); // reset the shift keys if (m_bShift) OnShift(); } } }
/// <summary> /// Builder of the Enemy class with 3 param /// </summary> /// <param> EnemyToCopy: The enemy to copy, what did you expect? </param> Enemy::Enemy(const Enemy &EnemyToCopy) : Fighter( Character(*(EnemyToCopy.m_name), EnemyToCopy.m_imagePath.at(0), EnemyToCopy.m_imagePath.at(1), EnemyToCopy.getSprite().getPosition().x, EnemyToCopy.getSprite().getPosition().y, EnemyToCopy.m_maxSpeed, EnemyToCopy.m_walkSpeed, EnemyToCopy.m_runSpeed, EnemyToCopy.m_jumpSpeed), EnemyToCopy.m_healthPoints, EnemyToCopy.m_maxHealthPoints, EnemyToCopy.m_experiencePoints) , m_level(EnemyToCopy.m_level), m_isActive(EnemyToCopy.m_isActive) { m_enemyUpVision = new sf::FloatRect(*(EnemyToCopy.m_enemyUpVision)); m_enemyGroundVision = new sf::FloatRect(*(EnemyToCopy.m_enemyGroundVision)); m_enemyleftVision = new sf::FloatRect(*(EnemyToCopy.m_enemyleftVision)); m_enemyRightVision = new sf::FloatRect(*(EnemyToCopy.m_enemyRightVision)); }
void snakeclass::movesnake() { int tmp = getch(); switch(tmp) { case KEY_LEFT: if (direction != 'r') direction = 'l'; break ; case KEY_UP: if (direction != 'd') direction = 'u'; break ; case KEY_DOWN: if (direction != 'u') direction = 'd'; break ; case KEY_RIGHT: if (direction != 'l') direction = 'r'; break ; case KEY_BACKSPACE: direction = 'q'; break ; } if (!get) { Map.map[snake[snake.size() - 1].x][snake[snake.size() - 1].y] = '.'; //attention snake.pop_back(); } if (direction == 'l') snake.insert(snake.begin(), Character(snake[0].x, snake[0].y - 1)); else if (direction == 'r') snake.insert(snake.begin(), Character(snake[0].x, snake[0].y + 1)); else if (direction == 'u') snake.insert(snake.begin(), Character(snake[0].x - 1, snake[0].y)); else if (direction == 'd') snake.insert(snake.begin(), Character(snake[0].x + 1, snake[0].y)); Map.map[snake[0].x][snake[0].y] = 'X'; //attention }
Player::Player(TextureHolder *textures, sf::Font *gameFont, int playerNumber): reachedPortal(false), reachedPortalFirst(false), human(false), reachPortalMode(false) { number = playerNumber; frozenLeft = 0; done = false; active = false; this->textures = textures; characters.push_back(Character (this->textures, playerNumber)); this->pos = playerNumber; food = 0; cash = 0; energy = 0; faith = 0; txtCash.setFont(*gameFont); txtCash.setCharacterSize(20); txtFood.setFont(*gameFont); txtEnergy.setFont(*gameFont); txtFaith.setFont(*gameFont); txtNextRound.setFont(*gameFont); txtNextRound.setString("End Turn"); txtNextRound.setCharacterSize(12); txtNextRound.setPosition(40,(playerNumber*100)+10); int posX1 = 82; int posX2 = 962; int posY1 = 22; int posY2 = 720; std::array<std::array<int,2>,4> textPos = {{{ {posX1,posY1}}, {{posX2,posY1}},{{posX1,posY2}}, {{posX2, posY2} }}}; txtCash.setPosition(textPos[playerNumber][0],textPos[playerNumber][1] ); buttons.insert({"end_turn",rectangle}); setSpriteAI(); }
static int __cdecl common_initialize_environment_nolock() throw() { typedef __crt_char_traits<Character> traits; // We only initialize the environment once. Once the environment has been // initialized, all updates and modifications go through the other functions // that manipulate the environment. if (get_environment_nolock(Character())) return 0; pre_initialize(Character()); __crt_unique_heap_ptr<Character> const os_environment(traits::get_environment_from_os()); if (!os_environment) return -1; __crt_unique_heap_ptr<Character*> crt_environment(create_environment(os_environment.get())); if (!crt_environment) return -1; get_initial_environment(Character()) = crt_environment.get(); get_dual_state_environment_nolock(Character()).initialize(crt_environment.detach()); return 0; }
static Character** __cdecl common_get_or_create_environment_nolock() throw() { typedef __crt_char_traits<Character> traits; typedef typename traits::other_char_type other_char_type; // Check to see if the required environment already exists: Character** const existing_environment = get_environment_nolock(Character()); if (existing_environment) return existing_environment; // Check to see if the other environment exists. We will only initialize // the environment here if the other environment was already initialized. other_char_type** const other_environment = get_environment_nolock(other_char_type()); if (!other_environment) return nullptr; if (common_initialize_environment_nolock<Character>() != 0) return nullptr; if (initialize_environment_by_cloning_nolock<Character>() != 0) return nullptr; return get_environment_nolock(Character()); }
void SoundManager::Load() { //this->mClientTransmissionManager.GetClientSessionManager().RegisterAudioEventListener(this); this->mAudioDevice = this->mAudioDeviceFactory.CreateDevice(); if(this->mAudioDevice!=NULL) { this->mAudioDevice->Init(this->margc,this->margv); this->mAudioDevice->Load(); //set default listener. this->UpdateListenerValues(Character()); } }