void onDoorStatus()
{
  debug("onDoorStatus()");

  door_status = (DS) cmd.readInt32Arg();
  cmd.sendCmd(GC_Acknowledge, F("door"));

  if( ((door_command == DC_OPEN_DOOR)  && (door_status == DS_Open  )) ||  // door is now open
      ((door_command == DC_CLOSE_DOOR) && (door_status == DS_Closed)) ||  // door is now closed
       (door_command == DC_NONE)                                       )
  {
    door_command = DC_NONE;

    movementWatchdog.stop();

    switch( door_status )
    {
      case DS_Open:
        openLed.on();
        closeLed.off();
        break;

      case DS_Closed:
        closeLed.on();
        openLed.off();
        break;
    }
  }
  else
  {
    switch( door_command )
    {
      case DC_OPEN_DOOR:
        breathe(openLed);
        closeLed.off();
        break;
      
      case DC_CLOSE_DOOR:
        breathe(closeLed);
        openLed.off();
        break;
    }
  }

  updateDisplay();

  Particle.publish(F("Door"), toString(door_status), PRIVATE);

  //lcdPrint(0, toString(door_status));
  //lcdPrint(1, toString(door_command));
}
Beispiel #2
0
void i_breathing(pob o)
{

    if (o->blessing > -1)
        Objects[o->id].known = 1;
    breathe(o->blessing);
}
Beispiel #3
0
bool PrePostRollFlagger::go()
{
    int secsSince = 0;
    int requiredBuffer = 120;
    int requiredHeadStart = requiredBuffer;
    bool wereRecording = stillRecording;

    secsSince = startedAt.secsTo(MythDate::current());
    while (stillRecording && (secsSince < requiredHeadStart))
    {
        emit statusUpdate(QObject::tr("Waiting to pass preroll + head start"));

        emit breathe();
        if (m_bStop)
            return false;

        sleep(5);
        secsSince = startedAt.secsTo(MythDate::current());
    }

    if (player->OpenFile() < 0)
        return false;

    Init();


    // Don't bother flagging short ~realtime recordings
    if ((wereRecording) && (!stillRecording) && (secsSince < requiredHeadStart))
        return false;

    aggressiveDetection =
        gCoreContext->GetNumSetting("AggressiveCommDetect", 1);

    if (!player->InitVideo())
    {
        LOG(VB_GENERAL, LOG_ERR,
            "NVP: Unable to initialize video for FlagCommercials.");
        return false;
    }
    player->EnableSubtitles(false);

    emit breathe();
    if (m_bStop)
        return false;

    QTime flagTime;
    flagTime.start();

    if (recordingStopsAt < MythDate::current() )
        myTotalFrames = player->GetTotalFrameCount();
    else
        myTotalFrames = (long long)(player->GetFrameRate() *
                        (recordingStartedAt.secsTo(recordingStopsAt)));



    if (showProgress)
    {
        if (myTotalFrames)
            cerr << "  0%/      ";
        else
            cerr << "     0/      ";
        cerr.flush();
    }

    float aspect = player->GetVideoAspect();

    SetVideoParams(aspect);

    emit breathe();

    long long stopFrame = preRoll + fps * 120; //look up to 2 minutes past
    long long framesToProcess = 0;
    if(preRoll)
        framesToProcess += stopFrame;
    if(postRoll)
        //guess two minutes before
        framesToProcess += myTotalFrames - postRoll + fps * 120;


    long long framesProcessed = 0;
    if(preRoll > 0)
    {
        //check from preroll after
        LOG(VB_COMMFLAG, LOG_INFO,
            QString("Finding closest after preroll(%1-%2)")
                .arg(preRoll).arg(stopFrame));

        closestAfterPre = findBreakInrange(preRoll, stopFrame, framesToProcess,
                                           framesProcessed, flagTime, false);

        LOG(VB_COMMFLAG, LOG_INFO, QString("Closest after preroll: %1")
                .arg(closestAfterPre));


        //check before preroll
        long long startFrame = 0;
        if(closestAfterPre)
            startFrame = preRoll - (closestAfterPre - preRoll) - 1;

        LOG(VB_COMMFLAG, LOG_INFO, QString("Finding before preroll (%1-%2)")
                .arg(startFrame).arg(preRoll));
        closestBeforePre = findBreakInrange(startFrame, preRoll,
                                            framesToProcess, framesProcessed,
                                            flagTime, true);
        LOG(VB_COMMFLAG, LOG_INFO, QString("Closest before preroll: %1")
                .arg(closestBeforePre));

        if(closestBeforePre || closestAfterPre)
            emit gotNewCommercialBreakList();

        // for better processing percent
        framesToProcess -= (stopFrame - framesProcessed);

    }

    if(stillRecording)
    {
        while (MythDate::current() <= recordingStopsAt)
        {
            emit breathe();
            if (m_bStop)
                return false;
            emit statusUpdate(QObject::tr("Waiting for recording to finish"));
            sleep(5);
        }
        stillRecording = false;
         myTotalFrames = player->GetTotalFrameCount();
    }

    if(postRoll > 0)
    {
        //check from preroll after
        long long postRollStartLoc = myTotalFrames - postRoll;
        LOG(VB_COMMFLAG, LOG_INFO,
            QString("Finding closest after postroll(%1-%2)")
                .arg(postRollStartLoc).arg(myTotalFrames));
        closestAfterPost = findBreakInrange(postRollStartLoc, myTotalFrames,
                                            framesToProcess, framesProcessed,
                                            flagTime, false);
        LOG(VB_COMMFLAG, LOG_INFO, QString("Closest after postRoll: %1")
                .arg(closestAfterPost));

        //check before preroll
        long long startFrame = 0;
        if(closestAfterPost)
            startFrame = postRollStartLoc
                         - (closestAfterPost - postRollStartLoc) - 1;

        LOG(VB_COMMFLAG, LOG_INFO,
            QString("finding closest before preroll(%1-%2)")
                .arg(startFrame).arg(postRollStartLoc));
        closestBeforePost = findBreakInrange(startFrame, postRollStartLoc,
                                             framesToProcess, framesProcessed,
                                             flagTime, true);
        LOG(VB_COMMFLAG, LOG_INFO, QString("Closest before postroll: %1")
                .arg(closestBeforePost));

        framesToProcess = framesProcessed;
    }

    if (showProgress)
    {
        //float elapsed = flagTime.elapsed() / 1000.0;

        //float flagFPS = (elapsed > 0.0f) ? (framesProcessed / elapsed) : 0.0f;

        if (myTotalFrames)
            cerr << "\b\b\b\b\b\b      \b\b\b\b\b\b";
        else
            cerr << "\b\b\b\b\b\b\b\b\b\b\b\b\b             "
                    "\b\b\b\b\b\b\b\b\b\b\b\b\b";
        cerr.flush();
    }

    return true;
}
Beispiel #4
0
long long PrePostRollFlagger::findBreakInrange(long long startFrame,
                                               long long stopFrame,
                                               long long totalFrames,
                                               long long &framesProcessed,
                                             QTime &flagTime, bool findLast)
{
    float flagFPS;
    int requiredBuffer = 30;
    long long currentFrameNumber;
    int prevpercent = -1;

    if(startFrame > 0)
        startFrame--;
    else
        startFrame = 0;

    player->DiscardVideoFrame(player->GetRawVideoFrame(0));

    long long tmpStartFrame = startFrame;
    VideoFrame* f = player->GetRawVideoFrame(tmpStartFrame);
    float aspect = player->GetVideoAspect();
    currentFrameNumber = f->frameNumber;
    LOG(VB_COMMFLAG, LOG_INFO, QString("Starting with frame %1")
            .arg(currentFrameNumber));
    player->DiscardVideoFrame(f);

    long long foundFrame = 0;

    while (player->GetEof() == kEofStateNone)
    {
        struct timeval startTime;
        if (stillRecording)
            gettimeofday(&startTime, NULL);

        VideoFrame* currentFrame = player->GetRawVideoFrame();
        currentFrameNumber = currentFrame->frameNumber;

        if(currentFrameNumber % 1000 == 0)
        {
            LOG(VB_COMMFLAG, LOG_INFO, QString("Processing frame %1")
                    .arg(currentFrameNumber));
        }

        if(currentFrameNumber > stopFrame || (!findLast && foundFrame))
        {
            player->DiscardVideoFrame(currentFrame);
            break;
        }

        double newAspect = currentFrame->aspect;
        if (newAspect != aspect)
        {
            SetVideoParams(aspect);
            aspect = newAspect;
        }

        if (((currentFrameNumber % 500) == 0) ||
            (((currentFrameNumber % 100) == 0) &&
             (stillRecording)))
        {
            emit breathe();
            if (m_bStop)
            {
                player->DiscardVideoFrame(currentFrame);
                return false;
            }
        }

        while (m_bPaused)
        {
            emit breathe();
            sleep(1);
        }

        // sleep a little so we don't use all cpu even if we're niced
        if (!fullSpeed && !stillRecording)
            usleep(10000);

        if (((currentFrameNumber % 500) == 0) ||
            ((showProgress || stillRecording) &&
             ((currentFrameNumber % 100) == 0)))
        {
            float elapsed = flagTime.elapsed() / 1000.0;

            if (elapsed)
                flagFPS = framesProcessed / elapsed;
            else
                flagFPS = 0.0;

            int percentage;
            if (stopFrame)
                percentage = framesProcessed * 100 / totalFrames;
            else
                percentage = 0;

            if (percentage > 100)
                percentage = 100;

            if (showProgress)
            {
                if (stopFrame)
                {
                    QString tmp = QString("\b\b\b\b\b\b\b\b\b\b\b%1%/%2fps")
                        .arg(percentage, 3).arg((int)flagFPS, 3);
                    QByteArray ba = tmp.toAscii();
                    cerr << ba.constData() << flush;
                }
                else
                {
                    QString tmp = QString("\b\b\b\b\b\b\b\b\b\b\b\b\b%1/%2fps")
                        .arg(currentFrameNumber, 6).arg((int)flagFPS, 3);
                    QByteArray ba = tmp.toAscii();
                    cerr << ba.constData() << flush;
                }
                cerr.flush();
            }

            if (stopFrame)
                emit statusUpdate(QObject::tr("%1% Completed @ %2 fps.")
                                  .arg(percentage).arg(flagFPS));
            else
                emit statusUpdate(QObject::tr("%1 Frames Completed @ %2 fps.")
                                  .arg((long)currentFrameNumber).arg(flagFPS));

            if (percentage % 10 == 0 && prevpercent != percentage)
            {
                prevpercent = percentage;
                LOG(VB_GENERAL, LOG_INFO, QString("%1%% Completed @ %2 fps.")
                    .arg(percentage) .arg(flagFPS));
            }
        }

        ProcessFrame(currentFrame, currentFrameNumber);

        if(frameInfo[currentFrameNumber].flagMask &
           (COMM_FRAME_SCENE_CHANGE | COMM_FRAME_BLANK))
        {
            foundFrame = currentFrameNumber;
        }

        if (stillRecording)
        {
            int secondsRecorded =
                recordingStartedAt.secsTo(MythDate::current());
            int secondsFlagged = (int)(framesProcessed / fps);
            int secondsBehind = secondsRecorded - secondsFlagged;
            long usecPerFrame = (long)(1.0 / player->GetFrameRate() * 1000000);

            struct timeval endTime;
            gettimeofday(&endTime, NULL);

            long long usecSleep =
                      usecPerFrame -
                      (((endTime.tv_sec - startTime.tv_sec) * 1000000) +
                       (endTime.tv_usec - startTime.tv_usec));

            if (secondsBehind > requiredBuffer)
            {
                if (fullSpeed)
                    usecSleep = 0;
                else
                    usecSleep = (long)(usecSleep * 0.25);
            }
            else if (secondsBehind < requiredBuffer)
                usecSleep = (long)(usecPerFrame * 1.5);

            if (usecSleep > 0)
                usleep(usecSleep);
        }

        player->DiscardVideoFrame(currentFrame);
        framesProcessed++;
    }
    return foundFrame;
}
Beispiel #5
0
void s_breathe(void)
{
    breathe(0);
}
Beispiel #6
0
/* Has all kinds of effects in different circumstances.
   Eventually will be more interesting */
void s_ritual(void)
{
    pob symbol;
    int i,roomno;
    int x,y;

    mprint("You begin your ritual....");
    mprint("You enter a deep trance. Time Passes...");
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    if (RitualHour == hour())
        mprint("Your mental fatigue prevents from completing the ritual!");
    else if (random_range(100) > Player.iq+Player.pow+Player.level)
        mprint("Your concentration was broken -- the ritual fails!");
    else {
        mprint("You charge the ritual with magical energy and focus your will.");
        mprint("Time Passes...");
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        RitualHour = hour();
        /* set of random conditions for different ritual effects */
        if (Current_Environment == E_CITY) {
            mprint("Flowing waves of mystical light congeal all around you.");
            mprint("'Like wow, man! Colors!'");
            mprint("Appreciative citizens throw you spare change.");
            Player.cash +=random_range(50);
        }
        else if ( (roomno=Level->site[Player.x][Player.y].roomnumber) >= ROOMBASE )
        {
            if (RitualRoom == roomno)
                mprint("For some reason the ritual doesn't work this time...");
            else {
                RitualRoom = roomno;
                switch (RitualRoom) {
                case RS_TREASURE: /* ransacked treasure chamber */
                    mprint("Your spell sets off frenetic growth all around you!");
                    for(i=0; i<8; i++) {
                        Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].locchar =
                            HEDGE;
                        Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].p_locf =
                            L_TRIFID;
                        lset(Player.x+Dirs[0][i], Player.y+Dirs[1][i], CHANGED);
                    }
                    break;
                case RS_HAREM: /* harem */
                case RS_BOUDOIR: /* boudoir */
                    mprint("A secret panel opens next to the bed....");
                    if (random_range(2))
                        summon(0,INCUBUS); /* succubus/incubus */
                    else summon(0,SATYR); /* satyr/nymph */
                    break;
                case RS_SHRINE: /*shrine to high magic */
                    mprint("A storm of mana coaelesces around you.");
                    mprint("You are buffeted by bursts of random magic.");
                    p_damage(random_range(Player.pow),UNSTOPPABLE,"high magic");
                    mprint("Continue ritual? Could be dangerous.... [yn] ");
                    if (ynq()=='y') s_wish();
                    else mprint("The mana fades away to nothingness.");
                    x = Player.x;
                    y = Player.y;
                    while (x >= 0 && Level->site[x - 1][y].roomnumber == RS_SHRINE)
                        x--;
                    while (y >= 0 && Level->site[x][y - 1].roomnumber == RS_SHRINE)
                        y--;
                    for (i = 0; Level->site[x][y].roomnumber == RS_SHRINE;) {
                        Level->site[x][y].roomnumber = RS_ZORCH;
                        lset(x, y, CHANGED);
                        x++;
                        i++;
                        if (Level->site[x][y].roomnumber != RS_SHRINE) {
                            x -= i;
                            i = 0;
                            y++;
                        }
                    }
                    break;
                case RS_MAGIC_LAB: /* magician's lab */
                    mprint("Your magical activity sets off a latent spell in the lab!");
                    cast_spell(random_range(NUMSPELLS));
                    break;
                case RS_PENTAGRAM: /* pentagram room */
                    mprint("A smoky form begins to coalesce....");
                    summon(-1,-1);
                    mprint("Fortunately, it seems confined to the pentagram.");
                    m_status_reset(Level->mlist->m,MOBILE);
                    break;
                case RS_OMEGA_DAIS: /* blue omega room */
                    mprint("The Lords of Destiny look upon you....");
                    if (Player.level > 10) {
                        mprint("A curtain of blue flames leaps up from the omega.");
                        morewait();
                        l_adept();
                    }
                    else {
                        if (Player.patron == DESTINY) {
                            mprint("Your patrons take pity on you.");
                            if ((Player.rank[PRIESTHOOD]<SPRIEST) &&
                                    (! find_item(&symbol,OB_SYMBOL_DESTINY,-1))) {
                                symbol = ((pob) checkmalloc(sizeof(objtype)));
                                *symbol = Objects[OB_SYMBOL_DESTINY];
                                symbol->known = 2;
                                symbol->charge = 17;
                                gain_item(symbol);
                                mprint("You feel uplifted.");
                            }
                            else gain_experience(min(1000,Player.xp));
                        }
                        else if (random_range(3)==1) {
                            mprint("You feel Fated.");
                            gain_experience(Player.level*Player.level*10);
                            Player.hp = max(Player.hp, Player.maxhp);
                        }
                        else if (random_range(2)) {
                            mprint("You feel Doomed.");
                            Player.hp = 1;
                            Player.mana = 0;
                            Player.xp = 0;
                        }
                        else mprint("The Lords of Destiny laugh at you!");
                    }
                    break;
                default:
                    mprint("Well, not much effect. Chalk it up to experience.");
                    gain_experience(Player.level*5);
                    break;
                }
            }
        }
        else {
            if (RitualRoom == Level->site[Player.x][Player.y].roomnumber)
                mprint("The ritual fails for some unexplainable reason.");
            else {
                mprint("The ritual seems to be generating some spell effect.");
                RitualRoom = Level->site[Player.x][Player.y].roomnumber;
                switch (RitualRoom) {
                case RS_WALLSPACE:
                    shadowform();
                    break;
                case RS_CORRIDOR:
                    haste(0);
                    break;
                case RS_PONDS:
                    breathe(0);
                    break;
                case RS_ADEPT:
                    hero(1);
                    break;
                default:
                    mprint("The ritual doesn't seem to produce any tangible results...");
                    gain_experience(Player.level*6);
                }
            }
        }
    }
}