Beispiel #1
0
void VtkColorLookupTable::Build()
{
    double range[2];
    this->GetTableRange(range);
    const double interval = range[1]-range[0];
    this->SetNumberOfTableValues(ceil(interval)+1);
//    const vtkIdType nColours = this->GetNumberOfTableValues();
    if (!_dict.empty())
    {
        // make sure that color map starts with the first color in the dictionary
        unsigned char startcolor[4] = { 0, 0 , 0 , 0 };
        std::pair<std::size_t, unsigned char*> lastValue(0, startcolor);
        std::size_t nextIndex(0);

        for (std::map<double, unsigned char*>::const_iterator it = _dict.begin(); it != _dict.end(); ++it)
        {
            double val = (it->first < range[0]) ? range[0] : ((it->first > range[1]) ? range[1] : it->first);
            nextIndex = static_cast<std::size_t>( std::floor(val-range[0]) );

            this->SetTableValueRGBA(nextIndex, it->second);

            if ( nextIndex - lastValue.first > 0 )
                for (std::size_t i = lastValue.first + 1; i < nextIndex; i++)
                {
                    unsigned char int_rgba[4];
                    double pos = (i - lastValue.first) / (static_cast<double>(nextIndex - lastValue.first));

                    if (_type == VtkColorLookupTable::LUTType::LINEAR)
                        for (std::size_t j = 0; j < 4; j++)
                            int_rgba[j] = linInterpolation( (lastValue.second)[j], (it->second)[j], pos);
                    else if (_type == VtkColorLookupTable::LUTType::EXPONENTIAL)
                        for (std::size_t j = 0; j < 4; j++)
                            int_rgba[j] = expInterpolation((lastValue.second)[j], (it->second)[j], 0.2, pos);
                    else // no interpolation
                        for (std::size_t j = 0; j < 4; j++)
                            int_rgba[j] = (lastValue.second)[j];

                    this->SetTableValueRGBA(i, int_rgba);
                }

            lastValue.first = nextIndex;
            lastValue.second = it->second;
        }
    }
    else
        vtkLookupTable::Build();
}
Beispiel #2
0
void checkauto() // Check automatic/timer controlled stuff (Like fighting and regeneration)
{
//	static TIMERVAL checkspawnregions=0;
       	static TIMERVAL checktempfx=0;
	static TIMERVAL checknpcs=0;
	static TIMERVAL checktamednpcs=0;
	static TIMERVAL checknpcfollow=0;
	static TIMERVAL checkitemstime=0;
	static TIMERVAL lighttime=0;
	static TIMERVAL htmltime=0;
	static TIMERVAL housedecaytimer=0;

	LOGICAL lightChanged = false;

	//
	// Accounts
	//
	if (SrvParms->auto_a_reload > 0 && TIMEOUT( Accounts->lasttimecheck + (SrvParms->auto_a_reload*60*MY_CLOCKS_PER_SEC) ) )
		Accounts->CheckAccountFile();
	//
	// Weather (change is handled by crontab)
	//
	// Calendar
	//
	if ( TIMEOUT( uotickcount ) )
	{
		if (Calendar::advanceMinute())
			day++;
		uotickcount=uiCurrentTime+secondsperuominute*MY_CLOCKS_PER_SEC;
		if (Calendar::g_nMinute%8==0)
			moon1=(UI08)((moon1+1)%8);
		if (Calendar::g_nMinute%3==0)
			moon2=(UI08)((moon2+1)%8);
	}
	//
	// Light
	//
	if( TIMEOUT( lighttime ) )
	{
		UI08 lightLevel = worldcurlevel;

		SI32 timenow = (Calendar::g_nHour * 60) + Calendar::g_nMinute;
		SI32 dawntime = (Calendar::g_nCurDawnHour * 60) + Calendar::g_nCurDawnMin;
		SI32 sunsettime = (Calendar::g_nCurSunsetHour * 60) + Calendar::g_nCurSunsetMin;
		SI32 nighttime = qmin((sunsettime+120), (1439));
		SI32 morntime = qmax((dawntime-120), (0));
		SI32 const middaytime = 750;
//		SI32 const midnighttime = 0; // unused variable
		UI08 dawnlight = (UI08)((((worlddarklevel - worldbrightlevel))/3) + worldbrightlevel);
		//
		// default lights at dawn and sunset
		//
		if ( timenow == dawntime || timenow==sunsettime )
			lightLevel = dawnlight;
		//
		// highest light at midday
		//
		else if( timenow == middaytime )
			lightLevel = (UI08) qmax(worldbrightlevel-1, 0);
		//
		// darkest light during night
		//
		else if( timenow >= nighttime )
			lightLevel = worlddarklevel;
		//
		else if( timenow <= morntime )
			lightLevel = worlddarklevel;
		//
		// fading light slight before dawn
		//
		else if( timenow > morntime && timenow < dawntime )
			lightLevel = (UI08)linInterpolation(morntime, worlddarklevel, dawntime, dawnlight, timenow);
		//
		// fading light slight from dawn to midday
		else if( timenow > dawntime &&  timenow < middaytime )
			lightLevel = (UI08)linInterpolation(dawntime, dawnlight, middaytime, worldbrightlevel, timenow);
		//
		// fading light slight from midday to sunset
		//
		else if( timenow > middaytime && timenow < sunsettime )
			lightLevel = (UI08)linInterpolation(middaytime, worldbrightlevel, sunsettime, dawnlight, timenow);
		//
		// fading light slight from sunset to night
		//
		else if( timenow > sunsettime && timenow < nighttime )
			lightLevel = (UI08)linInterpolation(sunsettime, dawnlight, nighttime, worlddarklevel, timenow);

		if (wtype)
			lightLevel += 2;
		if (moon1+moon2<4)
			++lightLevel;
		if (moon1+moon2<10)
			++lightLevel;

		if (lightLevel != worldcurlevel)
		{
			worldcurlevel = lightLevel;
			lightChanged  = true;
		}
		lighttime=uiCurrentTime+secondsperuominute*5*MY_CLOCKS_PER_SEC;
	}

	//
	//	Housedecay and stabling
	//
	if ( TIMEOUT( housedecaytimer ) )
	{
		//////////////////////
		///// check_houses
		/////////////////////
		if( SrvParms->housedecay_secs != UINVALID )
			cHouses::check_house_decay();
		housedecaytimer = uiCurrentTime+MY_CLOCKS_PER_SEC*60*60; // check only each hour
	}
	//
	// Spawns
	//
	if( TIMEOUT( Spawns->check ) )
	{
		Spawns->doSpawn();
	}

	//
	// Shoprestock
	//
	Restocks->doRestock();

	//
	// Prison release
	//
	prison::checkForFree();

	//
	// Temporary effects
	//
	if( TIMEOUT( checktempfx ) )
		tempfx::checktempeffects();

	//
	// Characters & items
	//
	NxwSocketWrapper sw;
	sw.fillOnline();

	for( sw.rewind(); !sw.isEmpty(); sw++ )
	{
		NXWCLIENT ps = sw.getClient();
		if( ps == NULL )
			continue;

		P_CHAR pc=ps->currChar();
		if( !ISVALIDPC( pc ) )
			continue;

		if( lightChanged )
			dolight(ps->toInt(),worldcurlevel);

		pc->heartbeat();

		if( TIMEOUT( checknpcs ) || TIMEOUT( checktamednpcs ) || TIMEOUT( checknpcfollow ) )
		{
#ifdef SPAR_C_LOCATION_MAP
			PCHAR_VECTOR *pCV = pointers::getNearbyChars( pc, VISRANGE, pointers::NPC );
			PCHAR_VECTOR it( pCV->begin() ), end( pCV->end() );
			P_CHAR pNpc = 0;
			while( it != end )
			{
				pNpc = (*it);
				if( pNpc->lastNpcCheck != uiCurrentTime &&
				    (TIMEOUT( checknpcs ) ||
				    (TIMEOUT( checktamednpcs ) && pNpc->tamed) ||
				    (TIMEOUT( checknpcfollow ) && pNpc->npcWander == WANDER_FOLLOW ) ) )
				{
					pNpc->heartbeat();
					pNpc->lastNpcCheck = uiCurrentTime;
				}
				++it;
			}
#else
			NxwCharWrapper sc;
			sc.fillCharsNearXYZ( pc->getPosition(), VISRANGE, true, false );
			for( sc.rewind(); !sc.isEmpty(); sc++ )
			{
				P_CHAR npc=sc.getChar();

				if(!ISVALIDPC(npc) || !npc->npc )
					continue;

				if( npc->lastNpcCheck != uiCurrentTime &&
				    (TIMEOUT( checknpcs ) ||
				    (TIMEOUT( checktamednpcs ) && npc->tamed) ||
				    (TIMEOUT( checknpcfollow ) && npc->npcWander == WANDER_FOLLOW ) ) )
				{
					npc->heartbeat();
					npc->lastNpcCheck = uiCurrentTime;
				}
			}
#endif
		}

		if( TIMEOUT( checkitemstime ) )
		{
			NxwItemWrapper si;
			si.fillItemsNearXYZ( pc->getPosition(), 2*VISRANGE, false );
			for( si.rewind(); !si.isEmpty(); si++ )
			{
				P_ITEM pi=si.getItem();

				if( !ISVALIDPI( pi ) )
					continue;

				pi->doDecay();

				switch( pi->type )
				{
					case  51	:
					case  52	:
						//if( TIMEOUT( pi->gatetime ) )
							//for (int k=0;k<2;++k)	Sparhawk what's this???? Let's comment it out for now
							//	pi->deleteItem(); // bugfix for items disappearing
							//pi->deleteItem();
						break;
					case  61    :
					case  62	:
					case  63	:
					case  64	:
					case  65	:
					case  69	:
					case 125	:
						break; //SPAWNERS may not decay!!! --> Sparhawk then don't use the decay tag in the script
					case  88	:
						if( pi->morey >= 0 && pi->morey < 25 )
							if (pc->distFrom(pi)<=pi->morey)
								if( (UI32)RandomNum(1,100) <= pi->morez )
									soundeffect4(ps->toInt(), pi, (UI16)pi->morex);
						break;
				}
			}
		}
		// Check boats extra, or else they will only be updated every CHECK_ITEMS time
		std::map<int,P_BOAT>::iterator iter_boat;
		for ( iter_boat= s_boat.begin();iter_boat != s_boat.end();iter_boat++)
		{
			P_BOAT boat=iter_boat->second;
			P_ITEM pi=boat->getShipLink();
			if( pi->type2 == 1 || pi->type2 == 2 )
				if( TIMEOUT( pi->gatetime ) )
				{
					if (pi->type2==1)
						Boats->Move(ps->toInt(),pi->dir,pi);
					else
					{
						int dir=pi->dir+4;
						dir%=8;
						Boats->Move(ps->toInt(),dir,pi);
					}
					pi->gatetime=(TIMERVAL)(uiCurrentTime + (R64)(SrvParms->boatspeed*MY_CLOCKS_PER_SEC));

				}
		}
	}//for i<now


	if( TIMEOUT( checkitemstime ) )
		checkitemstime = (TIMERVAL)((R64) uiCurrentTime+(speed.itemtime*MY_CLOCKS_PER_SEC));
	if( TIMEOUT( checknpcs ) )
		checknpcs = (TIMERVAL)((R64) uiCurrentTime+(speed.npctime*MY_CLOCKS_PER_SEC));
	if( TIMEOUT( checktamednpcs ) )
		checktamednpcs=(TIMERVAL)((R64) uiCurrentTime+(speed.tamednpctime*MY_CLOCKS_PER_SEC));
	if( TIMEOUT( checknpcfollow ) )
		checknpcfollow=(TIMERVAL)((R64) uiCurrentTime+(speed.npcfollowtime*MY_CLOCKS_PER_SEC));
	//
	// Html
	//
	if(SrvParms->html>0 && (htmltime<=uiCurrentTime ))
	{
		updatehtml();
		htmltime=uiCurrentTime+(SrvParms->html*MY_CLOCKS_PER_SEC);
	}
	//
	// Finish
	//
	if ( TIMEOUT( nextfieldeffecttime ) )
		nextfieldeffecttime = (TIMERVAL)((R64) uiCurrentTime + (0.5*MY_CLOCKS_PER_SEC));
	if ( TIMEOUT( nextdecaytime ) )
		nextdecaytime = uiCurrentTime + (15*MY_CLOCKS_PER_SEC);
        if( TIMEOUT( checktempfx ) )
		checktempfx = (TIMERVAL)((R64) uiCurrentTime+(0.5*MY_CLOCKS_PER_SEC));
}