static Prop *FindExistingProp(Prop *prop)
{
    for (Prop *p = gAllProps->IterStart(); p; p = gAllProps->IterNext()) {
        if (p->Eq(prop))
            return p;
    }
    return NULL;
}
Beispiel #2
0
Prop* PropFactory::createWall(int health){
	Prop* wall = new Prop(false);
	wall->setName("Wall");
	wall->getHealth()->init(wall->getHealth()->getName(), health, health);
	vector<Item*> debris;
	debris.push_back(ItemFactory::createWoodPlank());
	debris.push_back(ItemFactory::createWoodPlank());
	wall->setDebris(debris);
	return wall;
}
Beispiel #3
0
int Group::pollAllProps(double dt ){
    last_dt = dt;
    int cnt=0;
    Prop *cur = prop_top;

    // poll
    Prop *to_clean[32*1024]; // 1ループにこの個数までclean
    int to_clean_cnt = 0;

    while(cur){
        cnt++;
        bool to_keep = cur->basePoll(dt);
        if(!to_keep) cur->to_clean = true;
        if( cur->to_clean ){
            if( to_clean_cnt < elementof(to_clean) ){
                if( cur->debug_id ) print("Debug: cleaning prop id:%d cnt:%d",cur->id, to_clean_cnt );
                to_clean[ to_clean_cnt ] = cur;
                to_clean_cnt ++;
            }
        } 
        cur = cur->next;
    }

    // clean 高速版
    //    if( to_clean_cnt > 0 ) print("top-p:%p clean_n:%d", prop_top, to_clean_cnt );

    for(int i=0;i<to_clean_cnt;i++){
        Prop *p = to_clean[i];
        if( p->debug_id ) print("deleting p:%p prev:%p next:%p", p, p->prev, p->next );

        if(p == prop_top ){
            prop_top = p->next;
        }
        if(p->prev ){
            p->prev->next = p->next;
        }
        if(p->next){
            p->next->prev = p->prev;
        }
        p->next = NULL;
        p->onDelete();
#ifdef __linux__
        std::map<int,Prop*>::iterator ii = idmap.find(p->id);
#else        
        std::unordered_map<int,Prop*>::iterator ii = idmap.find(p->id);
#endif        
        idmap.erase(ii);
        delete p;
    }
    last_poll_num = cnt;

    return cnt;
}
Beispiel #4
0
int countHit() {
    int hitcnt = 0;
    for(int i=0;i<N;i++)  {
        Prop *p = props[i];
        bool hit = false;
        for(int j=0;j<N;j++) {
            Prop *phit = props[j];
            if( p != phit && p->hit(phit,20000000) ) hit = true;
        }
        if( hit ) hitcnt ++;
    }
    return hitcnt;
}
void Destroy()
{
    for (Prop *p = gAllProps->IterStart(); p; p = gAllProps->IterNext()) {
        p->Free();
    }

    delete gAllProps;

    delete gStyleButtonDefault;
    delete gStyleButtonMouseOver;

    delete gStyleCache;
    delete gStyleDefault;
}
// used only as part of a storing operation
MediaAnalyticsItem::Prop *MediaAnalyticsItem::allocateProp(const char *name) {
    size_t len = strlen(name);
    size_t i = findPropIndex(name, len);
    Prop *prop;

    if (i < mPropCount) {
        prop = &mProps[i];
    } else {
        if (i == mPropSize) {
            growProps();
            // XXX: verify success
        }
        i = mPropCount++;
        prop = &mProps[i];
        prop->setName(name, len);
    }

    return prop;
}
AINode* CAIGoalAttackProp::HandleGoalAttractors()
{
	// Check if already attacking a prop.
	if( m_pAI->GetState()->GetStateType() != kState_HumanAttackProp )
	{
		CAIHuman* pAIHuman = (CAIHuman*)m_pAI;
		if( pAIHuman->HasHolsterString() || pAIHuman->GetPrimaryWeapon())
		{
			AIGBM_GoalTemplate* pTemplate = g_pAIGoalButeMgr->GetTemplate( GetGoalType() );
			AIASSERT(pTemplate->cAttractors > 0, m_pAI->m_hObject, "CAIGoalAbstract::HandleGoalAttractors: Goal has no attractors.");

			// Check if attractors are triggering activateability.
			AINode* pNode;
			for(uint32 iAttractor=0; iAttractor < pTemplate->cAttractors; ++iAttractor)
			{
				pNode = g_pAINodeMgr->FindNearestNodeInRadius(m_pAI, pTemplate->aAttractors[iAttractor], m_pAI->GetPosition(), pTemplate->fAttractorDistSqr * m_fBaseImportance, LTTRUE);
				if(pNode != LTNULL)
				{
					HOBJECT hObject;
					if ( LT_OK == FindNamedObject(pNode->GetObject(), hObject) )
					{
						Prop* pProp = (Prop*)g_pLTServer->HandleToObject(hObject);
						if(pProp->GetState() != kState_PropDestroyed)
						{
							AIASSERT(pNode->GetType() == kNode_UseObject, m_pAI->m_hObject, "CAIGoalAttackProp::HandleGoalAttractors: AINode is not of type UseObject.");
							m_hNode = pNode->m_hObject;
							SetCurToBaseImportance();
							return pNode;
						}
					}
					
					// Disable node if prop has been destroyed.
					pNode->Disable();				
				}
			}
		}

		m_hNode = LTNULL;
	}
	return LTNULL;
}
QString KWinWaylandTouchpad::valueWriter(const Prop<T> &prop)
{
    if (!prop.changed()) {
        return QString();
    }
    m_iface->setProperty(prop.dbus, prop.val);
    QDBusError error = m_iface->lastError();
    if (error.isValid()) {
        qCCritical(KCM_TOUCHPAD) << error.message();
        return error.message();
    }
    return QString();
}
void FileManager_Scene::LoadScene_AddProp(string line)
{
	vec3	propPosition;
	char	propFile[MAX_FILE_WORD_LENGTH];

	string position = line+2;
	byte wordBuffer[MAX_FILE_WORD_LENGTH];

	ReadWord(&position, wordBuffer);
	strcpy(propFile, wordBuffer);

	ReadWord(&position, wordBuffer);
	propPosition.x = atof(wordBuffer);

	ReadWord(&position, wordBuffer);
	propPosition.y = atof(wordBuffer);

	ReadWord(&position, wordBuffer);
	propPosition.z = atof(wordBuffer);

	Prop* myProp;
	myProp = propManager->createProp(propFile);
	myProp->setPosition(&propPosition);
}
Beispiel #10
0
void PKRoomWidget::updateProp(Player player,Prop prop)
{
    PKRoomWidgetDebug("PKRoomWidget updateProp");
    switch (prop.getID())
    {
    case PROP_ID_LUCKYWING:
    {
        propWidget->updateLuckyWing();
        animeMgr->addAnimation(this , QRect(268 , 14 , 300 , 180) ,prop);
        break;
    }
    case PROP_ID_PIG:
    {
        animeMgr->addAnimation(this , QRect(353 , 90 , 160 , 120) , prop);
        break;
    }
    case PROP_ID_KISS:
    {
        animeMgr->addAnimation(this , randomArea(QRect(0 , 0 , 200 , 200 )) ,prop);
        break;
    }
    case PROP_ID_SCRAWL:
    {
        animeMgr->addAnimation(this , QRect(ui->lyricWidget->x() ,ui->lyricWidget->y() - 30 ,305 , 105) , prop);
        break;
    }
    case PROP_ID_FROG:
    {
        animeMgr->addAnimation(this , QRect(0 , 90 , 260 , 100) , prop);
        break;
    }

    case PROP_ID_TRANSFORMER:
    case PROP_ID_TOMCAT:
    {
        peopleAnimeWidget->animateProp(prop);
    }

    default:
        break;
    }
    messageWidget->updateMessage(player, prop);
}
Beispiel #11
0
void PropAnimator::AnimateProp(Prop &prop , QWidget *parent, QRect geometry)
{
    for(int i = 0 ; i < cfg->getPropList().size() ; i++)
    {
        if(prop.getID() == cfg->getPropList().at(i).getID())
        {
            this->prop = cfg->getPropList().at(i);
        }
    }


//    audioPlayer->setSourceData(cfg->getPluginPath() + QString("PropSound\\%1.wav").arg(this->prop.getID()),
//                               AudioPlayer::eSourceFile,
//                               AudioPlayer::eDecodeWAV);
//    audioPlayer->start(false, false);



    aniLabel = new QLabel(parent);
    aniLabel->setGeometry(geometry);
    aniCount = 0;
    if(this->prop.getIsComplexAni())
    {
        isComplexAni = true;
        aniPath = cfg->getPluginPath() + "PropAnimation\\" +
                  QString("%1Prop\\%1_head").arg(prop.getID()).arg(prop.getID());
        state = "head";
        aniTimer.start();
    }
    else
    {
        isComplexAni = false;
        //test
        prop.setID(PROP_ID_SCRAWL);
        //--test end--
        aniPath = cfg->getPluginPath() + "PropAnimation\\" +
                  QString("%1Prop\\%2").arg(prop.getID()).arg(prop.getID());
        aniTimer.start();
    }
}
Beispiel #12
0
void GameScene::bgMove(float dt){
	//游戏数据存储,根据移动的速度计算得分和距离
	if(over){
		return;
	}

	srand(time(0));
	GameData::addLoop();
	if(GameData::getLoop() % 5 == 0){
		GameData::addDistance(getSpeed() * 2);
		GameData::addScore(getSpeed() * 5);
	}
	char v[20];
	sprintf(v,"%d",GameData::getDistance());
	distanceValue->setString(v);
	sprintf(v,"%d",GameData::getScore());
	scoreValue->setString(v);

	//地图移动
	map->mapMove(this,hero);

	//判断是否碰到道具
	for(int j = 0; j < 2; j++){
		for(int i = 0;i < props[j]->count(); i++){
			Prop* temp =  (Prop*)props[j]->objectAtIndex(i);
			temp->move(map->getSpeed());
			if(temp->collision(hero->getSprite())){
				if(temp->getType() == Prop::PROP){
					changeIndex = rand() % 3 + 4;
					hero->hideSprite();
					CCSprite* temp = CCSprite::create();
					SETANCHPOS(temp, hero->getSprite()->getPositionX(),hero->getSprite()->getPositionY(),0.5,0.5);
					addChild(temp,20);
					temp->runAction(CCSequence::create(createAni("change",5,0.05f),CCCallFuncN::create(this,callfuncN_selector(GameScene::tempCallback)),NULL));

				}else{
					GameData::addScore(temp->getScore());
				}
				temp->setCollision(this);
			}
		}
	}

	if(((Prop*)(props[propIndex]->lastObject()))->getPosX() < 0){
		for(int i = 0;i < props[propIndex]->count();i++){
			props[propIndex]->objectAtIndex(i)->release();
		}

		props[propIndex]->removeAllObjects();
		if(++propIndex > 1){
			propIndex = 0;
		}

		if(map->getPercent() > 0.7){
			initProps(2200);
		}else{
			initProps(854);
		}

	}

	if(hero->getState() != Role::ATTACK){
		/*	map->clearChange();
		clearChange();*/

		if(hero->getSprite()->getPositionY() < 130){
			if(map->onLand(hero->getSprite())){
				if(hero->getState() != Role::FALL && hero->getState() != Role::ATTACK){
					hero->changeState(Role::NORMAL);
				}else if(hero->getState() == Role::ATTACK){
					hero->hold();
				}
			}else{
				if(!hero->isProtected() && hero->getState() != Role::ATTACK && hero->getState() != Role::HOLD){

					hero->fall();
				}else if(hero->isProtected()){
					hero->changeState(Role::NORMAL);
				}
			}
		}else if(hero->getSprite()->getPositionY() == 130){
			if(!map->onLand(hero->getSprite()) && !hero->isProtected()) {
				hero->fall();
			}else if(hero->getState() == Role::FALL && hero->isProtected()){
				hero->changeState(Role::NORMAL);
			}
		}
	}else{
		/*	map->tempChange(SPEEDUP);
		tempChange(SPEEDUP);*/
	}

	//武器是否否使用
	if(map->weaponOn(hero)){
		hero->weaponDone(map,dt);
	}

	if(hero->isDie()){
		over = true;	
		hero->setDie(this);
		CCSprite* temp = hero->getSprite();
		temp->runAction(CCSequence::create(CCJumpTo::create(0.8, ccp(temp->getPositionX(),-200),300,1),CCCallFunc::create(this, callfunc_selector(GameScene::gameOver)),NULL));
		//gameOver();
	}else if(strcmp(hero->getChange(), "") != 0){  //变身状态
		totalTime += dt;
		if(totalTime > 8){
			hero->resumeNormal();
			totalTime = 0;
			map->clearChange();
			clearChange();
		}
	}

	if(items->getPositionX() > -items->getContentSize().width){
		items->setPositionX(items->getPositionX() - getSpeed() / 2);
	}else{
		if(rand() % 10 == 5){
			items->setPositionX(854);
		}
	}
}
Beispiel #13
0
void CProp::read(const Prop& prop)
{
	this->AddType = prop.addtype();
	this->AddVal = prop.addval();
	this->param =  prop.param();
}