void DynamicRenderable::wipeBuffers() { oht_assert_threadmodel(ThrMdl_Single); // TODO: Is this necessary now that we employ latent render operations? _renderOp.vertexData->vertexBufferBinding->unsetAllBindings(); for (size_t l = 0; l < getNumLevels(); ++l) { MeshData * pMeshData = _pvMeshData[l]; if (pMeshData != NULL) pMeshData->clear(); } }
Factor::operator SEXP() { int numObs = getNumObservations(); int numLevels = getNumLevels(); Rcpp::IntegerVector iv(numObs); // allocates R memory Rcpp::CharacterVector cv(numLevels); // ditto SEXP RFactor = iv; for(int i=0; i < numObs; ++i) iv[i] = getObservedLevelNum(i); for(int i=0; i < numLevels; ++i) cv[i] = getLevelName(i); Rcpp::RObject ro(RFactor); ro.attr("class") = "factor"; ro.attr("levels") = cv; return ro; }
bool GeneralBenesNetwork::testNetwork(const Permut& perm) const { long sz = getSize(); long nlev = getNumLevels(); for (long j = 0; j < sz; j++) { // find correct position for j long j1 = j; for (long i = 0; i < nlev; i++) { const Vec<short>& lev = getLevel(i); j1 += shamt(i)*lev[j1]; } if (perm[j1] != j) return false; } return true; }
fileoffset_t SkipListWriter::getRealLength() { if (ppSkipLevels_ == NULL || getNumLevels() == 0) return 0; fileoffset_t length = 0; for (int i = maxSkipLevel_ - 1; i >= 0; i--) { if(ppSkipLevels_[i] &&ppSkipLevels_[i]->getLength() > 0) { fileoffset_t nLength = ppSkipLevels_[i]->getLength(); length += nLength; length += IndexOutput::getVLongLength(nLength); } } return length; }
void SkipListWriter::write(IndexOutput* pOutput) { if (ppSkipLevels_ == NULL || getNumLevels() == 0) return; for (int i = maxSkipLevel_ - 1; i >= 0; i--) { if(ppSkipLevels_[i] &&ppSkipLevels_[i]->getLength() > 0) { ppSkipLevels_[i]->truncTailChunk(); fileoffset_t nLength = ppSkipLevels_[i]->getLength(); pOutput->writeVLong(nLength); ppSkipLevels_[i]->write(pOutput); } } numPointsInLowestLevel_ = 0; }
int runGame(SDL_Surface* screen) { if(gameState==GAMESTATEPLAYING) { getInpPointerState()->escEnable=1; //Handle input int lim=1; //Limit cursor travel... int goUp=0, goDown=0, goLeft=0, goRight=0; if( getButton( C_UP ) ) { restartConfirm=0; if( getBtnTime( C_UP ) > REPEATDELAY ) { goUp=1; } else if(getBtnTime(C_UP)==0) { goUp=1; lim=0; } } if( getButton( C_DOWN ) ) { restartConfirm=0; if( getBtnTime( C_DOWN ) > REPEATDELAY ) { goDown=1; } else if(getBtnTime(C_DOWN)==0) { goDown=1; lim=0; } } if( getButton( C_LEFT ) ) { restartConfirm=0; if( getBtnTime( C_LEFT ) > REPEATDELAY ) { goLeft=1; } else if(getBtnTime(C_LEFT)==0) { goLeft=1; lim=0; } } if( getButton( C_RIGHT ) ) { restartConfirm=0; if( getBtnTime( C_RIGHT ) > REPEATDELAY ) { goRight=1; } else if(getBtnTime(C_RIGHT)==0) { goRight=1; lim=0; } } //Pause ? if( getButton( C_BTNMENU ) || isPointerEscapeClicked() ) { resetBtn( C_BTNMENU ); gamePause(screen); return(STATEMENU); } //Retry if( getButton( C_BTNSELECT ) || (getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && isBoxClicked(&ptrRestartRect)) ) { resetBtn( C_BTNSELECT ); resetMouseBtn(); if(!restartConfirm) { restartConfirm=1; } else if(restartConfirm) { gameRestart(screen); } } //Handle mouse input if( getInpPointerState()->timeSinceMoved==0 && !cur.lock ) { setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY ); } if(!getInpPointerState()->isDown) { mouseGrab=0; //Allow moving the cursor around with the input device when no brick is below, just for effect } else { brickType* b=brickUnderCursor(&pf, cur.x,cur.y); //We're over a brick, tell curser it's position, it will be locked later because we grab it now if( b ) { getInpPointerState()->startX=b->dx; getInpPointerState()->startY=b->dy; if( !cur.lock ) { mouseGrab=1; getInpPointerState()->startX=getInpPointerState()->curX; getInpPointerState()->startY=getInpPointerState()->curY; } else { if( b->dx > getInpPointerState()->curX ) { //Drag Left if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goLeft=1; } } else if( b->dx < getInpPointerState()->curX ) { //Drag Right if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goRight=1; } } } } else { mouseGrab=0; } } // printf("x:%i\n", getInpPointerState()->curX ); //Drag if( getButton( C_BTNX ) || getButton( C_BTNB ) || mouseGrab || isPointerClicked() ) { //Remove "Restart" question restartConfirm=0; //Magnet to brick if it's moving brickType* b=brickUnderCursor(&pf, cur.dx, cur.dy); if( !cur.lock && b ) { //Attach cursor cur.lock=1; b->curLock=1; cur.x=cur.dx; cur.y=cur.dy; cur.px = b->pxx-4; cur.py = b->pxy-4; sndPlay( SND_BRICKGRAB, cur.px ); } int movedBrick=0; //We're holding a brick, and it's not falling if( b ) { if( (goRight && curMoveBrick(&pf,b, DIRRIGHT)) || (goLeft && curMoveBrick(&pf,b, DIRLEFT)) ) { movedBrick=1; b->curLock=1; cur.lock=1; } } //Moved brick if(movedBrick) { player()->hsEntry.moves++; sndPlay(SND_BRICKMOVE, cur.px); ps.layer=PSYS_LAYER_TOP; ps.x=b->pxx; ps.y=b->pxy+18; ps.vel=50; ps.life=500; ps.lifeVar=250; ps.gravity=1; ps.srcImg=stealGfxPtr()->tiles[b->type-1]->img; ps.srcRect=stealGfxPtr()->tiles[b->type-1]->clip; ps.srcRect.y += 18; ps.srcRect.h = 2; spawnParticleSystem(&ps); } } else { cur.lock=0; } if(!cur.lock) { if( goLeft ) moveCursor(&cur, DIRLEFT, 0, lim); if( goRight ) moveCursor(&cur, DIRRIGHT, 0, lim); if( goUp ) moveCursor(&cur, 0, DIRUP, lim); if( goDown ) moveCursor(&cur, 0, DIRDOWN, lim); } //Sim first, so moving blocks get evaluated before getting moved again simField(&pf, &cur); //Do rules int ret=doRules(&pf); //Draw scene draw(&cur,&pf, screen); //Draw a path to show where we are pulling the brick if( mouseGrab ) drawPath( screen, getInpPointerState()->startX,getInpPointerState()->startY,getInpPointerState()->curX,getInpPointerState()->startY,1 ); //If no more bricks, countdown time left. if(ret == NOBRICKSLEFT) { if( !justWon ) { sndPlay(SND_WINNER,160); } justWon++; pf.levelInfo->time -= 1000; player()->hsEntry.score +=1; if(getButton(C_BTNX) || getButton(C_BTNB) || isPointerClicked() ) { resetBtn(C_BTNX); resetBtn(C_BTNB); resetMouseBtn(); while(pf.levelInfo->time > 0) { player()->hsEntry.score +=1; pf.levelInfo->time -= 1000; } } if(justWon > 50) { sndPlayOnce(SND_SCORECOUNT, 160); } if(pf.levelInfo->time < 1) { //Completed level player()->timeouts=0; pf.levelInfo->time=0; sndPlay(SND_VICTORY, 160); if(!player()->inEditor) { //Don't submit if it was from the leveleditor statsSubmitBest(); setMenu(menuStateFinishedLevel); if(pf.levelInfo->stopImg) { gameState=GAMESTATESTOPIMAGE; return(STATEPLAY); } } else { setLevelCompletable(pf.levelInfo->file, 1); } cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } } else if(ret > 0) //Player destroyed bricks. { if(ret > 2) //Check for combo's { ///TODO: Some nice text effect? How about dissolving an image into a particle system? printf("%i Combo!\n",ret); player()->hsEntry.combos++; } player()->hsEntry.score += ret*ret*11*(player()->level+1); } //if ret > -1 then ret == number of bricks destroyed if(ret>-1) { //Update time: pf.levelInfo->time -= getTicks(); player()->hsEntry.time += getTicks(); if(pf.levelInfo->time < 1 && ret!=NOBRICKSLEFT ) { countdown=4000; gameState=GAMESTATEOUTOFTIME; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_TIMEOUT, 160); } } //Check if level is unsolvable. if(ret==UNSOLVABLE) { countdown=2000; gameState=GAMESTATEUNSOLVABLE; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } else if(ret==LIFELOST) { countdown=2000; gameState=GAMESTATELIFELOST; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } //Draw question if(restartConfirm) { sprintf(buf,STR_GAME_RESTARTWARNING); txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW, HSCREENH-20); sprintf(buf,STR_GAME_RESTARTCONFIRM); txtWriteCenter(screen, GAMEFONTSMALL, buf, HSCREENW, HSCREENH); } else { //Draw text drawUi(screen); } //Show the restart icon if(getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && getInpPointerState()->escEnable) { SDL_Rect ptrRestartRectC = ptrRestartRect; SDL_BlitSurface( ptrRestart,NULL, screen, &ptrRestartRectC ); } } else if(gameState==GAMESTATECOUNTDOWN) { draw(&cur,&pf, screen); countdown -=getTicks(); if( getButton( C_BTNMENU ) ) { resetBtn( C_BTNMENU ); countdownSeconds=0; countdown=0; } if( (getButton( C_BTNX ) || getButton( C_BTNB ) || getInpPointerState()->isDown ) && countdownSeconds ) { countdownSeconds=0; countdown=500; } drawShowCountDown(screen, countdownSeconds); drawUi(screen); if(countdown < 1) { countdown=1000; countdownSeconds--; if(countdownSeconds == -1) { gameState=GAMESTATEPLAYING; return(STATEPLAY); } if(countdownSeconds==0) { countdown=500; sndPlay(SND_START, 160); } else { sndPlay(SND_COUNTDOWNTOSTART, 160); } } } else if(gameState==GAMESTATEOUTOFTIME) //Menu was last in "Entering level" so it will return to that if timeout { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, STR_GAME_OUTOFTIME, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_OUTOFTIME, "lostlife-timeout" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATEUNSOLVABLE) //The same as out-of-time, but with another graphics. { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_UNSOLVABLE, "lostlife-unsolvable" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATELIFELOST) { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_LOSTLIFE, "lostlife-evilbrick" ) ) { return(STATEMENU); } } else if(gameState==GAMESTATESTARTIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->startImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->startImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && ( getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); gameState=GAMESTATECOUNTDOWN; } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(startStopImgCounter>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESTOPIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->stopImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->stopImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && (getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(countdownSeconds>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESKIPLEVEL) { doRules(&pf); simField(&pf, &cur); draw(&cur,&pf, screen); countdown-=getTicks(); if( countdown < 1 ) { countdown=500; if( boardDestroyNextBrick(&pf) == 0 ) { //Tell that we chose to skip level statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "skip-level",0, NULL); pf.levelInfo->time=0; player()->hsEntry.score=0; cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); clearParticles(); setMenu(menuStatePrepareNextLevel); return(STATEMENU); } } drawUi(screen); } return(STATEPLAY); }
SkipListReader* SkipListWriter::getSkipListReader() { return new SkipListReader(ppSkipLevels_,getSkipInterval(0),getNumLevels()); }
//Loads a level from the APK (an original level) //Return NULL if an error occurs during loading Level* loadAPKLevel (int levelNum) { ASSERT(levelSerie != NULL && levelNum < (int)getNumLevels()); json_t* levels = obj_get(levelSerie, "levels"); return levelFromJSON(json_array_get(levels, levelNum)); }