static void CheckShipLeaveDepot(Ship *v) { if (!v->IsInDepot()) return; TileIndex tile = v->tile; Axis axis = GetShipDepotAxis(tile); /* Check first (north) side */ if (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = ReverseDir(AxisToDirection(axis)); /* Check second (south) side */ } else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = AxisToDirection(axis); } else { return; } v->state = AxisToTrackBits(axis); v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; RecalcShipStuff(v); PlayShipSound(v); VehicleServiceInDepot(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_SHIPS_LIST); }
void Game_Event::MoveTypeCycle(int default_dir) { max_stop_count = (GetMoveFrequency() > 7) ? 0 : (1 << (9 - GetMoveFrequency())); if (stop_count < max_stop_count) return; int non_default_dir = ReverseDir(default_dir); int move_dir = GetDirection(); if (!(move_dir == default_dir || move_dir == non_default_dir)) { move_dir = default_dir; } Move(move_dir, MoveOption::IgnoreIfCantMove); if (move_failed && stop_count >= max_stop_count + 20) { if (stop_count >= max_stop_count + 60) { Move(ReverseDir(move_dir)); stop_count = 0; } else { Move(ReverseDir(move_dir), MoveOption::IgnoreIfCantMove); } } }
int MapSuite::ClearDependantAdjacentGirderBuildpoints(Turf* a_pCenterTurf) { int numCleared = 0; if(a_pCenterTurf) { //loop through cardinal directions and delete girder build points if they have no other connected turfs for(int curAdjDir = 1; curAdjDir <= 32; curAdjDir *= 2) { Ogre::Vector3 targetCoords = GetCoordsInDir(a_pCenterTurf->m_pAtomRootSceneNode->getPosition(), curAdjDir); Turf* pCurrentTurf = GetTurfAtCoordsOrNull(targetCoords); //check if there's a girder build point there if(pCurrentTurf && pCurrentTurf->GetTurfType() == Turf::BUILDTURF) { //see if there are any adjacent turfs other than the source cell int sourceDir = ReverseDir(curAdjDir); bool turfAdjacent = false; for(int curCheckDir = 1; curCheckDir <= 32; curCheckDir *= 2) { //see if there is a turf in that direction we can cling on to Turf* pCheckTurf = GetTurfInDirOrNull(pCurrentTurf, curCheckDir); if(pCheckTurf && !pCheckTurf->GetTurfType() == Turf::GIRDER && pCheckTurf != a_pCenterTurf) //girders can only be mounted on other girders... for now { turfAdjacent = true; break; } } //if there's no adjacent turfs to "connect" the girder buildpoint to, clear this build point and it's associated mapcell //we've already checked above to make sure that the deletion is valid //the things we're deleting will make sure their own deletion is safe if(!turfAdjacent) { DeleteTurf(pCurrentTurf); //AtomManager::GetSingleton().DeleteTurf(pCheckTurf); numCleared++; //leave the mapcell, gravity needs it //m_MapCellGrid.erase(GetCoordsString(pCurrentCell->m_Position)); //delete pCurrentCell; } } } } //std::cout << numCleared << " buildpoints cleared" << std::endl; return numCleared; }
void CNpcCommand::updateInput( char playerNo ) { int i,j ; if( m_Refer->getDir() != m_OldDir ){ ReverseDir(); } m_OldDir = m_Refer->getDir(); // ヒストリー作成 // バッファオーバーした長押し時間カウント for( i = 0 ; i <= ENUM_COMMAND_OPT4 ; i++ ){ if( m_CommandData[m_SizeHistory - 1].m_Data[i] & m_StandardList[i] ){ m_PassTime[ i ]++; } else{ m_PassTime[ i ] = 0; } m_HoldTime[m_SizeHistory - 1][i] = m_PassTime[ i ]; } // バッファシフト // 長押し時間カウント for( i = m_SizeHistory - 1 ; i > 0 ; i-- ){ m_History[i] = m_History[ i-1 ]; for( j = 0 ; j <= ENUM_COMMAND_OPT4 ; j++ ){ if( m_CommandData[ i ].m_Data[ j ] & m_StandardList[ j ] ){ m_HoldTime[ i ][ j ]++; } else{ m_HoldTime[ i ][ j ] = 0; } } } // 最新のデータをセット m_History[0] = m_Standard ; m_Special = Judgement( 0 ) * m_CommandData[0].m_TechNo ; m_Special |= Judgement( 1 ) * m_CommandData[1].m_TechNo ; m_Special |= Judgement( 2 ) * m_CommandData[2].m_TechNo ; m_Special |= Judgement( 3 ) * m_CommandData[3].m_TechNo ; m_Special |= Judgement( 4 ) * m_CommandData[4].m_TechNo ; m_Special |= Judgement( 5 ) * m_CommandData[4].m_TechNo ; }
static bool CheckShipLeaveDepot(Ship *v) { if (!v->IsInDepot()) return false; /* We are leaving a depot, but have to go to the exact same one; re-enter */ if (v->current_order.IsType(OT_GOTO_DEPOT) && IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) { VehicleEnterDepot(v); return true; } TileIndex tile = v->tile; Axis axis = GetShipDepotAxis(tile); /* Check first (north) side */ if (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = ReverseDir(AxisToDirection(axis)); /* Check second (south) side */ } else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = AxisToDirection(axis); } else { return false; } v->state = AxisToTrackBits(axis); v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; v->UpdateViewport(false, true); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); PlayShipSound(v); VehicleServiceInDepot(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_SHIPS_LIST); return false; }
static void ShipController(Ship *v) { uint32 r; const byte *b; Direction dir; Track track; TrackBits tracks; v->tick_counter++; v->current_order_time++; if (v->HandleBreakdown()) return; if (v->vehstatus & VS_STOPPED) return; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return; if (CheckShipLeaveDepot(v)) return; v->ShowVisualEffect(); if (!ShipAccelerate(v)) return; GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (v->state != TRACK_BIT_WORMHOLE) { /* Not on a bridge */ if (gp.old_tile == gp.new_tile) { /* Staying in tile */ if (v->IsInDepot()) { gp.x = v->x_pos; gp.y = v->y_pos; } else { /* Not inside depot */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; /* A leave station order only needs one tick to get processed, so we can * always skip ahead. */ if (v->current_order.IsType(OT_LEAVESTATION)) { v->current_order.Free(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); /* Test if continuing forward would lead to a dead-end, moving into the dock. */ DiagDirection exitdir = VehicleExitDir(v->direction, v->state); TileIndex tile = TileAddByDiagDir(v->tile, exitdir); if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) goto reverse_direction; } else if (v->dest_tile != 0) { /* We have a target, let's see if we reached it... */ if (v->current_order.IsType(OT_GOTO_WAYPOINT) && DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) { /* We got within 3 tiles of our target buoy, so let's skip to our * next order */ UpdateVehicleTimetable(v, true); v->IncrementRealOrderIndex(); v->current_order.MakeDummy(); } else { /* Non-buoy orders really need to reach the tile */ if (v->dest_tile == gp.new_tile) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) { VehicleEnterDepot(v); return; } } else if (v->current_order.IsType(OT_GOTO_STATION)) { v->last_station_visited = v->current_order.GetDestination(); /* Process station in the orderlist. */ Station *st = Station::Get(v->current_order.GetDestination()); if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations ShipArrivesAt(v, st); v->BeginLoading(); } else { // leave stations without docks right aways v->current_order.MakeLeaveStation(); v->IncrementRealOrderIndex(); } } } } } } } else { /* New tile */ if (!IsValidTile(gp.new_tile)) goto reverse_direction; DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile); assert(diagdir != INVALID_DIAGDIR); tracks = GetAvailShipTracks(gp.new_tile, diagdir); if (tracks == TRACK_BIT_NONE) goto reverse_direction; /* Choose a direction, and continue if we find one */ track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks); if (track == INVALID_TRACK) goto reverse_direction; b = _ship_subcoord[diagdir][track]; gp.x = (gp.x & ~0xF) | b[0]; gp.y = (gp.y & ~0xF) | b[1]; /* Call the landscape function and tell it that the vehicle entered the tile */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = gp.new_tile; v->state = TrackToTrackBits(track); /* Update ship cache when the water class changes. Aqueducts are always canals. */ WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile); WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile); if (old_wc != new_wc) v->UpdateCache(); } v->direction = (Direction)b[2]; } } else { /* On a bridge */ if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { v->x_pos = gp.x; v->y_pos = gp.y; v->UpdatePosition(); if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); return; } } /* update image of ship, as well as delta XY */ v->x_pos = gp.x; v->y_pos = gp.y; v->z_pos = GetSlopePixelZ(gp.x, gp.y); getout: v->UpdatePosition(); v->UpdateViewport(true, true); return; reverse_direction: dir = ReverseDir(v->direction); v->direction = dir; goto getout; }
void DES_EDE3::SetKey(const byte* key, word32 sz, CipherDir dir) { des1_.SetKey(key+(dir==ENCRYPTION?0:2*8), sz, dir); des2_.SetKey(key+8, sz, ReverseDir(dir)); des3_.SetKey(key+(dir==DECRYPTION?0:2*8), sz, dir); }
void DES_EDE2::SetKey(const byte* key, word32 sz, CipherDir dir) { des1_.SetKey(key, sz, dir); des2_.SetKey(key + 8, sz, ReverseDir(dir)); }
static void ShipController(Ship *v) { uint32 r; const byte *b; Direction dir; Track track; TrackBits tracks; v->tick_counter++; v->current_order_time++; if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenShip(v); return; } if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--; } if (v->vehstatus & VS_STOPPED) return; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return; CheckShipLeaveDepot(v); if (!ShipAccelerate(v)) return; GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (v->state != TRACK_BIT_WORMHOLE) { /* Not on a bridge */ if (gp.old_tile == gp.new_tile) { /* Staying in tile */ if (v->IsInDepot()) { gp.x = v->x_pos; gp.y = v->y_pos; } else { /* Not inside depot */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; /* A leave station order only needs one tick to get processed, so we can * always skip ahead. */ if (v->current_order.IsType(OT_LEAVESTATION)) { v->current_order.Free(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } else if (v->dest_tile != 0) { /* We have a target, let's see if we reached it... */ if (v->current_order.IsType(OT_GOTO_WAYPOINT) && DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) { /* We got within 3 tiles of our target buoy, so let's skip to our * next order */ UpdateVehicleTimetable(v, true); v->IncrementOrderIndex(); v->current_order.MakeDummy(); } else { /* Non-buoy orders really need to reach the tile */ if (v->dest_tile == gp.new_tile) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) { VehicleEnterDepot(v); return; } } else if (v->current_order.IsType(OT_GOTO_STATION)) { v->last_station_visited = v->current_order.GetDestination(); /* Process station in the orderlist. */ Station *st = Station::Get(v->current_order.GetDestination()); if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations ShipArrivesAt(v, st); v->BeginLoading(); } else { // leave stations without docks right aways v->current_order.MakeLeaveStation(); v->IncrementOrderIndex(); } } } } } } } else { DiagDirection diagdir; /* New tile */ if (TileX(gp.new_tile) >= MapMaxX() || TileY(gp.new_tile) >= MapMaxY()) { goto reverse_direction; } dir = ShipGetNewDirectionFromTiles(gp.new_tile, gp.old_tile); assert(dir == DIR_NE || dir == DIR_SE || dir == DIR_SW || dir == DIR_NW); diagdir = DirToDiagDir(dir); tracks = GetAvailShipTracks(gp.new_tile, diagdir); if (tracks == TRACK_BIT_NONE) goto reverse_direction; /* Choose a direction, and continue if we find one */ track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks); if (track == INVALID_TRACK) goto reverse_direction; b = _ship_subcoord[diagdir][track]; gp.x = (gp.x & ~0xF) | b[0]; gp.y = (gp.y & ~0xF) | b[1]; /* Call the landscape function and tell it that the vehicle entered the tile */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = gp.new_tile; v->state = TrackToTrackBits(track); } v->direction = (Direction)b[2]; } } else { /* On a bridge */ if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { v->x_pos = gp.x; v->y_pos = gp.y; VehicleMove(v, !(v->vehstatus & VS_HIDDEN)); return; } } /* update image of ship, as well as delta XY */ dir = ShipGetNewDirection(v, gp.x, gp.y); v->x_pos = gp.x; v->y_pos = gp.y; v->z_pos = GetSlopeZ(gp.x, gp.y); getout: v->UpdateViewport(true, true); return; reverse_direction: dir = ReverseDir(v->direction); v->direction = dir; goto getout; }