コード例 #1
0
ファイル: CIntSet.cpp プロジェクト: Sdw195/Transcendence
void CIntSet::RemoveElement (int iElement)

//	RemoveElement
//
//	Removes the given element in the set

	{
	DWORD dwBucket = ((DWORD)iElement) / g_BitsPerBucket;

	//	Look for the bucket

	CIntArray *pBucket;
	if (m_Set.Lookup(dwBucket, (CObject **)&pBucket) != NOERROR)
		return;

	DWORD dwBucketBit = ((DWORD)iElement) % g_BitsPerBucket;
	DWORD dwOffset = dwBucketBit / 32;

	if ((int)dwOffset >= pBucket->GetCount())
		return;

	DWORD dwBit = dwBucketBit % 32;
	DWORD dwNewValue = ((DWORD)pBucket->GetElement(dwOffset)) & ~(1 << dwBit);
	pBucket->ReplaceElement(dwOffset, dwNewValue);
	}
コード例 #2
0
ファイル: CIntSet.cpp プロジェクト: Sdw195/Transcendence
ALERROR CIntSet::AddElement (int iElement)

//	AddElement
//
//	Adds an element to the set

	{
	ALERROR error;
	DWORD dwBucket = ((DWORD)iElement) / g_BitsPerBucket;

	//	Look for the bucket; if we don't find it, add a new one

	CIntArray *pBucket;
	if (error = m_Set.Lookup(dwBucket, (CObject **)&pBucket))
		{
		pBucket = new CIntArray;
		if (pBucket == NULL)
			return ERR_MEMORY;

		if (error = m_Set.AddEntry(dwBucket, pBucket))
			{
			delete pBucket;
			return error;
			}
		}

	//	Look for the bit in the bucket

	DWORD dwBucketBit = ((DWORD)iElement) % g_BitsPerBucket;
	DWORD dwOffset = dwBucketBit / 32;

	//	Make sure there is room in the bucket

	if ((int)dwOffset >= pBucket->GetCount())
		{
		int iOldCount = pBucket->GetCount();
		int iExpandBy = ((int)dwOffset + 1) - iOldCount;

		if (error = pBucket->ExpandArray(-1, iExpandBy))
			return error;

		for (int i = iOldCount; i < pBucket->GetCount(); i++)
			pBucket->ReplaceElement(i, 0);
		}

	//	OR-in the new element

	DWORD dwBit = dwBucketBit % 32;
	DWORD dwNewValue = ((DWORD)pBucket->GetElement(dwOffset)) | (1 << dwBit);
	pBucket->ReplaceElement(dwOffset, dwNewValue);

	return NOERROR;
	}
コード例 #3
0
ファイル: CIntSet.cpp プロジェクト: Sdw195/Transcendence
ALERROR CIntSet::EnumElements (CIntArray *pArray) const

//	EnumElements
//
//	Fills in the given array with an enumeration of all the
//	elements in the set.

	{
	ALERROR error;

	//	Loop over all buckets

	int i;
	for (i = 0; i < m_Set.GetCount(); i++)
		{
		DWORD dwBucket = (DWORD)m_Set.GetKey(i) * (DWORD)g_BitsPerBucket;
		CIntArray *pBucket = (CIntArray *)m_Set.GetValue(i);

		//	Now look over all elements in the bucket

		int j;
		for (j = 0; j < pBucket->GetCount(); j++)
			{
			DWORD dwElement = (DWORD)pBucket->GetElement(j);

			if (dwElement != 0)
				{
				//	Iterate over all bits

				int k;
				DWORD dwTest = 1;
				for (k = 0; k < 32; k++)
					{
					if (dwElement & dwTest)
						{
						if (error = pArray->AppendElement(dwBucket + (DWORD)(j * 32 + k), NULL))
							return error;
						}

					dwTest = dwTest << 1;
					}
				}
			}
		}

	return NOERROR;
	}
コード例 #4
0
ファイル: CIntSet.cpp プロジェクト: Sdw195/Transcendence
bool CIntSet::HasElement (int iElement) const

//	HasElement
//
//	Returns TRUE if the set has the given element

	{
	DWORD dwBucket = ((DWORD)iElement) / g_BitsPerBucket;

	//	Look for the bucket

	CIntArray *pBucket;
	if (m_Set.Lookup(dwBucket, (CObject **)&pBucket) != NOERROR)
		return false;

	DWORD dwBucketBit = ((DWORD)iElement) % g_BitsPerBucket;
	DWORD dwOffset = dwBucketBit / 32;

	if ((int)dwOffset >= pBucket->GetCount())
		return false;

	DWORD dwBit = dwBucketBit % 32;
	return (((DWORD)pBucket->GetElement(dwOffset)) & (1 << dwBit) ? true : false);
	}
コード例 #5
0
ALERROR CShieldClass::CreateFromXML (SDesignLoadCtx &Ctx, CXMLElement *pDesc, CItemType *pType, CDeviceClass **retpShield)

//	CreateFromXML
//
//	Creates from an XML element

	{
	ALERROR error;
	CShieldClass *pShield;
	int i;

	pShield = new CShieldClass;
	if (pShield == NULL)
		return ERR_MEMORY;

	if (error = pShield->InitDeviceFromXML(Ctx, pDesc, pType))
		return error;

	pShield->m_iHitPoints = pDesc->GetAttributeInteger(HIT_POINTS_ATTRIB);
	pShield->m_iArmorShield = pDesc->GetAttributeInteger(ARMOR_SHIELD_ATTRIB);
	pShield->m_iPowerUse = pDesc->GetAttributeIntegerBounded(POWER_USE_ATTRIB, 0, -1, 0);
	pShield->m_iIdlePowerUse = pDesc->GetAttributeIntegerBounded(IDLE_POWER_USE_ATTRIB, 0, -1, pShield->m_iPowerUse / 2);
	pShield->m_iExtraHPPerCharge = pDesc->GetAttributeInteger(HP_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iExtraPowerPerCharge = pDesc->GetAttributeInteger(POWER_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iExtraRegenPerCharge = pDesc->GetAttributeInteger(REGEN_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iMaxCharges = pDesc->GetAttributeInteger(MAX_CHARGES_ATTRIB);

	//	Load regen value

	CString sRegen;
	if (pDesc->FindAttribute(REGEN_ATTRIB, &sRegen))
		{
		if (error = pShield->m_Regen.InitFromRegenString(Ctx, sRegen))
			return error;

		int iDepletion;
		if (pDesc->FindAttributeInteger(DEPLETION_DELAY_ATTRIB, &iDepletion))
			pShield->m_iDepletionTicks = Max(1, iDepletion);
		else
			pShield->m_iDepletionTicks = 360;
		}
	else
		{
		int iRegenTime = pDesc->GetAttributeInteger(REGEN_TIME_ATTRIB);

		if (error = pShield->m_Regen.InitFromRegenTimeAndHP(Ctx, iRegenTime, pDesc->GetAttributeInteger(REGEN_HP_ATTRIB)))
			return error;

		int iDepletion;
		if (pDesc->FindAttributeInteger(DEPLETION_DELAY_ATTRIB, &iDepletion))
			pShield->m_iDepletionTicks = Max(1, iDepletion * iRegenTime);
		else
			pShield->m_iDepletionTicks = 360;
		}

	//	Load damage adjustment

	pShield->m_iDamageAdjLevel = pDesc->GetAttributeIntegerBounded(DAMAGE_ADJ_LEVEL_ATTRIB, 1, MAX_ITEM_LEVEL, pType->GetLevel());
	if (error = pShield->m_DamageAdj.InitFromXML(Ctx, pDesc))
		return error;

	//	Load absorb adjustment; if attribute not found, assume 100% for everything

	CString sAbsorbAdj;
	if (pDesc->FindAttribute(ABSORB_ADJ_ATTRIB, &sAbsorbAdj))
		{
		CIntArray AbsorbAdj;
		if (error = ::ParseAttributeIntegerList(sAbsorbAdj, &AbsorbAdj))
			return error;

		for (i = 0; i < damageCount; i++)
			pShield->m_iAbsorbAdj[i] = (i < AbsorbAdj.GetCount() ? AbsorbAdj.GetElement(i) : 0);
		}
	else
		{
		for (i = 0; i < damageCount; i++)
			pShield->m_iAbsorbAdj[i] = 100;
		}

	//	Load the weapon suppress

	if (error = pShield->m_WeaponSuppress.InitFromXML(pDesc->GetAttribute(WEAPON_SUPPRESS_ATTRIB)))
		{
		Ctx.sError = CONSTLIT("Unable to load weapon suppress attribute");
		return error;
		}

	//	Load reflection

	if (error = pShield->m_Reflective.InitFromXML(pDesc->GetAttribute(REFLECT_ATTRIB)))
		{
		Ctx.sError = CONSTLIT("Unable to load reflective attribute");
		return error;
		}

	//	Effects

	if (error = pShield->m_pHitEffect.LoadEffect(Ctx,
			strPatternSubst(CONSTLIT("%d:h"), pType->GetUNID()),
			pDesc->GetContentElementByTag(HIT_EFFECT_TAG),
			pDesc->GetAttribute(HIT_EFFECT_ATTRIB)))
		return error;

	//	Done

	*retpShield = pShield;

	return NOERROR;
	}
コード例 #6
0
ファイル: CShieldClass.cpp プロジェクト: Ttech/Transcendence
ALERROR CShieldClass::CreateFromXML (SDesignLoadCtx &Ctx, CXMLElement *pDesc, CItemType *pType, CDeviceClass **retpShield)

//	CreateFromXML
//
//	Creates from an XML element

	{
	ALERROR error;
	CShieldClass *pShield;
	int i;

	pShield = new CShieldClass;
	if (pShield == NULL)
		return ERR_MEMORY;

	pShield->InitDeviceFromXML(Ctx, pDesc, pType);

	pShield->m_iHitPoints = pDesc->GetAttributeInteger(HIT_POINTS_ATTRIB);
	pShield->m_iArmorShield = pDesc->GetAttributeInteger(ARMOR_SHIELD_ATTRIB);
	pShield->m_iPowerUse = pDesc->GetAttributeIntegerBounded(POWER_USE_ATTRIB, 0, -1, 0);
	pShield->m_iIdlePowerUse = pDesc->GetAttributeIntegerBounded(IDLE_POWER_USE_ATTRIB, 0, -1, pShield->m_iPowerUse / 2);
	pShield->m_iExtraHPPerCharge = pDesc->GetAttributeInteger(HP_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iExtraPowerPerCharge = pDesc->GetAttributeInteger(POWER_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iExtraRegenPerCharge = pDesc->GetAttributeInteger(REGEN_ADJ_PER_CHARGE_ATTRIB);
	pShield->m_iMaxCharges = pDesc->GetAttributeInteger(MAX_CHARGES_ATTRIB);

	//	Load regen value

	int iRegen;
	if (pDesc->FindAttributeInteger(REGEN_ATTRIB, &iRegen))
		{
		//	Regen specified in hp per 180 ticks. We need to convert that to RegenHP and RegenRate
		
		if ((iRegen % 12) == 0)
			pShield->m_iRegenRate = 15;
		else if ((iRegen % 10) == 0)
			pShield->m_iRegenRate = 18;
		else if ((iRegen % 9) == 0)
			pShield->m_iRegenRate = 20;
		else if ((iRegen % 6) == 0)
			pShield->m_iRegenRate = 30;
		else if ((iRegen % 5) == 0)
			pShield->m_iRegenRate = 36;
		else if ((iRegen % 4) == 0)
			pShield->m_iRegenRate = 45;
		else if ((iRegen % 3) == 0)
			pShield->m_iRegenRate = 60;
		else
			pShield->m_iRegenRate = 90;

		pShield->m_iRegenHP = iRegen * pShield->m_iRegenRate / 180;

		int iDepletion;
		if (pDesc->FindAttributeInteger(DEPLETION_DELAY_ATTRIB, &iDepletion))
			pShield->m_iDepletionDelay = iDepletion / pShield->m_iRegenRate;
		else
			pShield->m_iDepletionDelay = 360 / pShield->m_iRegenRate;
		}
	else
		{
		pShield->m_iRegenHP = pDesc->GetAttributeInteger(REGEN_HP_ATTRIB);
		pShield->m_iRegenRate = (int)((pDesc->GetAttributeInteger(REGEN_TIME_ATTRIB) / STD_SECONDS_PER_UPDATE) + 0.5);
		pShield->m_iDepletionDelay = pDesc->GetAttributeInteger(DEPLETION_DELAY_ATTRIB);

		if (pShield->m_iRegenRate == 0)
			{
			pShield->m_iRegenRate = 15;
			pShield->m_iRegenHP = 0;
			}
		}

	//	Load damage adjustment

	pShield->m_iDamageAdjLevel = pDesc->GetAttributeIntegerBounded(DAMAGE_ADJ_LEVEL_ATTRIB, 1, MAX_ITEM_LEVEL, pType->GetLevel());
	if (error = LoadDamageAdj(pDesc, g_StdDamageAdj[pShield->m_iDamageAdjLevel - 1], pShield->m_iDamageAdj))
		return error;

	//	Load absorb adjustment; if attribute not found, assume 100% for everything

	CString sAbsorbAdj;
	if (pDesc->FindAttribute(ABSORB_ADJ_ATTRIB, &sAbsorbAdj))
		{
		CIntArray AbsorbAdj;
		if (error = ::ParseAttributeIntegerList(sAbsorbAdj, &AbsorbAdj))
			return error;

		for (i = 0; i < damageCount; i++)
			pShield->m_iAbsorbAdj[i] = (i < AbsorbAdj.GetCount() ? AbsorbAdj.GetElement(i) : 0);
		}
	else
		{
		for (i = 0; i < damageCount; i++)
			pShield->m_iAbsorbAdj[i] = 100;
		}

	//	Load the weapon suppress

	if (error = pShield->m_WeaponSuppress.InitFromXML(pDesc->GetAttribute(WEAPON_SUPPRESS_ATTRIB)))
		return error;

	//	Load reflection

	if (error = pShield->m_Reflective.InitFromXML(pDesc->GetAttribute(REFLECT_ATTRIB)))
		return error;

	//	Effects

	if (error = pShield->m_pHitEffect.LoadEffect(Ctx,
			strPatternSubst(CONSTLIT("%d:h"), pType->GetUNID()),
			pDesc->GetContentElementByTag(HIT_EFFECT_TAG),
			pDesc->GetAttribute(HIT_EFFECT_ATTRIB)))
		return error;

	//	Done

	*retpShield = pShield;

	return NOERROR;
	}