예제 #1
0
//
// This search function will sit with the turret deployed and look for a new target. 
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void)
{
	// ensure rethink
	SetTurretAnim(TURRET_ANIM_SPIN);
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	if (m_flSpinUpTime == 0 && m_flMaxSpin)
		m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;

	Ping( );

	// If we have a target and we're still healthy
	if (m_hEnemy != NULL)
	{
		if (!m_hEnemy->IsAlive() )
			m_hEnemy = NULL;// Dead enemy forces a search for new one
	}


	// Acquire Target
	if (m_hEnemy == NULL)
	{
		Look(this->GetRange());
		m_hEnemy = BestVisibleEnemy();
	}

	// If we've found a target, spin up the barrel and start to attack
	if (m_hEnemy != NULL)
	{
		m_flLastSight = 0;
		m_flSpinUpTime = 0;
		SetThink(&CBaseTurret::ActiveThink);
	}
	else
	{
		// Are we out of time, do we need to retract?
 		if (gpGlobals->time > m_flLastSight)
		{
			//Before we retrace, make sure that we are spun down.
			m_flLastSight = 0;
			m_flSpinUpTime = 0;
			SetThink(&CBaseTurret::Retire);
		}
		// should we stop the spin?
		else if ((m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime))
		{
			SpinDownCall();
		}
		
		// generic hunt for new victims
		m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
		if (m_vecGoalAngles.y >= 360)
			m_vecGoalAngles.y -= 360;
		MoveTurret();
	}
}
예제 #2
0
void
WinDecorator::_DoLayout()
{
	STRACE(("WinDecorator()::_DoLayout()\n"));

	bool hasTab = false;
	
	fBorderRect=fFrame;
	fTabRect=fFrame;

	switch (Look()) {
		case B_MODAL_WINDOW_LOOK:
			fBorderRect.InsetBy(-4, -4);
			break;

		case B_TITLED_WINDOW_LOOK:
		case B_DOCUMENT_WINDOW_LOOK:
			hasTab = true;
			fBorderRect.InsetBy(-4, -4);
			break;
		case B_FLOATING_WINDOW_LOOK:
			hasTab = true;
			break;

		case B_BORDERED_WINDOW_LOOK:
			fBorderRect.InsetBy(-1, -1);
			break;

		default:
			break;
	}

	if (hasTab) {
		fBorderRect.top -= 19;

		fTabRect.top -= 19;
		fTabRect.bottom=fTabRect.top+19;

		fZoomRect=fTabRect;
		fZoomRect.top+=3;
		fZoomRect.right-=3;
		fZoomRect.bottom-=3;
		fZoomRect.left=fZoomRect.right-15;

		fCloseRect=fZoomRect;
		fZoomRect.OffsetBy(0-fZoomRect.Width()-3,0);

		fMinimizeRect=fZoomRect;
		fMinimizeRect.OffsetBy(0-fZoomRect.Width()-1,0);
	} else {
		fTabRect.Set(0.0, 0.0, -1.0, -1.0);
		fCloseRect.Set(0.0, 0.0, -1.0, -1.0);
		fZoomRect.Set(0.0, 0.0, -1.0, -1.0);
		fMinimizeRect.Set(0.0, 0.0, -1.0, -1.0);
	}
}
예제 #3
0
//=========================================================
// RunAI
//=========================================================
void CBaseMonster :: RunAI ( void )
{
	// to test model's eye height
	//UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 );

	// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
	// once we have sounds for that state.
	if ( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG(0,99) == 0 && !(pev->flags & SF_MONSTER_GAG) )
	{
		IdleSound();
	}

	if ( m_MonsterState != MONSTERSTATE_NONE	&& 
		 m_MonsterState != MONSTERSTATE_PRONE   && 
		 m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone. 
	{
		// collect some sensory Condition information.
		// don't let monsters outside of the player's PVS act up, or most of the interesting
		// things will happen before the player gets there!
		// UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave 
		// an area where monsters are fighting, and the fight will continue.
		if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) )
		{
			Look( m_flDistLook );
			Listen();// check for audible sounds. 

			// now filter conditions.
			ClearConditions( IgnoreConditions() );

			GetEnemy();
		}

		// do these calculations if monster has an enemy.
		if ( m_hEnemy != NULL )
		{
			CheckEnemy( m_hEnemy );
		}

		CheckAmmo();
	}

	FCheckAITrigger();

	PrescheduleThink();

	MaintainSchedule();

	// if the monster didn't use these conditions during the above call to MaintainSchedule() or CheckAITrigger()
	// we throw them out cause we don't want them sitting around through the lifespan of a schedule
	// that doesn't use them. 
	m_afConditions &= ~( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
}
예제 #4
0
int CAI_Senses::LookForHighPriorityEntities( int iDistance )
{
	int nSeen = 0;
	if ( gpGlobals->curtime - m_TimeLastLookHighPriority > AI_HIGH_PRIORITY_SEARCH_TIME )
	{
		AI_PROFILE_SENSES(CAI_Senses_LookForHighPriorityEntities);
		m_TimeLastLookHighPriority = gpGlobals->curtime;
		
		BeginGather();
	
		float distSq = ( iDistance * iDistance );
		const Vector &origin = GetAbsOrigin();
		
		// Players
		for ( int i = 1; i <= gpGlobals->maxClients; i++ )
		{
			CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );

			if ( pPlayer )
			{
				if ( origin.DistToSqr(pPlayer->GetAbsOrigin()) < distSq && Look( pPlayer ) )
				{
					nSeen++;
				}
#ifdef PORTAL
				else
				{
					CProp_Portal *pPortal = GetOuter()->FInViewConeThroughPortal( pPlayer );
					if ( pPortal && UTIL_Portal_DistanceThroughPortalSqr( pPortal, origin, pPlayer->GetAbsOrigin() ) < distSq && LookThroughPortal( pPortal, pPlayer ) )
					{
						nSeen++;
					}
				}
#endif
			}
		}
	
		EndGather( nSeen, &m_SeenHighPriority );
    }
    else
    {
    	for ( int i = m_SeenHighPriority.Count() - 1; i >= 0; --i )
    	{
    		if ( m_SeenHighPriority[i].Get() == NULL )
    			m_SeenHighPriority.FastRemove( i );    			
    	}
    	nSeen = m_SeenHighPriority.Count();
    }
	
	return nSeen;
}
예제 #5
0
void CAI_Senses::PerformSensing( void )
{
	AI_PROFILE_SCOPE	(CAI_BaseNPC_PerformSensing);
		
	// -----------------
	//  Look	
	// -----------------
	if( !HasSensingFlags(SENSING_FLAGS_DONT_LOOK) )
		Look( m_LookDist );
	
	// ------------------
	//  Listen
	// ------------------
	if( !HasSensingFlags(SENSING_FLAGS_DONT_LISTEN) )
		Listen();
}
예제 #6
0
static void LineInput(char *buf, size_t n)
{
	event_t ev;

	glk_request_line_event(Bottom, buf, n - 1, 0);

	while(1)
	{
		glk_select(&ev);

		if(ev.type == evtype_LineInput)
			break;
		else if(ev.type == evtype_Arrange && split_screen)
			Look();
	}

	buf[ev.val1] = 0;
}
예제 #7
0
int CAI_Senses::LookForObjects( int iDistance )
{	
	const int BOX_QUERY_MASK = FL_OBJECT;
	int	nSeen = 0;

	if ( gpGlobals->curtime - m_TimeLastLookMisc > AI_MISC_SEARCH_TIME )
	{
		AI_PROFILE_SENSES(CAI_Senses_LookForObjects);
		m_TimeLastLookMisc = gpGlobals->curtime;
		
		BeginGather();

		float distSq = ( iDistance * iDistance );
		const Vector &origin = GetAbsOrigin();
		int iter;
		CBaseEntity *pEnt = g_AI_SensedObjectsManager.GetFirst( &iter );
		while ( pEnt )
		{
			if ( pEnt->GetFlags() & BOX_QUERY_MASK )
			{
				if ( origin.DistToSqr(pEnt->GetAbsOrigin()) < distSq && Look( pEnt) )
				{
					nSeen++;
				}
			}
			pEnt = g_AI_SensedObjectsManager.GetNext( &iter );
		}
		
		EndGather( nSeen, &m_SeenMisc );
	}
    else
    {
    	for ( int i = m_SeenMisc.Count() - 1; i >= 0; --i )
    	{
    		if ( m_SeenMisc[i].Get() == NULL )
    			m_SeenMisc.FastRemove( i );    			
    	}
    	nSeen = m_SeenMisc.Count();
    }

	return nSeen;
}
예제 #8
0
int CAI_Senses::LookForHighPriorityEntities( int iDistance )
{
	int nSeen = 0;
	if ( gpGlobals->curtime - m_TimeLastLookHighPriority > AI_HIGH_PRIORITY_SEARCH_TIME )
	{
		m_TimeLastLookHighPriority = gpGlobals->curtime;
		
		BeginGather();
	
		float distSq = ( iDistance * iDistance );
		const Vector &origin = GetAbsOrigin();
		
		// Players
		for ( int i = 1; i <= gpGlobals->maxClients; i++ )
		{
			CPlayer *pPlayer = UTIL_PlayerByIndex( i );

			if ( pPlayer )
			{
				if ( origin.DistToSqr(pPlayer->GetAbsOrigin()) < distSq && Look( pPlayer->BaseEntity() ) )
				{
					nSeen++;
				}
			}
		}
	
		EndGather( nSeen, &m_SeenHighPriority );
    }
    else
    {
    	for ( int i = m_SeenHighPriority.Count() - 1; i >= 0; --i )
    	{
    		if ( m_SeenHighPriority[i].Get() == NULL )
    			m_SeenHighPriority.FastRemove( i );    			
    	}
    	nSeen = m_SeenHighPriority.Count();
    }
	
	return nSeen;
}
예제 #9
0
void CLeech::SwitchLeechState( void )
{
	m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 );
	if ( m_MonsterState == MONSTERSTATE_COMBAT )
	{
		m_hEnemy = NULL;
		SetState( MONSTERSTATE_IDLE );
		// We may be up against the player, so redo the side checks
		m_sideTime = 0;
	}
	else
	{
		Look( m_flDistLook );
		CBaseEntity *pEnemy = BestVisibleEnemy();
		if ( pEnemy && pEnemy->pev->waterlevel != 0 )
		{
			m_hEnemy = pEnemy;
			SetState( MONSTERSTATE_COMBAT );
			m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 );
			AlertSound();
		}
	}
}
예제 #10
0
void CNihilanth :: NextActivity( )
{
	UTIL_MakeAimVectors( pev->angles );

	if (m_irritation >= 2)
	{
		if (m_pBall == NULL)
		{
			m_pBall = CSprite::SpriteCreate( "sprites/tele1.spr", pev->origin, TRUE );
			if (m_pBall)
			{
				m_pBall->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
				m_pBall->SetAttachment( edict(), 1 );
				m_pBall->SetScale( 4.0 );
				m_pBall->pev->framerate = 10.0;
				m_pBall->TurnOn( );
			}
		}

		if (m_pBall)
		{
			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 200 );	// life * 10
				WRITE_COORD( 0 ); // decay
			MESSAGE_END();
		}
	}

	if ((pev->health < gSkillData.nihilanthHealth / 2 || m_iActiveSpheres < N_SPHERES / 2) && m_hRecharger == NULL && m_iLevel <= 9)
	{
		char szName[64];

		CBaseEntity *pEnt = NULL;
		CBaseEntity *pRecharger = NULL;
		float flDist = 8192;

		sprintf(szName, "%s%d", m_szRechargerTarget, m_iLevel );

		while ((pEnt = UTIL_FindEntityByTargetname( pEnt, szName )) != NULL)
		{
			float flLocal = (pEnt->pev->origin - pev->origin).Length();
			if (flLocal < flDist)
			{
				flDist = flLocal;
				pRecharger = pEnt;
			}	
		}
		
		if (pRecharger)
		{
			m_hRecharger = pRecharger;
			m_posDesired = Vector( pev->origin.x, pev->origin.y, pRecharger->pev->origin.z );
			m_vecDesired = (pRecharger->pev->origin - m_posDesired).Normalize( );
			m_vecDesired.z = 0;
			m_vecDesired = m_vecDesired.Normalize();
		}
		else
		{
			m_hRecharger = NULL;
			ALERT( at_aiconsole, "nihilanth can't find %s\n", szName );
			m_iLevel++;
			if (m_iLevel > 9)
				m_irritation = 2;
		}
	}

	float flDist = (m_posDesired - pev->origin).Length();
	float flDot = DotProduct( m_vecDesired, gpGlobals->v_forward );

	if (m_hRecharger != NULL)
	{
		// at we at power up yet?
		if (flDist < 128.0)
		{
			int iseq = LookupSequence( "recharge" );

			if (iseq != pev->sequence)
			{
				char szText[64];

				sprintf( szText, "%s%d", m_szDrawUse, m_iLevel );
				FireTargets( szText, this, this, USE_ON, 1.0 );

				ALERT( at_console, "fireing %s\n", szText );
			}
			pev->sequence = LookupSequence( "recharge" );
		}
		else
		{
			FloatSequence( );
		}
		return;
	}

	if (m_hEnemy != NULL && !m_hEnemy->IsAlive())
	{
		m_hEnemy = NULL;
	}

	if (m_flLastSeen + 15 < gpGlobals->time)
	{
		m_hEnemy = NULL;
	}

	if (m_hEnemy == NULL)
	{
		Look( 4096 );
		m_hEnemy = BestVisibleEnemy( );
	}

	if (m_hEnemy != NULL && m_irritation != 0)
	{
		if (m_flLastSeen + 5 > gpGlobals->time && flDist < 256 && flDot > 0)
		{
			if (m_irritation >= 2 && pev->health < gSkillData.nihilanthHealth / 2.0)
			{
				pev->sequence = LookupSequence( "attack1_open" );
			}
			else 
			{
				if (RANDOM_LONG(0, 1 ) == 0)
				{
					pev->sequence = LookupSequence( "attack1" ); // zap
				}
				else
				{
					char szText[64];

					sprintf( szText, "%s%d", m_szTeleportTouch, m_iTeleport );
					CBaseEntity *pTouch = UTIL_FindEntityByTargetname( NULL, szText );

					sprintf( szText, "%s%d", m_szTeleportUse, m_iTeleport );
					CBaseEntity *pTrigger = UTIL_FindEntityByTargetname( NULL, szText );

					if (pTrigger != NULL || pTouch != NULL)
					{
						pev->sequence = LookupSequence( "attack2" ); // teleport
					}
					else
					{
						m_iTeleport++;
						pev->sequence = LookupSequence( "attack1" ); // zap
					}
				}
			}
			return;
		}
	}

	FloatSequence( );		
}
예제 #11
0
void CSqueakGrenade::HuntThink( void )
{
	// ALERT( at_console, "think\n" );

	if (!IsInWorld())
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}
	
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	// explode when ready
	if (gpGlobals->time >= m_flDie)
	{
		g_vecAttackDir = pev->velocity.Normalize( );
		pev->health = -1;
		Killed( pev, 0 );
		return;
	}

	// float
	if (pev->waterlevel != 0)
	{
		if (pev->movetype == MOVETYPE_BOUNCE)
		{
			pev->movetype = MOVETYPE_FLY;
		}
		pev->velocity = pev->velocity * 0.9;
		pev->velocity.z += 8.0;
	}
	else if (pev->movetype = MOVETYPE_FLY)
	{
		pev->movetype = MOVETYPE_BOUNCE;
	}

	// return if not time to hunt
	if (m_flNextHunt > gpGlobals->time)
		return;

	m_flNextHunt = gpGlobals->time + 2.0;
	
	CBaseEntity *pOther = NULL;
	Vector vecDir;
	TraceResult tr;

	Vector vecFlat = pev->velocity;
	vecFlat.z = 0;
	vecFlat = vecFlat.Normalize( );

	UTIL_MakeVectors( pev->angles );

	if (m_hEnemy == NULL || !m_hEnemy->IsAlive())
	{
		// find target, bounce a bit towards it.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// squeek if it's about time blow up
	if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
		CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
	}

	// higher pitch as squeeker gets closer to detonation time
	float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
	if (flpitch < 80)
		flpitch = 80;

	if (m_hEnemy != NULL)
	{
		if (FVisible( m_hEnemy ))
		{
			vecDir = m_hEnemy->EyePosition() - pev->origin;
			m_vecTarget = vecDir.Normalize( );
		}

		float flVel = pev->velocity.Length();
		float flAdj = 50.0 / (flVel + 10.0);

		if (flAdj > 1.2)
			flAdj = 1.2;
		
		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
	}

	if (pev->flags & FL_ONGROUND)
	{
		pev->avelocity = Vector( 0, 0, 0 );
	}
	else
	{
		if (pev->avelocity == Vector( 0, 0, 0))
		{
			pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
			pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
		}
	}

	if ((pev->origin - m_posPrev).Length() < 1.0)
	{
		pev->velocity.x = RANDOM_FLOAT( -100, 100 );
		pev->velocity.y = RANDOM_FLOAT( -100, 100 );
	}
	m_posPrev = pev->origin;

	pev->angles = UTIL_VecToAngles( pev->velocity );
	pev->angles.z = 0;
	pev->angles.x = 0;
}
예제 #12
0
//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CRoach :: MonsterThink( void  )
{
	if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5);
	else
		pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking

	float flInterval = StudioFrameAdvance( ); // animate

	if ( !m_fLightHacked )
	{
		// if light value hasn't been collection for the first time yet, 
		// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
		pev->nextthink = gpGlobals->time + 1;
		m_fLightHacked = TRUE;
		return;
	}
	else if ( m_flLastLightLevel < 0 )
	{
		// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
		m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );
	}

	switch ( m_iMode )
	{
	case	ROACH_IDLE:
	case	ROACH_EAT:
		{
			// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
			if ( RANDOM_LONG(0,3) == 1 )
			{
				Look( 150 );
				if (HasConditions(bits_COND_SEE_FEAR))
				{
					// if see something scary
					//ALERT ( at_aiconsole, "Scared\n" );
					Eat( 30 +  ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds
					PickNewDest( ROACH_SCARED_BY_ENT );
					SetActivity ( ACT_WALK );
				}
				else if ( RANDOM_LONG(0,149) == 1 )
				{
					// if roach doesn't see anything, there's still a chance that it will move. (boredom)
					//ALERT ( at_aiconsole, "Bored\n" );
					PickNewDest( ROACH_BORED );
					SetActivity ( ACT_WALK );

					if ( m_iMode == ROACH_EAT )
					{
						// roach will ignore food for 30 to 45 seconds if it got bored while eating. 
						Eat( 30 +  ( RANDOM_LONG(0,14) ) );
					}
				}
			}
	
			// don't do this stuff if eating!
			if ( m_iMode == ROACH_IDLE )
			{
				if ( FShouldEat() )
				{
					Listen();
				}

				if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel )
				{
					// someone turned on lights!
					//ALERT ( at_console, "Lights!\n" );
					PickNewDest( ROACH_SCARED_BY_LIGHT );
					SetActivity ( ACT_WALK );
				}
				else if ( HasConditions(bits_COND_SMELL_FOOD) )
				{
					CSound *pSound;

					pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );

					// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
					if ( pSound && abs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3 )
					{
						PickNewDest( ROACH_SMELL_FOOD );
						SetActivity ( ACT_WALK );
					}
				}
			}

			break;
		}
	case	ROACH_SCARED_BY_LIGHT:
		{
			// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
			if ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel )
			{
				SetActivity ( ACT_IDLE );
				m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level.
			}
			break;
		}
	}
	
	if ( m_flGroundSpeed != 0 )
	{
		Move( flInterval );
	}
}
예제 #13
0
void Civilian::Tick(World & world){
	Hittable::Tick(*this, world);
	Bipedal::Tick(*this, world);
	switch(state){
		case NEW:{
			if(FindCurrentPlatform(*this, world)){
				state = WALKING;
				state_i = -1;
				break;
			}
			/*res_bank = 121;
			res_index = 0;
			yv += world->gravity;
			if(yv > world->maxyvelocity){
				yv = world->maxyvelocity;
			}
			Uint32 xe = x + xv;
			Uint32 ye = y + yv;
			Platform * platform = world->map.TestLine(x, y, xe, ye, &xe, &ye, Platform::RECTANGLE | Platform::STAIRSDOWN | Platform::STAIRSDOWN);
			if(platform){
				currentplatformid = platform->id;
				state = WALKING;
				state_i = 0;
			}
			x = xe;
			y = ye;*/
		}break;
		case STANDING:{
			if(CheckTractVictim(world)){
				break;
			}
			if(state_i >= 10){
				state_i = 0;
			}
			res_bank = 121;
			res_index = state_i;
		}break;
		case WALKING:{
			if(CheckTractVictim(world)){
				break;
			}
			if(state_i >= 20){
				state_i = 0;
			}
			res_bank = 122;
			res_index = state_i;
			if(res_index == 5){
				EmitSound(world, world.resources.soundbank["stostep1.wav"], 16);
			}
			if(res_index == 15){
				EmitSound(world, world.resources.soundbank["stostepr.wav"], 16);
			}
			if(DistanceToEnd(*this, world) <= world.minwalldistance){
				mirrored = mirrored ? false : true;
			}
			xv = mirrored ? -speed : speed;
			FollowGround(*this, world, xv);
			if(state_i % 5 == 0){
				Look(world);
			}
		}break;
		case RUNNING:{
			if(CheckTractVictim(world)){
				break;
			}
			if(state_i >= 150){
				state = WALKING;
				state_i = -1;
				break;
			}
			xv = (mirrored ? -1 : 1) * (5 + speed);
			res_bank = 123;
			res_index = state_i % 15;
			if(res_index == 6){
				EmitSound(world, world.resources.soundbank["futstonl.wav"], 16);
			}
			if(res_index == 14){
				EmitSound(world, world.resources.soundbank["futstonr.wav"], 16);
			}
			if(DistanceToEnd(*this, world) <= world.minwalldistance){
				mirrored = mirrored ? false : true;
			}
			FollowGround(*this, world, xv);
			if(state_i % 10 == 9){
				Look(world);
			}
		}break;
		case DYINGFORWARD:{
			tractteamid = 0;
			if(state_i == 0){
				switch(rand() % 3){
					case 0:
						EmitSound(world, world.resources.soundbank["groan2.wav"], 128);
					break;
					case 1:
						EmitSound(world, world.resources.soundbank["groan2a.wav"], 128);
					break;
					case 2:
						EmitSound(world, world.resources.soundbank["grunt2a.wav"], 128);
					break;
				}
			}
			collidable = false;
			if(state_i >= 14){
				state = DEAD;
				state_i = -1;
				break;
			}
			FollowGround(*this, world, xv);
			res_bank = 126;
			res_index = state_i;
		}break;
		case DYINGBACKWARD:{
			tractteamid = 0;
			if(state_i == 0){
				switch(rand() % 3){
					case 0:
						EmitSound(world, world.resources.soundbank["groan2.wav"], 128);
						break;
					case 1:
						EmitSound(world, world.resources.soundbank["groan2a.wav"], 128);
						break;
					case 2:
						EmitSound(world, world.resources.soundbank["grunt2a.wav"], 128);
						break;
				}
			}
			collidable = false;
			if(state_i >= 14){
				state = DEAD;
				state_i = -1;
				break;
			}
			FollowGround(*this, world, xv);
			res_bank = 125;
			res_index = state_i;
		}break;
		case DYINGEXPLODE:{
			tractteamid = 0;
			draw = false;
			state = DEAD;
			state_i = -1;
			break;
		}break;
		case DEAD:{
			collidable = false;
			if(state_i >= 100){
				draw = true;
				collidable = true;
				state = WALKING;
				state_warp = 12;
				state_i = -1;
				break;
			}
		}break;
	}
	state_i++;
}
예제 #14
0
void
EBePrivateWin::DispatchMessage(BMessage *bMsg, BHandler *handler)
{
	bool handled = true;

	if(bMsg->what == 'etk_')
	{
		int32 what = 0;
		bMsg->FindInt32("etk:what", &what);

		switch(what)
		{
			case ETK_BEOS_QUIT:
				doQuit = true;
				PostMessage(B_QUIT_REQUESTED);
				break;

			case ETK_BEOS_CONTACT_TO:
				{
					fContactor = EMessenger();
					const char *buffer = NULL;
					ssize_t size = -1;
					if(bMsg->FindData("etk:messenger", B_ANY_TYPE, (const void**)&buffer, &size) != B_OK) break;
					if(buffer == NULL || size <= 0) break;
					fContactor.Unflatten(buffer, (size_t)size);
				}
				break;

			case ETK_BEOS_SET_BACKGROUND:
				{
					rgb_color bkColor;
					if(bMsg->FindInt32("background", (int32*)&bkColor) != B_OK) break;
					fTopView->SetViewColor(bkColor);
					fTopView->Invalidate();
				}
				break;

			case ETK_BEOS_SET_LOOK:
				{
					int8 look;
					if(bMsg->FindInt8("look", &look) != B_OK) break;
					switch((e_window_look)look)
					{
						case E_BORDERED_WINDOW_LOOK:
							SetLook(B_BORDERED_WINDOW_LOOK);
							break;

						case E_NO_BORDER_WINDOW_LOOK:
							SetLook(B_NO_BORDER_WINDOW_LOOK);
							break;

						case E_TITLED_WINDOW_LOOK:
							SetLook(B_TITLED_WINDOW_LOOK);
							break;

						case E_DOCUMENT_WINDOW_LOOK:
							SetLook(B_DOCUMENT_WINDOW_LOOK);
							break;

						case E_MODAL_WINDOW_LOOK:
							SetLook(B_MODAL_WINDOW_LOOK);
							break;

						case E_FLOATING_WINDOW_LOOK:
							SetLook(B_FLOATING_WINDOW_LOOK);
							break;

						default:
							break;
					}
				}
				break;

			case ETK_BEOS_SET_TITLE:
				{
					const char *title = NULL;
					if(bMsg->FindString("title", &title) != B_OK) break;
					SetTitle(title);
				}
				break;

			case ETK_BEOS_SET_WORKSPACES:
				{
					uint32 workspaces = 0;
					if(bMsg->FindInt32("workspaces", (int32*)&workspaces) != B_OK) break;
					if(workspaces == 0) workspaces = current_workspace() + 1;
					SetWorkspaces(workspaces);
				}
				break;

			case ETK_BEOS_GET_WORKSPACES:
				{
					uint32 workspaces = Workspaces();
					bMsg->AddInt32("workspaces", *((int32*)&workspaces));
				}
				break;

			case ETK_BEOS_ICONIFY:
				if(!IsMinimized()) Minimize(true);
				break;

			case ETK_BEOS_SHOW:
				if(IsHidden())
				{
					uint32 oldFlags = Flags();
					SetFlags(oldFlags | B_AVOID_FOCUS);
					Show();
					if(Look() != B_NO_BORDER_WINDOW_LOOK) SetFlags(oldFlags);
				}
				break;

			case ETK_BEOS_HIDE:
				if(!IsHidden()) Hide();
				break;

			case ETK_BEOS_RAISE:
				if(!IsFront())
				{
					uint32 oldFlags = Flags();
					SetFlags(oldFlags | B_AVOID_FOCUS);
					Activate(true);
					if(Look() != B_NO_BORDER_WINDOW_LOOK) SetFlags(oldFlags);
				}
				break;

			case ETK_BEOS_LOWER:
				{
					BHandler *_frontWin = NULL;
					if(bMsg->FindPointer("front", (void**)&_frontWin) != B_OK) break;
					BWindow *frontWin = e_cast_as(_frontWin, BWindow);
					if(frontWin == NULL) break;
					SendBehind(frontWin);
					bMsg->AddBool("done", true);
				}
				break;

			case ETK_BEOS_ACTIVATE:
				{
					bool state;
					if(bMsg->FindBool("state", &state) != B_OK || state == IsActive()) break;
					Activate(state);
				}
				break;

			case ETK_BEOS_GET_ACTIVATED_STATE:
				bMsg->AddBool("state", IsActive());
				break;

			case ETK_BEOS_MOVE_RESIZE:
				{
					if(bMsg->HasPoint("where"))
					{
						BPoint pt;
						if(bMsg->FindPoint("where", &pt) == B_OK) MoveTo(pt);
					}

					if(bMsg->HasFloat("width") && bMsg->HasFloat("height"))
					{
						float w = -1, h = -1;
						bMsg->FindFloat("width", &w);
						bMsg->FindFloat("height", &h);
						if(w < 0 || h < 0) break;
						ResizeTo(w, h);
					}
				}
				break;

			case ETK_BEOS_DRAW_BITMAP:
				{
					BBitmap *bitmap = NULL;
					BRect srcRect, destRect;
					const ERegion *clipping = NULL;

					if(bMsg->FindPointer("bitmap", (void**)&bitmap) != B_OK || bitmap == NULL) break;
					bMsg->FindRect("src", &srcRect);
					bMsg->FindRect("dest", &destRect);
					if(srcRect.IsValid() == false || destRect.IsValid() == false) break;
					bMsg->FindPointer("clipping", (void**)&clipping); 

					BRegion beRegion;
					__etk_convert_region(clipping, &beRegion, fTopView->Bounds());
					fTopView->ConstrainClippingRegion(&beRegion);
					fTopView->DrawBitmap(bitmap, srcRect, destRect);
				}
				break;

			case ETK_BEOS_GRAB_MOUSE:
			case ETK_BEOS_UNGRAB_MOUSE:
				{
					uint32 options = (what == ETK_BEOS_GRAB_MOUSE ? B_LOCK_WINDOW_FOCUS : 0);
					if(fTopView->SetEventMask(B_POINTER_EVENTS, options) != B_OK) break;
					bMsg->AddBool("state", what == ETK_BEOS_GRAB_MOUSE);
				}
				break;

			case ETK_BEOS_GRAB_KEYBOARD:
			case ETK_BEOS_UNGRAB_KEYBOARD:
				{
					uint32 options = (what == ETK_BEOS_GRAB_KEYBOARD ? B_LOCK_WINDOW_FOCUS : 0);
					if(fTopView->SetEventMask(B_KEYBOARD_EVENTS, options) != B_OK) break;
					bMsg->AddBool("state", what == ETK_BEOS_GRAB_KEYBOARD);
				}
				break;

			case ETK_BEOS_QUERY_MOUSE:
				{
					BPoint pt;
					uint32 btns = 0;
					fTopView->GetMouse(&pt, &btns, false);
					bMsg->AddInt32("x", (int32)pt.x);
					bMsg->AddInt32("y", (int32)pt.y);
					bMsg->AddInt32("buttons", (int32)btns);
				}
				break;

			case ETK_BEOS_SET_SIZE_LIMITS:
				{
					BRect r;
					if(bMsg->FindRect("limits", &r) != B_OK) break;
					SetSizeLimits(r.left, r.right, r.top, r.bottom);
					bMsg->AddBool("done", true);
				}
				break;

			case ETK_BEOS_GET_SIZE_LIMITS:
				{
					BRect r(-1, -1, -1, -1);
					GetSizeLimits(&(r.left), &(r.right), &(r.top), &(r.bottom));
					bMsg->AddRect("limits", r);
				}
				break;

			default:
				handled = false;
				break;
		}

		if(handled)
		{
			BMessage aMsg(*bMsg);
			bMsg->SendReply(&aMsg);
			return;
		}
	}

	switch(bMsg->what)
	{
		case B_WINDOW_ACTIVATED:
			{
				handled = false;

				if(fContactor.IsValid() == false) break;
				EMessage message(E_WINDOW_ACTIVATED);
				message.AddBool("etk:msg_from_gui", true);
				message.AddInt64("when", e_real_time_clock_usecs());
				fContactor.SendMessage(&message);
			}
			break;

		case B_MOUSE_DOWN:
		case B_MOUSE_UP:
		case B_MOUSE_MOVED:
			{
				if(fContactor.IsValid() == false) break;

				BPoint where;
				int32 buttons = 0;

				bMsg->FindPoint("where", &where);
				if(bMsg->what != B_MOUSE_UP) bMsg->FindInt32("buttons", &buttons);

				int32 clicks = 1;
				if(bMsg->what == B_MOUSE_DOWN)
				{
#if 0
					bMsg->FindInt32("clicks", &clicks);
#else
					bigtime_t eventTime;
					if(bMsg->FindInt64("when", &eventTime) == B_OK)
					{
						if(eventTime - fPrevMouseDownTime <= CLICK_TIMEOUT)
							clicks = (fPrevMouseDownCount += 1);
						else
							clicks = fPrevMouseDownCount = 1;
						fPrevMouseDownTime = eventTime;
					}
#endif
				}

				EMessage message;
				if(bMsg->what == B_MOUSE_DOWN) message.what = E_MOUSE_DOWN;
				else if(bMsg->what == B_MOUSE_UP) message.what = E_MOUSE_UP;
				else message.what = E_MOUSE_MOVED;

				message.AddBool("etk:msg_from_gui", true);
				message.AddInt64("when", e_real_time_clock_usecs());
				if(bMsg->what != B_MOUSE_UP) message.AddInt32("buttons", buttons);
				if(bMsg->what == B_MOUSE_DOWN) message.AddInt32("clicks", clicks);
				message.AddPoint("where", EPoint(where.x, where.y));
				ConvertToScreen(&where);
				message.AddPoint("screen_where", EPoint(where.x, where.y));

				// TODO: modifiers

				message.AddMessenger("etk:msg_for_target", fContactor);

				etk_app->PostMessage(&message);
			}
			break;

		case B_KEY_DOWN:
		case B_KEY_UP:
		case B_UNMAPPED_KEY_DOWN:
		case B_UNMAPPED_KEY_UP:
			{
				if(fContactor.IsValid() == false) break;

				int8 byte[4];
				const char *bytes = NULL;
				int32 numBytes = 0;
				int32 key = 0;
				int32 key_repeat = 0;
				int32 beModifiers = 0;
				eint32 modifiers = 0;

				bMsg->FindInt32("key", &key);
				bMsg->FindInt32("modifiers", &beModifiers);
				bzero(byte, sizeof(int8) * 4);

				if(bMsg->what == B_KEY_DOWN || bMsg->what == B_KEY_UP)
				{
					for(int32 i = 0; i < 3; i++) bMsg->FindInt8("byte", i, &byte[i]);
					if(bMsg->FindString("bytes", &bytes) == B_OK) numBytes = strlen(bytes);
//					if(bMsg->what == B_KEY_DOWN) bMsg->FindInt32("be:key_repeat", &key_repeat);
				}
				else
				{
					etk_beos_get_byte(beModifiers, key, (char*)byte);
				}

				if(beModifiers & B_SHIFT_KEY) modifiers |= E_SHIFT_KEY;
				if(beModifiers & B_CONTROL_KEY) modifiers |= E_CONTROL_KEY;
				if(beModifiers & B_COMMAND_KEY) modifiers |= E_COMMAND_KEY;

				EMessage message;
				if(bMsg->what == B_KEY_DOWN) message.what = E_KEY_DOWN;
				else if(bMsg->what == B_KEY_UP) message.what = E_KEY_UP;
				else if(bMsg->what == B_UNMAPPED_KEY_DOWN) message.what = E_UNMAPPED_KEY_DOWN;
				else message.what = E_UNMAPPED_KEY_UP;

				message.AddBool("etk:msg_from_gui", true);
				message.AddInt64("when", e_real_time_clock_usecs());
				message.AddInt32("key", key);
				message.AddInt32("modifiers", modifiers);

				if(bMsg->what == B_KEY_DOWN || bMsg->what == B_KEY_UP)
				{
					if(bMsg->what == B_KEY_DOWN) message.AddInt32("etk:key_repeat", key_repeat);
					for(int32 i = 0; i < 3; i++) message.AddInt8("byte", byte[i]);
					if(!(numBytes != 1 || *bytes != byte[0]))
					{
						etk_beos_get_byte(beModifiers, key, (char*)byte);
						message.AddString("bytes", (char*)byte);
					}
					else if(numBytes > 0)
					{
						message.AddString("bytes", bytes);
					}
				}
				else if(byte[0] != 0)
				{
					message.AddInt8("byte", byte[0]);
					message.AddString("bytes", (char*)byte);
				}

				message.AddMessenger("etk:msg_for_target", fContactor);

				etk_app->PostMessage(&message);
			}
			break;

		case B_MODIFIERS_CHANGED:
			{
				if(fContactor.IsValid() == false) break;

				eint32 modifiers = 0;
				eint32 old_modifiers = 0;
				int32 beModifiers = 0;
				int32 old_beModifiers = 0;

				bMsg->FindInt32("modifiers", &beModifiers);
				bMsg->FindInt32("be:old_modifiers", &old_beModifiers);

				if(beModifiers & B_SHIFT_KEY) modifiers |= E_SHIFT_KEY;
				if(beModifiers & B_CONTROL_KEY) modifiers |= E_CONTROL_KEY;
				if(beModifiers & B_COMMAND_KEY) modifiers |= E_COMMAND_KEY;

				if(old_beModifiers & B_SHIFT_KEY) old_modifiers |= E_SHIFT_KEY;
				if(old_beModifiers & B_CONTROL_KEY) old_modifiers |= E_CONTROL_KEY;
				if(old_beModifiers & B_COMMAND_KEY) old_modifiers |= E_COMMAND_KEY;

				EMessage message(E_MODIFIERS_CHANGED);

				message.AddBool("etk:msg_from_gui", true);
				message.AddInt64("when", e_real_time_clock_usecs());
				message.AddInt32("modifiers", modifiers);
				message.AddInt32("etk:old_modifiers", old_modifiers);

				message.AddMessenger("etk:msg_for_target", fContactor);

				etk_app->PostMessage(&message);
			}
			break;

		default:
			handled = false;
			break;
	}

	if(!handled) BWindow::DispatchMessage(bMsg, handler);
}
예제 #15
0
void
MacDecorator::_DoLayout()
{
    const int32 kDefaultBorderWidth = 6;
    STRACE(("MacDecorator: Do Layout\n"));
    // Here we determine the size of every rectangle that we use
    // internally when we are given the size of the client rectangle.

    bool hasTab = false;

    switch (Look()) {
    case B_MODAL_WINDOW_LOOK:
        fBorderWidth = kDefaultBorderWidth;
        break;

    case B_TITLED_WINDOW_LOOK:
    case B_DOCUMENT_WINDOW_LOOK:
        hasTab = true;
        fBorderWidth = kDefaultBorderWidth;
        break;
    case B_FLOATING_WINDOW_LOOK:
        hasTab = true;
        fBorderWidth = 3;
        break;

    case B_BORDERED_WINDOW_LOOK:
        fBorderWidth = 1;
        break;

    default:
        fBorderWidth = 0;
    }
    fBorderRect=fFrame;
    fBorderRect.InsetBy(-fBorderWidth, -fBorderWidth);

    // calculate our tab rect
    if (hasTab) {
        fBorderRect.top +=3;

        font_height fontHeight;
        fDrawState.Font().GetHeight(fontHeight);

        // TODO the tab is drawn in a fixed height for now
        fTabRect.Set(fFrame.left - fBorderWidth,
                     fFrame.top - 23,
                     ((fFrame.right - fFrame.left) < 32.0 ?
                      fFrame.left + 32.0 : fFrame.right) + fBorderWidth,
                     fFrame.top - 3);

        fZoomRect=fTabRect;
        fZoomRect.left=fZoomRect.right-12;
        fZoomRect.bottom=fZoomRect.top+12;
        fZoomRect.OffsetBy(-4,4);

        fCloseRect=fZoomRect;
        fMinimizeRect=fZoomRect;

        fCloseRect.OffsetTo(fTabRect.left+4,fTabRect.top+4);

        fZoomRect.OffsetBy(0-(fZoomRect.Width()+4),0);
        if (Title() && fDrawingEngine) {
            titlepixelwidth=fDrawingEngine->StringWidth(Title(),strlen(Title()));

            if (titlepixelwidth<(fZoomRect.left-fCloseRect.right-10)) {
                // start with offset from closerect.right
                textoffset=int(((fZoomRect.left-5)-(fCloseRect.right+5))/2);
                textoffset-=int(titlepixelwidth/2);

                // now make it the offset from fTabRect.left
                textoffset+=int(fCloseRect.right+5-fTabRect.left);
            } else
                textoffset=int(fCloseRect.right)+5;
        } else {
            textoffset=0;
            titlepixelwidth=0;
        }
    } else {
        // no tab
        fTabRect.Set(0.0, 0.0, -1.0, -1.0);
        fCloseRect.Set(0.0, 0.0, -1.0, -1.0);
        fZoomRect.Set(0.0, 0.0, -1.0, -1.0);
        fMinimizeRect.Set(0.0, 0.0, -1.0, -1.0);
    }
}
예제 #16
0
  void ff(TextureCompressDXT,format,coding,fiting)(RESOURCEINFO &texo, RESOURCEINFO &texd, ULONG *texs, ULONG *texr, int level, int l, int blocksize, int flags) {
    /* square dimension of this surface-level */
    /* square area of this surface-level */
    const int lv = (1 << l);
    const int av = lv * lv;

    /* ------------------------------------------------------------------------------------------------------- */
    const int NORMALS_SCALEBYLEVEL = ::NORMALS_SCALEBYLEVEL;
    const int  ALPHAS_SCALEBYLEVEL =  ::ALPHAS_SCALEBYLEVEL;
    const float colorgamma       = ::colorgamma;
    const float alphacontrast    = ::alphacontrast;
    const float colorgammainv    = ::colorgammainv;
    const float alphacontrastinv = ::alphacontrastinv;

    int iwidth  = texo.Width;
    int iheight = texo.Height;
    int owidth  = texd.Width;
    int oheight = texd.Height;
    int cwidth  = owidth;
    int cheight = oheight;

    /* get the data back to the CPU */
    cheight = (cheight + 3) / 4;	/* 4x4 LONG ... */
    cwidth  = (cwidth  + 3) / 4;	/* 4x4 LONG ... */
    cwidth *= 2 * blocksize;		/* ... to 2x|4x LONG */

    /* ensure tile ability (bit on overhead for non-4 resolutions) */
    owidth  = (owidth  + (TX - 1)) & (~(TX - 1));
    oheight = (oheight + (TY - 1)) & (~(TY - 1));

    assert((owidth  & (TX - 1)) == 0);
    assert((oheight & (TY - 1)) == 0);

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
    /* constant buffer array */
    Concurrency::array_view<const SingleColourLookup_CCR, 2> lArr(2, 256, (const SingleColourLookup_CCR *)::lookup_34_56_ccr);
    Concurrency::array_view<const   IndexBlockLookup_CCR, 2> yArr(4, 8,   (const   IndexBlockLookup_CCR *)::lookup_c34a57_ccr);

    /* get a two-dimensional extend over the whole output (without re-cast to LONG),
     * then get a tile-extend over that one ()
     */
    Concurrency::extent<2> ee(oheight, owidth);
    Concurrency::tiled_extent<TY, TX> te(ee);

    Concurrency::array_view<const unsigned int, 2> sArr(iheight, iwidth, (const unsigned int *)texs);
    Concurrency::array_view<      unsigned int, 2> dArr(cheight, cwidth, (      unsigned int *)texr);

    Concurrency::parallel_for_each(te /*dArr.extent.tile<TY, TX>(osize)*/, [=](tiled_index<TY, TX> elm) restrict(amp) {
      typedef type accu[DIM];

      /* tile static memory */
//    tile_static UTYPE bTex[2][TY*TX];
      tile_static type  fTex[2][TY*TX][DIM];
      tile_static int   iTex[2][TY*TX][DIM];

      /* generate this level's 4x4-block from the original surface */
//    const int y = elm.global[0] - ly;
//    const int x = elm.global[1] - lx;
      const int y = elm.tile[0] * TY;
      const int x = elm.tile[1] * TX;
      const int ly = elm.local[0];
      const int lx = elm.local[1];
      const int lxy = ly * TX + lx;
#else
    Concurrency::array_view<const SingleColourLookup_CCR, 2> lArr(2, 256, (const SingleColourLookup_CCR *)::lookup_34_56_ccr);

    Concurrency::array_view<const unsigned int, 2> sArr(iheight, iwidth, (const unsigned int *)texs);
    Concurrency::array_view<      unsigned int, 2> dArr(cheight, cwidth, (      unsigned int *)texr, true);

    for (int groupsy = 0; groupsy < (owidth  / TY); groupsy++)
    for (int groupsx = 0; groupsx < (oheight / TX); groupsx++) {
      typedef type accu[DIM];

      /* tile static memory */
//    UTYPE bTex[2][TY*TX];
      type  fTex[2][TY*TX][DIM];
      int   iTex[2][TY*TX][DIM];

      for (int tiley = 0; tiley < TY; tiley++)
      for (int tilex = 0; tilex < TX; tilex++)
      {
	const int y = groupsy * TY;
	const int x = groupsx * TX;
	const int ly = tiley;
	const int lx = tilex;
	const int lxy = ly * TX + lx;
#endif

      {
	const int yl = ((y + ly) << l);
	const int xl = ((x + lx) << l);

	accu tt = {0};

	/* access all pixels this level's 4x4-block represents in
	 * the full dimension original surface (high quality mip-mapping)
	 */
	for (int oy = 0; oy < lv; oy += 1) {
	for (int ox = 0; ox < lv; ox += 1) {
	  /* assume seamless tiling: wrap pixels around */
	  const int posx = (xl + ox) % iwidth;
	  const int posy = (yl + oy) % iheight;

	  const ULONG &t = sArr(posy, posx);

	  Accu(tt, t);	// +=
	}
	}

	/* build average of each channel */
	Norm(fTex[0][lxy], tt, av, level, l);
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      tile_static accu tr; tr[lxy & 7] = 0;

      tile_static_memory_fence(elm.barrier);
//    elm.barrier.wait_with_tile_static_memory_fence();
#else
      }

      accu tr = {0};
#endif

      /* runs on only 1 thread per tile (reduction) */
#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      if (elm.local == index<2>(0, 0))
#endif
      {
	/* analyze this level's 4x4-block */
	for (int lxy = 0; lxy < TY*TX; lxy += 1) {
	  Look(fTex[0][lxy], tr);
	}
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      tile_static_memory_fence(elm.barrier);
//    elm.barrier.wait_with_tile_static_memory_fence();
#else
      for (int tiley = 0; tiley < TY; tiley++)
      for (int tilex = 0; tilex < TX; tilex++)
      {
	const int y = groupsy;
	const int x = groupsx;
	const int ly = tiley;
	const int lx = tilex;
	const int lxy = ly * TX + lx;
#endif

      /* generate this level's 4x4-block from the original surface */
      {
	/* build average of each channel an join */
	Code (fTex[0][lxy], tr,
	  (TCOMPRESS_CHANNELS(format) +
	  (TCOMPRESS_GREYS   (format) ? 2 : 0)) == 2 ? 8 :
	  (TCOMPRESS_SWIZZL  (format) ? 6 : 5));
	Range(iTex[0][lxy],
	      fTex[0][lxy]);

#if	(TCOMPRESS_SWIZZL(format))
	/* swizzle ABGR -> AGBR */
        {
	  int swap =        iTex[0][lxy][1];
	  iTex[0][lxy][1] = iTex[0][lxy][2];
	  iTex[0][lxy][2] = swap           ;
	}
#endif

	/* write the result */

	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 4)
	/* ABGR -> RGBA */
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 3)
	/* -BGR -> RGB- */
	iTex[0][lxy][0] = 0xFF;
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 2)
	/* --YX -> XY-- */
	/* AL-- -> LA-- */
#if	(format == TCOMPRESS_XYz)
	iTex[0][lxy][0] = iTex[0][lxy][2],  // Y
	iTex[1][lxy][0] = iTex[0][lxy][3];  // X
#else
	iTex[0][lxy][0] = iTex[0][lxy][0],  // A
	iTex[1][lxy][0] = iTex[0][lxy][1];  // Z
#endif
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 1)
	  /* -Z-- -> Z--- */
	  /* A--- -> A--- */
	  /* -LLL -> L--- */
#if	(format == TCOMPRESS_a  )
	iTex[0][lxy][0] = iTex[0][lxy][0];  // A
#elif	(format == TCOMPRESS_A  )
	iTex[0][lxy][0] = iTex[0][lxy][0];  // A
#elif	(format == TCOMPRESS_xyZ)
	iTex[0][lxy][0] = iTex[0][lxy][1];  // Z
#else
	iTex[0][lxy][0] = iTex[0][lxy][3];  // X
#endif
#else
#error
#endif
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      tile_static_memory_fence(elm.barrier);
//    elm.barrier.wait_with_tile_static_memory_fence();

#define local_is(a,b) elm.local == index<2>(a, b)
#else
      }

      for (int tiley = 0; tiley < TY; tiley++)
      for (int tilex = 0; tilex < TX; tilex++)
      {
	const int y = groupsy;
	const int x = groupsx;
	const int ly = tiley;
	const int lx = tilex;
	const int lxy = ly * TX + lx;

#define local_is(a,b) ((ly == a) && (lx == b))
#endif

      /* put this level's 4x4-block into the destination surface */
      {
	/* round down */
	int posx = (x + lx) >> 2;
	int posy = (y + ly) >> 2;

	/* first and second block */
	unsigned int b[2][2];

        /* compress to DXT1/DXT3/DXT5/ATI1/ATI2 */
#define	sflgs	TCOMPRESS_COLOR(format) ? SQUISH_METRIC_PERCEPTUAL : SQUISH_METRIC_UNIFORM,	\
		TCOMPRESS_TRANS(format),							\
		                fiting

	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 4) ||		\
	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 3)
	/* 1x LONG per block for DXT1, 2x for the others */

#if	(coding == 1)
	{ posx <<= 0;
	  squish::CompressColorBtc1(elm.barrier, lxy, iTex[0], 0xFFFF, b[1], sflgs, yArr, lArr);

	  dArr(posy, posx + 0) = b[1][0];
	  dArr(posy, posx + 1) = b[1][1];
	}
#elif	(coding == 2)
	{ posx <<= 1;
	  squish::CompressAlphaBtc2(elm.barrier, lxy, iTex[0], 0xFFFF, b[0]       , yArr      );
	  squish::CompressColorBtc2(elm.barrier, lxy, iTex[0], 0xFFFF, b[1], sflgs, yArr, lArr);

	  dArr(posy, posx + 0) = b[0][0];
	  dArr(posy, posx + 1) = b[0][1];
	  dArr(posy, posx + 2) = b[1][0];
	  dArr(posy, posx + 3) = b[1][1];
	}
#elif	(coding == 3)
	{ posx <<= 1;
	  squish::CompressAlphaBtc3(elm.barrier, lxy, iTex[0], 0xFFFF, b[0]       , yArr      );
	  squish::CompressColorBtc3(elm.barrier, lxy, iTex[0], 0xFFFF, b[1], sflgs, yArr, lArr);

	  dArr(posy, posx + 0) = b[0][0];
	  dArr(posy, posx + 1) = b[0][1];
	  dArr(posy, posx + 2) = b[1][0];
	  dArr(posy, posx + 3) = b[1][1];
	}
#else
#error
#endif
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 1)
	/* 1x LONG for ATI1 */

#if	(coding == 4)
	{ posx <<= 0;
	  squish::CompressAlphaBtc3(elm.barrier, lxy, iTex[0], 0xFFFF, b[0]       , yArr      );

	  dArr(posy, posx + 0) = b[0][0];
	  dArr(posy, posx + 1) = b[0][1];
	}
#else
#error
#endif
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	((TCOMPRESS_CHANNELS(format) + (TCOMPRESS_GREYS(format) ? 2 : 0)) == 2)
	/* 2x LONG for ATI2 */

#if	(coding == 5)
	{ posx <<= 1;
	  squish::CompressAlphaBtc3(elm.barrier, lxy, iTex[0], 0xFFFF, b[0]       , yArr      );
	  squish::CompressAlphaBtc3(elm.barrier, lxy, iTex[1], 0xFFFF, b[1]       , yArr      );

	  dArr(posy, posx + 0) = b[0][0];
	  dArr(posy, posx + 1) = b[0][1];
	  dArr(posy, posx + 2) = b[1][0];
	  dArr(posy, posx + 3) = b[1][1];
	}
#else
#error
#endif
#else
#error
#endif

#undef	sflgs

//	elm.barrier.wait();

        /* advance pointer of compressed blocks */
//      wTex += blocksize;
//      dTex += blocksize;
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
//    elm.barrier.wait();

//    dTex += 0;
    });

    dArr.synchronize();
#else
    }}
예제 #17
0
void
WorkspacesWindow::MessageReceived(BMessage *message)
{
	switch (message->what) {
		case B_SIMPLE_DATA:
		{
			// Drop from Tracker
			entry_ref ref;
			for (int i = 0; (message->FindRef("refs", i, &ref) == B_OK); i++)
				be_roster->Launch(&ref);
			break;
		}

		case B_ABOUT_REQUESTED:
			PostMessage(message, ChildAt(0));
			break;

		case kMsgToggleBorder:
		{
			bool enable = false;
			if (Look() == B_NO_BORDER_WINDOW_LOOK)
				enable = true;

			if (enable)
				if (fSettings->HasTitle())
					SetLook(B_TITLED_WINDOW_LOOK);
				else
					SetLook(B_MODAL_WINDOW_LOOK);
			else
				SetLook(B_NO_BORDER_WINDOW_LOOK);

			fSettings->SetHasBorder(enable);
			break;
		}

		case kMsgToggleTitle:
		{
			bool enable = false;
			if (Look() == B_MODAL_WINDOW_LOOK
				|| Look() == B_NO_BORDER_WINDOW_LOOK)
				enable = true;

			if (enable)
				SetLook(B_TITLED_WINDOW_LOOK);
			else
				SetLook(B_MODAL_WINDOW_LOOK);

			// No matter what the setting for title, we must force the border on
			fSettings->SetHasBorder(true);
			fSettings->SetHasTitle(enable);
			break;
		}

		case kMsgToggleAutoRaise:
			SetAutoRaise(!IsAutoRaising());
			SetFeel(B_NORMAL_WINDOW_FEEL);
			break;

		case kMsgToggleAlwaysOnTop:
		{
			bool enable = false;
			if (Feel() != B_FLOATING_ALL_WINDOW_FEEL)
				enable = true;

			if (enable)
				SetFeel(B_FLOATING_ALL_WINDOW_FEEL);
			else
				SetFeel(B_NORMAL_WINDOW_FEEL);

			fSettings->SetAlwaysOnTop(enable);
			break;
		}

		default:
			BWindow::MessageReceived(message);
			break;
	}
}
예제 #18
0
파일: main.cpp 프로젝트: BedrockDev/Sunrin
int main()
{
	char phonenumber[15];
	int input;
	char name[15];
	char custom1[3][2][30] = { 0, };
	int dev = 0;
	int count = 0;
	char tmp[30] = { 0, };
	int k;
	int i, j;

	while (1)
	{
		printf("[[ ADVANCED PHONEBOOK ]]\n");
		printf("----------\n");
		//MENU
		printf("| 0:추가\n");
		printf("| 1:제거\n");
		printf("| 2:보기\n");
		printf("| 3:종료\n");
		printf("| 4:검색\n");
		printf("| 5:즐겨찾기 추가\n");
		printf("| 6:즐겨찾기 보기\n");
		printf("선택 :");
		scanf("%d", &input);

		if (input == 0)
		{
			for (i = 0; i < 3; i++)
			{
				for (j = 0; j < 2; j++)
				{
					for (k = 0; k < 30; k++)
					{
						custom1[i][j][k] = 0;
					}
				}
			}
			system("cls");
			printf("이름 : ");
			scanf("%s", name);
			printf("전화번호 :");
			scanf("%s", phonenumber);
			printf("추가할 데이터가 있나요? Y:1/N:0..");
			scanf("%d", &dev);
			if (dev)
			{
				printf("추가데이터 이름 : ");
				scanf("%s", tmp);
				for (k = 0; k < 30; k++)
				{
					custom1[count][0][k] = tmp[k];
					tmp[k] = 0;
				}
				printf("추가할 데이터 :");
				scanf("%s", tmp);
				for (k = 0; k < 30; k++)
				{
					custom1[count][1][k] = tmp[k];
					tmp[k] = 0;
				}
				printf("\n추가할 데이터가 있나요? Y:1/N:0..");
				scanf(" %d", &dev);
				if (dev)
				{
					count++;
					printf("추가데이터 이름 : ");
					scanf("%s", tmp);
					for (k = 0; k < 30; k++)
					{
						custom1[count][0][k] = tmp[k];
						tmp[k] = 0;
					}
					printf("추가할 데이터 :");
					scanf("%s", tmp);
					for (k = 0; k < 30; k++)
					{
						custom1[count][1][k] = tmp[k];
						tmp[k] = 0;
					}
					printf("\n추가할 데이터가 있나요? Y:1/N:0..");
					scanf(" %d", &dev);
					if (dev)
					{
						count++;
						printf("추가데이터 이름 : ");
						scanf("%s", tmp);
						for (k = 0; k < 30; k++)
						{
							custom1[count][0][k] = tmp[k];
							tmp[k] = 0;
						}
						printf("추가할 데이터 :");
						scanf("%s", tmp);
						for (k = 0; k < 30; k++)
						{
							custom1[count][1][k] = tmp[k];
							tmp[k] = 0;
						}

						Node * New;
						New = (Node*)malloc(sizeof(Node));
						int i, j, k;
						strcpy(New->NameData, name);
						strcpy(New->PhonenumberData, phonenumber);
						New->favorite = 0;
						for (i = 0; i < 3; i++)
						{
							for (j = 0; j < 2; j++)
							{
								for (k = 0; k < 30; k++)
								{
									New->custom1Data[i][j][k] = custom1[i][j][k];
								}
							}
						}
						New->next = NULL;

						if (head == NULL)
						{
							head = New;
							Last = New;
						}

						else
						{
							Last->next = New;
							Last = New;
						}
						printf("데이터가 모두 추가되었습니다.\n ");
					}
					else
					{
						Node * New;
						New = (Node*)malloc(sizeof(Node));
						int i, j, k;

						strcpy(New->NameData, name);
						strcpy(New->PhonenumberData, phonenumber);
						New->favorite = 0;
						for (i = 0; i < 3; i++)
						{
							for (j = 0; j < 2; j++)
							{
								for (k = 0; k < 30; k++)
								{
									New->custom1Data[i][j][k] = custom1[i][j][k];
								}
							}
						}
						New->next = NULL;

						if (head == NULL)
						{
							head = New;
							Last = New;
						}

						else
						{
							Last->next = New;
							Last = New;
						}
						printf("데이터가 모두 추가되었습니다.\n ");
					}
				}
				else
				{
					Node * New;
					New = (Node*)malloc(sizeof(Node));
					int i, j, k;

					strcpy(New->NameData, name);
					strcpy(New->PhonenumberData, phonenumber);
					New->favorite = 0;
					for (i = 0; i < 3; i++)
					{
						for (j = 0; j < 2; j++)
						{
							for (k = 0; k < 30; k++)
							{
								New->custom1Data[i][j][k] = custom1[i][j][k];
							}
						}
					}
					New->next = NULL;

					if (head == NULL)
					{
						head = New;
						Last = New;
					}

					else
					{
						Last->next = New;
						Last = New;
					}
					printf("데이터가 모두 추가되었습니다.\n ");
				}
			}
			else
			{
				Node * New;
				New = (Node*)malloc(sizeof(Node));
				int i, j, k;

				strcpy(New->NameData, name);
				strcpy(New->PhonenumberData, phonenumber);
				New->favorite = 0;
				for (i = 0; i < 3; i++)
				{
					for (j = 0; j < 2; j++)
					{
						for (k = 0; k < 30; k++)
						{
							New->custom1Data[i][j][k] = custom1[i][j][k];
						}
					}
				}
				New->next = NULL;

				if (head == NULL)
				{
					head = New;
					Last = New;
				}

				else
				{
					Last->next = New;
					Last = New;
				}
				printf("데이터가 모두 추가되었습니다.\n ");
			}
		}

		else if (input == 1)
		{
			system("cls");
			printf("삭제할 전화번호 :");
			scanf("%s", phonenumber);
			Delete(phonenumber);
		}

		else if (input == 2)
		{
			system("cls");
			Look();
		}

		else if (input == 3)
		{
			system("cls");
			printf("프로그램 종료\n");
			break;
		}
		else if (input == 4)
		{
			system("cls");
			printf("이름을 입력해주세요:");
			scanf("%s", name);
			Search(name);
		}
		else if (input == 5)
		{
			system("cls");

			printf("즐겨 찾기에 추가할 이름을 입력해주세요:");
			scanf("%s", name);
			SearchF(name);
		}
		else if (input == 6)
		{
			system("cls");
			int i, j;
			Node*temp = head;

			if (head == NULL)
			{
				printf("보여줄 데이터가 없습니다.\n");
				return 0;
			}
			if (temp->favorite == 1)
			{
				while (1)
				{
					printf("------------------------------------\n");
					printf("l이름 :%s 전화번호:%s\n", temp->NameData, temp->PhonenumberData);
					for (i = 0; i < 3; i++)
					{
						printf("%d번째 사용자 데이터 \n", i + 1);
						if (temp->custom1Data == 0)
						{
							printf("데이터 없음");
						}
						else
						{
							for (j = 0; j < 2; j++)
							{
								if (temp->custom1Data[i][j] != 0)
									printf("%s", temp->custom1Data[i][j]);
								else if (temp->custom1Data[i][j][k] == 0)
								{
									printf("데이터 없음");
								}
								printf("\n");
							}
						}

						printf("\n");
					}
					printf("....................................\n");
				temp = temp->next;
				if (temp == NULL)
					break;
				else
					printf("\n");
				}
			}

		}
		else
			printf("0,1,2,3,4,5 중에서 입력해주세요.\n");
	}
}
예제 #19
0
  void ff(TextureQuantizeRAW,format,A)(RESOURCEINFO &texo, RESOURCEINFO &texd, ULONG *texs, ULONG *texr, int level, int l) {
    /* square dimension of this surface-level */
    /* square area of this surface-level */
    const int lv = (1 << l);
    const int av = lv * lv;

    /* ------------------------------------------------------------------------------------------------------- */
    const int NORMALS_SCALEBYLEVEL = ::NORMALS_SCALEBYLEVEL;
    const int  ALPHAS_SCALEBYLEVEL =  ::ALPHAS_SCALEBYLEVEL;
    const float colorgamma       = ::colorgamma;
    const float alphacontrast    = ::alphacontrast;
    const float colorgammainv    = ::colorgammainv;
    const float alphacontrastinv = ::alphacontrastinv;

    int iwidth  = texo.Width;
    int iheight = texo.Height;
    int owidth  = texd.Width;
    int oheight = texd.Height;
    int cwidth  = owidth;
    int cheight = oheight;

    /* get the data back to the CPU */

#if	(TCOMPRESS_CHANNELS(format) == 4)
    /* ABGR -> ARGB */ cwidth = (cwidth +  0) >> 0; /* 1x LONG to 1x LONG */
#elif	(TCOMPRESS_CHANNELS(format) == 3)
    /* -BGR -> -RGB */ cwidth = (cwidth +  1) >> 1; /* 1x LONG to 1x SHORT */
#elif	(TCOMPRESS_CHANNELS(format) == 2)
    /* LA-- -> AL-- */ cwidth = (cwidth +  3) >> 2; /* 1x LONG to 1x CHAR */
#elif	(TCOMPRESS_CHANNELS(format) == 1)
    /* A--- -> A--- */ cwidth = (cwidth + 31) >> 5; /* 8x LONG to 1x CHAR */
#else
#error
#endif

    /* ensure tile ability (bit on overhead for non-4 resolutions) */
    owidth  = (owidth  + (TX - 1)) & (~(TX - 1));
    oheight = (oheight + (TY - 1)) & (~(TY - 1));

    assert((owidth  & (TX - 1)) == 0);
    assert((oheight & (TY - 1)) == 0);

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
    /* get a two-dimensional extend over the whole output (without re-cast to LONG),
     * then get a tile-extend over that one ()
     */
    Concurrency::extent<2> ee(oheight, owidth);
    Concurrency::tiled_extent<TY, TX> te(ee);

    Concurrency::array_view<const unsigned int, 2> sArr(iheight, iwidth, (const unsigned int *)texs);
    Concurrency::array_view<      unsigned int, 2> dArr(cheight, cwidth, (      unsigned int *)texr);

    Concurrency::parallel_for_each(te /*dArr.extent.tile<TY, TX>(osize)*/, [=](tiled_index<TY, TX> elm) restrict(amp) {
      typedef type accu[DIM];

      /* tile static memory */
//    tile_static UTYPE bTex[2][TY][TX];
      tile_static int   bTex[2][TY][TX];
      tile_static type  fTex[2][TY][TX][DIM];

//    const int y = elm.global[0] - ly;
//    const int x = elm.global[1] - lx;
      const int y = elm.tile[0] * TY;
      const int x = elm.tile[1] * TX;
      const int ly = elm.local[0];
      const int lx = elm.local[1];
#else
    array_view<const unsigned int, 2> sArr(iheight, iwidth, (const unsigned int *)texs);
    array_view<      unsigned int, 2> dArr(cheight, cwidth, (      unsigned int *)texr, true);

    for (int groupsy = 0; groupsy < (owidth  / TY); groupsy++)
    for (int groupsx = 0; groupsx < (oheight / TX); groupsx++) {
      typedef type accu[DIM];

      /* tile static memory */
//    UTYPE bTex[2][TY][TX];
      int   bTex[2][TY][TX];
      type  fTex[2][TY][TX][DIM];

    for (int tiley = 0; tiley < TY; tiley++)
    for (int tilex = 0; tilex < TX; tilex++)
    {
      const int y = groupsy * TY;
      const int x = groupsx * TX;
      const int ly = tiley;
      const int lx = tilex;
#endif
      /* generate this level's 4x4-block from the original surface */
      {
	const int yl = ((y + ly) << l);
	const int xl = ((x + lx) << l);

	accu tt; tt[0] = tt[1] = tt[2] = tt[3] = tt[4] = tt[5] = tt[6] = tt[7] = 0;

	/* access all pixels this level's 4x4-block represents in
	 * the full dimension original surface (high quality mip-mapping)
	 */
	for (int oy = 0; oy < lv; oy += 1)
	for (int ox = 0; ox < lv; ox += 1) {
	  /* assume seamless tiling: wrap pixels around */
	  const int posx = (xl + ox) % iwidth;
	  const int posy = (yl + oy) % iheight;

	  const ULONG &t = sArr(posy, posx);

	  Accu(tt, t);	// +=
	}

	/* build average of each channel */
	Norm(fTex[0][ly][lx], tt, av, level, l);
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      tile_static accu tr; tr[(ly * TX + lx) & 7] = 0;

      tile_static_memory_fence(elm.barrier);
//    elm.barrier.wait_with_tile_static_memory_fence();
#else
      }

      accu tr = {0};
#endif

      /* runs on only 1 thread per tile (reduction) */
#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      if (elm.local == index<2>(0, 0))
#endif
      {
	/* analyze this level's 4x4-block */
	for (int ly = 0; ly < TY; ly += 1)
	for (int lx = 0; lx < TX; lx += 1) {
	  Look(fTex[0][ly][lx], tr);
	}
      }

#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
      tile_static_memory_fence(elm.barrier);
//    elm.barrier.wait_with_tile_static_memory_fence();
#else
      for (int tiley = 0; tiley < TY; tiley++)
      for (int tilex = 0; tilex < TX; tilex++)
      {
	const int y = groupsy;
	const int x = groupsx;
	const int ly = tiley;
	const int lx = tilex;
#endif

      /* generate this level's 4x4-block from the original surface */
      {
	/* build average of each channel an join */
	ULONG t;

	Code(fTex[0][ly][lx], tr, (A > 2 ? 4 : (A > 1 ? 10 : (A > 0 ? 5 : 6)))); t =
	Qunt(fTex[0][ly][lx], tr, (A > 2 ? 4 : (A > 1 ? 10 : (A > 0 ? 5 : 6))));

	/* write the result */

	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if	(TCOMPRESS_CHANNELS(format) == 4)
	/* ABGR -> RGBA */
	bTex[0][ly][lx] = t;
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	(TCOMPRESS_CHANNELS(format) == 3)
	/* -BGR -> RGB- */
	bTex[0][ly][lx] = t;
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	(TCOMPRESS_CHANNELS(format) == 2)
	/* AL-- -> LA-- */
	bTex[0][ly][lx] = t;
#else
#error
#endif
      }

      /* put this level's 4x4-block into the destination surface */
      {
	/* assume seamless tiling: wrap pixels around */
	const int posx = (x + lx) % owidth;
	const int posy = (y + ly) % oheight;

	/* convert unaligned output location to "int"-space output location */
	const int linear = ((posy * owidth) + posx) * 1;
	const int lposx = (linear << 0) % (cwidth << 0);
	const int lposy = (linear << 0) / (cwidth << 0);

	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if	(TCOMPRESS_CHANNELS(format) <= 4)
	/* ABGR -> ARGB */
	if (sizeof(UTYPE) == 4) {
	  /* every single thread */
	  {
	    int t0 = bTex[0][ly][lx + 0];

	    /* write combining */
	    unsigned int val = (ULONG)t0;

	    /* write out all of an "int" */
	    dArr(lposy, lposx) = val;
	  }
	}
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	(TCOMPRESS_CHANNELS(format) <= 3)
	/* -BGR -> -RGB */
	if (sizeof(UTYPE) == 2) {
	  /* every second thread */
	  if (!(elm.local[1] & 1)) {
	    int t0 = bTex[0][ly][lx + 0];
	    int t1 = bTex[0][ly][lx + 1];

	    /* write combining */
	    unsigned int val = (ULONG)((t1 << 16) + (t0 << 0));

	    /* write out all of an "int" */
	    dArr(lposy, lposx) = val;
	  }
	}
	/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#elif	(TCOMPRESS_CHANNELS(format) <= 2)
	/* --YX -> XY-- */
	/* LA-- -> AL-- */
	if (sizeof(UTYPE) == 1) {
	  /* every fourth thread */
	  if (!(elm.local[1] & 3)) {
	    int t0 = bTex[0][ly][lx + 0];
	    int t1 = bTex[0][ly][lx + 1];
	    int t2 = bTex[0][ly][lx + 2];
	    int t3 = bTex[0][ly][lx + 3];

	    /* write combining */
	    unsigned int val = (ULONG)((t3 << 24) + (t2 << 16) + (t1 << 8) + (t0 << 0));

	    /* write out all of an "int" */
	    dArr(lposy, lposx) = val;
	  }
	}
#else
#error
#endif
      }

//    dTex += 0;
#if	defined(SQUASH_USE_AMP) && !defined(SQUASH_USE_AMP_DEBUG)
    });

    dArr.synchronize();
#else
    }}
예제 #20
0
UserAction Controls::checkUserInput(Player *pPlayer)
{		
	enum UserAction action;
	int num_keys;
	Uint8 *key_states = SDL_GetKeyState(&num_keys);
	
	SDL_PumpEvents();
	
	int ls = 0;
	
	if (key_states)
	{
		switch (ls) 
		{			
			case 0:
				{
					// Do not allow keyboard viewpoint control if currently scrolling via drag zones
					if ( !pPlayer->crosshairsInDragzone() )
					{
						float dragAngle = pPlayer->perFrameDragAngle();
						if ( key_states[SDLK_UP] )    pPlayer->RotateViewAboutHorizontal(dragAngle);	
						if ( key_states[SDLK_DOWN] )  pPlayer->RotateViewAboutHorizontal(-dragAngle);	
						if ( key_states[SDLK_LEFT] )  pPlayer->RotateViewAboutVertical(-dragAngle);
						if ( key_states[SDLK_RIGHT] ) pPlayer->RotateViewAboutVertical(dragAngle);
					}
				}
				break;
				
			default:
				printf("error: incorrect level status in Controls, %d\n",ls);
				exit(1);
				break;
		}
	}

	action = NOACTION;
			
	while ( SDL_PollEvent (&event) ) 
	{
		switch (event.type) {			
			
			case SDL_MOUSEMOTION:
				Look(pPlayer);
				break;
				
			case SDL_MOUSEBUTTONDOWN:
				//leftbutton = DOWN;
				break;
				
			case SDL_MOUSEBUTTONUP:
				//leftbutton = UP;
				break;
				
			case SDL_KEYDOWN:	
					
				if ( pPlayer->theConsole.IsOpen() )
				{
					printf("console is open\n");
					//pass all key strokes to the console
					pPlayer->theConsole.KeyboardFunc( event.key.keysym.sym );
				}
				
				/*
				if ( event.key.keysym.sym>=SDLK_a && event.key.keysym.sym<=SDLK_z )
				{
					
				}
				*/
				
				else
				{
					switch( event.key.keysym.sym )
					{
						case SDLK_ESCAPE:
							action = PAUSE;
							break;
							
						case SDLK_c:
							pPlayer->theConsole.ToggleConsole();
							break;
							
						case SDLK_a:
							action = ABSORB;
							break;	
							
						case SDLK_r:
							action = CREATE_SYNTHOID_SHELL;
							break;
							
						case SDLK_q:
							action = TRANSFER_TO_SYNTHOID;
							break;
							
						case SDLK_t:
							action = CREATE_TREE;
							break;	
							
						case SDLK_b:
							action = CREATE_BOULDER;
							break;	
							
						case SDLK_h:
							action = HYPERSPACE;
							break;	
							
						default:
							break;
					}
				}

				
			default:
			break;
		}
	}	
	
	return action;
}
예제 #21
0
void glk_main(void)
{
	FILE *f;
	int vb,no;

	Bottom = glk_window_open(0, 0, 0, wintype_TextBuffer, 1);
	if(Bottom == NULL)
		glk_exit();
	glk_set_window(Bottom);

	if(game_file == NULL)
		Fatal("No game provided");

	f = fopen(game_file, "r");
	if(f==NULL)
		Fatal("Cannot open game");

	if (Options & TRS80_STYLE)
	{
		Width = 64;
		TopHeight = 11;
	}
	else
	{
		Width = 80;
		TopHeight = 10;
	}

	if(split_screen)
	{
		Top = glk_window_open(Bottom, winmethod_Above | winmethod_Fixed, TopHeight, wintype_TextGrid, 0);
		if(Top == NULL)
		{
			split_screen = 0;
			Top = Bottom;
		}
	}
	else
	{
		Top = Bottom;
	}

	Output("\
Scott Free, A Scott Adams game driver in C.\n\
Release 1.14, (c) 1993,1994,1995 Swansea University Computer Society.\n\
Distributed under the GNU software license\n\n");
	LoadDatabase(f,(Options&DEBUGGING)?1:0);
	fclose(f);
	srand(time(NULL));
	while(1)
	{
		glk_tick();

		PerformActions(0,0);

		Look();

		if(GetInput(&vb,&no) == -1)
			continue;
		switch(PerformActions(vb,no))
		{
			case -1:Output("I don't understand your command. ");
				break;
			case -2:Output("I can't do that yet. ");
				break;
		}
		/* Brian Howarth games seem to use -1 for forever */
		if(Items[LIGHT_SOURCE].Location/*==-1*/!=DESTROYED && GameHeader.LightTime!= -1)
		{
			GameHeader.LightTime--;
			if(GameHeader.LightTime<1)
			{
				BitFlags|=(1<<LIGHTOUTBIT);
				if(Items[LIGHT_SOURCE].Location==CARRIED ||
					Items[LIGHT_SOURCE].Location==MyLoc)
				{
					if(Options&SCOTTLIGHT)
						Output("Light has run out! ");
					else
						Output("Your light has run out. ");
				}
				if(Options&PREHISTORIC_LAMP)
					Items[LIGHT_SOURCE].Location=DESTROYED;
			}
			else if(GameHeader.LightTime<25)
			{
				if(Items[LIGHT_SOURCE].Location==CARRIED ||
					Items[LIGHT_SOURCE].Location==MyLoc)
				{

					if(Options&SCOTTLIGHT)
					{
						Output("Light runs out in ");
						OutputNumber(GameHeader.LightTime);
						Output(" turns. ");
					}
					else
					{
						if(GameHeader.LightTime%5==0)
							Output("Your light is growing dim. ");
					}
				}
			}
		}
	}
}
예제 #22
0
static bool TextureCompressQDM(LPDIRECT3DTEXTURE *base, LPDIRECT3DTEXTURE *norm, int minlevel) {
  LPDIRECT3DTEXTURE baset;
  LPDIRECT3DTEXTURE normt;
  RESOURCEINFO based, baseo;
  RESOURCEINFO normd, normo;

  TextureInfoLevel(*base, baseo, 0);
  TextureInfoLevel(*norm, normo, 0);

#if 0
  /* Converts a height map into a normal map. The (x,y,z)
   * components of each normal are mapped to the (r,g,b)
   * channels of the output texture.
   */
  HRESULT D3DXComputeNormalMap(
    __out  LPDIRECT3DTEXTURE pTexture,
    __in   LPDIRECT3DTEXTURE pSrcTexture,
    __in   const PALETTEENTRY *pSrcPalette,
    __in   DWORD Flags,
    __in   DWORD Channel,
    __in   FLOAT Amplitude
    );
#endif

  /* they have to have the same dimension */
  if ((baseo.Width  != normo.Width ) ||
      (baseo.Height != normo.Height))
    return false;

  /* convert to ARGB8 (TODO: support at least the 16bit formats as well) */
  if ((baseo.Format != TEXFMT_A8B8G8R8) && baseo.Format = TEXFMT_A8R8G8B8, !TextureConvert(baseo, base, false))
    return false;
  if ((normo.Format != TEXFMT_A8B8G8R8) && normo.Format = TEXFMT_A8R8G8B8, !TextureConvert(normo, norm, true))
    return false;

  /* create the textures */
  int levels = TextureCalcMip(baseo.Width, baseo.Height, minlevel);
  int flags = squish::kColourIterativeClusterFit | squish::kBtc3;

#ifdef DX11
  ULONG *bases;
  ULONG *norms;

  DWORD basel = 1;
  DWORD norml = 1;
  DWORD level = max(basel, norml);
#else
  /* create the textures */
  pD3DDevice->CreateTexture(baseo.Width, baseo.Height, levels, 0, D3DFMT_DXT5, D3DPOOL_SYSTEMMEM, &baset, NULL);
  pD3DDevice->CreateTexture(normo.Width, normo.Height, levels, 0, D3DFMT_DXT5, D3DPOOL_SYSTEMMEM, &normt, NULL);

  /* damit */
  if (!baset || !normt) {
    if (baset) baset->Release();
    if (normt) normt->Release();

    return false;
  }

  ULONG bPch, *bases = TextureLock(*base, &bPch, 0);
  ULONG nPch, *norms = TextureLock(*norm, &nPch, 0);

  DWORD basel = baset->GetLevelCount();
  DWORD norml = normt->GetLevelCount();
  DWORD level = max(basel, norml);
#endif

  for (unsigned int l = 0; l < level; l++) {
    /* square dimension of this surface-level */
    /* square area of this surface-level */
    int lv = (1 << l);
    int av = lv * lv;

    TextureInfoLevel(baset, based, l);
    TextureInfoLevel(normt, normd, l);

    ULONG sPch, *baser = TextureLock(baset, l, &sPch, true);
    ULONG nPch, *normr = TextureLock(normt, l, &nPch, true);

    ULONG *sBase = (ULONG *)bases;
    ULONG *sNorm = (ULONG *)norms;
    ULONG *dBase = (ULONG *)baser;
    ULONG *dNorm = (ULONG *)normr;

    /* loop over 4x4-blocks of this level (DXT5) */
    for (unsigned int y = 0; y < based.Height; y += TY) {
      if (!(y & 0x3F)) {
//	logrf("line processed %d/%d of level %d/%d\r", y, based.Height, l, level);

//	PollProgress();
      }

    for (unsigned int x = 0; x < based.Width; x += TX) {
      UTYPE bBase[2][TY][TX];
      ULONG bNorm[2][TY][TX];
      type  fBase[2][TY][TX][DIM];
      float fNorm[2][TY][TX][DIM];

      /* generate this level's 4x4-block from the original surface */
      for (int ly = 0; ly < TY; ly += 1)
      for (int lx = 0; lx < TX; lx += 1) {
	type  bs[DIM] = {0}; int yl = ((y + ly) << l);
	/*ng  ns[DIM] = {0*/ int xl = ((x + lx) << l);
	float nn[DIM] = {0.0f};

	/* access all pixels this level's 4x4-block represents in
	 * the full dimension original surface (high quality mip-mapping)
	 */
	for (int oy = 0; oy < lv; oy += 1)
	for (int ox = 0; ox < lv; ox += 1) {
	  /* assume seamless tiling: wrap pixels around */
	  int posx = (xl + ox) % baseo.Width;
	  int posy = (yl + oy) % baseo.Height;

	  ULONG &b = sBase[(posy * sPch) + posx];
	  ULONG &n = sNorm[(posy * nPch) + posx];

	  /* transfer heightmap into the normal-map (overwrite) */
	  if (LODed)
	    n = (n & 0x00FFFFFF) + (b & 0xFF000000);

	  { static const f<TCOMPRESS_RGBH> fmt; Accu(bs, b); }
	  { static const f<TCOMPRESS_XYZD> fmt; Accu(nn, n); }

//	  AccuRGBM<ACCUMODE_LINEAR>(bs, b, level, l, colorgamma);	// += and max
#if	defined(NORMALS_INTEGER)
//	  AccuXYZD<ACCUMODE_SCALE >(ns, n, level, l, NORMALS_SCALEBYLEVEL);	// +=
#else
//	  AccuXYZD<ACCUMODE_SCALE >(nn, n, level, l, NORMALS_SCALEBYLEVEL);	// +=
#endif
	}

	/* build average of each channel */
	{ const int format = TCOMPRESS_RGBH; Norm(fBase[0][ly][lx], bs, av, levels, l); }
	{ const int format = TCOMPRESS_XYZD; Norm(fNorm[0][ly][lx], nn, av, levels, l); }

//	NormRGBM<TRGTMODE_CODING_RGB                         >(fBase[0][ly][lx], bs, av, colorgammainv);
#if	defined(NORMALS_INTEGER)
//	NormXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], ns, av);
#else
//	NormXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], nn, av);
#endif
      }

      type  br[DIM] = {0};
      /*ng  nr[DIM] = {0*/
      float rn[DIM] = {0.0f};

      /* analyze this level's 4x4-block */
      for (int ly = 0; ly < TY; ly += 1)
      for (int lx = 0; lx < TX; lx += 1) {
	{ const int format = TCOMPRESS_RGBH; Look(fBase[0][ly][lx], br); }
	{ const int format = TCOMPRESS_XYZD; Look(fNorm[0][ly][lx], rn); }

//	LookRGBH<TRGTMODE_CODING_RGB                         >(fBase[0][ly][lx], br);
#if	defined(NORMALS_INTEGER)
//	LookXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], nr);
#else
//	LookXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], rn);
#endif
      }

      /* generate this level's 4x4-block from the original surface */
      for (int ly = 0; ly < TY; ly += 1)
      for (int lx = 0; lx < TX; lx += 1) {
	/* build average of each channel an join */
	UTYPE b;
	ULONG n;

	{ const int format = TCOMPRESS_RGBH;
	Code(fBase[0][ly][lx], br, (TCOMPRESS_CHANNELS(format) +
				   (TCOMPRESS_GREYS   (format) ? 2 : 0)) == 2 ? 8 :
				   (TCOMPRESS_SWIZZL  (format) ? 6 : 5)); }
	{ const int format = TCOMPRESS_XYZD;
	Code(fNorm[0][ly][lx], rn, (TCOMPRESS_CHANNELS(format) +
				   (TCOMPRESS_GREYS   (format) ? 2 : 0)) == 2 ? 8 :
				   (TCOMPRESS_SWIZZL  (format) ? 6 : 5)); }
	{ const int format = TCOMPRESS_RGBH; b = Join(fBase[0][ly][lx], br); }
	{ const int format = TCOMPRESS_XYZD; n = Join(fNorm[0][ly][lx], rn); }

//	CodeRGBH<TRGTMODE_CODING_RGB                                                           >(fBase[0][ly][lx], br);
#if	defined(NORMALS_INTEGER)
//	CodeXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE, TCOMPRESS_SWIZZL(format) ? 6 : 5>(fNorm[0][ly][lx], nr);
#else
//	CodeXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE, TCOMPRESS_SWIZZL(format) ? 6 : 5>(fNorm[0][ly][lx], rn);
#endif

//	b = JoinRGBH<TRGTMODE_CODING_RGB                         >(fBase[0][ly][lx], br);
#if	defined(NORMALS_INTEGER)
//	n = JoinXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], nr);
#else
//	n = JoinXYZD<TRGTMODE_CODING_DXDYdZt | TRGTNORM_CUBESPACE>(fNorm[0][ly][lx], rn);
#endif

	/* write the result ABGR */
	bBase[0][ly][lx] = b;
	bNorm[0][ly][lx] = n;
      }

      /* compress to DXT5 */
#if 0
      stb_compress_dxt_block((unsigned char *)dBase, (unsigned char *)bBase[0], true, STB_DXT_DITHER | STB_DXT_HIGHQUAL);
      stb_compress_dxt_block((unsigned char *)dNorm, (unsigned char *)bNorm[0], true, STB_DXT_NORMAL | STB_DXT_HIGHQUAL);
#else
      squish::Compress((unsigned char *)bBase[0], dBase, flags + squish::kColourMetricPerceptual);
      squish::Compress((unsigned char *)bNorm[0], dNorm, flags + squish::kColourMetricUniform);
#endif

      /* advance pointer of compressed blocks */
      dBase += (128 / 32);
      dNorm += (128 / 32);

#if 0
      for (int ly = 0; ly < TY; ly += 1)
      for (int lx = 0; lx < TX; lx += 1) {
	dBase[((y + ly) * bPch) + (x + lx)] = bBase[0][ly][lx];
	dNorm[((y + ly) * nPch) + (x + lx)] = bNorm[0][ly][lx];
      }
#endif
    }
    }

    TextureUnlock(baset, l);
    TextureUnlock(normt, l);
  }

  TextureUnlock((*base), 0);
  TextureUnlock((*norm), 0);

  (*base)->Release();
  (*norm)->Release();

  (*base) = baset;
  (*norm) = normt;

  return true;
}
예제 #23
0
파일: hornet.cpp 프로젝트: ET-NiK/amxxgroup
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CMHornet :: TrackTarget ( void )
{
	Vector	vecFlightDir;
	Vector	vecDirToEnemy;
	float	flDelta;

	StudioFrameAdvance( );

	if (gpGlobals->time > m_flStopAttack)
	{
		SetTouch( NULL );
		SetThink( SUB_Remove );
		pev->nextthink = gpGlobals->time + 0.1;
		return;
	}

	// UNDONE: The player pointer should come back after returning from another level
	if ( m_hEnemy == NULL )
	{// enemy is dead.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}
	
	if ( m_hEnemy != NULL && UTIL_FVisible( m_hEnemy, ENT(pev) ))
	{
		m_vecEnemyLKP = UTIL_BodyTarget( m_hEnemy, pev->origin );
	}
	else
	{
		m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1;
	}

	vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize();

	if (pev->velocity.Length() < 0.1)
		vecFlightDir = vecDirToEnemy;
	else 
		vecFlightDir = pev->velocity.Normalize();

	// measure how far the turn is, the wider the turn, the slow we'll go this time.
	flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
	
	if ( flDelta < 0.5 )
	{// hafta turn wide again. play sound
		switch (RANDOM_LONG(0,2))
		{
		case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		}
	}

	if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
	{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
		flDelta = 0.25;
	}

	pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize();

	if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) )
	{
		// random pattern only applies to hornets fired by monsters, not players. 

		pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
		pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
		pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
	}
	
	switch ( m_iHornetType )
	{
		case HORNET_TYPE_RED:
			pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn )
			pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
			break;
		case HORNET_TYPE_ORANGE:
			pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn.
			pev->nextthink = gpGlobals->time + 0.1;// fixed think time
			break;
	}

	pev->angles = UTIL_VecToAngles (pev->velocity);

	pev->solid = SOLID_BBOX;
}
예제 #24
0
파일: MainWindow.cpp 프로젝트: ysei/haiku
void
MainWindow::SaveSettings(BMessage* message)
{
	// make sure the positioning info is correct
	_GetLocation();
	// store window position
	if (message->ReplacePoint("window position", fScreenPosition) != B_OK)
		message->AddPoint("window position", fScreenPosition);

	if (message->ReplaceFloat("border distance", fBorderDist) != B_OK)
		message->AddFloat("border distance", fBorderDist);

	// store window frame and look
	if (message->ReplaceRect("window frame", Frame()) != B_OK)
		message->AddRect("window frame", Frame());

	if (message->ReplaceInt32("window look", Look()) != B_OK)
		message->AddInt32("window look", Look());

	// store orientation
	if (message->ReplaceInt32("orientation",
			(int32)fPadView->Orientation()) != B_OK)
		message->AddInt32("orientation", (int32)fPadView->Orientation());

	// store icon size
	if (message->ReplaceInt32("icon size", fPadView->IconSize()) != B_OK)
		message->AddInt32("icon size", fPadView->IconSize());

	// store ignore double click
	if (message->ReplaceBool("ignore double click",
			fPadView->IgnoreDoubleClick()) != B_OK) {
		message->AddBool("ignore double click", fPadView->IgnoreDoubleClick());
	}

	// store buttons
	message->RemoveName("path");
	message->RemoveName("description");
	message->RemoveName("signature");
	for (int32 i = 0; LaunchButton* button = fPadView->ButtonAt(i); i++) {
		BPath path(button->Ref());
		if (path.InitCheck() >= B_OK)
			message->AddString("path", path.Path());
		else
			message->AddString("path", "");
		message->AddString("description", button->Description());

		if (button->AppSignature())
			message->AddString("signature", button->AppSignature());
		else
			message->AddString("signature", "");
	}

	// store auto raise setting
	if (message->ReplaceBool("auto raise", fAutoRaise) != B_OK)
		message->AddBool("auto raise", fAutoRaise);

	// store workspace setting
	if (message->ReplaceBool("all workspaces", fShowOnAllWorkspaces) != B_OK)
		message->AddBool("all workspaces", fShowOnAllWorkspaces);
	if (message->ReplaceInt32("workspaces", Workspaces()) != B_OK)
		message->AddInt32("workspaces", Workspaces());
}
예제 #25
0
void Interface::MainGame()
{
	string input = "";
	vector<string> parsedInput;
	bool quitGame = false;
	Look();
	cout << "Type 'help' (no ' marks) for a short explanation of basic commands." << endl;
	cout << "Make sure to use the 'growth' command before gaining experience!" << endl;
	while(!quitGame)
	{
		Prompt();
		getline(cin, input);
		for (int i = 0; i < input.size(); i++)
			input[i] = tolower(input[i]);
		parsedInput = ParseInput(input);
		command cmd = CommandControl::GetInstance()->GetCommand(parsedInput.front());
		string target = parsedInput.back();
		if (cmd == LOOK)
			Look();
		if (cmd == GO_NORTH)
			North();
		if (cmd == GO_SOUTH)
			South();
		if (cmd == GO_EAST)
			East();
		if (cmd == GO_WEST)
			West();
		if (cmd == GO_DOWN)
			Down();
		if (cmd == GO_UP)
			Up();
		if (cmd == KILL)
			Kill(parsedInput.back());
		if (cmd == SCORE)
			Score();
		if (cmd == ABILITIES)
			Abilities();
		if (cmd == HELP)
			Help();
		if (cmd == GROWTH)
			Growth();
		if (cmd == QUIT)
			Quit();
		if (cmd == INVENTORY)
			Inventory();
		if (cmd == EQUIPMENT)
			Equipment();
		if (cmd == WEAR)
			Wear(parsedInput.back());
		if (cmd == REMOVE)
			Remove(parsedInput.back());
		if (cmd == EXAMINE)
		{	
			command targetCmd = CommandControl::GetInstance()->GetCommand(parsedInput.back());
			if (targetCmd == INVENTORY)
				ExaInv();
			else if (targetCmd == EQUIPMENT)
				ExaEquip();
			else if (targetCmd == LOOK)
				ExaLook();
			else
				cout << "That is not a valid target to examine." << endl;
		}
		if (cmd == GET)
			Get(parsedInput.back());
		if (cmd == DROP)
			Drop(parsedInput.back());
		if (cmd == USE)
			Use(parsedInput.back());
		if (cmd == SAVE)
			SavePlayer();
	}
}
예제 #26
0
void Verb_Parser(int *tokens)

{
	switch(tokens[0])
	{
	case Action_move:
		{
			Move(tokens);
			break;
		}
	case Action_pick:
		{
			Pick(tokens);
			break;
		}
	case Action_put:
		{
			Put(tokens);
			break;
		}
	case Action_look:
		{
			Look(tokens);
			break;
		}
	case Action_inventory:
		{
			Inventory(tokens);
			break;
		}
	case Action_examine:
		{
			Examine(tokens);
			break;
		}
	case Action_talk:
		{
			Talk(tokens);
			break;
		}
	case Action_save:
		{
			Save(tokens);
			break;
		}
	case Action_restore:
		{
			Restore(tokens);
			break;
		}
	case Action_exit:
		{
			Exit(tokens);
			break;
		}
	default:
		{
			printf("You must start a sentence with an action verb.\n");
			break;
		}
	}
}
void CApache :: HuntThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	ShowDamage( );

	if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
	{
		m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) );
		if (m_pGoalEnt)
		{
			m_posDesired = m_pGoalEnt->pev->origin;
			UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
			m_vecGoal = gpGlobals->v_forward;
		}
	}

	// if (m_hEnemy == NULL)
	{
		Look( 4092 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// generic speed up
	if (m_flGoalSpeed < 800)
		m_flGoalSpeed += 5;

	if (m_hEnemy != NULL)
	{
		// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
		if (FVisible( m_hEnemy ))
		{
			if (m_flLastSeen < gpGlobals->time - 5)
				m_flPrevSeen = gpGlobals->time;
			m_flLastSeen = gpGlobals->time;
			m_posTarget = m_hEnemy->Center( );
		}
		else
		{
			m_hEnemy = NULL;
		}
	}

	m_vecTarget = (m_posTarget - pev->origin).Normalize();

	float flLength = (pev->origin - m_posDesired).Length();

	if (m_pGoalEnt)
	{
		// ALERT( at_console, "%.0f\n", flLength );

		if (flLength < 128)
		{
			m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) );
			if (m_pGoalEnt)
			{
				m_posDesired = m_pGoalEnt->pev->origin;
				UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
				m_vecGoal = gpGlobals->v_forward;
				flLength = (pev->origin - m_posDesired).Length();
			}
		}
	}
	else
	{
		m_posDesired = pev->origin;
	}

	if (flLength > 250) // 500
	{
		// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
		// if (flLength2 < flLength)
		if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
		{
			m_vecDesired = (m_posTarget - pev->origin).Normalize( );
		}
		else
		{
			m_vecDesired = (m_posDesired - pev->origin).Normalize( );
		}
	}
	else
	{
		m_vecDesired = m_vecGoal;
	}

	Flight( );

	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
	if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
	{
		if (FireGun( ))
		{
			// slow down if we're fireing
			if (m_flGoalSpeed > 400)
				m_flGoalSpeed = 400;
		}

		// don't fire rockets and gun on easy mode
		if (g_iSkillLevel == SKILL_EASY)
			m_flNextRocket = gpGlobals->time + 10.0;
	}

	UTIL_MakeAimVectors( pev->angles );
	Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( );
	// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );

	if ((m_iRockets % 2) == 1)
	{
		FireRocket( );
		m_flNextRocket = gpGlobals->time + 0.5;
		if (m_iRockets <= 0)
		{
			m_flNextRocket = gpGlobals->time + 10;
			m_iRockets = 10;
		}
	}
	else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time)
	{
		if (m_flLastSeen + 60 > gpGlobals->time)
		{
			if (m_hEnemy != NULL)
			{
				// make sure it's a good shot
				if (DotProduct( m_vecTarget, vecEst) > .965)
				{
					TraceResult tr;
					
					UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr );
					if ((tr.vecEndPos - m_posTarget).Length() < 512)
						FireRocket( );
				}
			}
			else
			{
				TraceResult tr;
				
				UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr );
				// just fire when close
				if ((tr.vecEndPos - m_posTarget).Length() < 512)
					FireRocket( );
			}
		}
	}
}
예제 #28
0
파일: hornet.cpp 프로젝트: XashDev/XashXT
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CHornet :: TrackTarget ( void )
{
	Vector	vecFlightDir;
	Vector	vecDirToEnemy;
	float	flDelta;

	StudioFrameAdvance( );

	if (gpGlobals->time > m_flStopAttack)
	{
		SetTouch( NULL );
		SetThink( SUB_Remove );
		pev->nextthink = gpGlobals->time + 0.1;
		return;
	}

	// UNDONE: The player pointer should come back after returning from another level
	if ( m_hEnemy == NULL )
	{// enemy is dead.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}
	
	if ( m_hEnemy != NULL && FVisible( m_hEnemy ))
	{
		m_vecEnemyLKP = m_hEnemy->BodyTarget( GetAbsOrigin() );
	}
	else
	{
		m_vecEnemyLKP = m_vecEnemyLKP + GetAbsVelocity() * m_flFlySpeed * 0.1;
	}

	vecDirToEnemy = ( m_vecEnemyLKP - GetAbsOrigin() ).Normalize();

	if (GetAbsVelocity().Length() < 0.1)
		vecFlightDir = vecDirToEnemy;
	else 
		vecFlightDir = GetAbsVelocity().Normalize();

	// measure how far the turn is, the wider the turn, the slow we'll go this time.
	flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
	
	if ( flDelta < 0.5 )
	{// hafta turn wide again. play sound
		switch (RANDOM_LONG(0,2))
		{
		case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		}
	}

	if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
	{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
		flDelta = 0.25;
	}

	SetAbsVelocity(( vecFlightDir + vecDirToEnemy).Normalize() );

	if( pev->owner && ( pev->owner->v.flags & FL_MONSTER ))
	{
		// random pattern only applies to hornets fired by monsters, not players. 

		Vector vecVelocity = GetAbsVelocity();

		vecVelocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
		vecVelocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
		vecVelocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
		SetAbsVelocity( vecVelocity );
	}
	
	switch ( m_iHornetType )
	{
	case HORNET_TYPE_RED:
		SetAbsVelocity( GetAbsVelocity() * ( m_flFlySpeed * flDelta ));// scale the dir by the ( speed * width of turn )
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
		break;
	case HORNET_TYPE_ORANGE:
		SetAbsVelocity( GetAbsVelocity() * m_flFlySpeed ); // do not have to slow down to turn.
		pev->nextthink = gpGlobals->time + 0.1;// fixed think time
		break;
	}

	SetAbsAngles( UTIL_VecToAngles( GetAbsVelocity()));

	pev->solid = SOLID_BBOX;

	// if hornet is close to the enemy, jet in a straight line for a half second.
	// (only in the single player game)
	if ( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() )
	{
		if ( flDelta >= 0.4 && ( GetAbsOrigin() - m_vecEnemyLKP ).Length() <= 300 )
		{
			Vector vecOrigin = GetAbsOrigin();
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( vecOrigin.x );	// pos
				WRITE_COORD( vecOrigin.y );
				WRITE_COORD( vecOrigin.z );
				WRITE_SHORT( iHornetPuff );		// model
				// WRITE_BYTE( 0 );			// life * 10
				WRITE_BYTE( 2 );			// size * 10
				WRITE_BYTE( 128 );			// brightness
			MESSAGE_END();

			switch( RANDOM_LONG( 0, 2 ))
			{
			case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			}
			SetAbsVelocity( GetAbsVelocity() * 2 );
			pev->nextthink = gpGlobals->time + 1.0;
			// don't attack again
			m_flStopAttack = gpGlobals->time;
		}
	}
}
예제 #29
0
파일: 源.cpp 프로젝트: 3588/au-cs433
LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
       
        
        
          PAINTSTRUCT ps;
       
          static     HPEN    hpen,hpen1,hpen2;
          static HBRUSH hbrush,hbrush1,hbrush2;
          int x,y;
       
      switch (message)                    /* handle the messages */
      {
          case WM_KEYDOWN:
               switch (wParam)
                {
                      case VK_F5:
                            Init(hwnd);
                     Rectangle(hdc,0,0,xw,yw);
                       for(x=0;x<MAX;x++)
                         for(y=0;y<MAX;y++)
                           {
                             Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;
                              iGame[x][y]=Default;
                           }
                            SetTimer(hwnd,Time1,times,NULL);
                             leng=1;
                             plays=Play;
                           break;
                      case VK_F1:
                           break;
                      case VK_F2:
                         
                             SetTimer(hwnd,Time1,times,NULL);
                             leng=1;
                             plays=Play;
                             break; 
                      case VK_F3:
                           if(plays==Play)
                             {
                                 KillTimer(hwnd,Time1);
                                 plays=Paush;         
                             }
                             else
                             if(plays==Paush)
                               {
                                 SetTimer(hwnd,Time1,times,NULL);
                                 plays=Play;
                               }
                           
                           break;                
                }
               break;
          case WM_TIMER:
                  switch (wParam)
                    {
                      case Time1:
                       timechage(hwnd);
                              break;     
                    }      
               break;        
          case WM_CREATE:
                plays=Stop;
                play=Player1;
               break;
          case WM_SIZE:
               xw=LOWORD(lParam);
               yw=HIWORD(lParam);
               xw-=TextWidth;
               InvalidateRect(hwnd,NULL,TRUE);
            
               break;
          case WM_LBUTTONDOWN:
                //获取但前鼠标坐标 
                point.x=LOWORD(lParam);
                point.y=HIWORD(lParam);
                //初始化设备DC 
                 Init(hwnd);
                //鼠标坐标换为数组坐标 
                x=(point.x)/(xw/MAX);
                y=(point.y)/(yw/MAX);
             if(plays==Stop)break;
           
             if(x<MAX&&y<MAX)
             {
                          
                  if(iGame[x][y]==Default&&plays==Play)//判断但前位置是否有棋子覆盖 
                  { 
                       leng=1;
                      paint(play,x,y);
                      if(Look(x,y,play))
                        over(hwnd,play);

                      chagePlayer();  
                    
                  }      
             }


               break;        
          case WM_PAINT:
             
               hdc=BeginPaint(hwnd,&ps);
               Init(hwnd);


               Rectangle(hdc,0,0,xw,yw);
               for(x=0;x<MAX;x++)
                  for(y=0;y<MAX;y++)
                  {
                    Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;
                    paint(iGame[x][y],x,y);
                  }
               EndPaint(hwnd,&ps);
               break;   
          case WM_DESTROY:
              PostQuitMessage (0);         /* send a WM_QUIT to the message queue */
              break;
          default:                        /* for messages that we don't deal with */
              return DefWindowProc (hwnd, message, wParam, lParam);
      }

      return 0;
}