WMSG_RESULT CUISpinControl::OnMouseWheel( UINT16 x, UINT16 y, int wheel ) { if (IsInside(x, y) == FALSE) return WMSG_FAIL; MoveData(wheel > 0 ? true : false); return WMSG_SUCCESS; }
bool IOBuffer::EnsureSize(uint32_t expected) { SANITY_INPUT_BUFFER; //1. Do we have enough space? if (_published + expected <= _size) { SANITY_INPUT_BUFFER; return true; } //2. Apparently we don't! Try to move some data MoveData(); //3. Again, do we have enough space? if (_published + expected <= _size) { SANITY_INPUT_BUFFER; return true; } //4. Nope! So, let's get busy with making a brand new buffer... //First, we allocate at least 1/3 of what we have and no less than _minChunkSize if ((_published + expected - _size)<(_size / 3)) { expected = _size + _size / 3 - _published; } if (expected < _minChunkSize) { expected = _minChunkSize; } //5. Allocate uint8_t *pTempBuffer = new uint8_t[_published + expected]; //6. Copy existing data if necessary and switch buffers if (_pBuffer != NULL) { memcpy(pTempBuffer, _pBuffer, _published); delete[] _pBuffer; } _pBuffer = pTempBuffer; //7. Update the size _size = _published + expected; SANITY_INPUT_BUFFER; return true; }
CUnit* CUnitLoader::LoadUnit(const string& name, float3 pos, int team, bool build, int facing, const CUnit* builder) { // GML_RECMUTEX_LOCK(unit); // LoadUnit. Unitinit puts unit in the quadfield and activeUnits - GML_RECMUTEX_LOCK(sel); // LoadUnit. For anti deadlock purposes. GML_RECMUTEX_LOCK(quad); // LoadUnit. - make sure other threads cannot access an incomplete unit CUnit* unit; SCOPED_TIMER("Unit loader"); const UnitDef* ud = unitDefHandler->GetUnitByName(name); if (!ud) { throw content_error("Couldn't find unittype " + name); } string type = ud->type; if (!build) { pos.y = ground->GetHeight2(pos.x, pos.z); if (ud->floater && pos.y < 0.0f) { // adjust to waterline iif we are submerged pos.y = -ud->waterline; } } if (team < 0) { team = MAX_TEAMS - 1; // FIXME use gs->gaiaTeamID ? (once it is always enabled) } if (type == "GroundUnit") { unit = SAFE_NEW CUnit; } else if (type == "Transport") { unit = SAFE_NEW CTransportUnit; } else if (type == "Building") { unit = SAFE_NEW CBuilding; } else if (type == "Factory") { unit = SAFE_NEW CFactory; } else if (type == "Builder") { unit = SAFE_NEW CBuilder; } else if (type == "Bomber" || type == "Fighter") { unit = SAFE_NEW CUnit; } else if (type == "MetalExtractor") { unit = SAFE_NEW CExtractorBuilding; } else { logOutput << "Unknown unit type " << type.c_str() << "\n"; return NULL; } unit->UnitInit(ud, team, pos); unit->beingBuilt = build; unit->xsize = ((facing & 1) == 0) ? ud->xsize : ud->zsize; unit->zsize = ((facing & 1) == 1) ? ud->xsize : ud->zsize; unit->buildFacing = facing; unit->power = ud->power; unit->maxHealth = ud->health; unit->health = ud->health; //unit->metalUpkeep = ud->metalUpkeep*16.0f/GAME_SPEED; //unit->energyUpkeep = ud->energyUpkeep*16.0f/GAME_SPEED; unit->controlRadius = (int)(ud->controlRadius / SQUARE_SIZE); unit->losHeight = ud->losHeight; unit->metalCost = ud->metalCost; unit->energyCost = ud->energyCost; unit->buildTime = ud->buildTime; unit->aihint = ud->aihint; unit->tooltip = ud->humanName + " - " + ud->tooltip; unit->armoredMultiple = std::max(0.0001f, ud->armoredMultiple); //armored multiple of 0 will crash spring unit->wreckName = ud->wreckName; unit->realLosRadius = (int) (ud->losRadius); unit->realAirLosRadius = (int) (ud->airLosRadius); unit->upright = ud->upright; unit->radarRadius = ud->radarRadius / (SQUARE_SIZE * 8); unit->sonarRadius = ud->sonarRadius / (SQUARE_SIZE * 8); unit->jammerRadius = ud->jammerRadius / (SQUARE_SIZE * 8); unit->sonarJamRadius = ud->sonarJamRadius / (SQUARE_SIZE * 8); unit->seismicRadius = ud->seismicRadius / (SQUARE_SIZE * 8); unit->seismicSignature = ud->seismicSignature; unit->hasRadarCapacity = unit->radarRadius || unit->sonarRadius || unit->jammerRadius || unit->sonarJamRadius || unit->seismicRadius; unit->stealth = ud->stealth; unit->sonarStealth = ud->sonarStealth; unit->category = ud->category; unit->armorType = ud->armorType; unit->floatOnWater = ud->floater || (ud->movedata && ((ud->movedata->moveType == MoveData::Hover_Move) || (ud->movedata->moveType == MoveData::Ship_Move))); unit->maxSpeed = ud->speed / 30.0f; unit->decloakDistance = ud->decloakDistance; unit->flankingBonusMode = ud->flankingBonusMode; unit->flankingBonusDir = ud->flankingBonusDir; unit->flankingBonusMobility = ud->flankingBonusMobilityAdd * 1000; unit->flankingBonusMobilityAdd = ud->flankingBonusMobilityAdd; unit->flankingBonusAvgDamage = (ud->flankingBonusMax + ud->flankingBonusMin) * 0.5f; unit->flankingBonusDifDamage = (ud->flankingBonusMax - ud->flankingBonusMin) * 0.5f; if(ud->highTrajectoryType==1) unit->useHighTrajectory=true; if(ud->fireState >= 0) unit->fireState = ud->fireState; if(build){ unit->ChangeLos(1,1); unit->health=0.1f; } else { unit->ChangeLos((int)(ud->losRadius),(int)(ud->airLosRadius)); } if (type == "GroundUnit") { SAFE_NEW CMobileCAI(unit); } else if (type == "Transport") { SAFE_NEW CTransportCAI(unit); } else if (type == "Factory") { SAFE_NEW CFactoryCAI(unit); } else if (type == "Builder") { SAFE_NEW CBuilderCAI(unit); } else if (type == "Bomber") { if (ud->hoverAttack) { SAFE_NEW CMobileCAI(unit); } else { SAFE_NEW CAirCAI(unit); } } else if(type == "Fighter"){ if (ud->hoverAttack) { SAFE_NEW CMobileCAI(unit); } else { SAFE_NEW CAirCAI(unit); } } else { SAFE_NEW CCommandAI(unit); } if (ud->canmove && !ud->canfly && (type != "Factory")) { CGroundMoveType* mt = SAFE_NEW CGroundMoveType(unit); mt->maxSpeed = ud->speed / GAME_SPEED; mt->maxWantedSpeed = ud->speed / GAME_SPEED; mt->turnRate = ud->turnRate; mt->baseTurnRate = ud->turnRate; if (!mt->accRate) { logOutput << "acceleration of " << ud->name.c_str() << " is zero!!\n"; } mt->moveType = ud->moveType; mt->accRate = ud->maxAcc; mt->decRate = ud->maxDec; mt->floatOnWater = (ud->movedata->moveType == MoveData::Hover_Move || ud->movedata->moveType == MoveData::Ship_Move); if (!unit->beingBuilt) { // otherwise set this when finished building instead unit->mass = ud->mass; } unit->moveType = mt; // Ground-mobility unit->mobility = SAFE_NEW MoveData(ud->movedata, GAME_SPEED); } else if (ud->canfly) { // Air-mobility unit->mobility = SAFE_NEW MoveData(ud->movedata, GAME_SPEED); if (!unit->beingBuilt) { // otherwise set this when finished building instead unit->mass = ud->mass; } if ((type == "Builder") || ud->hoverAttack || ud->transportCapacity) { CTAAirMoveType* mt = SAFE_NEW CTAAirMoveType(unit); mt->turnRate = ud->turnRate; mt->maxSpeed = ud->speed / GAME_SPEED; mt->accRate = ud->maxAcc; mt->decRate = ud->maxDec; mt->wantedHeight = ud->wantedHeight + gs->randFloat() * 5; mt->orgWantedHeight = mt->wantedHeight; mt->dontLand = ud->DontLand(); mt->collide = ud->collide; mt->altitudeRate = ud->verticalSpeed; mt->bankingAllowed = ud->bankingAllowed; unit->moveType = mt; } else { CAirMoveType *mt = SAFE_NEW CAirMoveType(unit); if(type=="Fighter") mt->isFighter=true; mt->collide = ud->collide; mt->wingAngle = ud->wingAngle; mt->crashDrag = 1 - ud->crashDrag; mt->invDrag = 1 - ud->drag; mt->frontToSpeed = ud->frontToSpeed; mt->speedToFront = ud->speedToFront; mt->myGravity = ud->myGravity; mt->maxBank = ud->maxBank; mt->maxPitch = ud->maxPitch; mt->turnRadius = ud->turnRadius; mt->wantedHeight = (ud->wantedHeight * 1.5f) + ((gs->randFloat() - 0.3f) * 15 * (mt->isFighter ? 2 : 1)); mt->maxAcc = ud->maxAcc; mt->maxAileron = ud->maxAileron; mt->maxElevator = ud->maxElevator; mt->maxRudder = ud->maxRudder; unit->moveType = mt; } } else { unit->moveType = SAFE_NEW CMoveType(unit); unit->upright = true; } unit->energyTickMake = ud->energyMake; if (ud->tidalGenerator > 0) unit->energyTickMake += ud->tidalGenerator * mapInfo->map.tidalStrength; unit->model = LoadModel(ud); unit->SetRadius(unit->model->radius); // copy the UnitDef volume archetype data unit->collisionVolume = SAFE_NEW CollisionVolume(ud->collisionVolume); // if no "collisionVolumeScales" tag was defined in UnitDef, // the default scale for this volume will be a ZeroVector if (unit->collisionVolume->GetScale(COLVOL_AXIS_X) <= 1.0f && unit->collisionVolume->GetScale(COLVOL_AXIS_Y) <= 1.0f && unit->collisionVolume->GetScale(COLVOL_AXIS_Z) <= 1.0f) { // aircraft still get half-size spheres for coldet purposes // if no custom volume is defined (unit->model->radius and // unit->radius themselves are no longer altered) const float scaleFactor = (ud->canfly)? 0.5f: 1.0f; unit->collisionVolume->SetDefaultScale(unit->model->radius * scaleFactor); if (unit->collisionVolume->GetBoundingRadius() <= 30.0f) { // the interval-based method fails too easily for units // with small default volumes, force use of raytracing unit->collisionVolume->SetTestType(COLVOL_TEST_CONT); } } if (ud->floater) { // restrict our depth to our waterline unit->pos.y = std::max(-ud->waterline, ground->GetHeight2(unit->pos.x, unit->pos.z)); } else { unit->pos.y = ground->GetHeight2(unit->pos.x, unit->pos.z); } modelParser->CreateLocalModel(unit); unit->cob = SAFE_NEW CCobInstance(GCobEngine.GetCobFile("scripts/" + ud->cobFilename), unit); unit->weapons.reserve(ud->weapons.size()); for (unsigned int i = 0; i < ud->weapons.size(); i++) { unit->weapons.push_back(LoadWeapon(ud->weapons[i].def, unit, &ud->weapons[i])); } // Calculate the max() of the available weapon reloadtimes int relMax = 0; for (vector<CWeapon*>::iterator i = unit->weapons.begin(); i != unit->weapons.end(); ++i) { if ((*i)->reloadTime > relMax) relMax = (*i)->reloadTime; if (dynamic_cast<CBeamLaser*>(*i)) relMax = 150; } // convert ticks to milliseconds relMax *= 30; // TA does some special handling depending on weapon count if (unit->weapons.size() > 1) { relMax = std::max(relMax, 3000); } // Call initializing script functions unit->cob->Call(COBFN_Create); unit->cob->Call("SetMaxReloadTime", relMax); unit->heading = GetHeadingFromFacing(facing); unit->frontdir = GetVectorFromHeading(unit->heading); unit->updir = UpVector; unit->rightdir = unit->frontdir.cross(unit->updir); unit->yardMap = ud->yardmaps[facing]; unit->Init(builder); if (!build) { unit->FinishedBuilding(); } return unit; }
double ChessAI::findBestMove(bool playIt, int iter) { PieceColor color=colorToMove; Square s, e; MoveHolder moves(settings.checkWidth); if (checkForBoringTie()) { //err << "\n\n\n BORING TIE FOUND\n\n\n" << err; return 0.5; } for (int i=((color==WHITE)?0:16); i<((color==WHITE)?16:32); ++i) { if (pieces[i].alive) { s=pieces[i].square; for (e.y=0; e.y<8; ++e.y) { for (e.x=0; e.x<8; ++e.x) { bool path=checkMovePath(s, e); bool check=checkCheck(colorToMove, s, e); if (path && check) { forceMove(s, e); moves.add(MoveData(s, e, eval(color))); undo(); checkBoard(); } } } } } if (moves.size()<1) { if (checkCheck(color, kings[color]->square, kings[color]->square)) return 0.5; else return 0.0; } MoveData bestMove; bestMove.score=-1; for (auto i=moves.begin(); i!=moves.end(); ++i) { for (int j=settings.checkDepth; j>iter; --j) err << " "; err << pieceColor2Name(color) << " " << pieceType2Name(board((*i).s)->type) << " from " << (*i).s.str() << " to " << (*i).e.str() << err; forceMove((*i).s, (*i).e); double score=0; if (iter<=0) { score=eval(color); } else { score=1-findBestMove(false, iter-1); } undo(); for (int j=settings.checkDepth+1; j>iter; --j) err << " "; err << "best score for " << pieceColor2Name(myColor) << ": " << ((myColor==color)?score:1-score) << err; if (score>bestMove.score) { bestMove.s=(*i).s; bestMove.e=(*i).e; bestMove.score=score; } } if (playIt) { return game->playMove(bestMove.s, bestMove.e); } else { return bestMove.score; } }
//------------------------------------------------------------------------------ // Class: PropellerSystem // Method: addProperties // Description: //------------------------------------------------------------------------------ void PropellerSystem::addProperties(GQE::IEntity* theEntity) { theEntity->mProperties.add<MoveData>(MOVE_DATA, MoveData()); }