DropList::DropList (Window &win, const ItemList &items_, size_t default_select) : Control (win) , FocusColorControl (win) , items (items_.empty () ? ItemList (1) : items_) , select (default_select < items_.size () ? default_select : 0) { }
DropList::DropList (Window &win, ItemList &&items_, size_t default_select) : Control (win) , FocusColorControl (win) , items (items_.empty () ? ItemList (1) : std::forward<ItemList> (items_)) , select (default_select < items.size () ? default_select : 0) { }
item_group::ItemList item_group::items_from( const Group_tag &group_id, int birthday ) { const auto group = item_controller->get_group( group_id ); if( group == nullptr ) { return ItemList(); } return group->create( birthday ); }
void MetaContactStorage::onResultReady(const Payload::Ptr &payload, PrivateXml::Result result, const Error::Ptr &error) { Q_UNUSED(error); Logger::debug() << "onResultReady"; if(result == PrivateXml::RequestOk) { MetaContacts *metacontacts = payload_cast<MetaContacts*>(payload.data()); Logger::debug() << "received metacontacts" << metacontacts << payload.data(); if (metacontacts) emit metaContactsReceived(metacontacts->items); else emit metaContactsReceived(ItemList()); } }
void AccumulateSystem (CTopologyNode *pNode, CSystem *pSystem, TSortMap<DWORD, STypeInfo> &AllTypes) { int j; int iSystemLevel = pSystem->GetLevel(); // Add the encounters to the appropriate tables for (j = 0; j < pSystem->GetObjectCount(); j++) { CSpaceObject *pObj = pSystem->GetObject(j); if (pObj) { // Add this encounter to the table CDesignType *pType; if ((pType = pObj->GetEncounterInfo()) || (pType = pObj->GetType())) { STypeInfo *pInfo = AllTypes.SetAt(pType->GetUNID()); pInfo->iTotalCount++; pInfo->PerLevel[iSystemLevel]++; } // Enumerate the items in this object CItemListManipulator ItemList(pObj->GetItemList()); ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (!Item.IsInstalled() && !Item.IsDamaged()) { STypeInfo *pInfo = AllTypes.SetAt(Item.GetType()->GetUNID()); pInfo->iTotalCount += Item.GetCount(); pInfo->PerLevel[iSystemLevel] += Item.GetCount(); } } } } }
CInstalledDevice *GetDeviceFromItem (CCodeChain &CC, CSpaceObject *pObj, ICCItem *pArg) // GetDeviceFromItem // // Returns a device struct from an item struct (or NULL if not found) { // Get the item CItem Item(CreateItemFromList(CC, pArg)); // Make sure the item is on the object CItemListManipulator ItemList(pObj->GetItemList()); if (!ItemList.SetCursorAtItem(Item)) return NULL; // Get the installed device from the item CInstalledDevice *pDevice = pObj->FindDevice(Item); return pDevice; }
const CItem *CItemCtx::GetItemPointer(void) // GetItemPointer // // Returns a pointer to an item or NULL. // Note: We can't guarantee that the pointer will be valid across calls // to script (because an ItemTable might be moved around) so this // pointer should never be returned to callers. { // If we've got it, done if (m_pItem) return m_pItem; // If we have a source and device, find the item if (m_pDevice && m_pSource) return m_pDevice->GetItem(); // If we have a source and armor, find the item if (m_pArmor && m_pSource) { CItemListManipulator ItemList(m_pSource->GetItemList()); m_pSource->SetCursorAtArmor(ItemList, m_pArmor); if (!ItemList.IsCursorValid()) return NULL; return &ItemList.GetItemAtCursor(); } // Couldn't get it return NULL; }
DGLE_RESULT DGLE_API Game::Update(uint uiDeltaTime) { bool key_escape, pause; pInput->GetKey(KEY_ESCAPE, key_escape); if (key_escape) pEngineCore->QuitEngine(); pInput->GetKey(KEY_P, pause); if (pause) { if (PauseChange) { Pause = !Pause; PauseChange = false; } } else PauseChange = true; if (!Pause) { bool key_right, key_left, key_down, key_up; pInput->GetKey(KEY_RIGHT, key_right); pInput->GetKey(KEY_LEFT, key_left); pInput->GetKey(KEY_DOWN, key_down); pInput->GetKey(KEY_UP, key_up); // update game objects GhostList().begin()->UpdateAngle(); if (key_right) { GhostList().begin()->SetDirection(true, true); GhostList().begin()->Update(); } else if (key_left) { GhostList().begin()->SetDirection(true, false); GhostList().begin()->Update(); } else if (key_down) { GhostList().begin()->SetDirection(false, true); GhostList().begin()->Update(); } else if (key_up) { GhostList().begin()->SetDirection(false, false); GhostList().begin()->Update(); } for (auto it = ++GhostList().begin(); it != GhostList().end(); ++it) it->Update(); // swallow score and special items for (auto it = cItemList().cbegin(); it != cItemList().cend();) { bool flag = false; if (IsBlackFlagSet()) for (auto this_ghost = ++cGhostList().cbegin(); this_ghost != cGhostList().cend(); ++this_ghost) if (this_ghost->Swallow(*it)) flag = true; if (cGhostList().cbegin()->Swallow(*it) || flag) it = ItemList().erase(it); else ++it; } if (CurrentLevel > PreviousLevel) { RestartLevel(false); PreviousLevel = CurrentLevel; } // swallow player and ghosts for (auto this_ghost = ++cGhostList().cbegin(); this_ghost != cGhostList().cend(); ++this_ghost) { if (this_ghost->Swallow(*cGhostList().cbegin())) { if (Lives > 1) { RestartLevel(true); Lives--; } else NewGame(); break; } else if (IsHelpFlagSet()) for (auto it = ++cGhostList().cbegin(); it != cGhostList().cend();) if (this_ghost->Swallow(*it)) it = GhostList().erase(it); else ++it; } // additional updating AI if (!(Counter % 15)) for (auto it = ++GhostList().begin(); it != GhostList().end(); ++it) it->UpdateAI(0.1, false); //0.25 ++Counter; } return S_OK; }
KitInformation::ItemList CMakePreloadCacheKitInformation::toUserOutput(const Kit *k) const { return ItemList() << qMakePair(tr("CMake Preload"), k->value(id()).toString()); }
bool CWeaponFireDesc::FireOnDamageShields (SDamageCtx &Ctx, int iDevice) // FireOnDamageShields // // Fire OnDamageShields event. Returns TRUE if we should skip further shields damage { SEventHandlerDesc Event; if (FindEventHandler(evtOnDamageShields, &Event)) { // Setup arguments CCodeChainCtx CCCtx; CItemListManipulator ItemList(Ctx.pObj->GetItemList()); CShip *pShip = Ctx.pObj->AsShip(); if (pShip) pShip->SetCursorAtDevice(ItemList, iDevice); CCCtx.SaveAndDefineSourceVar(Ctx.pObj); CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit); CCCtx.DefineInteger(CONSTLIT("aDevice"), iDevice); CCCtx.DefineItem(CONSTLIT("aDeviceItem"), ItemList.GetItemAtCursor()); CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause); CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj()); CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL)); CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos); CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection); CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage); CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType())); CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType()); CCCtx.DefineInteger(CONSTLIT("aShieldHP"), Ctx.iHPLeft); CCCtx.DefineInteger(CONSTLIT("aShieldDamageHP"), Ctx.iShieldDamage); CCCtx.DefineInteger(CONSTLIT("aArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb); if (Ctx.bReflect) { CCCtx.DefineString(CONSTLIT("aShieldReflect"), STR_SHIELD_REFLECT); CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iOriginalShieldDamage); CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iOriginalAbsorb); } else { CCCtx.DefineNil(CONSTLIT("aShieldReflect")); CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iShieldDamage); CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb); } ICCItem *pResult = CCCtx.Run(Event); // If we return Nil, then we continue processing bool bResult; if (pResult->IsNil()) bResult = false; // If this is an integer, we pass damage to armor else if (pResult->IsInteger()) { Ctx.iDamage = pResult->GetIntegerValue(); bResult = true; } // If we return a list, then modify variables else if (pResult->IsList()) { // A single value means we modified the damage to armor if (pResult->GetCount() == 1) { if (strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT)) { Ctx.bReflect = true; Ctx.iAbsorb = Ctx.iDamage; Ctx.iShieldDamage = 0; } else { Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft)); if (Ctx.bReflect) { Ctx.bReflect = false; Ctx.iAbsorb = Ctx.iOriginalAbsorb; } } } // Two values mean we modified both damage to armor and shield damage else if (pResult->GetCount() == 2) { Ctx.bReflect = false; Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft)); Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(1)->GetIntegerValue())); } // Otherwise, we deal with reflection else { Ctx.bReflect = strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT); Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(1)->GetIntegerValue(), Ctx.iHPLeft)); Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(2)->GetIntegerValue())); } // Proceed with processing bResult = false; } // If this is the string "reflect" then we reflect else if (strEquals(pResult->GetStringValue(), STR_SHIELD_REFLECT)) { Ctx.bReflect = true; Ctx.iAbsorb = Ctx.iDamage; Ctx.iShieldDamage = 0; bResult = false; } // Otherwise, error else { Ctx.pObj->ReportEventError(ON_DAMAGE_OVERLAY_EVENT, pResult); bResult = true; } CCCtx.Discard(pResult); return bResult; } else return false; }
KitInformation::ItemList SysRootKitInformation::toUserOutput(Kit *k) const { return ItemList() << qMakePair(tr("Sys Root"), sysRoot(k).toUserOutput()); }
KitInformation::ItemList ToolChainKitInformation::toUserOutput(Kit *k) const { ToolChain *tc = toolChain(k); return ItemList() << qMakePair(tr("Compiler"), tc ? tc->displayName() : tr("None")); }
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine) { int i; // Compute the list of weapons to show, making sure we filter to weapons // and missiles only. CItemTypeTable Selection; if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB)) || (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm")))) { printf("No entries match criteria.\n"); return; } Selection.Sort(); // Ship to use DWORD dwPlatformUNID; if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID)) dwPlatformUNID = WEAPON_PLATFORM_UNID; // Compute some metrics int iFramesPerItem = 10; int cxFrameHorzMargin = 10; int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel)); int cyFrame = 64; int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick); int iHitEffectFramesPerItem = 5; int cxHitEffect = 128; int cyHitEffect = 128; int cyRowTitle = 20; int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem); int cxRow = ITEM_ICON_WIDTH + cxFrame; int iColumns = Max(1, mathSqrt(Selection.GetCount())); int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns; int cxImage = cxRow * iColumns; int cyImage = cyRow * iRows; // Initialize the output COutputChart Output; Output.SetContentSize(cxImage, cyImage); Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output"))); // Initialize fonts Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font"))); Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF)); // Prepare the universe CSystem *pSystem; if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR) { printf("ERROR: Unable to create empty star system.\n"); return; } // Create a target in the center of the system CSpaceObject *pStation; CStationType *pTargetType = Universe.FindStationType(TARGET_UNID); if (pTargetType == NULL || pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR) { printf("ERROR: Unable to create station.\n"); return; } // Create the weapon platform some distance away CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID); CShip *pPlatform; if (pPlatformSovereign == NULL || pSystem->CreateShip(dwPlatformUNID, NULL, NULL, pPlatformSovereign, CVector(-5.0 * LIGHT_SECOND, 0.), CVector(), 0, NULL, NULL, &pPlatform) != NOERROR) { printf("ERROR: Unable to create weapons platform.\n"); return; } // Set the attacker to hold IShipController *pController = pPlatform->GetController(); if (pController == NULL) { printf("ERROR: No controller for ship.\n"); return; } pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData()); pPlatform->SetControllerEnabled(false); // Install the largest possible reactor on the ship CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID); if (pReactorType) { CItem ReactorItem(pReactorType, 1); CItemListManipulator ItemList(pPlatform->GetItemList()); ItemList.AddItem(ReactorItem); pPlatform->OnComponentChanged(comCargo); pPlatform->ItemsModified(); pPlatform->InvalidateItemListAddRemove(); pPlatform->InstallItemAsDevice(ItemList); } // Set the POV Universe.SetPOV(pStation); pSystem->SetPOVLRS(pStation); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.StartGame(true); // Output each weapon int xOrigin; int yOrigin; CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin); const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE); CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE); for (i = 0; i < Selection.GetCount(); i++) { CItemType *pType = Selection.GetItemType(i); // Compute the metrics of this row int xRow = xOrigin + (i % iColumns) * cxRow; int yRow = yOrigin + (i / iColumns) * cyRow; // Paint the weapon title Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40)); TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase()); // Paint the frames PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin, yRow + cyRowTitle, cxMaxDistPerTick, cyFrame); } // Done Output.Output(); }
void PaintWeaponFrames (CG32bitImage &Image, CItemType *pType, CShip *pPlatform, int iFrames, int x, int y, int cxCell, int cyCell) { int i, j; Metric rFireDist = 18.0 * LIGHT_SECOND; // Make sure we're refueled and in position pPlatform->Place(CVector(-rFireDist, 0.0)); pPlatform->Refuel(pPlatform->GetMaxFuel()); CItemListManipulator ItemList(pPlatform->GetItemList()); // Get the device and weapon fire desc for this item. The call will do the // right thing if this is a missile. CDeviceClass *pWeapon; int iVariant; CWeaponFireDesc *pDesc; if (!CDeviceClass::FindWeaponFor(pType, &pWeapon, &iVariant, &pDesc)) { printf("ERROR: Unable to find weapon for ammo.\n"); return; } // Compute the number of ticks that we need to cover the distance Metric rDist = rFireDist - (60 * g_KlicksPerPixel); Metric rSpeed = pDesc->GetRatedSpeed(); Metric rTime = (rSpeed > 0.0 ? (rDist / pDesc->GetRatedSpeed()) : 0.0); int iFrameToSkip = iFrames / 4; int iTicksToHit = (int)(rTime / STD_SECONDS_PER_UPDATE) - iFrameToSkip - 4; // If the item is a missile, create one to fire CItemType *pAmmoType = pDesc->GetAmmoType(); if (pAmmoType) { CItem MissileItem(pAmmoType, 1); ItemList.AddItem(MissileItem); pPlatform->OnComponentChanged(comCargo); pPlatform->ItemsModified(); pPlatform->InvalidateItemListAddRemove(); } // Install the appropriate weapon on the platform CItem WeaponItem(pWeapon->GetItemType(), 1); ItemList.AddItem(WeaponItem); pPlatform->OnComponentChanged(comCargo); pPlatform->ItemsModified(); pPlatform->InvalidateItemListAddRemove(); pPlatform->InstallItemAsDevice(ItemList); // Select the weapon (we rely on the fact that this is the current // item in the list). DeviceNames iDev = pPlatform->SelectWeapon(ItemList.GetItemAtCursor().GetInstalled(), iVariant); CInstalledDevice *pInstalledDevice = pPlatform->GetNamedDevice(iDev); if (pInstalledDevice == NULL || pInstalledDevice->GetClass()->GetUNID() != pWeapon->GetUNID()) { printf("ERROR: Failed to install %s.\n", pWeapon->GetItemType()->GetNounPhrase(0).GetASCIIZPointer()); return; } // Fire the weapon pInstalledDevice->SetTimeUntilReady(0); pPlatform->SetWeaponTriggered(iDev); // Update context SSystemUpdateCtx Ctx; Ctx.bForceEventFiring = true; Ctx.bForcePainted = true; // Now loop over the appropriate number of frames int xDest = x; int yDest = y; for (i = 0; i < iFrames; i++) { // Update the universe g_pUniverse->Update(Ctx); if (pPlatform->IsDestroyed()) printf("Platform destroyed.\n"); // Paint RECT rcView; rcView.left = xDest; rcView.top = yDest; rcView.right = xDest + (iFrames * cxCell * 2); rcView.bottom = yDest + cyCell; g_pUniverse->PaintPOV(Image, rcView, CSystem::VWP_NO_STAR_FIELD); // Next pPlatform->ClearAllTriggered(); // At the half-way mark, update until the missile hits if (i == iFrameToSkip) { for (j = 0; j < iTicksToHit; j++) g_pUniverse->Update(Ctx); } yDest += cyCell; } // Skip for a while for (j = 0; j < 100; j++) { g_pUniverse->Update(Ctx); if (pPlatform->IsDestroyed()) printf("Platform destroyed.\n"); } // Uninstall weapon ItemList.Refresh(CItem::NullItem()); while (ItemList.MoveCursorForward() && ItemList.GetItemAtCursor().GetType() != pWeapon->GetItemType()) ; pPlatform->RemoveItemAsDevice(ItemList); }
INT_PTR CPanelOptions::DlgProc(HWND hDlg,UINT uMsg,WPARAM wParam,LPARAM lParam) { switch (uMsg) { case WM_INITDIALOG: { DlgCheckBox_Check(hDlg,IDC_PANELOPTIONS_SNAPATMAINWINDOW, m_fSnapAtMainWindow); DlgCheckBox_Check(hDlg,IDC_PANELOPTIONS_ATTACHTOMAINWINDOW, m_fAttachToMainWindow); // Opacity ::SendDlgItemMessage(hDlg,IDC_PANELOPTIONS_OPACITY_TB, TBM_SETRANGE,TRUE,MAKELPARAM(20,100)); ::SendDlgItemMessage(hDlg,IDC_PANELOPTIONS_OPACITY_TB, TBM_SETPOS,TRUE,m_Opacity); ::SendDlgItemMessage(hDlg,IDC_PANELOPTIONS_OPACITY_TB, TBM_SETPAGESIZE,0,10); ::SendDlgItemMessage(hDlg,IDC_PANELOPTIONS_OPACITY_TB, TBM_SETTICFREQ,10,0); ::SetDlgItemInt(hDlg,IDC_PANELOPTIONS_OPACITY_EDIT,m_Opacity,TRUE); ::SendDlgItemMessage(hDlg,IDC_PANELOPTIONS_OPACITY_UD, UDM_SETRANGE,0,MAKELPARAM(100,20)); m_CurSettingFont=m_Font; SetFontInfo(hDlg,IDC_PANELOPTIONS_FONTINFO,&m_Font); DlgCheckBox_Check(hDlg,IDC_PANELOPTIONS_SPECCAPTIONFONT,m_fSpecCaptionFont); EnableDlgItems(hDlg,IDC_PANELOPTIONS_CAPTIONFONT_INFO, IDC_PANELOPTIONS_CAPTIONFONT_CHOOSE, m_fSpecCaptionFont); m_CurSettingCaptionFont=m_CaptionFont; SetFontInfo(hDlg,IDC_PANELOPTIONS_CAPTIONFONT_INFO,&m_CaptionFont); m_ItemListView.Attach(::GetDlgItem(hDlg,IDC_PANELOPTIONS_ITEMLIST)); m_ItemListView.InitCheckList(); PanelItemInfoList ItemList(m_ItemList); for (size_t i=0;i<m_AvailItemList.size();i++) { const TVTest::String &ID=m_AvailItemList[i].ID; if (std::find_if(ItemList.begin(),ItemList.end(), [&](const PanelItemInfo &Item) -> bool { return CompareID(Item.ID,ID); })==ItemList.end()) { PanelItemInfo Item; Item.ID=ID; Item.fVisible=m_AvailItemList[i].fVisible; ItemList.push_back(Item); } } int ItemCount=0; for (int i=0;i<(int)ItemList.size();i++) { const PanelItemInfo &Item=ItemList[i]; int ID=GetItemIDFromIDText(Item.ID); if (ID>=0) { m_ItemListView.InsertItem(ItemCount,m_AvailItemList[ID].Title.c_str(),ID); m_ItemListView.CheckItem(ItemCount,Item.fVisible); ItemCount++; } } UpdateItemListControlsState(); DlgComboBox_AddString(hDlg,IDC_PANELOPTIONS_FIRSTTAB,TEXT("最後に表示したタブ")); int Sel=0; if (!m_InitialTab.empty()) { LPTSTR p; long IDNum=std::_tcstol(m_InitialTab.c_str(),&p,10); if (*p==_T('\0')) { if (IDNum>=0 && (size_t)IDNum<m_AvailItemList.size()) Sel=IDNum+1; } } for (size_t i=0;i<m_AvailItemList.size();i++) { DlgComboBox_AddString(hDlg,IDC_PANELOPTIONS_FIRSTTAB,m_AvailItemList[i].Title.c_str()); if (Sel==0 && CompareID(m_AvailItemList[i].ID,m_InitialTab)) Sel=(int)i+1; } DlgComboBox_SetCurSel(hDlg,IDC_PANELOPTIONS_FIRSTTAB,Sel); static const LPCTSTR TabStyleList[] = { TEXT("文字のみ"), TEXT("アイコンのみ"), TEXT("アイコンと文字"), }; for (int i=0;i<lengthof(TabStyleList);i++) DlgComboBox_AddString(hDlg,IDC_PANELOPTIONS_TABSTYLE,TabStyleList[i]); DlgComboBox_SetCurSel(hDlg,IDC_PANELOPTIONS_TABSTYLE,(int)m_TabStyle); DlgCheckBox_Check(hDlg,IDC_PANELOPTIONS_TABTOOLTIP,m_fTabTooltip); } return TRUE; case WM_HSCROLL: if (reinterpret_cast<HWND>(lParam)== ::GetDlgItem(hDlg,IDC_PANELOPTIONS_OPACITY_TB)) { SyncEditWithTrackBar(hDlg,IDC_PANELOPTIONS_OPACITY_TB, IDC_PANELOPTIONS_OPACITY_EDIT); } return TRUE; case WM_COMMAND: switch (LOWORD(wParam)) { case IDC_PANELOPTIONS_OPACITY_EDIT: if (HIWORD(wParam)==EN_CHANGE) SyncTrackBarWithEdit(hDlg,IDC_PANELOPTIONS_OPACITY_EDIT, IDC_PANELOPTIONS_OPACITY_TB); return TRUE; case IDC_PANELOPTIONS_ITEMLIST_UP: case IDC_PANELOPTIONS_ITEMLIST_DOWN: { int From=m_ItemListView.GetSelectedItem(),To; if (LOWORD(wParam)==IDC_PANELOPTIONS_ITEMLIST_UP) To=From-1; else To=From+1; if (To<0 || To>=m_ItemListView.GetItemCount()) return TRUE; m_ItemListView.MoveItem(From,To); UpdateItemListControlsState(); } return TRUE; case IDC_PANELOPTIONS_CHOOSEFONT: if (ChooseFontDialog(hDlg,&m_CurSettingFont)) SetFontInfo(hDlg,IDC_PANELOPTIONS_FONTINFO,&m_CurSettingFont); return TRUE; case IDC_PANELOPTIONS_SPECCAPTIONFONT: EnableDlgItemsSyncCheckBox(hDlg,IDC_PANELOPTIONS_CAPTIONFONT_INFO, IDC_PANELOPTIONS_CAPTIONFONT_CHOOSE, IDC_PANELOPTIONS_SPECCAPTIONFONT); return TRUE; case IDC_PANELOPTIONS_CAPTIONFONT_CHOOSE: if (ChooseFontDialog(hDlg,&m_CurSettingCaptionFont)) SetFontInfo(hDlg,IDC_PANELOPTIONS_CAPTIONFONT_INFO,&m_CurSettingCaptionFont); return TRUE; } return TRUE; case WM_NOTIFY: switch (((LPNMHDR)lParam)->code) { case PSN_APPLY: { CMainPanel &Panel=GetAppClass().Panel; m_fSnapAtMainWindow= DlgCheckBox_IsChecked(hDlg,IDC_PANELOPTIONS_SNAPATMAINWINDOW); m_fAttachToMainWindow= DlgCheckBox_IsChecked(hDlg,IDC_PANELOPTIONS_ATTACHTOMAINWINDOW); m_Opacity=::GetDlgItemInt(hDlg,IDC_PANELOPTIONS_OPACITY_EDIT,NULL,TRUE); Panel.Frame.SetPanelOpacity(m_Opacity*255/100); bool fFontChanged=!CompareLogFont(&m_Font,&m_CurSettingFont); if (fFontChanged) { m_Font=m_CurSettingFont; Panel.Form.SetTabFont(&m_Font); Panel.Form.SetPageFont(&m_Font); } bool fChangeCaptionFont=false; bool fSpecCaptionFont=DlgCheckBox_IsChecked(hDlg,IDC_PANELOPTIONS_SPECCAPTIONFONT); if (m_fSpecCaptionFont!=fSpecCaptionFont) { m_fSpecCaptionFont=fSpecCaptionFont; fChangeCaptionFont=true; } if (!CompareLogFont(&m_CaptionFont,&m_CurSettingCaptionFont)) { m_CaptionFont=m_CurSettingCaptionFont; if (m_fSpecCaptionFont) fChangeCaptionFont=true; } else if (m_fSpecCaptionFont && fFontChanged) { fChangeCaptionFont=true; } if (fChangeCaptionFont) { CPanelForm::CPage *pCaptionPanel=Panel.Form.GetPageByID(PANEL_ID_CAPTION); if (pCaptionPanel!=NULL) pCaptionPanel->SetFont(m_fSpecCaptionFont? &m_CaptionFont:&m_Font); } const int ItemCount=m_ItemListView.GetItemCount(); m_ItemList.clear(); m_ItemList.resize(ItemCount); for (int i=0;i<ItemCount;i++) { const PanelItemInfo &ItemInfo=m_AvailItemList[m_ItemListView.GetItemParam(i)]; m_ItemList[i].ID=ItemInfo.ID; m_ItemList[i].fVisible=m_ItemListView.IsItemChecked(i); } ApplyItemList(&Panel.Form); int InitialTab=(int)DlgComboBox_GetCurSel(hDlg,IDC_PANELOPTIONS_FIRSTTAB); if (InitialTab==0) { m_InitialTab.clear(); } else if (InitialTab>0) { m_InitialTab=m_AvailItemList[InitialTab-1].ID; } int TabStyleSel=(int)DlgComboBox_GetCurSel(hDlg,IDC_PANELOPTIONS_TABSTYLE); if (TabStyleSel>=0) { m_TabStyle=static_cast<CPanelForm::TabStyle>(TabStyleSel); Panel.Form.SetTabStyle(m_TabStyle); } m_fTabTooltip= DlgCheckBox_IsChecked(hDlg,IDC_PANELOPTIONS_TABTOOLTIP); Panel.Form.EnableTooltip(m_fTabTooltip); m_fChanged=true; } break; case LVN_ITEMCHANGED: UpdateItemListControlsState(); return TRUE; } break; case WM_DESTROY: m_ItemListView.Detach(); return TRUE; } return FALSE; }
void ServerPacketHandler(CSocket *pSocket, const char *szFormat, va_list vPacket) { BYTE pPacketHeader = *vPacket; switch (pPacketHeader) { case 0x00: { ProtocolVersion(pSocket, vPacket); break; } case 0x04: { UserInfo(pSocket, vPacket); break; } case 0x13: { CharSelectInfo(pSocket, vPacket); break; } case 0x1B: { ItemList(pSocket, vPacket); break; } case 0x27: { ItemListUpdate(pSocket, vPacket); break; } case 0x41: { WarehouseDepositList(pSocket, vPacket); break; } case 0x42: { WarehouseWithdrawalList(pSocket, vPacket); break; } case 0x44: { ShortCutRegister(pSocket, vPacket); break; } case 0x45: { ShortCutInit(pSocket, vPacket); break; } case 0x58: { SkillList(pSocket, vPacket); break; } case 0xD0: { MultiSellList(pSocket, vPacket); break; } default: { BYTE opCode = *vPacket; char buf[32]; sprintf_s(buf, "%d", opCode); MessageBox(NULL, buf, buf, MB_OK); pSocket->SendV(szFormat, vPacket); break; } } }
void CSingleDevice::AddDevices (SDeviceGenerateCtx &Ctx) // AddDevices // // Add devices to list { int i; if (m_pItemType == NULL) return; int iCount = m_Count.Roll(); for (i = 0; i < iCount; i++) { // Initialize the desc SDeviceDesc Desc; Desc.Item = CItem(m_pItemType, 1); if (mathRandom(1, 100) <= m_iDamaged) Desc.Item.SetDamaged(); else m_Enhanced.EnhanceItem(Desc.Item); // Find the default settings for the device slot for this device SDeviceDesc SlotDesc; bool bUseSlotDesc = (Ctx.pRoot ? Ctx.pRoot->FindDefaultDesc(Desc.Item, &SlotDesc) : false); // Set the device position appropriately, either from the <Device> element, // from the slot descriptor at the root, or from defaults. if (!m_bDefaultPos) { Desc.iPosAngle = m_iPosAngle; Desc.iPosRadius = m_iPosRadius; Desc.iPosZ = m_iPosZ; Desc.b3DPosition = m_b3DPosition; } else if (bUseSlotDesc) { Desc.iPosAngle = SlotDesc.iPosAngle; Desc.iPosRadius = SlotDesc.iPosRadius; Desc.iPosZ = SlotDesc.iPosZ; Desc.b3DPosition = SlotDesc.b3DPosition; } // Set the device fire arc appropriately. if (!m_bDefaultFireArc) { Desc.bOmnidirectional = m_bOmnidirectional; Desc.iMinFireArc = m_iMinFireArc; Desc.iMaxFireArc = m_iMaxFireArc; } else if (bUseSlotDesc) { Desc.bOmnidirectional = SlotDesc.bOmnidirectional; Desc.iMinFireArc = SlotDesc.iMinFireArc; Desc.iMaxFireArc = SlotDesc.iMaxFireArc; } // Set linked fire if (!m_bDefaultLinkedFire) Desc.dwLinkedFireOptions = m_dwLinkedFireOptions; else if (bUseSlotDesc) Desc.dwLinkedFireOptions = SlotDesc.dwLinkedFireOptions; else Desc.dwLinkedFireOptions = 0; Desc.bSecondary = m_bSecondary; // Slot bonus if (!m_bDefaultSlotBonus) Desc.iSlotBonus = m_iSlotBonus; else if (bUseSlotDesc) Desc.iSlotBonus = SlotDesc.iSlotBonus; else Desc.iSlotBonus = 0; // Add extra items if (m_pExtraItems) { CItemListManipulator ItemList(Desc.ExtraItems); SItemAddCtx ItemCtx(ItemList); ItemCtx.iLevel = Ctx.iLevel; m_pExtraItems->AddItems(ItemCtx); } // Done Ctx.pResult->AddDeviceDesc(Desc); } }
void CArmorDisplay::Update (void) // Update // // Updates buffer from data { int i; if (m_pPlayer == NULL) return; CShip *pShip = m_pPlayer->GetShip(); const CPlayerSettings *pSettings = pShip->GetClass()->GetPlayerSettings(); CItemListManipulator ItemList(pShip->GetItemList()); const CG16bitFont &SmallFont = m_pPlayer->GetTrans()->GetFonts().Small; m_Text.DeleteAll(); // If we've changed ships then we need to delete the painters if (m_dwCachedShipID != pShip->GetID()) { if (m_pShieldPainter) { m_pShieldPainter->Delete(); m_pShieldPainter = NULL; } m_dwCachedShipID = pShip->GetID(); } // Erase everything m_Buffer.Fill(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT, DEFAULT_TRANSPARENT_COLOR); // Figure out the status of the shields int iHP = 0; int iMaxHP = 10; CInstalledDevice *pShield = pShip->GetNamedDevice(devShields); if (pShield) pShield->GetStatus(pShip, &iHP, &iMaxHP); // Draw the base ship image, if we have it const SArmorImageDesc &ArmorDesc = pSettings->GetArmorDesc(); if (!ArmorDesc.ShipImage.IsEmpty()) { const RECT &rcShip = ArmorDesc.ShipImage.GetImageRect(); m_Buffer.ColorTransBlt(rcShip.left, rcShip.top, RectWidth(rcShip), RectHeight(rcShip), 255, ArmorDesc.ShipImage.GetImage(NULL_STR), DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShip)) / 2), (SHIELD_IMAGE_HEIGHT - RectHeight(rcShip)) / 2); } // Draw the old-style shields const SShieldImageDesc &ShieldDesc = pSettings->GetShieldDesc(); if (!ShieldDesc.pShieldEffect) { int iWhole = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 100); int iIndex = (100 - iWhole) / 20; const RECT &rcShield = ShieldDesc.Image.GetImageRect(); m_Buffer.ColorTransBlt(rcShield.left, rcShield.top + (RectHeight(rcShield) * iIndex), RectWidth(rcShield), RectHeight(rcShield), 255, ShieldDesc.Image.GetImage(NULL_STR), DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShield)) / 2), (SHIELD_IMAGE_HEIGHT - RectHeight(rcShield)) / 2); } if (pShield) { m_Buffer.Fill(SHIELD_HP_DISPLAY_X, SHIELD_HP_DISPLAY_Y, SHIELD_HP_DISPLAY_WIDTH, SHIELD_HP_DISPLAY_HEIGHT, SHIELD_HP_DISPLAY_BACK_COLOR); CString sHP = strFromInt(iHP); int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL); m_pFonts->Medium.DrawText(m_Buffer, SHIELD_HP_DISPLAY_X + (SHIELD_HP_DISPLAY_WIDTH - cxWidth) / 2, SHIELD_HP_DISPLAY_Y - 1, CG16bitImage::LightenPixel(m_pFonts->wAltGreenColor, 60), sHP); DrawBrokenLine(m_Buffer, 0, SHIELD_HP_DISPLAY_Y, SHIELD_HP_DISPLAY_X, SHIELD_HP_DISPLAY_Y, 0, SHIELD_HP_DISPLAY_LINE_COLOR); WORD wColor; if (pShield->IsEnabled() && !pShield->IsDamaged() && !pShield->IsDisrupted()) wColor = m_pFonts->wAltGreenColor; else wColor = DISABLED_TEXT_COLOR; CString sShieldName = pShield->GetClass()->GetName(); int cyHeight; cxWidth = m_pFonts->Medium.MeasureText(sShieldName, &cyHeight); // Add the shield name to list of text to paint STextPaint *pPaint = m_Text.Insert(); pPaint->sText = sShieldName; pPaint->x = 0; pPaint->y = SHIELD_HP_DISPLAY_Y; pPaint->pFont = &m_pFonts->Medium; pPaint->wColor = wColor; // Paint the modifiers if (pShield->GetMods().IsNotEmpty() || pShield->GetBonus() != 0) { pShip->SetCursorAtNamedDevice(ItemList, devShields); CString sMods = pShield->GetEnhancedDesc(pShip, &ItemList.GetItemAtCursor()); if (!sMods.IsBlank()) { bool bDisadvantage = (*(sMods.GetASCIIZPointer()) == '-'); int cx = SmallFont.MeasureText(sMods); m_Buffer.Fill(SHIELD_HP_DISPLAY_X - cx - 8, SHIELD_HP_DISPLAY_Y, cx + 8, SHIELD_HP_DISPLAY_HEIGHT, (bDisadvantage ? ARMOR_DAMAGED_BACK_COLOR : ARMOR_ENHANCE_BACK_COLOR)); SmallFont.DrawText(m_Buffer, SHIELD_HP_DISPLAY_X - cx - 4, SHIELD_HP_DISPLAY_Y + (SHIELD_HP_DISPLAY_HEIGHT - SmallFont.GetHeight()) / 2, (bDisadvantage ? ARMOR_DAMAGED_TEXT_COLOR : ARMOR_ENHANCE_TEXT_COLOR), sMods); } } } // Draw armor int iArmorCount = Min(pShip->GetArmorSectionCount(), pSettings->GetArmorDescCount()); for (i = 0; i < iArmorCount; i++) { const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i); CInstalledArmor *pArmor = pShip->GetArmorSection(i); int iMaxHP = pArmor->GetMaxHP(pShip); int iWhole = (iMaxHP == 0 ? 100 : (pArmor->GetHitPoints() * 100) / iMaxHP); int iIndex = (100 - iWhole) / 20; if (iIndex < 5) { const RECT &rcImage = pImage->Image.GetImageRect(); m_Buffer.ColorTransBlt(rcImage.left, rcImage.top + iIndex * RectHeight(rcImage), RectWidth(rcImage), RectHeight(rcImage), 255, pImage->Image.GetImage(NULL_STR), DESCRIPTION_WIDTH + pImage->xDest, pImage->yDest); } } // Draw the new style shields on top if (ShieldDesc.pShieldEffect) { int x = DESCRIPTION_WIDTH + SHIELD_IMAGE_WIDTH / 2; int y = SHIELD_IMAGE_HEIGHT / 2; SViewportPaintCtx Ctx; Ctx.iTick = g_pUniverse->GetTicks(); Ctx.iVariant = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 0); Ctx.iDestiny = pShip->GetDestiny(); Ctx.iRotation = 90; if (m_pShieldPainter == NULL) m_pShieldPainter = ShieldDesc.pShieldEffect->CreatePainter(); m_pShieldPainter->Paint(m_Buffer, x, y, Ctx); } // Draw armor names for (i = 0; i < iArmorCount; i++) { const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i); CInstalledArmor *pArmor = pShip->GetArmorSection(i); // Paint the HPs if (i == m_iSelection) { m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP - 1, pImage->yHP - 1, HP_DISPLAY_WIDTH + 2, HP_DISPLAY_HEIGHT + 2, CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128)); } else { m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP, pImage->yHP, HP_DISPLAY_WIDTH, HP_DISPLAY_HEIGHT, HP_DISPLAY_BACK_COLOR); } CString sHP = strFromInt(pArmor->GetHitPoints()); int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL); m_pFonts->Medium.DrawText(m_Buffer, DESCRIPTION_WIDTH + pImage->xHP + (HP_DISPLAY_WIDTH - cxWidth) / 2, pImage->yHP - 1, m_pFonts->wTitleColor, sHP); // Paint the armor name line DrawBrokenLine(m_Buffer, 0, pImage->yName + m_pFonts->Medium.GetHeight(), DESCRIPTION_WIDTH + pImage->xHP + pImage->xNameDestOffset, pImage->yHP + pImage->yNameDestOffset, pImage->cxNameBreak, (i == m_iSelection ? CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128) : ARMOR_LINE_COLOR)); // Paint the armor names CString sName = pArmor->GetClass()->GetShortName(); int cy; int cx = m_pFonts->Medium.MeasureText(sName, &cy) + 4; if (i == m_iSelection) { m_Buffer.Fill(0, pImage->yName, cx, cy, CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128)); } STextPaint *pPaint = m_Text.Insert(); pPaint->sText = sName; pPaint->x = 2; pPaint->y = pImage->yName; pPaint->pFont = &m_pFonts->Medium; pPaint->wColor = m_pFonts->wTitleColor; // Paint the modifiers if (pArmor->GetMods().IsNotEmpty()) { pShip->SetCursorAtArmor(ItemList, i); CString sMods = ItemList.GetItemAtCursor().GetEnhancedDesc(pShip); if (!sMods.IsBlank()) { int cx = SmallFont.MeasureText(sMods); m_Buffer.Fill(ARMOR_ENHANCE_X - cx - 4, pImage->yName + m_pFonts->Medium.GetHeight() - HP_DISPLAY_HEIGHT, cx + 8, HP_DISPLAY_HEIGHT, ARMOR_ENHANCE_BACK_COLOR); SmallFont.DrawText(m_Buffer, ARMOR_ENHANCE_X - cx, pImage->yName + 3, ARMOR_ENHANCE_TEXT_COLOR, sMods); } } } }
void CPlayerGameStats::GenerateGameStats (CGameStats &Stats, CSpaceObject *pPlayerShip, bool bGameOver) const // GenerateGameStats // // Generates a stats for everything we track { int j; CShip *pShip = (pPlayerShip ? pPlayerShip->AsShip() : NULL); if (pShip == NULL) return; CPlayerShipController *pPlayer = (CPlayerShipController *)pShip->GetController(); if (pPlayer == NULL) return; CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID); if (pPlayerSovereign == NULL) return; // Base stats Stats.Insert(CONSTLIT("Genome"), strCapitalize(GetGenomeName(pPlayer->GetPlayerGenome()))); Stats.Insert(CONSTLIT("Score"), strFormatInteger(CalcEndGameScore(), -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED)); Stats.Insert(CONSTLIT("Ship class"), pShip->GetNounPhrase(0)); CTimeSpan Time = GetPlayTime(); if (!Time.IsBlank()) Stats.Insert(CONSTLIT("Time played"), Time.Format(NULL_STR)); #ifdef REAL_TIME Time = GetGameTime(); if (!Time.IsBlank()) Stats.Insert(CONSTLIT("Time elapsed in game"), Time.Format(NULL_STR)); #endif // Some combat stats CString sDestroyed = GetStat(ENEMY_SHIPS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Enemy ships destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(FRIENDLY_SHIPS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Friendly ships destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(ENEMY_STATIONS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Enemy stations destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(FRIENDLY_STATIONS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Friendly stations destroyed"), sDestroyed, CONSTLIT("combat")); // Add stat for every station destroyed CStatCounterArray CounterArray; CMapIterator i; m_StationStats.Reset(i); while (m_StationStats.HasMore(i)) { SStationTypeStats *pStats; DWORD dwUNID = m_StationStats.GetNext(i, &pStats); CStationType *pType = g_pUniverse->FindStationType(dwUNID); if (pType == NULL) continue; CString sName = pType->GetNounPhrase(0); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pType->GetLevel(), sName); if (pType->GetSovereign()->IsEnemy(pPlayerSovereign)) CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Enemy stations destroyed"), sSort); else CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Friendly stations destroyed"), sSort); } CounterArray.GenerateGameStats(Stats); // Add stat for every ship class destroyed CounterArray.DeleteAll(); m_ShipStats.Reset(i); while (m_ShipStats.HasMore(i)) { SShipClassStats *pStats; DWORD dwUNID = m_ShipStats.GetNext(i, &pStats); CShipClass *pClass = g_pUniverse->FindShipClass(dwUNID); if (pClass == NULL) continue; CString sName = pClass->GetNounPhrase(0); CString sSort = strPatternSubst(CONSTLIT("%09d%s"), 100000000 - pClass->GetScore(), sName); if (pStats->iEnemyDestroyed > 0) CounterArray.Insert(sName, pStats->iEnemyDestroyed, CONSTLIT("Enemy ships destroyed"), sSort); if (pStats->iFriendDestroyed > 0) CounterArray.Insert(sName, pStats->iFriendDestroyed, CONSTLIT("Friendly ships destroyed"), sSort); } CounterArray.GenerateGameStats(Stats); // Add stat for every weapon fired m_ItemStats.Reset(i); while (m_ItemStats.HasMore(i)) { SItemTypeStats *pStats; DWORD dwUNID = m_ItemStats.GetNext(i, &pStats); CItemType *pItemType = g_pUniverse->FindItemType(dwUNID); if (pItemType == NULL) continue; CString sName = pItemType->GetNounPhrase(nounShort); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pItemType->GetLevel(), sName); // Installed items if (pStats->dwFirstInstalled != INVALID_TIME) Stats.Insert(sName, NULL_STR, CONSTLIT("Items installed"), sSort); if (pStats->iCountFired > 0) Stats.Insert(sName, strFormatInteger(pStats->iCountFired, -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED), CONSTLIT("Weapons fired"), sSort); } // Stats for player equipment (but only if the game is done) if (bGameOver) { TSortMap<CString, CItem> InstalledItems; // First we generate a sorted list of installed items // (We do this in case there are multiple of the same device/armor so that // we can coalesce them together into a single line). CItemListManipulator ItemList(pShip->GetItemList()); ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (Item.IsInstalled()) { CString sEnhancement = Item.GetEnhancedDesc(pShip); CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly | nounShort); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); bool bInserted; CItem *pEntry = InstalledItems.SetAt(sLine, &bInserted); if (bInserted) { *pEntry = Item; pEntry->SetCount(1); } else pEntry->SetCount(pEntry->GetCount() + 1); } } // Now add all the installed items to the stats for (j = 0; j < InstalledItems.GetCount(); j++) { // Redo the line now that we know the proper count CString sEnhancement = InstalledItems[j].GetEnhancedDesc(pShip); CString sItemName = InstalledItems[j].GetNounPhrase(nounActual | nounCountOnly); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); // Compute the sort order int iOrder; switch (InstalledItems[j].GetType()->GetCategory()) { case itemcatWeapon: iOrder = 0; break; case itemcatLauncher: iOrder = 1; break; case itemcatShields: iOrder = 2; break; case itemcatArmor: iOrder = 3; break; case itemcatReactor: iOrder = 4; break; case itemcatDrive: iOrder = 5; break; default: iOrder = 6; break; } CString sSort = strPatternSubst(CONSTLIT("%d%03d%s"), iOrder, 100 - InstalledItems[j].GetType()->GetLevel(), sLine); Stats.Insert(sLine, NULL_STR, CONSTLIT("Final equipment"), sSort); } // Add the remaining items ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (!Item.IsInstalled()) { CString sEnhancement = Item.GetEnhancedDesc(pShip); CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - Item.GetType()->GetLevel(), sLine); Stats.Insert(sLine, NULL_STR, CONSTLIT("Final items"), sSort); } } } }
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count")); if (iSystemSample == 0) iSystemSample = DEFAULT_SYSTEM_SAMPLE; // Generate systems for multiple games CSymbolTable AllSystems(TRUE, TRUE); for (i = 0; i < iSystemSample; i++) { printf("sample %d...\n", i+1); CTopologyNode *pNode = Universe.GetFirstTopologyNode(); while (true) { // Create the system CSystem *pSystem; if (error = Universe.CreateStarSystem(pNode, &pSystem)) { printf("ERROR: Unable to create star system.\n"); return; } // Find this system in the table. SystemInfo *pSystemEntry; if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry)) { pSystemEntry = new SystemInfo; pSystemEntry->sName = pNode->GetSystemName(); pSystemEntry->iLevel = pNode->GetLevel(); pSystemEntry->dwSystemType = pNode->GetSystemDescUNID(); pSystemEntry->iCount = 1; AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry); } else pSystemEntry->iCount++; // Add the encounters to the appropriate tables for (j = 0; j < pSystem->GetObjectCount(); j++) { CSpaceObject *pObj = pSystem->GetObject(j); if (pObj) { // Add this encounter to the table CStationType *pType; if (pType = pObj->GetEncounterInfo()) { CString sKey = strFromInt(pType->GetUNID(), false); // See if we have this type in the table StationInfo *pEntry; if (error = pSystemEntry->Stations.Lookup(sKey, (CObject **)&pEntry)) { pEntry = new StationInfo; pEntry->pType = pType; pEntry->iSystemCount = 0; pEntry->iTotalCount = 1; pSystemEntry->Stations.AddEntry(sKey, pEntry); } else pEntry->iTotalCount++; } // Enumerate the items in this object CItemListManipulator ItemList(pObj->GetItemList()); ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (!Item.IsInstalled() && !Item.IsDamaged()) { CString sKey = strFromInt(Item.GetType()->GetUNID(), false); // Find the item type in the table ItemInfo *pEntry; if (error = pSystemEntry->Items.Lookup(sKey, (CObject **)&pEntry)) { pEntry = new ItemInfo; pEntry->pType = Item.GetType(); pEntry->iTotalCount = Item.GetCount(); pSystemEntry->Items.AddEntry(sKey, pEntry); } else pEntry->iTotalCount += Item.GetCount(); } } } } // Get the next node CString sEntryPoint; pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint); if (pNode == NULL || pNode->IsEndGame()) break; // Done with old system Universe.DestroySystem(pSystem); } Universe.Reinit(); } // Output if (error = OutputItemTable(AllSystems, iSystemSample)) return; if (error = OutputEncounterTable(AllSystems, iSystemSample)) return; // Create a table with the sum of all items for the game printf("Total count statistic computed.\n"); }
void Game::RestartLevel(bool restart) { bool done = false; while (!done) { InitCell(); GhostList().clear(); ItemList().clear(); // add player if (CurrentLevel < 8) GhostList().emplace_back(this, pEngineCore); else GhostList().emplace_back(this, pEngineCore, GameObject::GOT_PLAYER, ColorYellow(), 0, 0); // add AUX object if (!pNearest) pNearest = new Item(this, pEngineCore); // add exit from level ItemList().emplace_back(this, pEngineCore, GameObject::GOT_EXIT, 7, 7, 5); // add score items for (int i = 0; i < ScoreNumber; ++i) ItemList().emplace_back(this, pEngineCore); // add ghosts and special items GhostList().emplace_back(this, pEngineCore, GameObject::GOT_BLUE_GHOST, ColorBlue()); if (CurrentLevel > 1) GhostList().emplace_back(this, pEngineCore, GameObject::GOT_RED_GHOST, ColorRed()); if (CurrentLevel > 2) { for (int i = 0; i < BlackScoreNumber; ++i) ItemList().emplace_back(this, pEngineCore, GameObject::GOT_BLACK_SCORE, 7); SetBlackFlag(false); } if (CurrentLevel > 3) GhostList().emplace_back(this, pEngineCore, GameObject::GOT_PURPLE_GHOST, ColorPurple()); if (CurrentLevel > 4) { ItemList().emplace_back(this, pEngineCore, GameObject::GOT_BIG_SCORE, 8, 5, 7); GhostList().emplace_back(this, pEngineCore, GameObject::GOT_GREEN_GHOST, ColorGreen(), 5, 7); } if (CurrentLevel > 5) GhostList().emplace_back(this, pEngineCore, GameObject::GOT_OLIVE_GHOST, ColorOlive(), 5, 5); if (CurrentLevel > 6) { ItemList().emplace_back(this, pEngineCore, GameObject::GOT_HELP_SCORE, 8, 7, 5); SetHelpFlag(false); GhostList().emplace_back(this, pEngineCore, GameObject::GOT_AQUA_GHOST, ColorAqua()); GhostList().emplace_back(this, pEngineCore, GameObject::GOT_TEAL_GHOST, ColorTeal()); } // if player cannot interact with some objects -> restart initialization done = true; if (GetMode() != "s") { for (auto it = cItemList().cbegin(); it != cItemList().cend() && done; ++it) if (!cGhostList().cbegin()->Pathfind(*it)) done = false; // if (!done) the following loop is unnecessary and will not execute // some ghosts can be walled up if manually disable the following loop (it can be usefull for medium difficulty level) //for (auto it = ++cGhostList().cbegin(); it != cGhostList().cend() && done; ++it) // if (!cGhostList().cbegin()->Pathfind(*it)) // done = false; } } if (restart) CurrentScore = PreviousScore; else { PreviousScore = CurrentScore; if (IncreaseLivesFlag) Lives++; } SetIncreaseLivesFlag(false); }
int CSpaceObject::GetSellPrice (const CItem &Item, DWORD dwFlags) // GetSellPrice // // Returns the price at which the station will sell the given // item. Returns 0 if the station cannot or will not sell the // item. { bool bHasTradeDirective = false; int iPrice = -1; if (IsAbandoned()) return false; // See if we have an override price CTradingDesc *pTradeOverride = GetTradeDescOverride(); if (pTradeOverride) { pTradeOverride->Sells(this, Item, dwFlags, &iPrice); bHasTradeDirective = true; } // See if our type has a price CDesignType *pType = GetType(); if (iPrice == -1) { CTradingDesc *pTrade = (pType ? pType->GetTradingDesc() : NULL); if (pTrade) { pTrade->Sells(this, Item, dwFlags, &iPrice); bHasTradeDirective = true; } } // If we still have no price, then try to figure out a default. if (iPrice == -1) { // If we have Trade directives and they specify no price, then we can't // sell any. if (bHasTradeDirective) return 0; // For compatibility, any ship prior to version 23 has a default. // [For API Version 23 and above, ships must have a <Trade> descriptor.] else if (pType && pType->GetAPIVersion() < 23 && pType->GetType() == designShipClass) iPrice = CTradingDesc::CalcPriceForService(serviceSell, this, Item, 1, dwFlags); // Otherwise, get the price from the item itself else iPrice = (int)GetDefaultEconomy()->Exchange(Item.GetCurrencyType(), Item.GetTradePrice(this)); } // If we don't have any of the item, then we don't sell any if (!(dwFlags & CTradingDesc::FLAG_NO_INVENTORY_CHECK)) { CItemListManipulator ItemList(GetItemList()); if (!ItemList.SetCursorAtItem(Item)) return 0; } // Return the price return iPrice; }
void CGroupOfGenerators::AddItems (SItemAddCtx &Ctx) // AddItems // // Add items { int i, j; // If we need to adjust counts, then do a separate algorithm if (SetsAverageValue()) { // Get the count adjustment. Metric rCountAdj = GetCountAdj(Ctx.iLevel); Metric rLoops = floor(rCountAdj); Metric rLastLoopAdj = rCountAdj - rLoops; // Loop if we have extra items int iFullLoops = (int)rLoops; for (i = 0; i < iFullLoops + 1; i++) { // For a full loop we just add the items if (i < iFullLoops) AddItemsInt(Ctx); // Otherwise we need to add partial items else { // Add the items to a private list. CItemList LocalList; CItemListManipulator ItemList(LocalList); SItemAddCtx LocalCtx(ItemList); LocalCtx.iLevel = Ctx.iLevel; AddItemsInt(LocalCtx); // Now loop over the items and adjust the count appropriately. for (j = 0; j < LocalList.GetCount(); j++) { const CItem &Item = LocalList.GetItem(j); int iOriginalCount = Item.GetCount(); // Adjust the count Metric rNewCount = iOriginalCount * rLastLoopAdj; Metric rNewCountInt = floor(rNewCount); int iNewCount = (int)rNewCountInt; Metric rExtra = rNewCount - rNewCountInt; int iExtraChance = (int)(100000.0 * rExtra); if (mathRandom(0, 100000) < iExtraChance) iNewCount++; // Add the item with the new count if (iNewCount > 0) { if (iNewCount == iOriginalCount) Ctx.ItemList.AddItem(Item); else { CItem NewItem(Item); NewItem.SetCount(iNewCount); Ctx.ItemList.AddItem(NewItem); } } } } } } else AddItemsInt(Ctx); }