void UpdateAI(const uint32 diff) { if (real_event_started) { if (initial_movement) { DoYell(SAY_BEGIN, LANG_UNIVERSAL, NULL); initial_movement = false; } Player* player = GetPlayerForEscort(); if (player) { if(player->isDead()) { player->FailQuest(QUEST_PROTECT_DAPHNE); SetVariables(); } if(m_creature->isDead() && player) player->FailQuest(QUEST_PROTECT_DAPHNE); } UpdateEvent(diff); } npc_escortAI::UpdateAI(diff); }
void ExportDBAttributes::SetFromNode(DataNode *parentNode) { if(parentNode == 0) return; DataNode *searchNode = parentNode->GetNode("ExportDBAttributes"); if(searchNode == 0) return; DataNode *node; if((node = searchNode->GetNode("allTimes")) != 0) SetAllTimes(node->AsBool()); if((node = searchNode->GetNode("db_type")) != 0) SetDb_type(node->AsString()); if((node = searchNode->GetNode("db_type_fullname")) != 0) SetDb_type_fullname(node->AsString()); if((node = searchNode->GetNode("filename")) != 0) SetFilename(node->AsString()); if((node = searchNode->GetNode("dirname")) != 0) SetDirname(node->AsString()); if((node = searchNode->GetNode("variables")) != 0) SetVariables(node->AsStringVector()); if((node = searchNode->GetNode("opts")) != 0) opts.SetFromNode(node); }
/*++ Routine Description: This function is executed when a Start command is sent to the service by the SCM or when the operating system starts (for a service that starts automatically). It specifies actions to take when the service starts. In this code sample, OnStart logs a service-start message to the Application log, and queues the main service function for execution in a thread pool worker thread. NOTE: A service application is designed to be long running. Therefore, it usually polls or monitors something in the system. The monitoring is set up in the OnStart method. However, OnStart does not actually do the monitoring. The OnStart method must return to the operating system after the service's operation has begun. It must not loop forever or block. To set up a simple monitoring mechanism, one general solution is to create a timer in OnStart. The timer would then raise events in your code periodically, at which time your service could do its monitoring. The other solution is to spawn a new thread to perform the main service functions, which is demonstrated in this code sample. Arguments: Argc - The number of command line arguments Argv - The array of command line arguments Return Value: VOID --*/ VOID CSampleService::OnStart( DWORD Argc, PWSTR *Argv ) { __debugbreak(); // // Log a service start message to the Application log. // WriteToEventLog(L"SampleService in OnStart", EVENTLOG_INFORMATION_TYPE); // // Set up any variables the service needs. // SetVariables(); // // Set up the context, and register for notifications. // InitializeContext(&m_Context); // // Queue the main service function for execution in a worker thread. // CThreadPool::QueueUserWorkItem(&CSampleService::ServiceWorkerThread, this); }
/*++ Routine Description: When implemented in a derived class, executes when a Start command is sent to the service by the SCM or when the operating system starts (for a service that starts automatically). Specifies actions to take when the service starts. Be sure to periodically call CServiceBase::SetServiceStatus() with SERVICE_START_PENDING if the procedure is going to take long time. You may also consider spawning a new thread in OnStart to perform time-consuming initialization tasks. Arguments: Argc - The number of command line arguments Argv - The array of command line arguments Return Value: VOID --*/ VOID CServiceBase::OnStart( DWORD Argc, PWSTR *Argv ) { SetVariables(); }
void WaypointReached(uint32 i) { Player* player = GetPlayerForEscort(); if (!player) return; if (IsWalking && !m_creature->IsWalking()) m_creature->SetWalk(true); switch (i) { case 0: SetVariables(); break; case 3: if (!yeller_spawned) { Creature *yeller = m_creature->SummonCreature(DEFIAS_RAIDER, THUG_SPAWN_X, THUG_SPAWN_Y, THUG_SPAWN_Z, THUG_SPAWN_O, TEMPSUMMON_TIMED_DESPAWN, 3000); yeller->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); yeller->Yell(SAY_KILL_HER, LANG_UNIVERSAL, 0); yeller_spawned = true; } break; case 5: real_event_started = true; NextEvent(); break; case 6: IsWalking = true; break; case 11: if (thug_wave > 3) { player->CompleteQuest(QUEST_PROTECT_DAPHNE); } if (player && player->GetTypeId() == TYPEID_PLAYER) ((Player*)player)->GroupEventHappens(QUEST_PROTECT_DAPHNE,m_creature); m_creature->GetMotionMaster()->MovementExpired(); m_creature->GetMotionMaster()->MoveTargetedHome(); SetVariables(); break; } }
void Game::Start(void) { player1score = 0; player2score = 0; SetVariables(); //We check that the game state is uninitialized so that we do not call it more than once. if(_gameState != Uninitialized)//Throwing an error would be proper return; _mainWindow.create(sf::VideoMode(SCREEN_LENGTH,SCREEN_HEIGHT,32),"Pang!");//Creates the resolutions, 32bpp color, and title. _gameState= Game::ShowingSplash;//Title screen while(!IsExiting())//While the game is in play mode, we run the gameloop. { GameLoop();//repeats as long as we're not in exit mode. } _mainWindow.close();//Closes the window when not in play mode. }
SoftParticles::SoftParticles() { SetVariables(); }
void QueryAttributes::SetFromNode(DataNode *parentNode) { if(parentNode == 0) return; DataNode *searchNode = parentNode->GetNode("QueryAttributes"); if(searchNode == 0) return; DataNode *node; if((node = searchNode->GetNode("name")) != 0) SetName(node->AsString()); if((node = searchNode->GetNode("variables")) != 0) SetVariables(node->AsStringVector()); if((node = searchNode->GetNode("resultsMessage")) != 0) SetResultsMessage(node->AsString()); if((node = searchNode->GetNode("worldPoint")) != 0) SetWorldPoint(node->AsDoubleArray()); if((node = searchNode->GetNode("domain")) != 0) SetDomain(node->AsInt()); if((node = searchNode->GetNode("element")) != 0) SetElement(node->AsInt()); if((node = searchNode->GetNode("resultsValue")) != 0) SetResultsValue(node->AsDoubleVector()); if((node = searchNode->GetNode("elementType")) != 0) { // Allow enums to be int or string in the config file if(node->GetNodeType() == INT_NODE) { int ival = node->AsInt(); if(ival >= 0 && ival < 2) SetElementType(ElementType(ival)); } else if(node->GetNodeType() == STRING_NODE) { ElementType value; if(ElementType_FromString(node->AsString(), value)) SetElementType(value); } } if((node = searchNode->GetNode("timeStep")) != 0) SetTimeStep(node->AsInt()); if((node = searchNode->GetNode("varTypes")) != 0) SetVarTypes(node->AsIntVector()); if((node = searchNode->GetNode("dataType")) != 0) { // Allow enums to be int or string in the config file if(node->GetNodeType() == INT_NODE) { int ival = node->AsInt(); if(ival >= 0 && ival < 2) SetDataType(DataType(ival)); } else if(node->GetNodeType() == STRING_NODE) { DataType value; if(DataType_FromString(node->AsString(), value)) SetDataType(value); } } if((node = searchNode->GetNode("pipeIndex")) != 0) SetPipeIndex(node->AsInt()); if((node = searchNode->GetNode("useGlobalId")) != 0) SetUseGlobalId(node->AsBool()); if((node = searchNode->GetNode("xUnits")) != 0) SetXUnits(node->AsString()); if((node = searchNode->GetNode("yUnits")) != 0) SetYUnits(node->AsString()); if((node = searchNode->GetNode("darg1")) != 0) SetDarg1(node->AsDoubleVector()); if((node = searchNode->GetNode("darg2")) != 0) SetDarg2(node->AsDoubleVector()); if((node = searchNode->GetNode("floatFormat")) != 0) SetFloatFormat(node->AsString()); if((node = searchNode->GetNode("xmlResult")) != 0) SetXmlResult(node->AsString()); }
PerlinFire::PerlinFire() { SetVariables(); }
GaussianMain::GaussianMain() { SetVariables(); }
npc_daphne_stilwellAI(Creature *c) : npc_escortAI(c) { SetVariables(); }
void Game::collisions()//Just a place to put all the collision checking { //float speed = 24;//((player1score + player2score)+1)/2; _angle = rand()%360;//random angle if(ball.isColliding(player1.getRect()))//right { ball.playHitSound(); ball.bounceX(1); ball.bounceY(1); ball.accelerate(player1); } if(ball.isColliding(player2.getRect()))//left { ball.playHitSound(); ball.bounceX(1); ball.bounceY(1); ball.accelerate(player1); } //Reverse moving paddles if(ball.isColliding(player1rev.getRect())) { ball.playHitSound(); ball.bounceX(1); ball.bounceY(1); ball.accelerate(player1rev); } if(ball.isColliding(player2rev.getRect())) { ball.playHitSound(); ball.bounceX(1); ball.bounceY(1); ball.accelerate(player1rev); } if(ball.isColliding(TOP.getGlobalBounds()))//Hits the top { ball.playHitSound(); ball.bounceX(-1); ball.bounceY(1); } if(ball.isColliding(BOTTOM.getGlobalBounds()))//Hits bottom { ball.playHitSound(); ball.bounceX(-1); ball.bounceY(1); } if(ball.isColliding(LEFT.getGlobalBounds()))//Check if player1 scores { player1score++; ballMoving = false; ballGoal = true; ball.initBallPos(ballPos); ball.resetBallSpeed(random * (-1)); SetVariables(); cout<<"Player1 Score: "<<player1score<<"Player2 Score: "<<player2score<<endl; } if(ball.isColliding(RIGHT.getGlobalBounds()))//Check if player2 scores { player2score++; ballMoving = false; ballGoal = true; ball.initBallPos(ballPos); ball.resetBallSpeed(random * (-1)); SetVariables(); cout<<"Player1 Score: "<<player1score<<" Player2 Score: "<<player2score<<endl; } //cout<<"Player1 Score: "<<player1score<<"Player2 Score: "<<player2score<<endl; }
LightingMain::LightingMain() { SetVariables(); }