Exemplo n.º 1
0
void LumosGame::ItemToButton( const GameItem* item, gamui::Button* button )
{
	CStr<64> text;

	// Set the text to the proper name, if we have it.
	// Then an icon for what it is, and a check
	// mark if the object is in use.
	int value = item->GetValue();
	const char* name = item->ProperName() ? item->ProperName() : item->Name();
	if ( value ) {
		text.Format( "%s\n%d", name, value );
	}
	else {
		text.Format( "%s\n ", name );
	}
	button->SetText( text.c_str() );

	IString decoName = item->keyValues.GetIString( "uiIcon" );
	RenderAtom atom  = LumosGame::CalcUIIconAtom( decoName.c_str(), true );
	atom.renderState = (const void*) UIRenderer::RENDERSTATE_UI_DECO_DISABLED;
	RenderAtom atomD = LumosGame::CalcUIIconAtom( decoName.c_str(), false );
	atomD.renderState = (const void*) UIRenderer::RENDERSTATE_UI_DECO_DISABLED;

	button->SetDeco( atom, atomD );
}
Exemplo n.º 2
0
Chit* LumosChitBag::NewDenizen( const grinliz::Vector2I& pos, int team )
{
	const ChitContext* context = Context();
	IString itemName;

	switch (Team::Group(team)) {
		case TEAM_HOUSE:	itemName = (random.Bit()) ? ISC::humanFemale : ISC::humanMale;	break;
		case TEAM_GOB:		itemName = ISC::gobman;											break;
		case TEAM_KAMAKIRI:	itemName = ISC::kamakiri;										break;
		default: GLASSERT(0); break;
	}

	Chit* chit = NewChit();
	const GameItem& root = ItemDefDB::Instance()->Get(itemName.safe_str());

	chit->Add( new RenderComponent(root.ResourceName()));
	chit->Add( new PathMoveComponent());

	const char* altName = 0;
	if (Team::Group(team) == TEAM_HOUSE) {
		altName = "human";
	}
	AddItem(root.Name(), chit, context->engine, team, 0, 0, altName);

	ReserveBank::Instance()->WithdrawDenizen(chit->GetWallet());
	chit->GetItem()->GetTraitsMutable()->Roll( random.Rand() );
	chit->GetItem()->GetPersonalityMutable()->Roll( random.Rand(), &chit->GetItem()->Traits() );
	chit->GetItem()->FullHeal();

	IString nameGen = chit->GetItem()->keyValues.GetIString( "nameGen" );
	if ( !nameGen.empty() ) {
		LumosChitBag* chitBag = chit->Context()->chitBag;
		if ( chitBag ) {
			chit->GetItem()->SetProperName(chitBag->NameGen(nameGen.c_str(), chit->ID()));
		}
	}

	AIComponent* ai = new AIComponent();
	chit->Add( ai );

	chit->Add( new HealthComponent());
	chit->SetPosition( (float)pos.x+0.5f, 0, (float)pos.y+0.5f );

	chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::DENIZEN_CREATED, NewsEvent::DENIZEN_KILLED, 0);

	if (XenoAudio::Instance()) {
		Vector3F pos3 = ToWorld3F(pos);
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
	}

	return chit;
}
Exemplo n.º 3
0
void NewsEvent::Console(GLString* str, ChitBag* chitBag, int shortNameID) const
{
	*str = "";
	Vector2I sector = ToSector(ToWorld2I(pos));

	const GameItem* first  = ItemDB::Instance()->Active(firstItemID);
//	const GameItem* second = ItemDB::Instance()->Active(secondItemID);

	IString firstName  = IDToName(firstItemID,  firstItemID == shortNameID);
	IString secondName = IDToName(secondItemID, secondItemID == shortNameID);
	if (firstName.empty())  firstName  = StringPool::Intern("[unknown]");
	if (secondName.empty()) secondName = StringPool::Intern("[unknown]");

	float age = float(double(date) / double(AGE_IN_MSEC));
	IString domain;
	if (chitBag->Context()->worldMap) {
		const SectorData& sd = chitBag->Context()->worldMap->GetSectorData(sector);
		domain = sd.name;
	}

	IString firstTeamName  = Team::IsCoreController(firstTeam) ? Team::Instance()->TeamName(firstTeam) : IString();
	IString secondTeamName = Team::IsCoreController(secondTeam) ? Team::Instance()->TeamName(secondTeam) : IString();

	switch (what) {
		case DENIZEN_CREATED:
		str->Format("%.2f: Denizen %s " MOB_created " at %s with %s.", age, 
					firstName.c_str(), domain.safe_str(), firstTeamName.safe_str());
		break;

		case DENIZEN_KILLED:
		str->Format("%.2f: Denizen %s (%s) " MOB_destroyed " at %s by %s.", age, 
					firstName.safe_str(), 
					Team::IsRogue(firstTeam) ? "rogue" : firstTeamName.safe_str(), 
					domain.safe_str(), secondName.safe_str());
		break;

		case GREATER_MOB_CREATED:
		// They get created at the center, then sent. So the domain is meaningless.
		str->Format("%.2f: %s " MOB_created ".", age, firstName.safe_str());
		break;

		case DOMAIN_CREATED:
		// "taken over" is interesting; a domain getting created is not.
		*str = "";
		break;

		case ROGUE_DENIZEN_JOINS_TEAM:
		str->Format("%.2f: Rogue Denizen %s joins at %s with %s.", age, 
					firstName.safe_str(), domain.safe_str(), firstTeamName.safe_str() );
		break;

		case GREATER_MOB_KILLED:
		str->Format("%.2f: %s " MOB_destroyed " at %s by %s.", age, 
					firstName.safe_str(), domain.safe_str(), secondName.safe_str());
		break;

		case DOMAIN_DESTROYED:
		GLASSERT(firstTeam);	// how is a neutral destroyed??
		str->Format("%.2f: %s domain %s " MOB_destroyed " by %s.", age, 
					firstTeamName.safe_str(), domain.safe_str(), secondName.safe_str());
		break;

		// Neutral domains are taken over.
		// Subdomains are conquored.
		case DOMAIN_TAKEOVER:
		str->Format("%.2f: %s occupied by %s.", age, domain.safe_str(), firstTeamName.safe_str());
		break;

		case DOMAIN_CONQUER:
		str->Format("%.2f: %s is conquered by %s.", age, domain.safe_str(), firstTeamName.safe_str() );
		break;

		case SUPERTEAM_DELETED:
		GLASSERT(firstTeam);
		str->Format("%.2f: %s super domain %s " MOB_destroyed ". Sub-domains are now self controlled.", age, firstTeamName.safe_str(), domain.safe_str());
		break;

		case SUBTEAM_DELETED:
		GLASSERT(firstTeam);
		GLASSERT(secondTeam);
		str->Format("%.2f: %s no longer controlled by %s.", age, firstTeamName.safe_str(), secondTeamName.safe_str());
		break;

		case FORGED:
		str->Format("%.2f: %s forged %s at %s.", age, secondName.safe_str(), firstName.c_str(), domain.safe_str());
		break;

		case UN_FORGED:
		str->Format("%.2f: %s " MOB_destroyed " %s at %s.", age, secondName.c_str(), firstName.c_str(), domain.c_str());
		break;

		case PURCHASED:
		if (first) {
			str->Format("%.2f: %s purchased %s at %s for %d (%d tax).", age, secondName.c_str(), firstName.c_str(), domain.c_str(),
						first->GetValue(), int(first->GetValue() * SALES_TAX));
		}
		else {
			str->Format("%.2f: %s purchased %s at %s.", age, secondName.c_str(), firstName.c_str(), domain.c_str());
		}
		break;

		case STARVATION:
		str->Format("%.2f: %s has been overcome by starvation at %s.", age, firstName.c_str(), domain.c_str());
		break;

		case BLOOD_RAGE:
		str->Format("%.2f: a distraught %s is overcome by blood rage at %s.", age, firstName.c_str(), domain.c_str());
		break;

		case VISION_QUEST:
		str->Format("%.2f: %s is consumed by despair at %s and leaves for a vision quest.", age, firstName.c_str(), domain.c_str());
		break;

		case GREATER_SUMMON_TECH:
		str->Format("%.2f: %s is called to %s by the siren song of Tech.", age, firstName.c_str(), domain.c_str());
		break;

		case ATTITUDE_FRIEND:
		str->Format("%.2f: %s sees %s with friendly intent.", age, firstName.safe_str(), secondName.safe_str());
		break;

		case ATTITUDE_NEUTRAL:
		str->Format("%.2f: %s sees %s with neutral regard.", age, firstName.safe_str(), secondName.safe_str());
		break;

		case ATTITUDE_ENEMY:
		str->Format("%.2f: %s sees %s as an enemy.", age, firstName.safe_str(), secondName.safe_str());
		break;

		default:
		GLASSERT(0);
	}
}
Exemplo n.º 4
0
void XenoAudio::Play(const IString& iSound, const Vector3F* pos)
{
	if (!audioOn) return;

	// The listener will get updated at the end of the frame,
	// so this isn't quite correct. But hopefully good enough
	// to prevent saturating the game with sounds all
	// over the world.
	if (   pos 
		&& (*pos - listenerPos).LengthSquared() > (MAX_DISTANCE*MAX_DISTANCE)) 
	{
		return;
	}

	Mix_Chunk* chunk = 0;
	chunks.Query(iSound, &chunk);

	if (!chunk) {
		const gamedb::Item* data = database->Root()->Child("data");
		const gamedb::Item* item = data->Child(iSound.c_str());
		SDL_RWops* fp = 0;
		bool needClose = false;

#if 0
		// Search external path first.
		GLString path;
		GLString inPath = "res/";
		inPath.append(iSound.c_str());
		inPath.append(".wav");
		GetSystemPath(GAME_APP_DIR, inPath.c_str(), &path);

		fp = SDL_RWFromFile(path.c_str(), "rb");
		if (fp) {
			needClose = true;
		}
#endif
		// Now check the database
		if (!fp) {
			int size = 0;
			const void* mem = database->AccessData(item, "binary", &size);
			GLASSERT(mem);
			fp = SDL_RWFromConstMem(mem, size);
			needClose = true;
		}
		if (fp) {
			//U8* buf = 0;
			//U32 len = 0;
			chunk = Mix_LoadWAV_RW(fp, false);
			if (!chunk) {
				GLOUTPUT(("Audio error: %s\n", Mix_GetError()));
			}
			else {
				chunks.Add(iSound, chunk);
			}
			if (needClose) {
				SDL_RWclose(fp);
			}
		}
	}
	GLASSERT(chunk);
	if (chunk) {
		int channel = Mix_PlayChannel(-1, chunk, 0);
		if (channel >= 0 && channel < CHANNELS ) {
			sounds[channel].channel = channel;
			sounds[channel].pos.Zero();
			if (pos) {
				sounds[channel].pos = *pos;
			}
			SetChannelPos(channel);
		}
	}
}
Exemplo n.º 5
0
void IsisMain() {
  // Get the projection
  UserInterface &ui = Application::GetUserInterface();
  Pvl pvl(ui.GetFileName("FROM"));
  proj = (TProjection *) ProjectionFactory::CreateFromCube(pvl);

  // Determine ground range to crop and/or trim
  if(ui.WasEntered("MINLAT")) {
    slat = ui.GetDouble("MINLAT");
    elat = ui.GetDouble("MAXLAT");
    slon = ui.GetDouble("MINLON");
    elon = ui.GetDouble("MAXLON");
  }
  else if(proj->HasGroundRange()) {
    slat = proj->MinimumLatitude();
    elat = proj->MaximumLatitude();
    slon = proj->MinimumLongitude();
    elon = proj->MaximumLongitude();
  }
  else {
    string msg = "Latitude and longitude range not defined in projection";
    throw IException(IException::User, msg, _FILEINFO_);
  }

  QString mode = ui.GetString("MODE");
  IString tempFileName;
  
  if(mode != "TRIM") {
    smallestLine = smallestSample = INT_MAX;
    biggestLine = biggestSample = -INT_MAX;

    ProcessByLine p;
    p.SetInputCube("FROM");
    p.StartProcess(getSize);
    p.EndProcess();

    int samples = biggestSample - smallestSample + 1;
    int lines = biggestLine - smallestLine + 1;

    // Run external crop
    QString cropParams = "";
    cropParams += "from=" + ui.GetFileName("FROM");
    if(mode == "CROP") {
      cropParams += " to=" + ui.GetAsString("TO");
    }
    else {
      tempFileName = FileName::createTempFile("TEMPORARYcropped.cub").name();
      cropParams += " to=" + tempFileName.ToQt();
    }

    cropParams += " sample= "   + toString(smallestSample);
    cropParams += " nsamples= " + toString(samples);
    cropParams += " line= "     + toString(smallestLine);
    cropParams += " nlines= "   + toString(lines);

    try {
      ProgramLauncher::RunIsisProgram("crop", cropParams);
    }
    catch(IException &e) {
      QString msg = "Could not execute crop with params: [" + cropParams + "]";
      throw IException(IException::Programmer, msg, _FILEINFO_);
    }
    if(mode == "BOTH") {
      delete proj;
      proj = NULL;
      Pvl pvl(tempFileName.ToQt());
      proj = (TProjection *) ProjectionFactory::CreateFromCube(pvl);
    }
  }

  // Trim image if necessary
  if(mode != "CROP") {
    ProcessByLine p;
    CubeAttributeInput att;
    if(mode == "BOTH") {
      p.SetInputCube(tempFileName.ToQt(), att);
    }
    else { //if its trim
      p.SetInputCube("FROM");
    }
    p.SetOutputCube("TO");
    p.StartProcess(trim);
    p.EndProcess();
    if(mode == "BOTH") {
      remove(tempFileName.c_str());
    }
  }
  // Add mapping to print.prt
  PvlGroup mapping = proj->Mapping();
  Application::Log(mapping);

  delete proj;
  proj = NULL;
}
Exemplo n.º 6
0
Chit* LumosChitBag::NewBuilding(const Vector2I& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	const GameItem& rootItem = ItemDefDB::Instance()->Get(name);
	GameItem* item = rootItem.Clone();

	// Hack...how to do this better??
	if (item->IResourceName() == "pyramid0") {
		CStr<32> str;
		str.Format("pyramid%d", random.Rand(3));
		item->SetResource(str.c_str());
	}
	if (item->IResourceName() == ISC::kiosk) {
		switch (random.Rand(4)) {
			case 0: item->SetResource("kiosk.n");	break;
			case 1: item->SetResource("kiosk.m");	break;
			case 2: item->SetResource("kiosk.s");	break;
			default:item->SetResource("kiosk.c");	break;
		}
	}

	int size = 1;
	rootItem.keyValues.Get(ISC::size, &size);
	int porch = 0;
	rootItem.keyValues.Get(ISC::porch, &porch);
	const int circuit = 0;

	// Should be pre-cleared. But recover from weird situations by clearing.
	// Note that water is a real problem.
	Rectangle2I r;
	r.Set(pos.x, pos.y, pos.x + size - 1, pos.y + size - 1);
	for (Rectangle2IIterator it(r); !it.Done(); it.Next()) {
		const WorldGrid& wg = context->worldMap->GetWorldGrid(it.Pos());
		GLASSERT(wg.IsLand());
		(void)wg;
		context->worldMap->SetRock(it.Pos().x, it.Pos().y, 0, false, 0);
		context->worldMap->SetPlant(it.Pos().x, it.Pos().y, 0, 0);
	}

	MapSpatialComponent* msc = new MapSpatialComponent();
	msc->SetBuilding(size, porch != 0, circuit);
	msc->SetBlocks((rootItem.flags & GameItem::PATH_NON_BLOCKING) ? false : true);
	chit->Add(msc);
	MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);

	chit->Add(new RenderComponent(item->ResourceName()));
	chit->Add(new HealthComponent());
	AddItem(item, chit, context->engine, team, 0);

	IString script = rootItem.keyValues.GetIString("script");
	if (!script.empty()) {
		Component* s = ComponentFactory::Factory(script.c_str(), &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString proc = rootItem.keyValues.GetIString("procedural");
	if (!proc.empty()) {
		ProcRenderInfo info;
		AssignProcedural(chit->GetItem(), &info);
		chit->GetRenderComponent()->SetProcedural(0, info);
	}

	IString consumes = rootItem.keyValues.GetIString(ISC::zone);
	if (!consumes.empty()) {
		Component* s = ComponentFactory::Factory("EvalBuildingScript", &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString nameGen = rootItem.keyValues.GetIString( "nameGen");
	if ( !nameGen.empty() ) {
		IString p = Context()->chitBag->NameGen(nameGen.c_str(), chit->random.Rand());
		chit->GetItem()->SetProperName( p );
	}

#if 0	// debugging
	SectorPort sp;
	sp.sector.Set( pos.x/SECTOR_SIZE, pos.y/SECTOR_SIZE );
	sp.port = 1;
	worldMap->SetRandomPort( sp );
#endif

	context->engine->particleSystem->EmitPD( ISC::constructiondone, ToWorld3F( pos ), V3F_UP, 0 );

	if (XenoAudio::Instance()) {
		Vector3F pos3 = ToWorld3F(pos);
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
	}

	return chit;
}
Exemplo n.º 7
0
  //! Starts the socket thread
  void SocketThread::run() {
    std::string p_socketFile = ("/tmp/isis_qview_" + Application::UserName()).toAscii().data();
    struct sockaddr_un p_socketName;
    p_socketName.sun_family = AF_UNIX;
    strcpy(p_socketName.sun_path, p_socketFile.c_str());
    int p_socket;

    // Create a socket
    if((p_socket = socket(PF_UNIX, SOCK_STREAM, 0)) < 0) {
      std::string msg = "Unable to create socket";
      std::cerr << msg << std::endl;
      remove(p_socketFile.c_str());
      return;
    }

    // Setting a timeout didn't work for Mac, so we're using a non-blocking mode
    //   instead.
    fcntl(p_socket, F_SETFL, O_NONBLOCK);

    // Bind the file to the socket
    int status =  bind(p_socket, (struct sockaddr *)&p_socketName, sizeof(p_socketName));
    if(status < 0) {
      std::string msg = "Unable to bind to socket [" + p_socketFile + "]";
      std::cerr << msg << std::endl;
      remove(p_socketFile.c_str());
      return;
    }

    // Set up to listen to the socket
    if(listen(p_socket, 5) < 0) {
      std::string msg = "Unable to listen to socket [" + p_socketFile + "]";
      std::cerr << msg << std::endl;
      remove(p_socketFile.c_str());
      return;
    }

    p_done = false;

    while(!p_done) {
      // Accept Socket
      socklen_t len = sizeof(&p_socketName);
      int childSocket = accept(p_socket, (struct sockaddr *)&p_socketName, &len);
      if (childSocket < 0)
        if (errno == EWOULDBLOCK) {
          msleep(100);
        continue; // probably timed out, we cant do anything about this anyways
      }

      // Receive Data
      int bytes;
      // This used to be char buf[1024*1024]; but when that line existed the
      //   mac OS's would crash unpredictably, even when the code on that
      //   line wasn't executed.
      QScopedPointer< char, QScopedPointerArrayDeleter<char> > buf(
          new char[1024*1024]);
      if((bytes = recv(childSocket, buf.data(), 1024 * 1024, 0)) < 0) {
        std::string msg = "Unable to read from socket [" + p_socketFile + "]";
        std::cerr << msg << std::endl;
        remove(p_socketFile.c_str());
        return;
      }

      // Push everything onto our string buffer
      IString buffer;
      for(int i = 0; i < bytes; i++) buffer += buf.data()[i];
      while(buffer.size() > 0) {
        IString token = buffer.Token(" ");
        if(token == "raise") {
          emit focusApp();
        }
        else emit newImage(token.c_str());
      }
    };
  }
Exemplo n.º 8
0
bool IString::operator !=(const char c) {
	IString str ( c ) ;
	return this->compare(str.c_str());
}
Exemplo n.º 9
0
bool IString::operator ==(const IString& string1) {
	return !this->compare(string1.c_str());
}