示例#1
0
AmqpProcessor::Result AmqpProcessor::process_frame(const amqp_frame_t& frame)
{
    Result result;

    if(is_deliver(frame))
    {
        listener_->process_event(Deliver());
        result = delivery_decoded(frame);
    }
    else if(is_header(frame))
    {
        listener_->process_event(Header(body_size(frame)));
        result = properties(frame);
    }
    else if(is_body(frame))
    {
        amqp_bytes_t fragment = get_body_fragment(frame);
        listener_->process_event(Body(fragment.len));

        AmqpListener::Delivery& delivery =
                listener_->get_state<AmqpListener::Delivery&>();

        bool last = delivery.is_flag_active<Delivered>();
        result = std::make_pair(fragment, last);

    }
    else
    {
        std::cout << "unprocessed frame: " <<  frame.frame_type << std::endl;
    }
    return result;
}
示例#2
0
int litehtml::element::calc_width(int defVal) const
{
	css_length w = get_css_width();
	if(w.is_predefined())
	{
		return defVal;
	}
	if(w.units() == css_units_percentage)
	{
		if(!m_parent)
		{
			position client_pos;
			m_doc->container()->get_client_rect(client_pos);
			return w.calc_percent(client_pos.width);
		} else
		{
			int pw = m_parent->calc_width(defVal);
			if (is_body())
			{
				pw -= content_margins_width();
			}
			return w.calc_percent(pw);
		}
	}
	return 	m_doc->cvt_units(w, get_font_size());
}
示例#3
0
bool litehtml::element::get_predefined_height(int& p_height) const
{
	css_length h = get_css_height();
	if(h.is_predefined())
	{
		p_height = m_pos.height;
		return false;
	}
	if(h.units() == css_units_percentage)
	{
		if(!m_parent)
		{
			position client_pos;
			m_doc->container()->get_client_rect(client_pos);
			p_height = h.calc_percent(client_pos.height);
			return true;
		} else
		{
			int ph = 0;
			if(m_parent->get_predefined_height(ph))
			{
				p_height = h.calc_percent(ph);
				if (is_body())
				{
					p_height -= content_margins_height();
				}
				return true;
			} else
			{
				p_height = m_pos.height;
				return false;
			}
		}
	}
	p_height = m_doc->cvt_units(h, get_font_size());
	return true;
}
示例#4
0
void Weapon_LightningFire( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
#ifdef MISSIONPACK
	vec3_t impactpoint, bouncedir;
#endif
	gentity_t	*traceEnt, *tent;
	int			damage, i, passent;

	damage = 8 * s_quadFactor;

	passent = ent->s.number;
	for (i = 0; i < 10; i++) {
		VectorMA( muzzle, LIGHTNING_RANGE, forward, end );

		trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );

#ifdef MISSIONPACK
		// if not the first trace (the lightning bounced of an invulnerability sphere)
		if (i) {
			// add bounced off lightning bolt temp entity
			// the first lightning bolt is a cgame only visual
			//
			tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
			VectorCopy( tr.endpos, end );
			SnapVector( end );
			VectorCopy( end, tent->s.origin2 );
		}
#endif
		if ( tr.entityNum == ENTITYNUM_NONE ) {
			return;
		}

		traceEnt = &g_entities[ tr.entityNum ];

		if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
			if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
				if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
					G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
					VectorCopy( impactpoint, muzzle );
					VectorSubtract( end, impactpoint, forward );
					VectorNormalize(forward);
					// the player can hit him/herself with the bounced lightning
					passent = ENTITYNUM_NONE;
				}
				else {
					VectorCopy( tr.endpos, muzzle );
					passent = traceEnt->s.number;
				}
				continue;
			}
			else {
				G_Damage( traceEnt, ent, ent, forward, tr.endpos,
					damage, 0, MOD_LIGHTNING);
			}
#else
				G_Damage( traceEnt, ent, ent, forward, tr.endpos,
					damage, 0, MOD_LIGHTNING);
#endif
		}

		if ( traceEnt->takedamage && traceEnt->client ) {
			tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
			tent->s.otherEntityNum = traceEnt->s.number;
			tent->s.eventParm = DirToByte( tr.plane.normal );
			tent->s.weapon = ent->s.weapon;
			if( LogAccuracyHit( traceEnt, ent ) ) {
				ent->client->accuracy_hits++;
			}
//freeze
		} else if ( is_body( traceEnt ) ) {
			tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
			tent->s.otherEntityNum = traceEnt->s.number;
			tent->s.eventParm = DirToByte( tr.plane.normal );
			tent->s.weapon = ent->s.weapon;
//freeze
		} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
			tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
			tent->s.eventParm = DirToByte( tr.plane.normal );
		}

		break;
	}
}
示例#5
0
/*
===============
CheckGauntletAttack
===============
*/
qboolean CheckGauntletAttack( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			damage;

	// set aiming directions
	AngleVectors (ent->client->ps.viewangles, forward, right, up);

	CalcMuzzlePoint ( ent, forward, right, up, muzzle );

	VectorMA (muzzle, 32, forward, end);

	trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
	if ( tr.surfaceFlags & SURF_NOIMPACT ) {
		return qfalse;
	}

	traceEnt = &g_entities[ tr.entityNum ];

	// send blood impact
	if ( traceEnt->takedamage && traceEnt->client ) {
		tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
		tent->s.otherEntityNum = traceEnt->s.number;
		tent->s.eventParm = DirToByte( tr.plane.normal );
		tent->s.weapon = ent->s.weapon;
	}
//freeze
	if ( is_body( traceEnt ) ) {
		tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
		tent->s.otherEntityNum = traceEnt->s.number;
		tent->s.eventParm = DirToByte( tr.plane.normal );
		tent->s.weapon = ent->s.weapon;
	}
//freeze

	if ( !traceEnt->takedamage) {
		return qfalse;
	}

	if (ent->client->ps.powerups[PW_QUAD] ) {
		G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
		s_quadFactor = g_quadfactor.value;
	} else {
		s_quadFactor = 1;
	}
#ifdef MISSIONPACK
	if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
		s_quadFactor *= 2;
	}
#endif
//freeze
	if ( g_dmflags.integer & 1024 && !( g_weaponlimit.integer & 2048 ) ) {
		s_quadFactor = 8;
	}
//freeze

	damage = 50 * s_quadFactor;
	G_Damage( traceEnt, ent, ent, forward, tr.endpos,
		damage, 0, MOD_GAUNTLET );

	return qtrue;
}
示例#6
0
void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
	trace_t		tr;
	vec3_t		end;
#ifdef MISSIONPACK
	vec3_t		impactpoint, bouncedir;
#endif
	float		r;
	float		u;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			i, passent;

	damage *= s_quadFactor;

	r = random() * M_PI * 2.0f;
	u = sin(r) * crandom() * spread * 16;
	r = cos(r) * crandom() * spread * 16;
	VectorMA (muzzle, 8192*16, forward, end);
	VectorMA (end, r, right, end);
	VectorMA (end, u, up, end);

	passent = ent->s.number;
	for (i = 0; i < 10; i++) {

		trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			return;
		}

		traceEnt = &g_entities[ tr.entityNum ];

		// snap the endpos to integers, but nudged towards the line
		SnapVectorTowards( tr.endpos, muzzle );

		// send bullet impact
		if ( traceEnt->takedamage && traceEnt->client ) {
			tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
			tent->s.eventParm = traceEnt->s.number;
			if( LogAccuracyHit( traceEnt, ent ) ) {
				ent->client->accuracy_hits++;
			}
//freeze
		} else if ( is_body( traceEnt ) ) {
			tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
			tent->s.eventParm = traceEnt->s.number;
//freeze
		} else {
			tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
			tent->s.eventParm = DirToByte( tr.plane.normal );
		}
		tent->s.otherEntityNum = ent->s.number;

		if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
			if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
				if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
					G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
					VectorCopy( impactpoint, muzzle );
					// the player can hit him/herself with the bounced rail
					passent = ENTITYNUM_NONE;
				}
				else {
					VectorCopy( tr.endpos, muzzle );
					passent = traceEnt->s.number;
				}
				continue;
			}
			else {
#endif
				G_Damage( traceEnt, ent, ent, forward, tr.endpos,
					damage, 0, MOD_MACHINEGUN);
#ifdef MISSIONPACK
			}
#endif
		}
		break;
	}
}