GP2JAM - Grand Prix 2 JAM to BMP Converter
Copyright (c) 1996 Trevor Kellaway<EMAIL_ADDRESS>V2.0 28th Sep 1996
[Introduction] [Installation]
[Quick Start] [Important]
[Usage]
[Bitmaps and Palettes] [Car
Images] [Helmets] [Adverts
/ Billboards]
[Special Images - E.g., Pit Crew]
[Circuit Specific Images]
[Known Problems] [Pre-painted
Car Sets / Images] [History] [E-mail
/ Further Info]
Grand Prix 2 (GP2) from Microprose stores its image files in a unique format, these files have the extension '.JAM' (referred to as 'JAM' files).
GP2JAM is a DOS program which converts GP2 JAM files to .BMP files and back again. You will find these images in the X:\GP2\GAMEJAMS\ directory and sub- directories on your hard disk (or CD-ROM drive), where X: is the drive letter where you installed the game or your CD-ROM drive letter.
GP2JAM supports virtually all the JAM files (~200!). For example you can convert from a WILLIAMS.JAM file to a WILLIAMS.BMP. You can now use your favourite bitmap editor to modify the image and save it. Next you would convert the WILLIAMS.BMP back to WILLIAMS.JAM.
Note: You must have installed GP2 in either Medium or Full install mode for the modified JAM files to appear in the game. Minimum install mode will not work (even though it does actually copy the JAM files to your hard disk it doesn't seem to read them!).
This distribution should include the following files:
GP2JAM.TXT A text version of the help file.
GP2JAM.HTM An HTML version of the help file.
GP2JAM.EXE The converter program.
32RTM.EXE 32-bit DOS extender (not reqd. for WFW/W95/NT),
only DOS.
DPMI32VM.OVL 32-bit DOS extender (not reqd. for WFW/W95/NT), only DOS.
Copy GP2JAM.EXE to any directory on your hard disk, I recommend that you create a new directory (say 'C:\JAM'), you can then keep all your updated JAMs and BMPs there without cluttering up the game directories (this also allows you to reinstall the game without losing your images). If you are running under straight DOS (not WFW/W95/NT) then you will need to copy 32RTM.EXE and DPMI32VM.OVL to the same directory as GP2JAM.EXE.
Here is a quick tutorial on how to start painting the Williams.
Change directory to where you put GP2JAM.EXE ('C:\JAM'). Convert the Williams JAM file to a bitmap by typing the following at a DOS command prompt:
GP2JAM -jC:\GP2\GAMEJAMS\WILLIAMS.JAM
This should create a WILLIAMS.BMP in the current directory (Note: If the game is stored on a different drive then add the appropriate drive letter at the front of the filename).
 You should see a picture of the different panels of the car. Paint the car and then save the WILLIAMS.BMP again.
Now back at the DOS prompt convert the file back to a JAM:
GP2JAM -bWILLIAMS.BMP -jC:\GP2\GAMEJAMS\WILLIAMS.JAM
That should be it. Startup GP2 and admire your work!
All of the JAM files have a unique identity (ID) encoded in them so you can't copy a WILLIAMS.JAM over the top of say a BENETTON.JAM, you will get a transparent (invisible) car! GP2JAM will always display the actual JAM ID when converting to help you identify which file you are manipulating, this only becomes useful if you start renaming the JAM files in your directory (don't rename the games JAM files!).
GP2JAM [-h?v] [-y] [-bFILENAME.BMP] [-jFILENAME.JAM]
-h|-? Display this usage message. -v Display the version number & contact information. -i Display information about conversion process.
-jFNAME.JAM Set the JAM filename to be 'FNAME.JAM'. -bFNAME.BMP Set the BMP filename to be 'FNAME.BMP'.
-y Automatically answer all questions with 'Yes'.
When converting from a JAM to BMP you need only specify the JAM filename:
GP2JAM -jWILLIAMS.JAM
This will automatically create a WILLIAMS.BMP (based on the JAM ID), if the WILLIAMS.BMP file already exists you will be asked if you wish to overwrite it. You can turn off these prompts by using the '-y' option which will automatically respond 'Yes' to all prompts.
If you wanted to use a different bitmap filename specify it after the JAM filename:
GP2JAM -jC:\GP2\GAMEJAMS\WILLIAMS.JAM -bCAR1.BMP
To convert back from a BMP to a JAM file you must specify both filenames and the BMP filename must be first:
GP2JAM -bWILLIAMS.BMP -jC:\GP2\GAMEJAMS\WILLIAMS.JAM -y
This will update the existing WILLIAMS.JAM file (Note: the '-y' option was present to automatically respond to the overwrite prompt).
Note: The destination JAM file *must* already exist, GP2JAM only updates the original JAM file from BMP, it never actually creates the JAM file.
You can display the usage message by starting GP2JAM either with no command line options, or use either '-?', or '-h'.
To find out which version of GP2JAM you have use the '-v' option, this also displays the author's E-mail address and web site URL.
You can obtain a list of the all the JAM files supported by GP2JAM by using the '-f' option.
When you first convert an original game JAM file GP2JAM may display the following warning:
'Warning: The image contains unique colours which can't be mapped to GP2JAM's standard palette, these will be mapped to the nearest colour available.'
Don't worry about this, GP2JAM uses a different fixed palette to that of the images in the game and maps the game colours to the nearest available ones in its palette. When you perform a later update of an image you've edited previously you won't get this warning.
When saving the BMP image don't change the colour depth (256) or change the image size.
You can use any of the colours from the fixed palette but *don't* change the palette as this is fixed by the game and the BMP just contains a copy (changing the palette won't have any effect in the game). Make sure you save the bitmap RGB encoded (not RLE or OS/2 encoded).
Don't over paint the background (dull green) colour or move any of the image parts. A good way to paint large areas is to use the selective colour eraser tool which is available in most good painting packages.
For the cars the BMP has several small rectangles which are all one colour, these are the suspension arms. The car images also have a graduated set of rectangles in the top left hand side of the images, don't modify these as they are used to shade the car tyres when the car is viewed from a far distance.
In the game some cars have high noses and some low noses, this information is hard coded within GP2.EXE and not in the JAM files so you can't modify this (I'll write a utility for this later). The internal cockpit colours (when viewed from the driving position) are also hard coded in GP2.EXE. A utility for modifying the cockpit colours is meant to be available on the Web but I haven't checked it out.
The car numbers displayed in the game text screens (rather than the ones on the cars) also are hard coded within GP2.EXE, again a utility to modify these is available on the Web.
Note: When painting the car numbers you will notice there are two copies for both the front and rear wings. You must ensure that you place a copy of the lower number actually on the car as well as GP2 when it is running sometimes will use the image painted on the car rather than over paint it with the copy.
The helmets are all stored in one file called HELMETS1.JAM. You will need to use the zoom option of you paint program as each helmet image is fairly small. Note: Don't paint over the graduated colours on the far left of the image, these are used to colour the helmet when it is viewed from a far distance.
There are two main files which contain the adverts, ADVERTS1.JAM and ADVERTS2.JAM. Each of these files contains a number of sub-images for different adverts. The game uses a fixed method of displaying these adverts at each track. The two files above are used at all the tracks, in addition to these though each track sub-directory (of \GP2\GAMEJAMS, e.g., PORJAMS for Portugal) has a file like POR_AD1.JAM (look for the _AD1 in the name) and these contain track specific images.
There are a number of special images which appear to be painted in strange colours, the pit crew for instance.
A good example is the flag marshall images (FLAGS1.JAM, FLAGCHEQ.JAM), these all appear to have a blue flag. When the game runs it knows about this range of blue palette entries and maps these to the desired colour, normally this will be yellow or green for use when a crash occurs. You *must* not change these special colours, you can paint other parts of the image though you shouldn't use the special colour (blue in this case) anywhere on the image as this will also change colour!
The pit crew are another special case. These are almost all totally updated by the game when it runs from fixed colours hard coded in GP2.EXE. I'm sure a utility to update these colours in GP2.EXE will be released at some stage.
Within the \GP2\GAMEJAMS directory there are is a sub-directory for each track, within these directories are circuit specific images which include adverts, buildings and scenery. Be careful not to mix these files up with those in the main directory or another track sub-directory as many of these have duplicate names.
GP2JAM has been tested with the European GP2 V1.0b and works fine in VGA and SVGA.
There are a few JAM image filenames which GP2JAM can't uniquely identify, it will display these as "????????".
GP2JAM doesn't support the RCR*.JAM files, these are only images of cars and wouldn't be suitable for modifying anyway.
Please *don't* send me the results of your painting, I'll get swamped with file E-mails otherwise! I won't be producing any car sets (I just write the converter, I never actually use it!), but some good ones are available on the web.
Checkout Dave Gymer's web site:
http://www.gamesdomain.co.uk/dgymer/f1gp/
ftp://www.gamesdomain.co.uk/pub/users/dgymer/f1gp/
Another good site is Pieter's Grand Prix 2 Home Page:
Note: The JAM files don't compress at all, so if possible when creating a car set include the BMP files as they do compress (I recommend you create a JAMS.ZIP and a BMP.ZIP then the downloader can choose which one to download, the BMP.ZIP will be much smaller than the JAMS.ZIP).
Please send any suggestions, comments, or bug reports (include the version of GP2JAM you are using and your Operating System details [DOS,WFW,W95,O/S2,NT]) to the author Trevor Kellaway at:
The current version of GP2JAM will always be available on my web page along with the current version of this help file.
http://ourworld.compuserve.com/homepages/tkellaway/
It should also be available on CompuServe in GO SPRTSIMS, Lib #14 (Racing Circuits) as GP2JAM.ZIP.
This program may be freely copied and distributed, as long as it is not modified in any way, no fee is charged and this file is always included. This program is provided "as is" with no warranties expressed or implied. The author will not be held responsible for any losses incurred, either directly or indirectly by the use of this program.
This is *not* an Microprose product. If you have problems with the game then try it without using this program.
The author has no connection with Geoff Crammond or Microprose.
<<End of document>>


Bridging the gap
To me, the tech world sometimes comes across as a bubble.
I remember attending the last Techrunch Disrupt Conference in SF and seeing all these smart people working on things like multiplayer games for smartphones, automatic typing technology for tablets, or wireless charging for electronic devices. All really cool stuff, no doubt about that.
But when I left the conference and walked up some blocks to BART, something struck me: Homeless people on the streets, run-down coffee shops, and the sense that too much of the tech magic goes to waste. I feel that there is a gap between where the creative energy of the tech world goes into vs. where it could have most impact. It is like a world that circulates around itself.
There is no easy solution to that, but as a first step, I think, it helps to create awareness around this gap. Specifically important, in this context, is to ensure that the tech world remains close to the full breadth of living situations that people find themselves in. In order to solve a problem, one has to first see it. So let's open our eyes!


Finding Accessible Pedestrian Signals in NYC
Do you want to find out if there are any accessible pedestrian signals near a specific location in New York City? Type your search into the address field. Nearby intersections with signals will be displayed on a map and in
a data table.
| Intersection | Distance, miles | Date created |
|---|


Ultimately, I see myself as a problem solver. Jumping right into a solution is not my style. I brainstrom and plan first. I am always thinking about ways to make sites and apps I build, responsive and accessible. Coding is my passion and I am always hungry to learn more. When I am not behind my desk coding, I am either reading a novel or riding my road bike.
View my Resume


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Constructor method, currently assigns values for login credentials
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Open the connection to the channel.
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Retrieve command through manual user input
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RT @danderson00: Microsoft Certified is not a show stopper, but it definitely doesn't help.
5/28/2013, 11:07:16 PM
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RT @danderson00: Microsoft Certified is not a show stopper, but it definitely doesn't help.
5/28/2013, 11:07:16 PM
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For @{{twitter_user}}, who wanted something {{comfort_text}}.
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{% endif %}{{article['content']}}...


--- layout: post esbma_id: 1195 title: Law #13: The Law of Sacrifice date: 2004-06-17 14:52:55 keywords: law ---
(This entry is part of a series I am writing on The 22 Immutable Laws of Marketing.)
The Law of Sacrifice says that "you have to give up something in order to get something".
The cool thing about this law is that it's not automatically attractive. It makes you think.
The Law of Focus isn't like that. When people hear about the Law of Focus, the first reaction is to say, "Yes, yes, focus is good." People seem to forget that the word "focus" implies a decision about what you are not going to do. With the word "sacrifice", that particular implication is much clearer.
But in some sense, these two laws are the same idea with different expressions. There is power in focus, but to get there, we have to make tough decisions about what things we will not do.
Aiming once again at Scotts Valley
I'll give Sun a break today and go back to picking on Borland. Here is a perfect example of a company that can't focus because they're not willing to sacrifice. Their product line is all over the map.
The problem with not having a focus is that your customers can only describe you in terms of your past. Borland's "Excellence Endures" tagline even reinforces this. It's a fine tagline, but it doesn't say much to me about the future. It is a celebration of their 20 years of history.
Borland is a fine company with some great products. But they should be telling us more about their future than their past. In the next five years, what one thing will Borland do better than anybody else?
(To be fair, however, we should admit that Borland's marketing may not matter much. Microsoft needs Borland (and Apple, and Sun) to exist in order to give the illusion that their products have competition. In this case, Excellence will continue to Endure, but Mediocrity would suffice, since Microsoft will always stop a little bit short of killing them off.)
Saying "No"
The Law of Sacrifice is all about saying "no" to opportunities. This skill is incredibly difficult to learn. I suspect that the only way to learn to say "no" is to experience the pain of saying "yes" too often.
That's how I learned it. SourceGear used to be all over the map. We smiled and described that condition with a positive spin, telling ourselves that we were "opportunistic". But life inside the company got pretty confusing. We had several product efforts going on, all unrelated. We had a consulting division doing engagements which were not related to any of our products. When someone asked us "What does SourceGear do?" it would take ten minutes to explain. By the time we were done, the elevator had gone back and forth to the lobby three times.
Our revenue was high, but we had no focus. We were in a strategy which was positive in the short-term and negative in the long-term. So we sacrificed. We started saying "no".
At first, it was really hard. People called us for a consulting gig and we turned it down. Even as I write this, it sounds crazy. I said "no" to money! What was I thinking?
It took a while, but things got better. A lot better. Today, SourceGear is a focused company, but to get to this point, we had to stop saying "yes" to every opportunity we saw.


{% extends 'layout.html' %} {% block pageTitle %} Do you live in England, Wales or Northern Ireland? {% endblock %} {% block content %}
This is because you must be at least 10 weeks pregnant to be eligible.


SSH-KEYSCAN
Section: User Commands (1)Index Return to Main Contents
BSD mandoc
NAME
ssh-keyscan - gather ssh public keysSYNOPSIS
ssh-keyscan -words [-46Hv [-f file ] ] [-p port ] [-T timeout ] [-t type ] [host | addrlist namelist ] ...DESCRIPTION
ssh-keyscan is a utility for gathering the public ssh host keys of a number of hosts. It was designed to aid in building and verifying ssh_known_hosts files. ssh-keyscan provides a minimal interface suitable for use by shell and perl scripts.ssh-keyscan uses non-blocking socket I/O to contact as many hosts as possible in parallel, so it is very efficient. The keys from a domain of 1,000 hosts can be collected in tens of seconds, even when some of those hosts are down or do not run ssh. For scanning, one does not need login access to the machines that are being scanned, nor does the scanning process involve any encryption.
The options are as follows:
- -4
- Forces ssh-keyscan to use IPv4 addresses only.
- -6
- Forces ssh-keyscan to use IPv6 addresses only.
- -f file
- Read hosts or addrlist namelist pairs from this file, one per line. If - is supplied instead of a filename, ssh-keyscan will read hosts or addrlist namelist pairs from the standard input.
- -H
- Hash all hostnames and addresses in the output. Hashed names may be used normally by ssh and sshd but they do not reveal identifying information should the file's contents be disclosed.
- -p port
- Port to connect to on the remote host.
- -T timeout
- Set the timeout for connection attempts. If timeout seconds have elapsed since a connection was initiated to a host or since the last time anything was read from that host, then the connection is closed and the host in question considered unavailable. Default is 5 seconds.
- -t type
- Specifies the type of the key to fetch from the scanned hosts. The possible values are ``rsa1'' for protocol version 1 and ``rsa'' or ``dsa'' for protocol version 2. Multiple values may be specified by separating them with commas. The default is ``rsa''
- -v
- Verbose mode. Causes ssh-keyscan to print debugging messages about its progress.
SECURITY
If an ssh_known_hosts file is constructed using ssh-keyscan without verifying the keys, users will be vulnerable to man in the middle attacks. On the other hand, if the security model allows such a risk, ssh-keyscan can help in the detection of tampered keyfiles or man in the middle attacks which have begun after the ssh_known_hosts file was created.FILES
Input format:<IP_ADDRESS>,<IP_ADDRESS> name.my.domain,name,n.my.domain,n,<IP_ADDRESS>,<IP_ADDRESS>
Output format for rsa1 keys:
host-or-namelist bits exponent modulus
Output format for rsa and dsa keys:
host-or-namelist keytype base64-encoded-key
Where keytype is either ``ssh-rsa'' or ``ssh-dss''
EXAMPLES
Print the rsa host key for machine hostname$ ssh-keyscan hostname
Find all hosts from the file ssh_hosts which have new or different keys from those in the sorted file ssh_known_hosts
$ ssh-keyscan -t rsa,dsa -f ssh_hosts | \ sort -u - ssh_known_hosts | diff ssh_known_hosts -
SEE ALSO
ssh(1), sshd(8)AUTHORS
An -nosplit An David Mazieres Aq<EMAIL_ADDRESS>wrote the initial version, and An Wayne Davison Aq<EMAIL_ADDRESS>added support for protocol version 2.BUGS
It generates "Connection closed by remote host" messages on the consoles of all the machines it scans if the server is older than version 2.9. This is because it opens a connection to the ssh port, reads the public key, and drops the connection as soon as it gets the key.
Index
This document was created by man2html, using the manual pages.
Time: 05:29:11 GMT, December 24, 2015


Neighbour shoots and kills intruder in Waterval Boven
He accompanied an unarmed security guard to investigate an alarm that had gone off at a vacant house next to his own.
by Desiré FourieWATERVAL BOVEN – A resident shot and killed a housebreaker in the early hours of Saturday morning.
According to Brig Leonard Hlathi, the resident’s son woke him at about 03:00 on Saturday after the alarm at the property next door went off.
The son said there were lights being switched on and off in the house, which was standing empty since the owner had died.
A security officer from JHD Security Services, who wishes to remain anonymous, responded to the alarm call and noticed nothing out of the ordinary from outside.
“The alarm sounded again after I had checked the house, so I went to fetch the keys from the caretaker,” he told Lowvelder.
ALSO READ: Barbertonians are urged to use water sparingly amid availability concerns
Upon arriving back at the property, the resident met the officer outside and told him that he would accompany him on a search of the house.
The resident was armed and the security officer, who is still in the process of qualifying for his firearm competency certificate, was armed with pepper spray and wearing a bulletproof vest.
They entered the house and started to move into the kitchen and the living room respectively when a man attacked the resident with a screwdriver and knife. The resident shot and killed the man.
It is alleged that the housebreaker was recently released from prison and had multiple charges against him for theft and also a charge of rape.
Both the security officer and resident reported the incident to the Waterval Boven Police Station and an inquest was opened.
Lowvelder tried to contact JHD Security Services’ control room, but the number was unavailable.
ALSO READ: Challenge accepted: More than two months in pole mounted wine barrel


Witches Who Stitch Tarot Survey
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| net.jforum.summary | |
| net.jforum.util.mail |
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Ipoh, Perak
/Central Forest Spine/
A fallen tree trunk of what seems to be a Lithocarpus sp that
was along the trails during the team's seed collection
expedition in Perak.
Forests are becoming increasingly fragmented as land is cleared for development, leaving
patches of disconnected habitat. This leads to genetic erosion as unique genes are
trapped in isolated forest areas. Ecological corridors are critical for the long-term survival
of species as they support the movement of wildlife between these fragmented patches.
The goal of a corridor is to promote functional connectivity, which can be achieved
through reforestation, viaducts and overpasses.
TRCRC seeks to re-establish the integrity and connectivity of forests through the
implementation of linkages and ecological corridors, as part of the Malaysian
government’s Central Forest Spine initiative for a continuous network of forests in the
heart of Peninsular Malaysia. This connectivity ensures that wildlife corridors are
maintained, enabling movements of important flora and fauna, thus providing greater
protection for them.
Amanjaya Forest Reserve, Perak
/Central Forest Spine/
Julie going through tall grasses for an on-site survey within the
Amanjaya Forest Reserve, Perak.
With grant funding from Yayasan Hasanah, TRCRC completed a conservation and
management plan (CMP) for three target states, as part of the output of the year-long
project (“Tropical Rainforest Living Collections: Private-public partnerships towards the
conservation of Malaysian plants and forests”, 2017-2018) The CMP focuses on
conservation priorities for plant species rescue in the states of Perak, Kelantan and
Terengganu which is intended for the use of state implementing agencies.
As the next phase of this project, TRCRC will begin implementing and refining the CMP
produced through the 2017-2018 grant via ground-truthing surveys and the initiation of
joint-forest restoration projects in Perak and Terengganu with state forestry departments
and related agencies.
TRCRC supported Perak Forestry and Department of Wildlife and National Parks (PERHILITAN) to conduct tree planting at a viaduct in Primary Linkage-2, Amanjaya.
Key People


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Reporting and notifications regarding dependencies and sizes of defined RPM installations.
Explore resultsMinimising the installation footprint of Fedora ecosystem to make it more suitable for modern deployments such as IoT and cloud.
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Marzipan cheesecake lemon drops. Lollipop marzipan sweet roll powder macaroon danish. Bonbon chocolate gingerbread pastry. Cake oat
cake carrot cake donut wafer. Jelly beans oat cake sugar plum candy.
Marzipan cheesecake lemon drops. Lollipop marzipan sweet roll powder macaroon danish. Bonbon chocolate gingerbread pastry. Cake oat
cake carrot cake donut wafer. Jelly beans oat cake sugar plum candy.
Marzipan cheesecake lemon drops. Lollipop marzipan sweet roll powder macaroon danish. Bonbon chocolate gingerbread pastry. Cake oat
cake carrot cake donut wafer. Jelly beans oat cake sugar plum candy.
Marzipan cheesecake lemon drops. Lollipop marzipan sweet roll powder macaroon danish. Bonbon chocolate gingerbread pastry. Cake oat
cake carrot cake donut wafer. Jelly beans oat cake sugar plum candy.


Dgame.Math.Vector3
- struct Vector3(T) if (isNumeric!T);
- Vector3 is a structure that defines a two-dimensional point.
Author:
rschuett
- T x;
- x coordinate
- T y;
- y coordinate
- T z;
- z coordinate
- pure nothrow this(T x, T y, T z = 0);
- CTor
- pure nothrow this(U)(U x, U y, U z = 0) if (isNumeric!U && !is(U : T));
- CTor
- pure nothrow this(U)(U[3] pos) if (isNumeric!U);
- CTor
- pure nothrow this(U)(ref const Vector3!U vec);
- CTor
- pure Vector3 opOpAssign(string op)(ref const Vector3 vec);
- Supported operation: +=, -=, *=, /= and %=
- pure Vector3 opOpAssign(string op)(T number);
- Supported operation: +=, -=, *=, /= and %=
- pure Vector3 opBinary(string op)(ref const Vector3 vec);
- Supported operation: +, -, *, / and %
- pure Vector3 opBinary(string op)(T number);
- Supported operation: +, -, *, / and %
- const pure nothrow Vector3 opNeg();
- Returns a negated copy of this Vector.
- pure nothrow void negate();
- Negate this Vector
- const pure nothrow bool opEquals(ref const Vector3 vec);
- Compares two vectors by checking whether the coordinates are equals.
- const pure nothrow bool isEmpty();
- Checks if this vector is empty. This means that his coordinates are 0.
- const pure nothrow float scalar(ref const Vector3 vec);
- Calculate the scalar product.
- alias dot = scalar;
- alias for scalar
- const pure nothrow float length();
- Calculate the length.
- const pure nothrow float diff(ref const Vector3 vec);
- Calculate the diff between two vectors.
- const pure nothrow Vector3 cross(ref const Vector3 vec);
- Returns the cross product of this and another Vector.
- pure nothrow void set(T x, T y, T z);
- Set new coordinates.
- pure nothrow void move(T x, T y, T z);
- Move the current coordinates.
- const pure nothrow T[3] asArray();
- Returns the Vector as static array.
- alias Vector3s = Vector3!short.Vector3;
- Alias for short Vector
- alias Vector3f = Vector3!float.Vector3;
- Alias for float Vector
- alias Vector3b = Vector3!byte.Vector3;
- Alias for byte Vector
Page generated by Ddoc.


Configuration
Serial Logger Service can be configured using the Serial Logger Service Configuration
program that is found in the Start Menu.
Note: You must be logged in as an administrator in order to change the configuration
or control the service in any way (start, stop, pause, continue).
After making configuration changes, you must restart the services for the changes
to take effect. You can do this by right-clicking on the affected instances and
clicking Restart on the popup menu.
Service Instances
Serial Logger Service now allows multiple simultaneous instances to run. Each
instance has a completely independent set of configuration parameters such as serial
port configuration, log file, rotation options, timeout options, e-mail options,
and ODBC options. Each instance
can be independently controlled (start, stop, pause, continue).
When you first start the Serial Logger Service Configuration program, the first
instance will be created automatically. If you wish to run multiple instances, just
select New from the Edit menu and a new instance will be created.
The number of instances you can have is limited only by the number of serial ports
you have.
Service Instance List
The main window shows the list of service instances. The list is divided into the following columns.
- Instance
- The instance number. The first instance is usually number 1. The instance number
is not related to the serial port number. It is just a way to identify each service instance.
- Port
- The serial port that the service instance reads from.
- Status
- The status of the service instance. It will show Running, Stopped, or Paused. If it is
blank, then the service instance is not yet installed. You must save the configuration to
install the service.
- Auto Start
- The service instance auto start setting. If Yes, then the service is configured to start when Windows
starts. Otherwise, the service must be started manually.
- Log File
- The log file the the service instance is configured to write to. If log rotation
is enabled, this will show only the base file name without the date/time suffix.
Menu Commands
The following menu commands are available from the main window.
- File Menu
-
- Save Settings
- This command saves the configuration to the Windows Registry and modifies
the Windows Services database as necessary to create the requested number of
service instances. The configuration is also saved automatically before starting
or restarting any services.
- Exit
- Exits the configuration application. Any services that are running will
continue to run in the background, even if the user logs off.
- Edit Menu
-
- Note: Any configuration changes made through this menu are saved only
when the Save Settings menu command is selected or when
starting a service. Also, any configuration changes are not actually applied
until the affected services are restarted.
- Properties
-
Opens the properties window for the selected instances. The properties window
is divided into three pages.
If multiple instances are selected, the configuration of the last selected
instance will effectively be copied to all other selected instances. All fields
are overwritten except for the serial port name and the log file name.
After making configuration changes, the affected services must be restarted
for the changes to take effect.
- New
- Creates a new additional instance. The new instance will have completely
independent configuration settings from other instances.
- Duplicate
- Copies the configuration parameters of the selected instance to a new instance.
- Select All
- Highlights all instances.
- Delete
- Deletes all selected instances. If you accidently delete an instance, you
should exit the configuration application and answer No when prompted to save
the configuration.
- Service Menu
-
- Start
- Saves the configuration and then starts the selected services.
- Stop
- Stops the selected services.
- Restart
- Saves the configuration, stops any selected services that are running, and then starts all selected
services.
- Continue
- Continues any selected services that are paused. This command causes a service
to reopen its log file and write any buffered data that was received while the
service was paused.
- Pause
- Pauses any selected services that are running. When a service is paused,
it releases the lock on the log file so that it can be modified, deleted, or
moved. While the service is paused, any data received on the serial port will
be stored in an internal buffer and then written to the log file when the service
is continued. Therefore, as long as the service is not stopped, no serial data
will be lost. Please click here for details.
- Start Automatically
- When checked, the selected services are configured to start when Windows
starts. Otherwise, a service must be started manually.
- Event Viewer
- Launches the Windows Event Viewer (eventvwr.exe). The Application Log in
Event Viewer contains detailed information about the status of the services.
Click here for details.
- Help Menu
-
- Serial Logger Service Help
- Opens the on-line help. On Windows NT 4.0, you must have Microsoft Internet
Explorer 4.0 or above in order to view the online help.
- Register Product
- After purchasing this product on the web site, use the command to enter your registration
code to remove the unregistered restrictions.
- About Serial Logger Services
- View the product version and registration details.


Probabilist CA is are an extension of the common CA paradigm. They share all the basic concept of an ordinary homogeneous CA with an important difference in the transition function. \(\sigma\) is a stochastic-function that choose the next-state according to some probability distributions. They are used in a wide class of problems like in modelling ferromagnetism, statistical mechanics [@Vichniac1984] or the cellular Potts model75


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Figure 1
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The different crystal structure models of montmorillonites w ... |
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Figure 2
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The Z-axis density distribution of water molecules in the in ... |
|
Figure 3
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The Z-axis density distribution of Ca 2+ in the interlayers ... |
|
Figure 4
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The MSD (( a), M1) and self-diffusion coefficient ( b) of wa ... |
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Figure 5
|
The MSD (( a), Mi 0-6) and self-diffusion coefficient (( b), ... |
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Figure 6
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The RDFs of O t-H w in montmorillonite with different charge ... |
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Figure 7
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The RDF of O t-Ca of montmorillonite with different charge p ... |


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/**
* @file
* @brief functions used during combat
*/
#include "AppHdr.h"
#include "fight.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "art-enum.h"
#include "coord.h"
#include "coordit.h"
#include "delay.h"
#include "english.h"
#include "env.h"
#include "fineff.h"
#include "fprop.h"
#include "god-passive.h" // passive_t::shadow_attacks
#include "hints.h"
#include "invent.h"
#include "item-prop.h"
#include "item-use.h"
#include "melee-attack.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-place.h"
#include "mon-util.h"
#include "ouch.h"
#include "player.h"
#include "prompt.h"
#include "random-var.h"
#include "religion.h"
#include "shopping.h"
#include "spl-summoning.h"
#include "state.h"
#include "stringutil.h"
#include "target.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
/**
* What are the odds of an HD-checking confusion effect (e.g. Confusing Touch,
* Fungus Form, SPWPN_CHAOS maybe) to confuse a monster of the given HD?
*
* @param HD The current hit dice (level) of the monster to confuse.
* @return A percentage chance (0-100) of confusing that monster.
* (Except it tops out at 80%.)
*/
int melee_confuse_chance(int HD)
{
return max(80 * (24 - HD) / 24, 0);
}
/**
* Switch from a bad weapon to melee.
*
* This function assumes some weapon is being wielded.
* @return whether a swap did occur.
*/
static bool _autoswitch_to_melee()
{
bool penance;
if (is_melee_weapon(*you.weapon())
&& !needs_handle_warning(*you.weapon(), OPER_ATTACK, penance))
{
return false;
}
int item_slot;
if (you.equip[EQ_WEAPON] == letter_to_index('a'))
item_slot = letter_to_index('b');
else if (you.equip[EQ_WEAPON] == letter_to_index('b'))
item_slot = letter_to_index('a');
else
return false;
if (!is_melee_weapon(you.inv[item_slot]))
return false;
return wield_weapon(true, item_slot);
}
/**
* Handle melee combat between attacker and defender.
*
* Works using the new fight rewrite. For a monster attacking, this method
* loops through all their available attacks, instantiating a new melee_attack
* for each attack. Combat effects should not go here, if at all possible. This
* is merely a wrapper function which is used to start combat.
*
* @param[in] attacker,defender The (non-null) participants in the attack.
* Either may be killed as a result of the attack.
* @param[out] did_hit If non-null, receives true if the attack hit the
* defender, and false otherwise.
* @param simu Is this a simulated attack? Disables a few problematic
* effects such as blood spatter and distortion teleports.
*
* @return Whether the attack took time (i.e. wasn't cancelled).
*/
bool fight_melee(actor *attacker, actor *defender, bool *did_hit, bool simu)
{
ASSERT(attacker); // XXX: change to actor &attacker
ASSERT(defender); // XXX: change to actor &defender
// A dead defender would result in us returning true without actually
// taking an action.
ASSERT(defender->alive());
if (defender->is_player())
{
ASSERT(!crawl_state.game_is_arena());
// Friendly and good neutral monsters won't attack unless confused.
if (attacker->as_monster()->wont_attack()
&& !mons_is_confused(*attacker->as_monster())
&& !attacker->as_monster()->has_ench(ENCH_INSANE))
{
return false;
}
// In case the monster hasn't noticed you, bumping into it will
// change that.
behaviour_event(attacker->as_monster(), ME_ALERT, defender);
}
else if (attacker->is_player())
{
ASSERT(!crawl_state.game_is_arena());
// Can't damage orbs this way.
if (mons_is_projectile(defender->type) && !you.confused())
{
you.turn_is_over = false;
return false;
}
if (!simu && Options.auto_switch
&& you.weapon()
&& _autoswitch_to_melee())
{
return true; // Is this right? We did take time, but we didn't melee
}
melee_attack attk(&you, defender);
if (simu)
attk.simu = true;
// We're trying to hit a monster, break out of travel/explore now.
interrupt_activity(activity_interrupt::hit_monster,
defender->as_monster());
// Check if the player is fighting with something unsuitable,
// or someone unsuitable.
if (you.can_see(*defender) && !simu
&& !wielded_weapon_check(attk.weapon))
{
you.turn_is_over = false;
return false;
}
if (!attk.attack())
{
// Attack was cancelled or unsuccessful...
if (attk.cancel_attack)
you.turn_is_over = false;
return !attk.cancel_attack;
}
if (did_hit)
*did_hit = attk.did_hit;
// A spectral weapon attacks whenever the player does
if (!simu && you.props.exists("spectral_weapon"))
trigger_spectral_weapon(&you, defender);
if (!simu && will_have_passive(passive_t::shadow_attacks))
dithmenos_shadow_melee(defender);
return true;
}
// If execution gets here, attacker != Player, so we can safely continue
// with processing the number of attacks a monster has without worrying
// about unpredictable or weird results from players.
// If this is a spectral weapon check if it can attack
if (attacker->type == MONS_SPECTRAL_WEAPON
&& !confirm_attack_spectral_weapon(attacker->as_monster(), defender))
{
// Pretend an attack happened,
// so the weapon doesn't advance unecessarily.
return true;
}
const int nrounds = attacker->as_monster()->has_hydra_multi_attack()
? attacker->heads() + MAX_NUM_ATTACKS - 1
: MAX_NUM_ATTACKS;
coord_def pos = defender->pos();
// Melee combat, tell attacker to wield its melee weapon.
attacker->as_monster()->wield_melee_weapon();
int effective_attack_number = 0;
int attack_number;
for (attack_number = 0; attack_number < nrounds && attacker->alive();
++attack_number, ++effective_attack_number)
{
if (!attacker->alive())
return false;
// Monster went away?
if (!defender->alive()
|| defender->pos() != pos
|| defender->is_banished())
{
if (attacker == defender
|| !attacker->as_monster()->has_multitargeting())
{
break;
}
// Hydras can try and pick up a new monster to attack to
// finish out their round. -cao
bool end = true;
for (adjacent_iterator i(attacker->pos()); i; ++i)
{
if (*i == you.pos()
&& !mons_aligned(attacker, &you))
{
attacker->as_monster()->foe = MHITYOU;
attacker->as_monster()->target = you.pos();
defender = &you;
end = false;
break;
}
monster* mons = monster_at(*i);
if (mons && !mons_aligned(attacker, mons))
{
defender = mons;
end = false;
pos = mons->pos();
break;
}
}
// No adjacent hostiles.
if (end)
break;
}
if (!simu && attacker->is_monster()
&& mons_attack_spec(*attacker->as_monster(), attack_number, true)
.flavour == AF_KITE
&& attacker->as_monster()->foe_distance() == 1
&& attacker->reach_range() == REACH_TWO
&& x_chance_in_y(3, 5))
{
monster* mons = attacker->as_monster();
coord_def foepos = mons->get_foe()->pos();
coord_def hopspot = mons->pos() - (foepos - mons->pos()).sgn();
bool found = false;
if (!monster_habitable_grid(mons, grd(hopspot)) ||
actor_at(hopspot))
{
for (adjacent_iterator ai(mons->pos()); ai; ++ai)
{
if (ai->distance_from(foepos) != 2)
continue;
else
{
if (monster_habitable_grid(mons, grd(*ai))
&& !actor_at(*ai))
{
hopspot = *ai;
found = true;
break;
}
}
}
}
else
found = true;
if (found)
{
const bool could_see = you.can_see(*mons);
if (mons->move_to_pos(hopspot))
{
if (could_see || you.can_see(*mons))
{
mprf("%s hops backward while attacking.",
mons->name(DESC_THE, true).c_str());
}
mons->speed_increment -= 2; // Add a small extra delay
}
}
}
melee_attack melee_attk(attacker, defender, attack_number,
effective_attack_number);
if (simu)
melee_attk.simu = true;
// If the attack fails out, keep effective_attack_number up to
// date so that we don't cause excess energy loss in monsters
if (!melee_attk.attack())
effective_attack_number = melee_attk.effective_attack_number;
else if (did_hit && !(*did_hit))
*did_hit = melee_attk.did_hit;
fire_final_effects();
}
// A spectral weapon attacks whenever the player does
if (!simu && attacker->props.exists("spectral_weapon"))
trigger_spectral_weapon(attacker, defender);
return true;
}
/**
* If the given attacker attacks the given defender right now, what kind of
* extra-damage "stab" attack can the attacker perform, if any?
*
* @param attacker The attacker; may be null.
* @param defender The defender.
* @param actual True if we're actually committing to a stab, false if we're
* just checking for display purposes.
* @return The best (most damaging) kind of stab available to the
* attacker against this defender, or STAB_NO_STAB.
*/
stab_type find_stab_type(const actor *attacker,
const actor &defender,
bool actual)
{
const monster* def = defender.as_monster();
// Stabbing intelligent monsters is unchivalric, and disabled under TSO!
// When just checking for display purposes, still indicate when monsters
// are sleeping/paralysed etc.
if (actual && attacker && attacker->is_player()
&& def && have_passive(passive_t::no_stabbing))
{
return STAB_NO_STAB;
}
// No stabbing monsters that cannot fight (e.g. plants) or monsters
// the attacker can't see (either due to invisibility or being behind
// opaque clouds).
if (def && mons_is_firewood(*def))
return STAB_NO_STAB;
if (attacker && !attacker->can_see(defender))
return STAB_NO_STAB;
// sleeping
if (defender.asleep())
return STAB_SLEEPING;
// paralysed
if (defender.paralysed())
return STAB_PARALYSED;
// petrified
if (defender.petrified())
return STAB_PETRIFIED;
// petrifying
if (def && def->petrifying())
return STAB_PETRIFYING;
// held in a net
if (def && def->caught())
return STAB_HELD_IN_NET;
// invisible
if (attacker && !attacker->visible_to(&defender))
return STAB_INVISIBLE;
// fleeing
if (def && mons_is_fleeing(*def))
return STAB_FLEEING;
// allies
if (def && def->friendly())
return STAB_ALLY;
// confused (but not perma-confused)
if (def && mons_is_confused(*def, false))
return STAB_CONFUSED;
// Distracted (but not batty); this only applies to players.
if (attacker && attacker->is_player()
&& def && def->foe != MHITYOU && !mons_is_batty(*def))
{
return STAB_DISTRACTED;
}
return STAB_NO_STAB;
}
/**
* What bonus does this type of stab give the player when attacking?
*
* @param The type of stab in question; e.g. STAB_SLEEPING.
* @return The bonus the stab gives. Note that this is used as a divisor for
* damage, so the larger the value we return here, the less bonus
* damage will be done.
*/
int stab_bonus_denom(stab_type stab)
{
// XXX: if we don't get rid of this logic, turn it into a static array.
switch (stab)
{
case STAB_NO_STAB:
case NUM_STABS:
return 0;
case STAB_SLEEPING:
case STAB_PARALYSED:
case STAB_PETRIFIED:
return 1;
default:
return 4;
}
}
static bool is_boolean_resist(beam_type flavour)
{
switch (flavour)
{
case BEAM_ELECTRICITY:
case BEAM_MIASMA: // rotting
case BEAM_STICKY_FLAME:
case BEAM_WATER: // water asphyxiation damage,
// bypassed by being water inhabitant.
case BEAM_POISON:
case BEAM_POISON_ARROW:
return true;
default:
return false;
}
}
// Gets the percentage of the total damage of this damage flavour that can
// be resisted.
static inline int get_resistible_fraction(beam_type flavour)
{
switch (flavour)
{
// Drowning damage from water is resistible by being a water thing, or
// otherwise asphyx resistant.
case BEAM_WATER:
return 40;
// Assume ice storm and throw icicle are mostly solid.
case BEAM_ICE:
return 40;
case BEAM_LAVA:
return 55;
case BEAM_POISON_ARROW:
return 70;
default:
return 100;
}
}
static int _beam_to_resist(const actor* defender, beam_type flavour)
{
switch (flavour)
{
case BEAM_FIRE:
case BEAM_LAVA:
return defender->res_fire();
case BEAM_DAMNATION:
return defender->res_damnation();
case BEAM_STEAM:
return defender->res_steam();
case BEAM_COLD:
case BEAM_ICE:
return defender->res_cold();
case BEAM_WATER:
return defender->res_water_drowning();
case BEAM_ELECTRICITY:
return defender->res_elec();
case BEAM_NEG:
case BEAM_PAIN:
case BEAM_MALIGN_OFFERING:
return defender->res_negative_energy();
case BEAM_ACID:
return defender->res_acid();
case BEAM_POISON:
case BEAM_POISON_ARROW:
return defender->res_poison();
case BEAM_HOLY:
return defender->res_holy_energy();
default:
return 0;
}
}
/**
* Adjusts damage for elemental resists, electricity and poison.
*
* For players, damage is reduced to 1/2, 1/3, or 1/5 if res has values 1, 2,
* or 3, respectively. "Boolean" resists (rElec, rPois) reduce damage to 1/3.
* rN is a special case that reduces damage to 1/2, 1/4, 0 instead.
*
* For monsters, damage is reduced to 1/2, 1/5, and 0 for 1/2/3 resistance.
* "Boolean" resists give 1/3, 1/6, 0 instead.
*
* @param defender The victim of the attack.
* @param flavour The type of attack having its damage adjusted.
* (Does not necessarily imply the attack is a beam.)
* @param rawdamage The base damage, to be adjusted by resistance.
* @return The amount of damage done, after resists are applied.
*/
int resist_adjust_damage(const actor* defender, beam_type flavour, int rawdamage)
{
const int res = _beam_to_resist(defender, flavour);
if (!res)
return rawdamage;
const bool is_mon = defender->is_monster();
const int resistible_fraction = get_resistible_fraction(flavour);
int resistible = rawdamage * resistible_fraction / 100;
const int irresistible = rawdamage - resistible;
if (res > 0)
{
const bool immune_at_3_res = is_mon
|| flavour == BEAM_NEG
|| flavour == BEAM_PAIN
|| flavour == BEAM_MALIGN_OFFERING
|| flavour == BEAM_HOLY
|| flavour == BEAM_POISON
// just the resistible part
|| flavour == BEAM_POISON_ARROW;
if (immune_at_3_res && res >= 3 || res > 3)
resistible = 0;
else
{
// Is this a resist that claims to be boolean for damage purposes?
const int bonus_res = (is_boolean_resist(flavour) ? 1 : 0);
// Monster resistances are stronger than player versions.
if (is_mon)
resistible /= 1 + bonus_res + res * res;
else if (flavour == BEAM_NEG
|| flavour == BEAM_PAIN
|| flavour == BEAM_MALIGN_OFFERING)
{
resistible /= res * 2;
}
else
resistible /= (3 * res + 1) / 2 + bonus_res;
}
}
else if (res < 0)
resistible = resistible * 15 / 10;
return max(resistible + irresistible, 0);
}
// Reduce damage by AC.
// In most cases, we want AC to mostly stop weak attacks completely but affect
// strong ones less, but the regular formula is too hard to apply well to cases
// when damage is spread into many small chunks.
//
// Every point of damage is processed independently. Every point of AC has
// an independent 1/81 chance of blocking that damage.
//
// AC 20 stops 22% of damage, AC 40 -- 39%, AC 80 -- 63%.
int apply_chunked_AC(int dam, int ac)
{
double chance = pow(80.0/81, ac);
uint64_t cr = chance * (((uint64_t)1) << 32);
int hurt = 0;
for (int i = 0; i < dam; i++)
if (rng::get_uint32() < cr)
hurt++;
return hurt;
}
///////////////////////////////////////////////////////////////////////////
bool wielded_weapon_check(item_def *weapon)
{
bool penance = false;
if (you.received_weapon_warning
|| (weapon
&& !needs_handle_warning(*weapon, OPER_ATTACK, penance)
&& is_melee_weapon(*weapon))
|| you.confused())
{
return true;
}
// Don't pester the player if they're using UC, in treeform,
// or if they don't have any melee weapons yet.
if (!weapon
&& (you.skill(SK_UNARMED_COMBAT) > 0
|| you.form == transformation::tree
|| !any_of(you.inv.begin(), you.inv.end(),
[](item_def &it)
{ return is_melee_weapon(it) && can_wield(&it); })))
{
return true;
}
string prompt;
if (weapon)
prompt = "Really attack while wielding " + weapon->name(DESC_YOUR) + "?";
else
prompt = "Really attack unarmed?";
if (penance)
prompt += " This could place you under penance!";
const bool result = yesno(prompt.c_str(), true, 'n');
if (!result)
canned_msg(MSG_OK);
learned_something_new(HINT_WIELD_WEAPON); // for hints mode Rangers
// Don't warn again if you decide to continue your attack.
if (result)
you.received_weapon_warning = true;
return result;
}
/**
* Should the given attacker cleave into the given victim with an axe or axe-
* like weapon?
*
* @param attacker The creature doing the cleaving.
* @param defender The potential cleave-ee.
* @return True if the defender is an enemy of the defender; false
* otherwise.
*/
static bool _dont_harm(const actor &attacker, const actor &defender)
{
if (mons_aligned(&attacker, &defender))
return true;
if (defender.is_player())
return attacker.wont_attack();
if (attacker.is_player())
{
return defender.wont_attack()
|| mons_attitude(*defender.as_monster()) == ATT_NEUTRAL;
}
return false;
}
/**
* List potential cleave targets (adjacent hostile creatures), including the
* defender itself.
*
* @param attacker[in] The attacking creature.
* @param def[in] The location of the targeted defender.
* @param targets[out] A list to be populated with targets.
* @param which_attack The attack_number (default -1, which uses the default weapon).
*/
void get_cleave_targets(const actor &attacker, const coord_def& def,
list<actor*> &targets, int which_attack)
{
// Prevent scanning invalid coordinates if the attacker dies partway through
// a cleave (due to hitting explosive creatures, or perhaps other things)
if (!attacker.alive())
return;
if (actor_at(def))
targets.push_back(actor_at(def));
const item_def* weap = attacker.weapon(which_attack);
if (weap && item_attack_skill(*weap) == SK_AXES
|| attacker.is_player()
&& (you.form == transformation::hydra && you.heads() > 1
|| you.duration[DUR_CLEAVE]))
{
const coord_def atk = attacker.pos();
coord_def atk_vector = def - atk;
const int dir = random_choose(-1, 1);
for (int i = 0; i < 7; ++i)
{
atk_vector = rotate_adjacent(atk_vector, dir);
actor *target = actor_at(atk + atk_vector);
if (target && !_dont_harm(attacker, *target))
targets.push_back(target);
}
}
if (weap && is_unrandom_artefact(*weap, UNRAND_GYRE))
{
list<actor*> new_targets;
for (actor* targ : targets)
{
new_targets.push_back(targ);
new_targets.push_back(targ);
}
targets = new_targets;
}
}
/**
* Attack a provided list of cleave targets.
*
* @param attacker The attacking creature.
* @param targets The targets to cleave.
* @param attack_number ?
* @param effective_attack_number ?
*/
void attack_cleave_targets(actor &attacker, list<actor*> &targets,
int attack_number, int effective_attack_number,
wu_jian_attack_type wu_jian_attack)
{
if (attacker.is_player())
{
const item_def* weap = attacker.weapon(attack_number);
if ((wu_jian_attack == WU_JIAN_ATTACK_WHIRLWIND
|| wu_jian_attack == WU_JIAN_ATTACK_WALL_JUMP
|| wu_jian_attack == WU_JIAN_ATTACK_TRIGGERED_AUX)
&& !(weap && is_unrandom_artefact(*weap, UNRAND_GYRE)))
{
return; // WJC AOE attacks don't cleave, but G&G use cleaving
// XXX: If a player under Xom wrath gets cleaving while using G&G and
// worshiping Wu they'll be able to cleave their Wu attacks.
}
}
while (attacker.alive() && !targets.empty())
{
actor* def = targets.front();
if (def && def->alive() && !_dont_harm(attacker, *def) && adjacent(attacker.pos(), def->pos()))
{
melee_attack attck(&attacker, def, attack_number,
++effective_attack_number, true);
attck.wu_jian_attack = wu_jian_attack;
attck.attack();
}
targets.pop_front();
}
}
/**
* What skill is required to reach mindelay with a weapon? May be >27.
* @param weapon The weapon to be considered.
* @returns The level of the relevant skill you must reach.
*/
int weapon_min_delay_skill(const item_def &weapon)
{
const int speed = property(weapon, PWPN_SPEED);
const int mindelay = weapon_min_delay(weapon, false);
return (speed - mindelay) * 2;
}
/**
* How fast will this weapon get from your skill training?
*
* @param weapon the weapon to be considered.
* @param check_speed whether to take it into account if the weapon has the
* speed brand.
* @return How many aut the fastest possible attack with this weapon would take.
*/
int weapon_min_delay(const item_def &weapon, bool check_speed)
{
const int base = property(weapon, PWPN_SPEED);
int min_delay = base/2;
// Short blades can get up to at least unarmed speed.
if (item_attack_skill(weapon) == SK_SHORT_BLADES && min_delay > 5)
min_delay = 5;
// All weapons have min delay 7 or better
if (min_delay > 7)
min_delay = 7;
// ...except crossbows...
if (item_attack_skill(weapon) == SK_CROSSBOWS && min_delay < 10)
min_delay = 10;
// ... and unless it would take more than skill 27 to get there.
// Round up the reduction from skill, so that min delay is rounded down.
min_delay = max(min_delay, base - (MAX_SKILL_LEVEL + 1)/2);
if (check_speed && get_weapon_brand(weapon) == SPWPN_SPEED)
{
min_delay *= 2;
min_delay /= 3;
}
// never go faster than speed 3 (ie 3.33 attacks per round)
if (min_delay < 3)
min_delay = 3;
return min_delay;
}
int mons_weapon_damage_rating(const item_def &launcher)
{
return property(launcher, PWPN_DAMAGE) + launcher.plus;
}
// Returns a rough estimate of damage from firing/throwing missile.
int mons_missile_damage(monster* mons, const item_def *launch,
const item_def *missile)
{
if (!missile || (!launch && !is_throwable(mons, *missile)))
return 0;
const int missile_damage = property(*missile, PWPN_DAMAGE) / 2 + 1;
const int launch_damage = launch? property(*launch, PWPN_DAMAGE) : 0;
return max(0, launch_damage + missile_damage);
}
int mons_usable_missile(monster* mons, item_def **launcher)
{
*launcher = nullptr;
item_def *launch = nullptr;
for (int i = MSLOT_WEAPON; i <= MSLOT_ALT_WEAPON; ++i)
{
if (item_def *item = mons->mslot_item(static_cast<mon_inv_type>(i)))
{
if (is_range_weapon(*item))
launch = item;
}
}
const item_def *missiles = mons->missiles();
if (launch && missiles && !missiles->launched_by(*launch))
launch = nullptr;
const int fdam = mons_missile_damage(mons, launch, missiles);
if (!fdam)
return NON_ITEM;
else
{
*launcher = launch;
return missiles->index();
}
}
bool bad_attack(const monster *mon, string& adj, string& suffix,
bool& would_cause_penance, coord_def attack_pos)
{
ASSERT(mon); // XXX: change to const monster &mon
ASSERT(!crawl_state.game_is_arena());
if (!you.can_see(*mon))
return false;
if (attack_pos == coord_def(0, 0))
attack_pos = you.pos();
adj.clear();
suffix.clear();
would_cause_penance = false;
if (is_sanctuary(mon->pos()) || is_sanctuary(attack_pos))
suffix = ", despite your sanctuary";
if (you.duration[DUR_LIFESAVING]
&& mon->holiness() & (MH_NATURAL | MH_PLANT))
{
suffix = " while asking for your life to be spared";
would_cause_penance = true;
}
if (you_worship(GOD_JIYVA) && mons_is_slime(*mon)
&& !(mon->is_shapeshifter() && (mon->flags & MF_KNOWN_SHIFTER)))
{
would_cause_penance = true;
return true;
}
if (mon->friendly())
{
if (god_hates_attacking_friend(you.religion, *mon))
{
adj = "your ally ";
monster_info mi(mon, MILEV_NAME);
if (!mi.is(MB_NAME_UNQUALIFIED))
adj += "the ";
would_cause_penance = true;
}
else
{
adj = "your ";
monster_info mi(mon, MILEV_NAME);
if (mi.is(MB_NAME_UNQUALIFIED))
adj += "ally ";
}
return true;
}
if (mon->neutral() && is_good_god(you.religion))
{
adj += "neutral ";
if (you_worship(GOD_SHINING_ONE) || you_worship(GOD_ELYVILON))
would_cause_penance = true;
}
else if (mon->wont_attack())
{
adj += "non-hostile ";
if (you_worship(GOD_SHINING_ONE) || you_worship(GOD_ELYVILON))
would_cause_penance = true;
}
return !adj.empty() || !suffix.empty();
}
bool stop_attack_prompt(const monster* mon, bool beam_attack,
coord_def beam_target, bool *prompted,
coord_def attack_pos)
{
ASSERT(mon); // XXX: change to const monster &mon
bool penance = false;
if (prompted)
*prompted = false;
if (crawl_state.disables[DIS_CONFIRMATIONS])
return false;
if (you.confused() || !you.can_see(*mon))
return false;
string adj, suffix;
if (!bad_attack(mon, adj, suffix, penance, attack_pos))
return false;
// Listed in the form: "your rat", "Blork the orc".
string mon_name = mon->name(DESC_PLAIN);
if (starts_with(mon_name, "the ")) // no "your the Royal Jelly" nor "the the RJ"
mon_name = mon_name.substr(4); // strlen("the ")
if (!starts_with(adj, "your"))
adj = "the " + adj;
mon_name = adj + mon_name;
string verb;
if (beam_attack)
{
verb = "fire ";
if (beam_target == mon->pos())
verb += "at ";
else
{
verb += "in " + apostrophise(mon_name) + " direction";
mon_name = "";
}
}
else
verb = "attack ";
const string prompt = make_stringf("Really %s%s%s?%s",
verb.c_str(), mon_name.c_str(), suffix.c_str(),
penance ? " This attack would place you under penance!" : "");
if (prompted)
*prompted = true;
if (yesno(prompt.c_str(), false, 'n'))
return false;
else
{
canned_msg(MSG_OK);
return true;
}
}
bool stop_attack_prompt(targeter &hitfunc, const char* verb,
function<bool(const actor *victim)> affects,
bool *prompted, const monster *defender)
{
if (crawl_state.disables[DIS_CONFIRMATIONS])
return false;
if (crawl_state.which_god_acting() == GOD_XOM)
return false;
if (you.confused())
return false;
string adj, suffix;
bool penance = false;
bool defender_ok = true;
counted_monster_list victims;
for (distance_iterator di(hitfunc.origin, false, true, LOS_RADIUS); di; ++di)
{
if (hitfunc.is_affected(*di) <= AFF_NO)
continue;
const monster* mon = monster_at(*di);
if (!mon || !you.can_see(*mon))
continue;
if (affects && !affects(mon))
continue;
string adjn, suffixn;
bool penancen = false;
if (bad_attack(mon, adjn, suffixn, penancen))
{
// record the adjectives for the first listed, or
// first that would cause penance
if (victims.empty() || penancen && !penance)
adj = adjn, suffix = suffixn, penance = penancen;
victims.add(mon);
if (defender && defender == mon)
defender_ok = false;
}
}
if (victims.empty())
return false;
// Listed in the form: "your rat", "Blork the orc".
string mon_name = victims.describe(DESC_PLAIN);
if (starts_with(mon_name, "the ")) // no "your the Royal Jelly" nor "the the RJ"
mon_name = mon_name.substr(4); // strlen("the ")
if (!starts_with(adj, "your"))
adj = "the " + adj;
mon_name = adj + mon_name;
const string prompt = make_stringf("Really %s%s %s%s?%s",
verb, defender_ok ? " near" : "", mon_name.c_str(),
suffix.c_str(),
penance ? " This attack would place you under penance!" : "");
if (prompted)
*prompted = true;
if (yesno(prompt.c_str(), false, 'n'))
return false;
else
{
canned_msg(MSG_OK);
return true;
}
}
/**
* Does the player have Olgreb's Toxic Radiance up that would/could cause
* a hostile summon to be created? If so, prompt the player as to whether they
* want to continue to create their summon. Note that this prompt is never a
* penance prompt, because we don't cause penance when monsters enter line of
* sight when OTR is active, regardless of how they entered LOS.
*
* @param verb The verb to be used in the prompt. Defaults to "summon".
* @return True if the player wants to abort.
*/
bool otr_stop_summoning_prompt(string verb)
{
if (!you.duration[DUR_TOXIC_RADIANCE])
return false;
if (crawl_state.disables[DIS_CONFIRMATIONS])
return false;
if (crawl_state.which_god_acting() == GOD_XOM)
return false;
string prompt = make_stringf("Really %s while emitting a toxic aura?",
verb.c_str());
if (yesno(prompt.c_str(), false, 'n'))
return false;
else
{
canned_msg(MSG_OK);
return true;
}
}
↑ V560 A part of conditional expression is always true: min_delay < 10.
↑ V648 Priority of the '&&' operation is higher than that of the '||' operation. Consider inspecting the 'victims.empty() || penancen &&!penance' expression.