/usr/share/games/adanaxisgpl/ruby/AdanaxisLogic.rb is in adanaxisgpl-data 1.2.5.dfsg.1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 | #%Header {
##############################################################################
#
# File data-adanaxis/ruby/AdanaxisLogic.rb
#
# Copyright Andy Southgate 2006-2007
#
# This file may be used and distributed under the terms of the Mushware
# Software Licence version 1.4, under the terms for 'Proprietary original
# source files'. If not supplied with this software, a copy of the licence
# can be obtained from Mushware Limited via http://www.mushware.com/.
# One of your options under that licence is to use and distribute this file
# under the terms of the GNU General Public Licence version 2.
#
# This software carries NO WARRANTY of any kind.
#
##############################################################################
#%Header } 7kYW2RBXOMyutS8FkQ7cvA
# $Id: AdanaxisLogic.rb,v 1.22 2007/06/27 13:18:53 southa Exp $
# $Log: AdanaxisLogic.rb,v $
# Revision 1.22 2007/06/27 13:18:53 southa
# Debian packaging
#
# Revision 1.21 2007/06/27 12:58:11 southa
# Debian packaging
#
# Revision 1.20 2007/04/18 09:21:52 southa
# Header and level fixes
#
# Revision 1.19 2007/04/16 08:41:06 southa
# Level and header mods
#
# Revision 1.18 2007/03/19 16:01:34 southa
# Damage indicators
#
# Revision 1.17 2007/03/13 21:45:07 southa
# Release process
#
# Revision 1.16 2006/11/14 14:02:15 southa
# Ball projectiles
#
# Revision 1.15 2006/11/03 18:46:31 southa
# Damage effectors
#
# Revision 1.14 2006/11/01 13:04:21 southa
# Initial weapon handling
#
# Revision 1.13 2006/11/01 10:07:12 southa
# Shield handling
#
# Revision 1.12 2006/10/30 19:36:38 southa
# Item collection
#
# Revision 1.11 2006/10/30 17:03:49 southa
# Remnants creation
#
# Revision 1.10 2006/10/17 15:28:00 southa
# Player collisions
#
# Revision 1.9 2006/10/16 14:36:50 southa
# Deco handling
#
# Revision 1.8 2006/10/15 17:12:53 southa
# Scripted explosions
#
# Revision 1.7 2006/10/14 16:59:43 southa
# Ruby Deco objects
#
# Revision 1.6 2006/10/13 14:21:25 southa
# Collision handling
#
# Revision 1.5 2006/10/12 22:04:46 southa
# Collision events
#
# Revision 1.4 2006/10/02 20:28:09 southa
# Object lookup and target selection
#
# Revision 1.3 2006/08/25 01:44:56 southa
# Khazi fire
#
# Revision 1.2 2006/08/24 16:30:55 southa
# Event handling
#
# Revision 1.1 2006/08/24 13:04:37 southa
# Event handling
#
require 'AdanaxisEffects.rb'
require 'AdanaxisRemnant.rb'
class AdanaxisLogic < MushLogic
DIFFICULTY_EASY = 0
DIFFICULTY_NORMAL = 1
DIFFICULTY_HARD = 2
def initialize
@m_outbox = []
@m_effects = AdanaxisEffects.new
@m_remnant = AdanaxisRemnant.new
@m_difficulty = DIFFICULTY_EASY
end
mush_reader :m_effects, :m_remnant, :m_view, :m_difficulty
def mLookup(id)
# Only pieces for the moment
return MushGame.cPieceLookup(id)
end
def mInboxConsume(inbox)
inbox.each do |event|
begin
receiver = mLookup(event.dest)
receiver.mEventHandle(event)
rescue Exception => e
MushLog.cWarning "Event failed: #{e} at #{e.backtrace[0]}"
end
end
inbox.clear
end
def mEventConsume(event, src, dest)
event.src = src
event.dest = dest
@m_outbox << event
end
def mReceiveSequence
mInboxConsume(@m_outbox)
end
def mCollisionEventConsume(event)
event.mPiece1.mLoad
event.mPiece2.mLoad
# Decrement hit points here, otherwise one object will used the already-
# decremented value of the other
hitPoints1 = event.mPiece1.mHitPoints
hitPoints2 = event.mPiece2.mHitPoints
event.mPiece1.mDamageTake(hitPoints2 * event.mPiece2.mDamageFactor(event.mPiece1), event.mPiece2)
event.mPiece2.mDamageTake(hitPoints1 * event.mPiece1.mDamageFactor(event.mPiece2), event.mPiece1)
# Send to each object with itself in the first position
event.mPiece1.mEventHandle(event)
# Swap piece1 and piece2 in the event
event.mPiecesSwap!
event.mPiece1.mEventHandle(event)
event.mPiece1.mSave
event.mPiece2.mSave
end
end
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