本文整理汇总了C++中I2X函数的典型用法代码示例。如果您正苦于以下问题:C++ I2X函数的具体用法?C++ I2X怎么用?C++ I2X使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了I2X函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ChargeFusion
// -----------------------------------------------------------------------------
// Fire Laser: Registers a laser fire, and performs special stuff for the fusion
// cannon.
void ChargeFusion (void)
{
if ((LOCALPLAYER.energy < I2X (2)) && (gameData.fusion.xAutoFireTime == 0)) {
gameData.laser.nGlobalFiringCount = 0;
}
else {
gameData.fusion.xFrameTime += gameData.time.xFrame;
if (!gameData.FusionCharge ())
LOCALPLAYER.energy -= I2X (2);
fix h = (gameData.fusion.xFrameTime <= LOCALPLAYER.energy) ? gameData.fusion.xFrameTime : LOCALPLAYER.energy;
gameData.SetFusionCharge (gameData.FusionCharge () + h);
LOCALPLAYER.energy -= h;
if (LOCALPLAYER.energy > 0)
gameData.fusion.xAutoFireTime = gameData.time.xGame + gameData.fusion.xFrameTime / 2 + 1;
else {
LOCALPLAYER.energy = 0;
gameData.fusion.xAutoFireTime = gameData.time.xGame - 1; // Fire now!
}
if (gameStates.limitFPS.bFusion && !gameStates.app.tick40fps.bTick)
return;
float fScale = float (gameData.FusionCharge () >> 11) / 64.0f;
tRgbaColorf* colorP = gameData.weapons.color + FUSION_ID;
if (gameData.FusionCharge () < I2X (2))
paletteManager.BumpEffect (colorP->red * fScale, colorP->green * fScale, colorP->blue * fScale);
else
paletteManager.BumpEffect (colorP->blue * fScale, colorP->red * fScale, colorP->green * fScale);
if (gameData.time.xGame < gameData.fusion.xLastSoundTime) //gametime has wrapped
gameData.fusion.xNextSoundTime = gameData.fusion.xLastSoundTime = gameData.time.xGame;
if (gameData.fusion.xNextSoundTime < gameData.time.xGame) {
if (gameData.FusionCharge () > I2X (2)) {
audio.PlaySound (11);
gameData.objs.consoleP->ApplyDamageToPlayer (gameData.objs.consoleP, d_rand () * 4);
}
else {
CreateAwarenessEvent (gameData.objs.consoleP, WEAPON_ROBOT_COLLISION);
audio.PlaySound (SOUND_FUSION_WARMUP);
if (IsMultiGame)
MultiSendPlaySound (SOUND_FUSION_WARMUP, I2X (1));
}
gameData.fusion.xLastSoundTime = gameData.time.xGame;
gameData.fusion.xNextSoundTime = gameData.time.xGame + I2X (1) / 8 + d_rand () / 4;
}
gameData.fusion.xFrameTime = 0;
}
}
示例2: I2X
void CHUD::DrawCloak (void)
{
if (cockpit->Hide ())
return;
static int nIdCloak = 0;
if ((LOCALPLAYER.flags & PLAYER_FLAGS_CLOAKED) &&
((LOCALPLAYER.cloakTime + CLOAK_TIME_MAX - gameData.time.xGame > I2X (3)) || (gameData.time.xGame & 0x8000))) {
int y = CCanvas::Current ()->Height ();
if (IsMultiGame)
y -= 7 * m_info.nLineSpacing;
else
y -= 4 * m_info.nLineSpacing;
if ((LOCALPLAYER.flags & PLAYER_FLAGS_AFTERBURNER) && !gameOpts->render.cockpit.bTextGauges)
y -= m_info.nLineSpacing + gameStates.render.fonts.bHires + 1;
fontManager.SetColorRGBi (GREEN_RGBA, 1, 0, 0);
nIdCloak = GrPrintF (&nIdCloak, 2, y, "%s", TXT_CLOAKED);
}
}
示例3: BitBlt
void CStatusBar::DrawAfterburnerBar (void)
{
if (gameStates.app.bD1Mission)
return;
int nEraseHeight;
CCanvas::Push ();
fontManager.SetScale (floor (float (CCanvas::Current ()->Width ()) / 640.0f));
CCanvas::SetCurrent (CurrentGameScreen ());
BitBlt (SB_GAUGE_AFTERBURNER, SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y);
nEraseHeight = FixMul ((I2X (1) - gameData.physics.xAfterburnerCharge), SB_AFTERBURNER_GAUGE_H);
if (nEraseHeight > 0) {
glDisable (GL_BLEND);
Rect (SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y,
SB_AFTERBURNER_GAUGE_X + SB_AFTERBURNER_GAUGE_W - 1, SB_AFTERBURNER_GAUGE_Y + nEraseHeight - 1);
glEnable (GL_BLEND);
}
fontManager.SetScale (1.0f);
CCanvas::Pop ();
}
示例4: StartSound
// Volume 0-I2X (1)
int CAudio::StartSound (short nSound, int nSoundClass, fix nVolume, int nPan, int bLooping,
int nLoopStart, int nLoopEnd, int nSoundObj, int nSpeed,
const char *pszWAV, CFixVector* vPos)
{
CAudioChannel* channelP;
if (!gameStates.app.bUseSound)
return -1;
if (!m_info.bAvailable)
return -1;
if (((nSoundObj > -1) || bLooping || (nVolume > I2X (1))) && !nSoundClass)
nSoundClass = -1;
if (!(channelP = FindFreeChannel (nSoundClass)))
return -1;
if (0 > channelP->Start (nSound, nSoundClass, nVolume, nPan, bLooping, nLoopStart, nLoopEnd, nSoundObj, nSpeed, pszWAV, vPos)) {
return -1;
}
int i = m_info.nFreeChannel;
if (++m_info.nFreeChannel >= MAX_SOUND_CHANNELS)
m_info.nFreeChannel = 0;
return i;
}
示例5: I2X
int CParticleSystem::Update (void)
{
if (!m_bValid)
return 0;
CParticleEmitter *emitterP;
int i = 0;
if ((m_nObject == 0x7fffffff) && (m_nType == SMOKE_PARTICLES) &&
(gameStates.app.nSDLTicks - m_nBirth > (MAX_SHRAPNEL_LIFE / I2X (1)) * 1000))
SetLife (0);
#if DBG
if ((m_nObject >= 0) && (m_nObject < 0x70000000) && (OBJECTS [m_nObject].info.nType == 255))
i = i;
#endif
if ((emitterP = m_emitters.Buffer ())) {
bool bKill = (m_nObject < 0) || ((m_nObject < 0x70000000) &&
((OBJECTS [m_nObject].info.nSignature != m_nSignature) || (OBJECTS [m_nObject].info.nType == OBJ_NONE)));
for (i = 0; i < m_nEmitters; ) {
if (!m_emitters)
return 0;
if (emitterP->IsDead (gameStates.app.nSDLTicks)) {
if (!RemoveEmitter (i)) {
//particleManager.Destroy (m_nId);
m_bDestroy = true;
break;
}
}
else {
if (bKill)
emitterP->SetLife (0);
emitterP->Update (gameStates.app.nSDLTicks, -1);
emitterP++, i++;
}
}
}
return i;
}
示例6: DrawObjectRodTexPoly
//------------------------------------------------------------------------------
//draw an CObject that is a texture-mapped rod
void DrawObjectRodTexPoly (CObject *objP, tBitmapIndex bmi, int bLit, int iFrame)
{
CBitmap *bmP = gameData.pig.tex.bitmaps [0] + bmi.index;
fix light;
CFixVector delta, top_v, bot_v;
g3sPoint top_p, bot_p;
LoadBitmap (bmi.index, 0);
if ((bmP->Type () == BM_TYPE_STD) && bmP->Override ()) {
bmP->SetupTexture (1, gameOpts->render.bDepthSort <= 0);
bmP = bmP->Override (iFrame);
}
delta = objP->info.position.mOrient.UVec () * objP->info.xSize;
top_v = objP->info.position.vPos + delta;
bot_v = objP->info.position.vPos - delta;
G3TransformAndEncodePoint (&top_p, top_v);
G3TransformAndEncodePoint (&bot_p, bot_v);
if (bLit)
light = ComputeObjectLight (objP, &top_p.p3_vec);
else
light = I2X (1);
G3DrawRodTexPoly (bmP, &bot_p, objP->info.xSize, &top_p, objP->info.xSize, light, NULL);
}
示例7: RenderPowerupCorona
void RenderPowerupCorona (CObject *objP, float red, float green, float blue, float alpha)
{
if ((IsEnergyPowerup (objP->info.nId) ? gameOpts->render.coronas.bPowerups : gameOpts->render.coronas.bWeapons) && LoadGlare ()) {
static tRgbaColorf keyColors [3] = {
{0.2f, 0.2f, 0.9f, 0.2f},
{0.9f, 0.2f, 0.2f, 0.2f},
{0.9f, 0.8f, 0.2f, 0.2f}
};
tRgbaColorf color;
fix xSize;
float fScale;
if ((objP->info.nId >= POW_KEY_BLUE) && (objP->info.nId <= POW_KEY_GOLD)) {
int i = objP->info.nId - POW_KEY_BLUE;
color = keyColors [(((i < 0) || (i > 2)) ? 3 : i)];
xSize = I2X (12);
}
else {
float b = (float) sqrt ((red * 3 + green * 5 + blue * 2) / 10);
color.red = red / b;
color.green = green / b;
color.blue = blue / b;
xSize = 2 * objP->info.xSize; //I2X (8);
}
color.alpha = alpha;
fScale = coronaIntensities [gameOpts->render.coronas.nObjIntensity] / 2;
color.red *= fScale;
color.green *= fScale;
color.blue *= fScale;
bmpGlare->SetColor (&color);
ogl.RenderSprite (bmpGlare, objP->info.position.vPos, xSize, xSize, alpha, LIGHTTRAIL_BLENDMODE, 5);
bmpGlare->SetColor (NULL);
}
}
示例8: BitBlt
void CCockpit::DrawAfterburnerBar (void)
{
#if 1
if (!(LOCALPLAYER.flags & PLAYER_FLAGS_AFTERBURNER))
return; //don't draw if don't have
if (!gameData.physics.xAfterburnerCharge)
return;
#endif
//CCanvas::Current ()->SetColorRGB (255, 255, 255, 255);
BitBlt (GAUGE_AFTERBURNER, AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y);
int yMax = FixMul (I2X (1) - gameData.physics.xAfterburnerCharge, AFTERBURNER_GAUGE_H);
if (yMax) {
int x [4], y [4];
ubyte* tableP = gameStates.video.nDisplayMode ? afterburnerBarTableHires : afterburnerBarTable;
y [0] = y [1] = ScaleY (AFTERBURNER_GAUGE_Y);
y [3] = ScaleY (AFTERBURNER_GAUGE_Y + yMax) - 1;
x [1] = ScaleX (AFTERBURNER_GAUGE_X + tableP [0]);
x [0] = ScaleX (AFTERBURNER_GAUGE_X + tableP [1] + 1);
x [2] = x [1];
y [2] = 0;
for (int i = 1; i < yMax - 1; i++)
if (x [2] >= tableP [2 * i]) {
x [2] = tableP [2 * i];
y [2] = i;
}
x [2] = ScaleX (AFTERBURNER_GAUGE_X + x [2] + 1);
y [2] = ScaleY (AFTERBURNER_GAUGE_Y + y [2]);
x [3] = ScaleX (AFTERBURNER_GAUGE_X + tableP [2 * yMax - 1] + 1);
gameStates.render.grAlpha = 1.0f;
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
OglDrawFilledPoly (x, y, 4, gaugeFadeColors [0], 1);
glDisable (GL_BLEND);
}
}
示例9: PowerupToModel
int CObject::PowerupToDevice (void)
{
CAngleVector a;
short nModel, nId;
int bHasModel = 0;
if (!SHOW_OBJ_FX)
return 0;
if (!gameOpts->render.powerups.b3D)
return 0;
if (info.controlType == CT_WEAPON)
return 1;
if ((info.nType != OBJ_POWERUP) && (info.nType != OBJ_WEAPON))
return 0;
nModel = PowerupToModel (info.nId);
if (nModel)
nId = info.nId;
else {
nId = PowerupToObject (info.nId);
if (nId >= 0) {
nModel = gameData.weapons.info [nId].nModel;
bHasModel = 1;
}
}
if (!bHasModel && ((info.nType != OBJ_WEAPON) || !gameData.objs.bIsMissile [info.nId]) &&
!(nModel && HaveReplacementModel (nModel)))
return 0;
if (gameData.demo.nState != ND_STATE_PLAYBACK) {
a[PA] = (rand () % I2X (1)) - I2X (1) / 2;
a[BA] = (rand () % I2X (1)) - I2X (1) / 2;
a[HA] = (rand () % I2X (1)) - I2X (1) / 2;
info.position.mOrient = CFixMatrix::Create(a);
}
mType.physInfo.mass = I2X (1);
mType.physInfo.drag = 512;
mType.physInfo.brakes = 0;
#if 0
if ((info.nType == OBJ_WEAPON) && gameData.objs.bIsMissile [info.nId])
#endif
{
mType.physInfo.rotVel[X] = 0;
mType.physInfo.rotVel[Y] =
mType.physInfo.rotVel[Z] = gameOpts->render.powerups.nSpin ? I2X (1) / (5 - gameOpts->render.powerups.nSpin) : 0;
}
#if 0
else {
mType.physInfo.rotVel[X] =
mType.physInfo.rotVel[Z] = 0;
mType.physInfo.rotVel[Y] = gameOpts->render.powerups.nSpin ? I2X (1) / (5 - gameOpts->render.powerups.nSpin) : 0;
}
#endif
info.controlType = CT_WEAPON;
info.renderType = RT_POLYOBJ;
info.movementType = MT_PHYSICS;
mType.physInfo.flags = PF_BOUNCE | PF_FREE_SPINNING;
rType.polyObjInfo.nModel = nModel;
#if 1
if (bHasModel)
info.xSize = gameData.models.polyModels [0][rType.polyObjInfo.nModel].Rad ();
#endif
rType.polyObjInfo.nTexOverride = -1;
info.xLifeLeft = IMMORTAL_TIME;
return 1;
}
示例10: DoPlayerSmoke
void DoPlayerSmoke (tObject *objP, int i)
{
int h, j, d, nParts, nType;
float nScale;
tCloud *pCloud;
vmsVector fn, mn, vDir, *vDirP;
tThrusterInfo ti;
static int bForward = 1;
if (i < 0)
i = objP->info.nId;
if ((gameData.multiplayer.players [i].flags & PLAYER_FLAGS_CLOAKED) ||
(gameStates.render.automap.bDisplay && IsMultiGame && !AM_SHOW_PLAYERS)) {
KillObjectSmoke (i);
return;
}
j = OBJ_IDX (objP);
if (gameOpts->render.smoke.bDecreaseLag && (i == gameData.multiplayer.nLocalPlayer)) {
fn = objP->info.position.mOrient[FVEC];
mn = objP->info.position.vPos - objP->info.vLastPos;
vmsVector::Normalize(fn);
vmsVector::Normalize(mn);
d = vmsVector::Dot(fn, mn);
if (d >= -F1_0 / 2)
bForward = 1;
else {
if (bForward) {
if ((h = gameData.smoke.objects [j]) >= 0) {
KillObjectSmoke (j);
DestroySmoke (h);
}
bForward = 0;
nScale = 0;
return;
}
}
}
#if 0
if (EGI_FLAG (bThrusterFlames, 1, 1, 0)) {
if ((a <= F1_0 / 4) && (a || !gameStates.input.bControlsSkipFrame)) //no thruster flames if moving backward
DropAfterburnerBlobs (objP, 2, I2X (1), -1, gameData.objs.consoleP, 1); //F1_0 / 4);
}
#endif
if ((gameData.app.nGameMode & GM_NETWORK) && !gameData.multiplayer.players [i].connected)
nParts = 0;
else if (objP->info.nFlags & (OF_SHOULD_BE_DEAD | OF_DESTROYED))
nParts = 0;
else if ((i == gameData.multiplayer.nLocalPlayer) && (gameStates.app.bPlayerIsDead || (gameData.multiplayer.players [i].shields < 0)))
nParts = 0;
else {
h = X2IR (gameData.multiplayer.players [i].shields);
nParts = 10 - h / 5;
nScale = X2F (objP->info.xSize);
if (h <= 25)
nScale /= 1.5;
else if (h <= 50)
nScale /= 2;
else
nScale /= 3;
if (nParts <= 0) {
nType = 2;
//nParts = (gameStates.entropy.nTimeLastMoved < 0) ? 250 : 125;
}
else {
CreateDamageExplosion (nParts, j);
nType = (h > 25);
nParts *= 25;
nParts += 75;
}
nParts = objP->mType.physInfo.thrust.IsZero() ? SHIP_MAX_PARTS : SHIP_MAX_PARTS / 2;
if (SHOW_SMOKE && nParts && gameOpts->render.smoke.bPlayers) {
if (gameOpts->render.smoke.bSyncSizes) {
nParts = -MAX_PARTICLES (nParts, gameOpts->render.smoke.nDens [0]);
nScale = PARTICLE_SIZE (gameOpts->render.smoke.nSize [0], nScale);
}
else {
nParts = -MAX_PARTICLES (nParts, gameOpts->render.smoke.nDens [1]);
nScale = PARTICLE_SIZE (gameOpts->render.smoke.nSize [1], nScale);
}
if (!objP->mType.physInfo.thrust.IsZero ())
vDirP = NULL;
else { // if the ship is standing still, let the thruster smoke move away from it
nParts /= 2;
nScale /= 2;
vDir = OBJPOS (objP)->mOrient [FVEC] * (F1_0 / 8);
vDir = -vDir;
vDirP = &vDir;
}
if (0 > (h = gameData.smoke.objects [j])) {
//PrintLog ("creating tPlayer smoke\n");
h = SetSmokeObject (j,
CreateSmoke (&objP->info.position.vPos, vDirP, NULL, objP->info.nSegment, 2, nParts, nScale,
gameOpts->render.smoke.nSize [1],
2, PLR_PART_LIFE / (nType + 1) * (vDirP ? 2 : 1), PLR_PART_SPEED, SMOKE_PARTICLES, j, smokeColors + nType, 1, -1));
}
else {
if (vDirP)
SetSmokeDir (h, vDirP);
SetSmokeLife (h, PLR_PART_LIFE / (nType + 1) * (vDirP ? 2 : 1));
//.........这里部分代码省略.........
示例11: ReadFlyingControls
void ReadFlyingControls (CObject *objP)
{
fix forwardThrustTime;
CObject* gmObjP;
int bMulti;
if (gameData.time.xFrame <= 0)
return;
if (gameStates.app.bPlayerIsDead || gameStates.app.bEnterGame) {
StopPlayerMovement ();
FlushInput ();
/*
VmVecZero(&objP->mType.physInfo.rotThrust);
VmVecZero(&objP->mType.physInfo.thrust);
VmVecZero(&objP->mType.physInfo.velocity);
*/
gameStates.app.bEnterGame--;
return;
}
if ((objP->info.nType != OBJ_PLAYER) || (objP->info.nId != gameData.multiplayer.nLocalPlayer))
return; //references to CPlayerShip require that this obj be the CPlayerData
tGuidedMissileInfo *gmiP = gameData.objs.guidedMissile + gameData.multiplayer.nLocalPlayer;
gmObjP = gmiP->objP;
if (gmObjP && (gmObjP->info.nSignature == gmiP->nSignature)) {
CAngleVector vRotAngs;
CFixMatrix mRot, mOrient;
fix speed;
//this is a horrible hack. guided missile stuff should not be
//handled in the middle of a routine that is dealing with the CPlayerData
objP->mType.physInfo.rotThrust.SetZero ();
vRotAngs [PA] = Controls [0].pitchTime / 2 + gameStates.gameplay.seismic.nMagnitude / 64;
vRotAngs [BA] = Controls [0].bankTime / 2 + gameStates.gameplay.seismic.nMagnitude / 16;
vRotAngs [HA] = Controls [0].headingTime / 2 + gameStates.gameplay.seismic.nMagnitude / 64;
mRot = CFixMatrix::Create (vRotAngs);
mOrient = gmObjP->info.position.mOrient * mRot;
gmObjP->info.position.mOrient = mOrient;
speed = WI_speed (gmObjP->info.nId, gameStates.app.nDifficultyLevel);
gmObjP->mType.physInfo.velocity = gmObjP->info.position.mOrient.FVec () * speed;
if(IsMultiGame)
MultiSendGuidedInfo (gmObjP, 0);
}
else {
#if DBG
if (Controls [0].headingTime)
Controls [0].headingTime = Controls [0].headingTime;
#endif
objP->mType.physInfo.rotThrust = CFixVector::Create (Controls [0].pitchTime,
Controls [0].headingTime, //Controls [0].headingTime ? I2X (1) / 4 : 0; //Controls [0].headingTime;
Controls [0].bankTime);
}
forwardThrustTime = Controls [0].forwardThrustTime;
if ((LOCALPLAYER.flags & PLAYER_FLAGS_AFTERBURNER) && (d_rand () < OBJECTS [gameData.multiplayer.nLocalPlayer].DriveDamage ())) {
if (Controls [0].afterburnerState) { //CPlayerData has key down
fix afterburner_scale;
int oldCount,newCount;
//add in value from 0..1
afterburner_scale = I2X (1) + min (I2X (1) / 2, gameData.physics.xAfterburnerCharge) * 2;
forwardThrustTime = FixMul (gameData.time.xFrame, afterburner_scale); //based on full thrust
oldCount = (gameData.physics.xAfterburnerCharge / (DROP_DELTA_TIME / AFTERBURNER_USE_SECS));
if (!gameStates.gameplay.bAfterburnerCheat)
gameData.physics.xAfterburnerCharge -= gameData.time.xFrame / AFTERBURNER_USE_SECS;
if (gameData.physics.xAfterburnerCharge < 0)
gameData.physics.xAfterburnerCharge = 0;
newCount = (gameData.physics.xAfterburnerCharge / (DROP_DELTA_TIME / AFTERBURNER_USE_SECS));
if (gameStates.app.bNostalgia && (oldCount != newCount))
gameStates.render.bDropAfterburnerBlob = 1; //drop blob (after physics called)
}
else {
fix xChargeUp = min (gameData.time.xFrame / 8, I2X (1) - gameData.physics.xAfterburnerCharge); //recharge over 8 seconds
if (xChargeUp > 0) {
fix xCurEnergy = LOCALPLAYER.energy - I2X (10);
xCurEnergy = max (xCurEnergy, 0) / 10; //don't drop below 10
if (xCurEnergy > 0) { //maybe limit charge up by energy
xChargeUp = min (xChargeUp, xCurEnergy / 10);
if (xChargeUp > 0) {
gameData.physics.xAfterburnerCharge += xChargeUp;
LOCALPLAYER.energy -= xChargeUp * 100 / 10; //full charge uses 10% of energy
}
}
}
}
}
// Set CObject's thrust vector for forward/backward
objP->mType.physInfo.thrust = objP->info.position.mOrient.FVec () * forwardThrustTime;
// slide left/right
objP->mType.physInfo.thrust += objP->info.position.mOrient.RVec () * Controls [0].sidewaysThrustTime;
// slide up/down
objP->mType.physInfo.thrust += objP->info.position.mOrient.UVec () * Controls [0].verticalThrustTime;
objP->mType.physInfo.thrust *= 2 * objP->DriveDamage ();
if (!gameStates.input.bSkipControls)
memcpy (&gameData.physics.playerThrust, &objP->mType.physInfo.thrust, sizeof (gameData.physics.playerThrust));
bMulti = IsMultiGame;
if ((objP->mType.physInfo.flags & PF_WIGGLE) && !gameData.objs.speedBoost [objP->Index ()].bBoosted) {
#if 1//!DBG
WiggleObject (objP);
//.........这里部分代码省略.........
示例12: Wall
// -----------------------------------------------------------------------------
//if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up
int CSegment::CheckEffectBlowup (int nSide, CFixVector& vHit, CObject* blowerP, int bForceBlowup)
{
int tm, tmf, ec, nBitmap = 0;
int bOkToBlow = 0, nSwitchType = -1;
short nSound, bPermaTrigger;
ubyte vc;
fix u, v;
fix xDestSize;
tEffectClip* ecP = NULL;
CBitmap* bmP;
CWall* wallP;
CTrigger* trigP;
CObject* parentP = (!blowerP || (blowerP->cType.laserInfo.parent.nObject < 0)) ? NULL : OBJECTS + blowerP->cType.laserInfo.parent.nObject;
// If this CWall has a CTrigger and the blowerP-upper is not the CPlayerData or the buddy, abort!
if (parentP) {
if ((parentP->info.nType == OBJ_ROBOT) && ROBOTINFO (parentP->info.nId).companion)
bOkToBlow = 1;
if (!(bOkToBlow || (parentP->info.nType == OBJ_PLAYER)) &&
((wallP = Wall (nSide)) && (wallP->nTrigger < gameData.trigs.m_nTriggers)))
return 0;
}
if (!(tm = m_sides [nSide].m_nOvlTex))
return 0;
tmf = m_sides [nSide].m_nOvlOrient; //tm flags
ec = gameData.pig.tex.tMapInfoP [tm].nEffectClip;
if (ec < 0) {
if (gameData.pig.tex.tMapInfoP [tm].destroyed == -1)
return 0;
nBitmap = -1;
nSwitchType = 0;
}
else {
ecP = gameData.eff.effectP + ec;
if (ecP->flags & EF_ONE_SHOT)
return 0;
nBitmap = ecP->nDestBm;
if (nBitmap < 0)
return 0;
nSwitchType = 1;
}
//check if it's an animation (monitor) or casts light
bmP = gameData.pig.tex.bitmapP + gameData.pig.tex.bmIndexP [tm].index;
LoadBitmap (gameData.pig.tex.bmIndexP [tm].index, gameStates.app.bD1Data);
//this can be blown up...did we hit it?
if (!bForceBlowup) {
HitPointUV (nSide, &u, &v, NULL, vHit, 0); //evil: always say face zero
bForceBlowup = !PixelTranspType (tm, tmf, m_sides [nSide].m_nFrame, u, v);
}
if (!bForceBlowup)
return 0;
if (IsMultiGame && netGame.bIndestructibleLights && !nSwitchType)
return 0;
//note: this must get called before the texture changes,
//because we use the light value of the texture to change
//the static light in the CSegment
wallP = Wall (nSide);
bPermaTrigger = (trigP = Trigger (nSide)) && (trigP->flags & TF_PERMANENT);
if (!bPermaTrigger)
SubtractLight (Index (), nSide);
if (gameData.demo.nState == ND_STATE_RECORDING)
NDRecordEffectBlowup (Index (), nSide, vHit);
if (nSwitchType) {
xDestSize = ecP->xDestSize;
vc = ecP->nDestVClip;
}
else {
xDestSize = I2X (20);
vc = 3;
}
/*Object*/CreateExplosion (short (Index ()), vHit, xDestSize, vc);
if (nSwitchType) {
if ((nSound = gameData.eff.vClipP [vc].nSound) != -1)
audio.CreateSegmentSound (nSound, Index (), 0, vHit);
if ((nSound = ecP->nSound) != -1) //kill sound
audio.DestroySegmentSound (Index (), nSide, nSound);
if (!bPermaTrigger && (ecP->nDestEClip != -1) && (gameData.eff.effectP [ecP->nDestEClip].nSegment == -1)) {
tEffectClip *newEcP = gameData.eff.effectP + ecP->nDestEClip;
int nNewBm = newEcP->changingWallTexture;
if (ChangeTextures (-1, nNewBm)) {
newEcP->xTimeLeft = EffectFrameTime (newEcP);
newEcP->nCurFrame = 0;
newEcP->nSegment = Index ();
newEcP->nSide = nSide;
newEcP->flags |= EF_ONE_SHOT | ecP->flags;
newEcP->flags &= ~EF_INITIALIZED;
newEcP->nDestBm = ecP->nDestBm;
Assert ((nNewBm != 0) && (m_sides [nSide].m_nOvlTex != 0));
m_sides [nSide].m_nOvlTex = nNewBm; //replace with destoyed
}
}
else {
Assert ((nBitmap != 0) && (m_sides [nSide].m_nOvlTex != 0));
//.........这里部分代码省略.........
示例13: NetworkHandlePingReturn
void NetworkHandlePingReturn (ubyte nPlayer)
{
if ((nPlayer >= gameData.multiplayer.nPlayers) || !pingStats [nPlayer].launchTime) {
#if 1
console.printf (CON_DBG, "Got invalid PING RETURN from %s!\n", gameData.multiplayer.players [nPlayer].callsign);
#endif
return;
}
xPingReturnTime = TimerGetFixedSeconds ();
pingStats [nPlayer].ping = X2I (FixMul (xPingReturnTime - pingStats [nPlayer].launchTime, I2X (1000)));
if (!gameStates.render.cockpit.bShowPingStats)
HUDInitMessage ("Ping time for %s is %d ms!", gameData.multiplayer.players [nPlayer].callsign, pingStats [nPlayer].ping);
pingStats [nPlayer].launchTime = 0;
pingStats [nPlayer].received++;
}
示例14: NetworkDoFrame
void NetworkDoFrame (int bForce, int bListen)
{
tFrameInfoShort shortSyncPack;
static fix xLastEndlevel = 0;
int i;
if (!(gameData.app.nGameMode & GM_NETWORK))
return;
if ((networkData.nStatus == NETSTAT_PLAYING) && !gameStates.app.bEndLevelSequence) { // Don't send postion during escape sequence...
if (nakedData.nLength) {
Assert (nakedData.nDestPlayer >- 1);
if (gameStates.multi.nGameType >= IPX_GAME)
IPXSendPacketData (reinterpret_cast<ubyte*> (nakedData.buf), nakedData.nLength,
netPlayers.players [nakedData.nDestPlayer].network.ipx.server,
netPlayers.players [nakedData.nDestPlayer].network.ipx.node,
gameData.multiplayer.players [nakedData.nDestPlayer].netAddress);
nakedData.nLength = 0;
nakedData.nDestPlayer = -1;
}
if (networkData.refuse.bWaitForAnswer && TimerGetApproxSeconds ()> (networkData.refuse.xTimeLimit+ (I2X (12))))
networkData.refuse.bWaitForAnswer=0;
networkData.xLastSendTime += gameData.time.xFrame;
networkData.xLastTimeoutCheck += gameData.time.xFrame;
// Send out packet PacksPerSec times per second maximum... unless they fire, then send more often...
if ((networkData.xLastSendTime > I2X (1) / PacketsPerSec ()) ||
(gameData.multigame.laser.bFired) || bForce || networkData.bPacketUrgent) {
if (LOCALPLAYER.connected) {
int nObject = LOCALPLAYER.nObject;
networkData.bPacketUrgent = 0;
if (bListen) {
MultiSendRobotFrame (0);
MultiSendFire (); // Do firing if needed..
}
networkData.xLastSendTime = 0;
if (netGame.bShortPackets) {
#if defined (WORDS_BIGENDIAN) || defined (__BIG_ENDIAN__)
ubyte send_data [MAX_PACKETSIZE];
#endif
memset (&shortSyncPack, 0, sizeof (shortSyncPack));
CreateShortPos (&shortSyncPack.objPos, OBJECTS+nObject, 0);
shortSyncPack.nType = PID_PDATA;
shortSyncPack.nPlayer = gameData.multiplayer.nLocalPlayer;
shortSyncPack.objRenderType = OBJECTS [nObject].info.renderType;
shortSyncPack.nLevel = gameData.missions.nCurrentLevel;
shortSyncPack.dataSize = networkData.syncPack.dataSize;
memcpy (shortSyncPack.data, networkData.syncPack.data, networkData.syncPack.dataSize);
networkData.syncPack.nPackets = INTEL_INT (gameData.multiplayer.players [0].nPacketsSent++);
shortSyncPack.nPackets = networkData.syncPack.nPackets;
#if !(defined (WORDS_BIGENDIAN) || defined (__BIG_ENDIAN__))
IpxSendGamePacket (
reinterpret_cast<ubyte*> (&shortSyncPack),
sizeof (tFrameInfoShort) - networkData.nMaxXDataSize + networkData.syncPack.dataSize);
#else
SquishShortFrameInfo (shortSyncPack, send_data);
IpxSendGamePacket (
reinterpret_cast<ubyte*> (send_data),
IPX_SHORT_INFO_SIZE-networkData.nMaxXDataSize+networkData.syncPack.dataSize);
#endif
}
else {// If long packets
int send_dataSize;
networkData.syncPack.nType = PID_PDATA;
networkData.syncPack.nPlayer = gameData.multiplayer.nLocalPlayer;
networkData.syncPack.objRenderType = OBJECTS [nObject].info.renderType;
networkData.syncPack.nLevel = gameData.missions.nCurrentLevel;
networkData.syncPack.nObjSeg = OBJECTS [nObject].info.nSegment;
networkData.syncPack.objPos = OBJECTS [nObject].info.position.vPos;
networkData.syncPack.objOrient = OBJECTS [nObject].info.position.mOrient;
networkData.syncPack.physVelocity = OBJECTS [nObject].mType.physInfo.velocity;
networkData.syncPack.physRotVel = OBJECTS [nObject].mType.physInfo.rotVel;
send_dataSize = networkData.syncPack.dataSize; // do this so correct size data is sent
#if defined (WORDS_BIGENDIAN) || defined (__BIG_ENDIAN__) // do the swap stuff
if (gameStates.multi.nGameType >= IPX_GAME) {
networkData.syncPack.nObjSeg = INTEL_SHORT (networkData.syncPack.nObjSeg);
INTEL_VECTOR (networkData.syncPack.objPos);
INTEL_MATRIX (networkData.syncPack.objOrient);
INTEL_VECTOR (networkData.syncPack.physVelocity);
INTEL_VECTOR (networkData.syncPack.physRotVel);
networkData.syncPack.dataSize = INTEL_SHORT (networkData.syncPack.dataSize);
}
#endif
networkData.syncPack.nPackets = INTEL_INT (gameData.multiplayer.players [0].nPacketsSent++);
IpxSendGamePacket (
reinterpret_cast<ubyte*> (&networkData.syncPack),
sizeof (tFrameInfo) - networkData.nMaxXDataSize + send_dataSize);
}
networkData.syncPack.dataSize = 0; // Start data over at 0 length.
networkData.bD2XData = 0;
if (gameData.reactor.bDestroyed) {
if (gameStates.app.bPlayerIsDead)
LOCALPLAYER.connected=3;
if (TimerGetApproxSeconds () > (xLastEndlevel+ (I2X (1)/2))) {
NetworkSendEndLevelPacket ();
xLastEndlevel = TimerGetApproxSeconds ();
}
}
}
}
//.........这里部分代码省略.........
示例15: WallAlpha
float WallAlpha (short nSegment, short nSide, short nWall, ubyte widFlags, int bIsMonitor, ubyte bAdditive,
tRgbaColorf *colorP, int *nColor, ubyte *bTextured, ubyte *bCloaked, ubyte* bTransparent)
{
static tRgbaColorf cloakColor = {1, 1, 1, 0};
CWall *wallP;
float fAlpha, fMaxColor;
short c;
if (!IS_WALL (nWall))
return 1;
#if DBG
if ((nSegment == nDbgSeg) && ((nDbgSide < 0) || (nSide == nDbgSide)))
nDbgSeg = nDbgSeg;
#endif
if (!(wallP = WALLS + nWall))
return 1;
if (SHOW_DYN_LIGHT) {
*bTransparent = (wallP->state == WALL_DOOR_CLOAKING) || (wallP->state == WALL_DOOR_DECLOAKING);
*bCloaked = !*bTransparent && ((widFlags & WID_CLOAKED_FLAG) != 0);
}
else {
*bTransparent = 0;
*bCloaked = (wallP->state == WALL_DOOR_CLOAKING) || (wallP->state == WALL_DOOR_DECLOAKING) || ((widFlags & WID_CLOAKED_FLAG) != 0);
}
if (*bCloaked || *bTransparent || (widFlags & WID_TRANSPARENT_FLAG)) {
if (bIsMonitor)
return 1;
c = wallP->cloakValue;
if (*bCloaked || *bTransparent) {
*colorP = cloakColor;
*nColor = 1;
*bTextured = !*bCloaked;
colorP->alpha = (c >= FADE_LEVELS) ? 0 : 1.0f - float (c) / float (FADE_LEVELS);
if (*bTransparent)
colorP->red =
colorP->green =
colorP->blue = colorP->alpha;
#if DBG
if (colorP->alpha < 1)
return colorP->alpha;
#endif
return colorP->alpha;
}
if (!gameOpts->render.color.bWalls)
c = 0;
if (WALLS [nWall].hps)
fAlpha = (float) fabs ((1.0f - (float) WALLS [nWall].hps / ((float) I2X (100))));
else if (IsMultiGame && gameStates.app.bHaveExtraGameInfo [1])
fAlpha = COMPETITION ? 0.5f : (float) (FADE_LEVELS - extraGameInfo [1].grWallTransparency) / (float) FADE_LEVELS;
else
fAlpha = 1.0f - extraGameInfo [0].grWallTransparency / (float) FADE_LEVELS;
if (fAlpha < 1) {
//fAlpha = (float) sqrt (fAlpha);
paletteManager.Game ()->ToRgbaf ((ubyte) c, *colorP);
if (bAdditive) {
colorP->red /= fAlpha;
colorP->green /= fAlpha;
colorP->blue /= fAlpha;
}
fMaxColor = colorP->red;
if (fMaxColor < colorP->green)
fMaxColor = colorP->green;
if (fMaxColor < colorP->blue)
fMaxColor = colorP->blue;
if (fMaxColor > 1) {
colorP->red /= fMaxColor;
colorP->green /= fMaxColor;
colorP->blue /= fMaxColor;
}
*bTextured = 0;
*nColor = 1;
}
return colorP->alpha = fAlpha;
}
if (gameStates.app.bD2XLevel) {
c = wallP->cloakValue;
return colorP->alpha = (c && (c < FADE_LEVELS)) ? (float) (FADE_LEVELS - c) / (float) FADE_LEVELS : 1;
}
if (gameOpts->render.effects.bAutoTransparency && IsTransparentTexture (SEGMENTS [nSegment].m_sides [nSide].m_nBaseTex))
return colorP->alpha = 0.8f;
return colorP->alpha = 1;
}