本文整理汇总了C++中Int3函数的典型用法代码示例。如果您正苦于以下问题:C++ Int3函数的具体用法?C++ Int3怎么用?C++ Int3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Int3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: model_collide_parse_bsp_flatpoly
void model_collide_parse_bsp_flatpoly(bsp_collision_leaf *leaf, SCP_vector<model_tmap_vert> *vert_buffer, void *model_ptr)
{
ubyte *p = (ubyte *)model_ptr;
int i;
int nv;
short *verts;
nv = w(p+36);
if ( nv < 0 ) return;
if ( nv > TMAP_MAX_VERTS ) {
Int3();
return;
}
verts = (short *)(p+44);
leaf->tmap_num = 255;
leaf->num_verts = (ubyte)nv;
leaf->vert_start = vert_buffer->size();
vec3d *plane_pnt = vp(p+20);
float face_rad = fl(p+32);
vec3d *plane_norm = vp(p+8);
leaf->plane_pnt = *plane_pnt;
leaf->face_rad = face_rad;
leaf->plane_norm = *plane_norm;
model_tmap_vert vert;
for ( i = 0; i < nv; ++i ) {
vert.vertnum = verts[i*2];
vert.normnum = 0;
vert.u = 0.0f;
vert.v = 0.0f;
vert_buffer->push_back(vert);
}
}
示例2: switch
int event_editor::handler(int code, int node, char *str)
{
int i, index;
switch (code) {
case ROOT_DELETED:
for (i=0; i<m_num_events; i++)
if (m_events[i].formula == node)
break;
Assert(i < m_num_events);
index = i;
while (i < m_num_events - 1) {
m_events[i] = m_events[i + 1];
m_sig[i] = m_sig[i + 1];
i++;
}
m_num_events--;
GetDlgItem(IDC_BUTTON_NEW_EVENT)->EnableWindow(TRUE);
cur_event = index;
update_cur_event();
return node;
case ROOT_RENAMED:
for (i=0; i<m_num_events; i++)
if (m_events[i].formula == node)
break;
Assert(i < m_num_events);
Assert(strlen(str) < NAME_LENGTH);
strcpy_s(m_events[i].name, str);
return node;
default:
Int3();
}
return -1;
}
示例3: rtvoice_create_playback_buffer
// Open a stream for real-time voice output
int rtvoice_create_playback_buffer()
{
int index;
rtv_format *rtvf=NULL;
rtvf = &Rtv_formats[Rtv_playback_format];
index = rtvoice_find_free_output_buffer();
if ( index == -1 ) {
Int3();
return -1;
}
Rtv_output_buffers[index].ds_handle = ds_create_buffer(rtvf->frequency, rtvf->bits_per_sample, 1, RTV_BUFFER_TIME);
if ( Rtv_output_buffers[index].ds_handle == -1 ) {
return -1;
}
return index;
}
示例4: trigger_matcen
//------------------------------------------------------------
// Trigger (enable) the materialization center in segment segnum
void trigger_matcen(int segnum)
{
// -- segment *segp = &Segments[segnum];
segment2 *seg2p = &Segment2s[segnum];
vms_vector pos, delta;
FuelCenter *robotcen;
int objnum;
Assert(seg2p->special == SEGMENT_IS_ROBOTMAKER);
Assert(seg2p->matcen_num < Num_fuelcenters);
Assert((seg2p->matcen_num >= 0) && (seg2p->matcen_num <= Highest_segment_index));
robotcen = &Station[RobotCenters[seg2p->matcen_num].fuelcen_num];
if (robotcen->Enabled == 1)
return;
if (!robotcen->Lives)
return;
// MK: 11/18/95, At insane, matcens work forever!
if (Difficulty_level+1 < NDL)
robotcen->Lives--;
robotcen->Timer = F1_0*1000; // Make sure the first robot gets emitted right away.
robotcen->Enabled = 1; // Say this center is enabled, it can create robots.
robotcen->Capacity = i2f(Difficulty_level + 3);
robotcen->Disable_time = MATCEN_LIFE;
// Create a bright object in the segment.
pos = robotcen->Center;
vm_vec_sub(&delta, &Vertices[Segments[segnum].verts[0]], &robotcen->Center);
vm_vec_scale_add2(&pos, &delta, F1_0/2);
objnum = obj_create( OBJ_LIGHT, 0, segnum, &pos, NULL, 0, CT_LIGHT, MT_NONE, RT_NONE );
if (objnum != -1) {
Objects[objnum].lifeleft = MATCEN_LIFE;
Objects[objnum].ctype.light_info.intensity = i2f(8); // Light cast by a fuelcen.
} else {
Int3();
}
}
示例5: anim_save_init
int anim_save_init(char *file, int width, int height, int frames)
{
Assert(file);
anim_save_filename = file;
anim_fp = fopen(file, "wb");
if (!anim_fp)
return -1;
Anim.version = ANIM_VERSION;
Anim.fps = Default_fps;
Anim.width = width;
Anim.height = height;
Anim.packer_code = PACKER_CODE;
Anim.xparent_r = Xparent_color.r;
Anim.xparent_g = Xparent_color.g;
Anim.xparent_b = Xparent_color.b;
Anim.total_frames = frames;
anim_offset = 0;
cur_frame_num = 0;
total_key_frames = allocate_key_frames(frames);
fseek(anim_fp, ANIM_HEADER_SIZE + total_key_frames * 6, SEEK_SET);
switch ( Compression_type ) {
case CUSTOM_DELTA_RLE:
Key_frame_compression = PACKING_METHOD_RLE_KEY;
Regular_frame_compression = PACKING_METHOD_RLE;
break;
case STD_DELTA_RLE:
Key_frame_compression = PACKING_METHOD_STD_RLE_KEY;
Regular_frame_compression = PACKING_METHOD_STD_RLE;
break;
default:
Int3();
return -1;
break;
} // end switch
return 0;
}
示例6: CheckAndFixTriggers
// -----------------------------------------------------------------------------
//go through all triggers, killing unused ones
static void CheckAndFixTriggers (void)
{
int i, j;
short nSegment, nSide, nWall;
for (i = 0; i < gameData.trigs.m_nTriggers; ) {
// Find which CWall this CTrigger is connected to.
for (j = 0; j < gameData.walls.nWalls; j++)
if (WALLS [j].nTrigger == i)
break;
i++;
}
for (i = 0; i < gameData.walls.nWalls; i++)
WALLS [i].controllingTrigger = -1;
// MK, 10/17/95: Make walls point back at the triggers that control them.
// Go through all triggers, stuffing controllingTrigger field in WALLS.
CTrigger* trigP = TRIGGERS.Buffer ();
for (i = 0; i < gameData.trigs.m_nTriggers; i++, trigP++) {
for (j = 0; j < trigP->m_info.nLinks; j++) {
nSegment = trigP->m_info.segments [j];
nSide = trigP->m_info.sides [j];
nWall = SEGMENTS [nSegment].WallNum (nSide);
//check to see that if a CTrigger requires a CWall that it has one,
//and if it requires a botGen that it has one
if (trigP->m_info.nType == TT_MATCEN) {
if (SEGMENTS [nSegment].m_nType != SEGMENT_IS_ROBOTMAKER)
continue; //botGen CTrigger doesn'i point to botGen
}
else if ((trigP->m_info.nType != TT_LIGHT_OFF) && (trigP->m_info.nType != TT_LIGHT_ON)) { //light triggers don't require walls
if (IS_WALL (nWall))
WALLS [nWall].controllingTrigger = i;
else {
Int3(); // This is illegal. This ttrigger requires a CWall
}
}
}
}
}
示例7: batch_add_bitmap
int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
{
if (texture < 0) {
Int3();
return 1;
}
if ( tmap_flags & TMAP_FLAG_SOFT_QUAD && ( !Cmdline_softparticles || GLSL_version <= 120 ) ) {
// don't render this as a soft particle if we don't support soft particles
tmap_flags &= ~(TMAP_FLAG_SOFT_QUAD);
}
if ( GLSL_version > 120 && Cmdline_softparticles && !Cmdline_no_geo_sdr_effects && Is_Extension_Enabled(OGL_EXT_GEOMETRY_SHADER4) && (tmap_flags & TMAP_FLAG_VERTEX_GEN) ) {
geometry_batch_add_bitmap(texture, tmap_flags, pnt, orient, rad, alpha, depth);
return 0;
} else if ( tmap_flags & TMAP_FLAG_VERTEX_GEN ) {
tmap_flags &= ~(TMAP_FLAG_VERTEX_GEN);
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if ( !geometry_map.empty() && it != geometry_map.end() ) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(1);
item->batch.draw_bitmap(pnt, orient, rad, depth);
return 0;
}
示例8: StopTime
void StopTime (void)
{
if (pfnTIRStop)
pfnTIRStop ();
if (++gameData.time.nPaused == 1) {
fix xTime = TimerGetFixedSeconds ();
gameData.time.xSlack = xTime - gameData.time.xLast;
if (gameData.time.xSlack < 0) {
#if defined (TIMER_TEST) && defined (_DEBUG)
Int3 (); //get Matt!!!!
#endif
gameData.time.xLast = 0;
}
#if defined (TIMER_TEST) && defined (_DEBUG)
gameData.time.xStopped = xTime;
#endif
}
#if defined (TIMER_TEST) && defined (_DEBUG)
gameData.time.xStops++;
#endif
}
示例9: vga_vesa_setmode
int vga_vesa_setmode( short mode )
{
int retcode;
#if defined(POLY_ACC)
Int3();
mprintf((0, "vga_vesa_setmode %d\n"));
return 0;
#endif
if (VesaInit (mode)) // if there is an error with linear support
{
LinearSVGABuffer=1;
return(0);
}
LinearSVGABuffer=0;
retcode=gr_vesa_checkmode( mode ); // do the old banking way
if ( retcode ) return retcode;
return gr_vesa_setmodea( mode );
}
示例10: Error
//------------------------------------------------------------------------------
//terminates with error code 1, printing message
void _CDECL_ Error (char *fmt,...)
{
va_list arglist;
#ifndef _DEBUG
strcpy (szExitMsg, TXT_TITLE_ERROR); // don't put the new line in for dialog output
#else
sprintf (szExitMsg, "\n%s", TXT_TITLE_ERROR);
#endif
va_start (arglist,fmt);
vsprintf (szExitMsg + strlen (szExitMsg), fmt, arglist);
va_end(arglist);
LogErr ("ERROR: %s\n", szExitMsg);
D2MsgBox (szExitMsg, MB_ICONERROR);
Int3();
if (!err_initialized)
print_exit_message();
#ifndef _DEBUG
exit (1);
#endif
}
示例11: model_collide_sub
//calls the object interpreter to render an object. The object renderer
//is really a seperate pipeline. returns true if drew
int model_collide_sub(void *model_ptr )
{
ubyte *p = (ubyte *)model_ptr;
int chunk_type, chunk_size;
vec3d hitpos;
chunk_type = w(p);
chunk_size = w(p+4);
while (chunk_type != OP_EOF) {
// mprintf(( "Processing chunk type %d, len=%d\n", chunk_type, chunk_size ));
switch (chunk_type) {
case OP_EOF: return 1;
case OP_DEFPOINTS: model_collide_defpoints(p); break;
case OP_FLATPOLY: model_collide_flatpoly(p); break;
case OP_TMAPPOLY: model_collide_tmappoly(p); break;
case OP_SORTNORM: model_collide_sortnorm(p); break;
case OP_BOUNDBOX:
if ( mc_ray_boundingbox( vp(p+8), vp(p+20), &Mc_p0, &Mc_direction, &hitpos ) ) {
if ( !(Mc->flags & MC_CHECK_RAY) && (vm_vec_dist(&hitpos, &Mc_p0) > Mc_mag) ) {
// The ray isn't long enough to intersect the bounding box
return 1;
}
} else {
return 1;
}
break;
default:
mprintf(( "Bad chunk type %d, len=%d in model_collide_sub\n", chunk_type, chunk_size ));
Int3(); // Bad chunk type!
return 0;
}
p += chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
}
return 1;
}
示例12: model_collide_tmappoly
// Textured Poly
// +0 int id
// +4 int size
// +8 vec3d normal
// +20 vec3d normal_point
// +32 int tmp = 0
// +36 int nverts
// +40 int tmap_num
// +44 nverts*(model_tmap_vert) vertlist (n,u,v)
void model_collide_tmappoly(ubyte * p)
{
int i;
int nv;
uv_pair uvlist[TMAP_MAX_VERTS];
vec3d *points[TMAP_MAX_VERTS];
model_tmap_vert *verts;
nv = w(p+36);
if ( nv < 0 ) return;
if ( nv > TMAP_MAX_VERTS ) {
Int3();
return;
}
int tmap_num = w(p+40);
Assert(tmap_num >= 0 && tmap_num < MAX_MODEL_TEXTURES); // Goober5000
if ( (!(Mc->flags & MC_CHECK_INVISIBLE_FACES)) && (Mc_pm->maps[tmap_num].textures[TM_BASE_TYPE].GetTexture() < 0) ) {
// Don't check invisible polygons.
//SUSHI: Unless $collide_invisible is set.
if (!(Mc_pm->submodel[Mc_submodel].collide_invisible))
return;
}
verts = (model_tmap_vert *)(p+44);
for (i=0;i<nv;i++) {
points[i] = Mc_point_list[verts[i].vertnum];
uvlist[i].u = verts[i].u;
uvlist[i].v = verts[i].v;
}
if ( Mc->flags & MC_CHECK_SPHERELINE ) {
mc_check_sphereline_face(nv, points, vp(p+20), fl(p+32), vp(p+8), uvlist, tmap_num, p, NULL);
} else {
mc_check_face(nv, points, vp(p+20), fl(p+32), vp(p+8), uvlist, tmap_num, p, NULL);
}
}
示例13: add_builtin_mission_to_list
void add_builtin_mission_to_list(int *count)
{
gameData.missions.nBuiltinHogSize = CFSize("descent2.hog", gameFolders.szDataDir, 0);
if (gameData.missions.nBuiltinHogSize == -1)
gameData.missions.nBuiltinHogSize = CFSize("d2demo.hog", gameFolders.szDataDir, 0);
retry:
switch (gameData.missions.nBuiltinHogSize) {
case SHAREWARE_MISSION_HOGSIZE:
case MAC_SHARE_MISSION_HOGSIZE:
strcpy(gameData.missions.list [*count].filename,SHAREWARE_MISSION_FILENAME);
strcpy(gameData.missions.list [*count].mission_name,SHAREWARE_MISSION_NAME);
gameData.missions.list [*count].anarchy_only_flag = 0;
break;
case OEM_MISSION_HOGSIZE:
strcpy(gameData.missions.list [*count].filename,OEM_MISSION_FILENAME);
strcpy(gameData.missions.list [*count].mission_name,OEM_MISSION_NAME);
gameData.missions.list [*count].anarchy_only_flag = 0;
break;
case FULL_MISSION_HOGSIZE:
case FULL_10_MISSION_HOGSIZE:
case MAC_FULL_MISSION_HOGSIZE:
if (!ReadMissionFile(FULL_MISSION_FILENAME ".mn2", 0, ML_CURDIR))
Error("Could not find required mission file <%s>", FULL_MISSION_FILENAME ".mn2");
break;
default:
#if 0//def _DEBUG
Warning(TXT_HOGSIZE, gameData.missions.nBuiltinHogSize, FULL_MISSION_FILENAME ".mn2");
#endif
gameData.missions.nBuiltinHogSize = FULL_MISSION_HOGSIZE;
Int3(); //fall through
goto retry;
}
strcpy(gameData.missions.szBuiltinMissionFilename, gameData.missions.list [*count].filename);
gameData.missions.list [*count].descent_version = 2;
gameData.missions.list [*count].anarchy_only_flag = 0;
gameData.missions.list [*count].location = ML_DATADIR;
++(*count);
}
示例14: ConnectedSide
//-----------------------------------------------------------------
// Closes a door
void CSegment::CloseDoor (int nSide)
{
CWall* wallP;
if (!(wallP = Wall (nSide)))
return;
if ((wallP->state == WALL_DOOR_CLOSING) || //already closing
(wallP->state == WALL_DOOR_WAITING) || //open, waiting to close
(wallP->state == WALL_DOOR_CLOSED)) //closed
return;
if (DoorIsBlocked (nSide))
return;
CActiveDoor* doorP;
if (!(doorP = wallP->CloseDoor ()))
return;
CSegment* connSegP;
short nConnSide, nConnWall;
connSegP = SEGMENTS + m_children [nSide];
nConnSide = ConnectedSide (connSegP);
nConnWall = connSegP->WallNum (nConnSide);
if (IS_WALL (nConnWall))
WALLS [nConnWall].state = WALL_DOOR_CLOSING;
doorP->nFrontWall [0] = WallNum (nSide);
doorP->nBackWall [0] = nConnWall;
Assert(SEG_IDX (this) != -1);
if (gameData.demo.nState == ND_STATE_RECORDING)
NDRecordDoorOpening (SEG_IDX (this), nSide);
if (IS_WALL (wallP->nLinkedWall))
Int3(); //don't think we ever used linked walls
else
doorP->nPartCount = 1;
if (gameData.demo.nState != ND_STATE_PLAYBACK) {
if (gameData.walls.animP [wallP->nClip].openSound > -1)
CreateSound (gameData.walls.animP [wallP->nClip].openSound, nSide);
}
}
示例15: audiostream_open
// Open a digital sound file for streaming
//
// input: filename => disk filename of sound file
// type => what type of audio stream do we want to open:
// ASF_SOUNDFX
// ASF_EVENTMUSIC
// ASF_VOICE
//
// returns: success => handle to identify streaming sound
// failure => -1
int audiostream_open( char * filename, int type )
{
int i, rc;
if (!Audiostream_inited || !snd_is_inited())
return -1;
for ( i = 0; i < MAX_AUDIO_STREAMS; i++ ) {
if ( Audio_streams[i].status == ASF_FREE ) {
Audio_streams[i].status = ASF_USED;
Audio_streams[i].type = type;
break;
}
}
if ( i == MAX_AUDIO_STREAMS ) {
nprintf(("Sound", "SOUND => No more audio streams available!\n"));
return -1;
}
switch(type) {
case ASF_VOICE:
case ASF_SOUNDFX:
Audio_streams[i].m_bits_per_sample_uncompressed = 8;
break;
case ASF_EVENTMUSIC:
Audio_streams[i].m_bits_per_sample_uncompressed = 16;
break;
default:
Int3();
return -1;
}
rc = Audio_streams[i].Create(filename, m_pass);
if ( rc == 0 ) {
Audio_streams[i].status = ASF_FREE;
return -1;
}
else
return i;
}