当前位置: 首页>>代码示例>>C++>>正文


C++ Int3函数代码示例

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);
	}
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:42,代码来源:modelcollide.cpp

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;
}
开发者ID:achilleas-k,项目名称:fs2open.github.com,代码行数:42,代码来源:eventeditor.cpp

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;
}
开发者ID:DahBlount,项目名称:Freespace-Open-Swifty,代码行数:21,代码来源:rtvoice.cpp

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();
	}
}
开发者ID:CDarrow,项目名称:DXX-Retro,代码行数:43,代码来源:fuelcen.c

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;
}
开发者ID:lubomyr,项目名称:freespace2,代码行数:41,代码来源:convert.cpp

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
				}
			}
		}
	}
}
开发者ID:paud,项目名称:d2x-xl,代码行数:43,代码来源:gamesave.cpp

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;
}
开发者ID:RandomTiger,项目名称:fs2open.github.com,代码行数:41,代码来源:grbatch.cpp

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
}
开发者ID:stephengeorgewest,项目名称:diiscent,代码行数:21,代码来源:gametime.cpp

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 );
}
开发者ID:gameplayer22,项目名称:d2x-1,代码行数:21,代码来源:vga.c

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
}
开发者ID:paud,项目名称:d2x-xl,代码行数:23,代码来源:error.c

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;
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:42,代码来源:modelcollide.cpp

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);
	}
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:49,代码来源:modelcollide.cpp

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);
}
开发者ID:paud,项目名称:d2x-xl,代码行数:40,代码来源:mission.c

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);
	}
}
开发者ID:paud,项目名称:d2x-xl,代码行数:42,代码来源:segment.cpp

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;
}
开发者ID:NonCreature0714,项目名称:freespace2,代码行数:50,代码来源:AudioStr.cpp


注:本文中的Int3函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。