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C++ Phase函数代码示例

本文整理汇总了C++中Phase函数的典型用法代码示例。如果您正苦于以下问题:C++ Phase函数的具体用法?C++ Phase怎么用?C++ Phase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Phase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: Phase

bool game_cl_ArtefactHunt::NeedToSendReady_Spectator(int key, game_PlayerState* ps)
{
	CStringTable		st;
	bool res = ( GAME_PHASE_PENDING	== Phase() && kWPN_FIRE == key) || 
		( (kJUMP == key) && GAME_PHASE_INPROGRESS==Phase() && 
		CanBeReady());

	if ((Phase() == GAME_PHASE_INPROGRESS) &&  
		(kJUMP==key) &&
		m_cl_dwWarmUp_Time)
	{
		return res;
	}
	
	if ((GAME_PHASE_INPROGRESS==Phase()) && (kJUMP==key) &&
		(iReinforcementTime!=0) && 
		(!m_game_ui->m_pBuySpawnMsgBox->IsShown()) && 
		local_player && (local_player->money_for_round+m_iSpawn_Cost)>=0) 
	{
		string1024				BuySpawnText;
		xr_sprintf				(BuySpawnText, *st.translate("mp_press_yes2pay"), 
								abs(local_player->money_for_round), abs(m_iSpawn_Cost));
		m_game_ui->m_pBuySpawnMsgBox->SetText(BuySpawnText);

		if (m_bTeamSelected && m_bSkinSelected)
			m_game_ui->m_pBuySpawnMsgBox->ShowDialog(true);

		return false;
	};
	return res;
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:31,代码来源:game_cl_artefacthunt.cpp

示例2: ADDallSpriteFloor

/************** merge PWAD IWAD directory module ****************/
void ADDallSpriteFloor(const char *wadout, const char *doomwad, const char
    *wadres,NTRYB select)
{
  struct WADINFO iwad;
  struct WADINFO pwad;
  struct WADINFO rwad;
  Int16 n;
  ENTRY  *iiden;      /*identify entry in IWAD*/
  ENTRY  *piden;      /*identify entry in PWAD*/
  Int32 start,size,ostart,osize;
  Int16 pnm;char  *Pnam;Int32 Pnamsz;
  struct WADDIR  *NewDir;Int32 NewNtry;

  Phase("ME88", "Copying sprites and/or flats");
  Phase("ME88", " from iwad %s", fname (doomwad));
  Phase("ME88", " and  pwad %s", fname (wadres));
  Phase("ME88", " into pwad %s", fname (wadout));
  /* get iwad directory, and identify */
  iwad.ok=0;
  WADRopenR(&iwad,doomwad);
  /*find PNAMES*/
  pnm=WADRfindEntry(&iwad,"PNAMES");
  if(pnm<0) ProgError("ME91", "Can't find PNAMES in main WAD");
  Pnam=WADRreadEntry(&iwad,pnm,&Pnamsz);
  /* identify iwad*/
  iiden=IDENTentriesIWAD(&iwad, Pnam, Pnamsz,TRUE);
  /* get pwad directory, and identify*/
  pwad.ok=0;
  WADRopenR(&pwad,wadres);
  piden=IDENTentriesPWAD(&pwad, Pnam, Pnamsz);
  /**/
  Free(Pnam);
  /*where to put pwad? at pwadstart*/
  if((iwad.maxpos|pwad.maxpos)&EXTERNAL )Bug("ME94", "AddExt");
  /* merge the two directories */
  NewDir=LISmergeDir(&NewNtry,TRUE,TRUE,select,&iwad,iiden,EXTERNAL,&pwad,piden,0);
  /* create a new PWAD*/
  rwad.ok=0;
  WADRopenW(&rwad,wadout,PWAD, 1);
  for(n=0;n<NewNtry;n++)
  { ostart=NewDir[n].start;
    osize=NewDir[n].size;
    WADRalign4(&rwad);
    start=WADRposition(&rwad);
    if(ostart&EXTERNAL)
      size=WADRwriteWADbytes(&rwad,&iwad,ostart&(~EXTERNAL),osize);
    else
      size=WADRwriteWADbytes(&rwad,&pwad,ostart,osize);
    WADRdirAddEntry(&rwad,start,size,NewDir[n].name);
  }
  Free(NewDir);
  /*close files memory*/
  WADRclose(&iwad);
  WADRclose(&pwad);
  WADRwriteDir(&rwad, 1);
  WADRclose(&rwad);
  Phase("ME98", "Addition of sprites and floors is complete");
}
开发者ID:RomanHargrave,项目名称:xwadtools,代码行数:59,代码来源:merge.c

示例3: test_eval

/*verifica che la valutazione del bianco e del nero sia simmetrica*/
void test_eval() {
	/* Materiale:equal
	 KS:equal OK
	 PS:black (White isolated and hang)*/
	char p[] = "2rq1rk1/pb2bppp/1pn1p3/2p5/3P4/P1PBPN2/1B2QPPP/3R1RK1 w - - 0 1";
	/*char fp[]="3r1rk1/1b2qppp/p1pbpn2/3p4/2P5/1PN1P3/PB2BPPP/2RQ1RK1 w - - 0 1";*/
	/*char p[] = "8/PPP4k/8/8/8/8/4Kppp/8 w - - ";*/

/*	 Materiale:black (bishop pair)
	 KS:equal
	 PS:black (white weak white squares)*/
	 /*char p[]="rnbqkb1r/pppp1ppp/8/4P3/3P4/3Q4/PP3PPP/RNB1K1NR b KQkq - 0 1";*/

	/* Materiale:black (bishop pair)
	 KS:equal
	 PS:black (white weak white squares isol back)*/
	/*char p[]="r2qkb1r/1p1b3p/p3ppp1/2p5/2P5/4P2Q/PB1P1PPP/RN3RK1 b k - 0 1";*/
	

	/* Materiale:equal
	 KS:equal
	 PS:equal*/
	/*char p[]="r2q1rk1/pb1nbppp/1p2pn2/8/1P6/P4NP1/1B1NPPBP/R2Q1RK1 w - - 0 0";*/

	/* Materiale:
	 KS:black
	 PS:black--->sbagliato*/
	/*char p[]="2br1rk1/pp2bppp/3p2n1/3P4/4P1n1/1B3NN1/PP1B2PP/R3R1K1 w - - 0 0";*/

	/* Materiale:
	 KS:white
	 PS:*/
	/*char p[]="R1n5/5rkp/3p2p1/2rNpq2/1NP4b/7P/4QPP1/5RK1 b - - 0 1";*/

	int score;
	  
	set_position(p);
	init_data();
	print_board();
	print_bitboard();
	/*Precalcoliamo*/
	Phase(WHITE) = eval_phase(WHITE);
	Phase(BLACK) = eval_phase(BLACK);
	score = eval(0);
	printf("eval %d\n", score);

	/*set_position(fp);
	init_data();
	print_board();
	print_bitboard();
	Phase(WHITE)=eval_phase(WHITE);
	Phase(BLACK)=eval_phase(BLACK);
	score=eval(0);
	printf("eval %d",score);*/
}
开发者ID:qut-inb304,项目名称:Mizar-Chess,代码行数:56,代码来源:testing.c

示例4: Warning

TDSPVector* TDSPBlockOperation::Sum2PhaseDiff(Int_t       bl,
					      TDSPVector *in1, 
					      TDSPVector *in2, 
					      TDSPVector *result,
					      TComplex    scaler) {
  
  
  Int_t     len1  = in1->GetLen();
  TComplex  *iv1  = in1->GetVec();


  Int_t     len2  = in1->GetLen();
  TComplex  *iv2  = in2->GetVec();

  if (len1!=len2) {
    Warning("Sum2PhaseDiff","input length differ (%d<>%d)",len1,len2);
  }

  if (len1%bl) {
    Warning("Sum2PhaseDiff","length of input vector1 (%d) is not a multiple of the block len (%d)!",len1,bl);
  }

  if (len2%bl) {
    Warning("Sum2PhaseDiff","length of input vector2 (%d) is not a multiple of the block len (%d)!",len2,bl);
  }

  Int_t len=TMath::Min(len1,len2);

  if (!result) result = new TDSPVector();
  result->SetLen(bl);
  TComplex  *ov = result->GetVec();
  
  result->Zeros();
  Double_t tmp;
  if (scaler==1.) {
    for(register Int_t i=0;i<len;++i) {
      tmp       = Phase(iv1[i]%iv2[i]);
      ov[i%bl] += tmp*tmp;
    }
  } else {
    for(register Int_t i=0;i<len;++i) {
      tmp       = Phase(iv1[i]%(scaler*iv2[i]));
      ov[i%bl] += tmp*tmp;
    }
  }

  return result;
}
开发者ID:mvancompernolle,项目名称:ai_project,代码行数:48,代码来源:TDSPBlockOperation.cpp

示例5:

void CGameGraphBuilder::build_graph			(
#ifdef PRIQUEL
		LPCSTR graph_name,
		LPCSTR cross_table_name,
#endif // PRIQUEL
		LPCSTR level_name
	)
{
	Phase					("Building level game graph");
	Msg						("level \"%s\"",level_name);

#ifdef PRIQUEL
	m_graph_name			= graph_name;
	m_cross_table_name		= cross_table_name;
#endif // PRIQUEL
	m_level_name			= level_name;
	
//	CTimer					timer;
//	timer.Start				();

	create_graph			(0.000000f,0.000047f);
//	Msg						("%f",timer.GetElapsed_sec());
	load_level_graph		(0.000047f,0.002470f);
//	Msg						("%f",timer.GetElapsed_sec());
	load_graph_points		(0.002517f,0.111812f);
//	Msg						("%f",timer.GetElapsed_sec());
	build_cross_table		(0.114329f,0.773423f);
//	Msg						("%f",timer.GetElapsed_sec());
	build_graph				(0.887752f,0.112248f);
//	Msg						("%f",timer.GetElapsed_sec());

	Msg						("Level graph is generated successfully");
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:33,代码来源:game_graph_builder.cpp

示例6:

BOOL game_cl_ArtefactHunt::CanCallBuyMenu			()
{
	if (!m_bBuyEnabled) return FALSE;
	if (Phase()!=GAME_PHASE_INPROGRESS) return false;

	if (!is_buy_menu_ready())
		return FALSE;
	
	if (m_game_ui->m_pUITeamSelectWnd && m_game_ui->m_pUITeamSelectWnd->IsShown())
	{
		return FALSE;
	};
	if (pCurSkinMenu && pCurSkinMenu->IsShown())
	{
		return FALSE;
	};
	if ( m_game_ui && m_game_ui->GetActorMenu().IsShown() )
	{
		return FALSE;
	}
	/*if (m_game_ui->m_pInventoryMenu && m_game_ui->m_pInventoryMenu->IsShown())
	{
		return FALSE;
	};*/

	CActor* pCurActor = smart_cast<CActor*> (Level().CurrentEntity());
	if (!pCurActor || !pCurActor->g_Alive()) return FALSE;

	return TRUE;
};
开发者ID:AntonioModer,项目名称:xray-16,代码行数:30,代码来源:game_cl_artefacthunt.cpp

示例7:

BOOL game_cl_Deathmatch::CanCallBuyMenu			()
{
	if (Phase()!=GAME_PHASE_INPROGRESS) return false;

	if (!is_buy_menu_ready())
		return FALSE;

	if (Level().CurrentEntity() && !smart_cast<CSpectator*>(Level().CurrentEntity()))
	{
		return FALSE;
	};
	if (!m_bSkinSelected || m_bSpectatorSelected) return FALSE;
	if (pCurSkinMenu && pCurSkinMenu->IsShown())
	{
		return FALSE;
	};
	if ( m_game_ui && m_game_ui->ActorMenu().IsShown() )
	{
		return FALSE;
	}
	/*if (m_game_ui->m_pInventoryMenu && m_game_ui->m_pInventoryMenu->IsShown())
	{
		return FALSE;
	};*/
	return m_bBuyEnabled;
};
开发者ID:BeaconDev,项目名称:xray-16,代码行数:26,代码来源:game_cl_deathmatch.cpp

示例8: Phase

 Phase BodyStateEquation::operator()(const Phase &y) const {
     glm::vec3 force = m_body.netForce();
     for (auto&& c : m_body.m_constraints) {
         force += c.force(y.position, c.attachedTo().position());
     }
     return Phase(y.momentum / m_body.mass(), force);
 }
开发者ID:ahwatts,项目名称:graphplay,代码行数:7,代码来源:Body.cpp

示例9: operator

void game_sv_GameState::Update		()
{
	struct ping_filler
	{
		void operator()(IClient* client)
		{
			xrClientData*	C			= static_cast<xrClientData*>(client);
			if (!C->ps)
				return;
			C->ps->ping					= u16(C->stats.getPing());
		}
	};
	ping_filler tmp_functor;
	m_server->ForEachClientDo(tmp_functor);
	
	if (!IsGameTypeSingle() && (Phase() == GAME_PHASE_INPROGRESS))
	{
		m_item_respawner.update(Level().timeServer());
	}
	
	if (!g_dedicated_server)
	{
		if (Level().game) {
			CScriptProcess				*script_process = ai().script_engine().script_process(ScriptEngine::eScriptProcessorGame);
			if (script_process)
				script_process->update	();
		}
	}
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:29,代码来源:game_sv_base.cpp

示例10: MovementInform

        void MovementInform(uint32 type, uint32 id) override
        {
            if (type != POINT_MOTION_TYPE)
                return;

            uint8 nextBossId = 0;
            switch (id)
            {
                case PHASE_FRENZIED_WORGEN:
                    nextBossId = DATA_FRENZIED_WORGEN;
                    break;
                case PHASE_RAVENOUS_FURLBORG:
                    nextBossId = DATA_RAVENOUS_FURBOLG;
                    break;
                case PHASE_MASSIVE_JORMUNGAR:
                    nextBossId = DATA_MASSIVE_JORMUNGAR;
                    break;
                case PHASE_FEROCIOUS_RHINO:
                    nextBossId = DATA_FEROCIOUS_RHINO;
                    break;
                case PHASE_GORTOK_PALEHOOF:
                    nextBossId = DATA_GORTOK_PALEHOOF;
                    break;
                default:
                    return;
            }

            if (Creature* nextBoss = ObjectAccessor::GetCreature(*me, instance->GetGuidData(nextBossId)))
                DoCast(nextBoss, SPELL_ORB_CHANNEL, false);

            currentPhase = Phase(id);
            SummonTimer = 5000;
        }
开发者ID:AllThing,项目名称:TrinityCore,代码行数:33,代码来源:boss_palehoof.cpp

示例11: Reset

        void Reset() override
        {
            _Reset();

            /// There is a good reason to store them like this, we are going to shuffle the order.
            for (uint32 i = PHASE_FRENZIED_WORGEN; i < PHASE_GORTOK_PALEHOOF; ++i)
                Sequence[i] = Phase(i);

            /// This ensures a random order and only executes each phase once.
            std::random_shuffle(Sequence, Sequence + PHASE_GORTOK_PALEHOOF);

            uiArcingSmashTimer = 15000;
            uiImpaleTimer = 12000;
            uiWhiteringRoarTimer = 10000;

            me->GetMotionMaster()->MoveTargetedHome();

            AddCount = 0;

            currentPhase = PHASE_NONE;

            for (uint8 i = DATA_FRENZIED_WORGEN; i <= DATA_FEROCIOUS_RHINO; ++i)
                if (Creature* temp = ObjectAccessor::GetCreature(*me, instance->GetData64(i)))
                    if (!temp->IsAlive())
                        temp->Respawn();

            if (GameObject* go = ObjectAccessor::GetGameObject(*me, instance->GetData64(DATA_GORTOK_PALEHOOF_SPHERE)))
            {
                go->SetGoState(GO_STATE_READY);
                go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
            }
        }
开发者ID:Allysia1,项目名称:TrinityCore,代码行数:32,代码来源:boss_palehoof.cpp

示例12: switch

void game_cl_Deathmatch::net_import_state	(NET_Packet& P)
{
	inherited::net_import_state	(P);

	m_s32FragLimit				= P.r_s32();
	m_s32TimeLimit				= P.r_s32() * 60000;
	m_u32ForceRespawn			= P.r_u32() * 1000;
	m_cl_dwWarmUp_Time			= P.r_u32();
	m_bDamageBlockIndicators	= !!P.r_u8();
	// Teams
	u16							t_count;
	P.r_u16						(t_count);
	teams.clear					();

	for (u16 t_it=0; t_it<t_count; ++t_it)
	{
		game_TeamState	ts;
		P.r				(&ts,sizeof(game_TeamState));
		teams.push_back	(ts);
	};

	switch (Phase())
	{
	case GAME_PHASE_PLAYER_SCORES:
		{
			P.r_stringZ(WinnerName);
			bool NeedSndMessage = (xr_strlen(WinnerName) != 0);
			if (NeedSndMessage && local_player && !xr_strcmp(WinnerName, local_player->getName()))
			{
				PlaySndMessage(ID_YOU_WON);
			}
		}break;
	}
}
开发者ID:2asoft,项目名称:xray,代码行数:34,代码来源:game_cl_deathmatch.cpp

示例13: Medium

 Medium(std::vector<std::size_t> const& phases_)
     : property(MPL::number_of_properties)
 {
     for (auto p : phases_)
     {
         phases.push_back(Phase(p));
     }
 }
开发者ID:wenqing,项目名称:ogs,代码行数:8,代码来源:TestMPLParseMaterial.cpp

示例14: ImplicitLighting

void CBuild::Light()
{
	//****************************************** Implicit
	{
		FPU::m64r		();
		Phase			("LIGHT: Implicit...");
		mem_Compact		();
		ImplicitLighting();
	}

	//****************************************** Lmaps
	{
		FPU::m64r		();
		Phase			("LIGHT: LMaps...");
		mem_Compact		();

		// Randomize deflectors
		std::random_shuffle	(g_deflectors.begin(),g_deflectors.end());
		for					(u32 dit = 0; dit<g_deflectors.size(); dit++)	task_pool.push_back(dit);

		// Main process (4 threads)
		Status			("Lighting...");
		CThreadManager	threads;
		const	u32	thNUM	= 6;
		CTimer	start_time;	start_time.Start();				
		for				(int L=0; L<thNUM; L++)	threads.start(xr_new<CLMThread> (L));
		threads.wait	(500);
		clMsg			("%f seconds",start_time.GetElapsed_sec());
	}

	//****************************************** Vertex
	FPU::m64r		();
	Phase			("LIGHT: Vertex...");
	mem_Compact		();

	LightVertex		();

	//****************************************** Merge LMAPS
	{
		FPU::m64r		();
		Phase			("LIGHT: Merging lightmaps...");
		mem_Compact		();

		xrPhase_MergeLM	();
	}
}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:46,代码来源:xrLight.cpp

示例15: game_phase

Phase game_phase(const Position& pos) {

  Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);

  return  npm >= MidgameLimit ? PHASE_MIDGAME
        : npm <= EndgameLimit ? PHASE_ENDGAME
        : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
}
开发者ID:stsu,项目名称:Stockfish,代码行数:8,代码来源:material.cpp


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