本文整理汇总了C++中FState类的典型用法代码示例。如果您正苦于以下问题:C++ FState类的具体用法?C++ FState怎么用?C++ FState使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FState类的8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: FindState
bool AWeapon::TryPickup (AActor *&toucher)
{
FState * ReadyState = FindState(NAME_Ready);
if (ReadyState != NULL &&
ReadyState->GetFrame() < sprites[ReadyState->sprite].numframes)
{
return Super::TryPickup (toucher);
}
return false;
}
示例2: gl_IsHUDModelForPlayerAvailable
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
{
if ( (player == NULL) || (player->ReadyWeapon == NULL) || (player->psprites[0].state == NULL) )
return false;
FState* state = player->psprites[0].state;
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame());
return ( smf != NULL );
}
示例3: Massacre
END_DEFAULTS
bool APainElemental::Massacre ()
{
if (Super::Massacre ())
{
FState *deadstate;
A_NoBlocking (this); // [RH] Use this instead of A_PainDie
deadstate = DeathState;
if (deadstate != NULL)
{
while (deadstate->GetNextState() != NULL)
deadstate = deadstate->GetNextState();
SetState (deadstate);
}
return true;
}
return false;
}
示例4: gl_IsHUDModelForPlayerAvailable
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
{
if (player == nullptr || player->ReadyWeapon == nullptr)
return false;
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
if (psp == nullptr || psp->GetState() == nullptr)
return false;
FState* state = psp->GetState();
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
return ( smf != nullptr );
}
示例5: DrawOneKey
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
if (!AltIcon.Exists()) return;
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
}
if (icon.isNull()) icon = inv->Icon;
if (icon.isValid())
{
x -= 9;
DrawImageToBox(TexMan[icon], x, y, 8, 10);
c++;
if (c>=10)
{
x=xo;
y-=11;
c=0;
}
}
}
示例6: DoActionSpecials
//==========================================================================
//***
// DoActionSpecials
// handles action specials as code pointers
//
//==========================================================================
bool DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
{
int i;
int min_args, max_args;
FString specname = sc.String;
int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
if (special > 0 && min_args >= 0)
{
int paramindex=PrepareStateParameters(&state, 6, bag.Info->Class);
StateParams.Set(paramindex, new FxConstant(special, sc));
// Make this consistent with all other parameter parsing
if (sc.CheckToken('('))
{
for (i = 0; i < 5;)
{
StateParams.Set(paramindex+i+1, ParseExpression (sc, bag.Info->Class));
i++;
if (!sc.CheckToken (',')) break;
}
sc.MustGetToken (')');
}
else i=0;
if (i < min_args)
{
sc.ScriptError ("Too few arguments to %s", specname.GetChars());
}
if (i > max_args)
{
sc.ScriptError ("Too many arguments to %s", specname.GetChars());
}
state.SetAction(FindGlobalActionFunction("A_CallSpecial"), false);
return true;
}
return false;
}
示例7: gl_RenderFrameModels
void gl_RenderFrameModels( const FSpriteModelFrame *smf,
const FState *curState,
const int curTics,
const PClass *ti,
Matrix3x4 *normaltransform,
int translation)
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
FSpriteModelFrame * smfNext = nullptr;
double inter = 0.;
if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
{
FState *nextState = curState->GetNextState( );
if( curState != nextState && nextState )
{
// [BB] To interpolate at more than 35 fps we take tic fractions into account.
float ticFraction = 0.;
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if ( ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN) )
{
float time = GetTimeFloat();
ticFraction = (time - static_cast<int>(time));
}
inter = static_cast<double>(curState->Tics - curTics - ticFraction)/static_cast<double>(curState->Tics);
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
// In this case inter is negative and we need to set it to zero.
if ( inter < 0. )
inter = 0.;
else
{
// [BB] Workaround for actors that use the same frame twice in a row.
// Most of the standard Doom monsters do this in their see state.
if ( (smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES) )
{
const FState *prevState = curState - 1;
if ( (curState->sprite == prevState->sprite) && ( curState->Frame == prevState->Frame) )
{
inter /= 2.;
inter += 0.5;
}
if ( (curState->sprite == nextState->sprite) && ( curState->Frame == nextState->Frame) )
{
inter /= 2.;
nextState = nextState->GetNextState( );
}
}
if ( inter != 0.0 )
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
}
}
}
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
{
if (smf->modelIDs[i] != -1)
{
FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr;
mdl->BuildVertexBuffer();
gl_RenderState.SetVertexBuffer(mdl->mVBuf);
mdl->PushSpriteMDLFrame(smf, i);
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
else
mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
}
}
示例8: ParseStates
//==========================================================================
//***
// ParseStates
// parses a state block
//
//==========================================================================
void ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &bag)
{
FString statestring;
FState state;
char lastsprite[5]="";
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
while (!sc.CheckString ("}") && !sc.End)
{
memset(&state,0,sizeof(state));
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
do_goto:
statestring = ParseStateString(sc);
if (sc.CheckString ("+"))
{
sc.MustGetNumber ();
statestring += '+';
statestring += sc.String;
}
if (!bag.statedef.SetGotoLabel(statestring))
{
sc.ScriptError("GOTO before first state");
}
}
else if (!statestring.CompareNoCase("STOP"))
{
do_stop:
if (!bag.statedef.SetStop())
{
sc.ScriptError("STOP before first state");
continue;
}
}
else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
{
if (!bag.statedef.SetWait())
{
sc.ScriptError("%s before first state", sc.String);
continue;
}
}
else if (!statestring.CompareNoCase("LOOP"))
{
if (!bag.statedef.SetLoop())
{
sc.ScriptError("LOOP before first state");
continue;
}
}
else
{
sc.MustGetString();
if (sc.Compare (":"))
{
do
{
bag.statedef.AddStateLabel(statestring);
statestring = ParseStateString(sc);
if (!statestring.CompareNoCase("GOTO"))
{
goto do_goto;
}
else if (!statestring.CompareNoCase("STOP"))
{
goto do_stop;
}
sc.MustGetString ();
} while (sc.Compare (":"));
// continue;
}
sc.UnGet ();
if (statestring.Len() != 4)
{
sc.ScriptError ("Sprite names must be exactly 4 characters\n");
}
state.sprite = GetSpriteIndex(statestring);
state.Misc1 = state.Misc2 = 0;
state.ParameterIndex = 0;
sc.MustGetString();
statestring = sc.String;
if (sc.CheckString("RANDOM"))
{
int min, max;
sc.MustGetStringName("(");
sc.MustGetNumber();
min = clamp<int>(sc.Number, -1, SHRT_MAX);
//.........这里部分代码省略.........