这篇教程C++ Hunk_MemoryRemaining函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中Hunk_MemoryRemaining函数的典型用法代码示例。如果您正苦于以下问题:C++ Hunk_MemoryRemaining函数的具体用法?C++ Hunk_MemoryRemaining怎么用?C++ Hunk_MemoryRemaining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Hunk_MemoryRemaining函数的17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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: intptr_t/*================VM_Create================*/vm_t *VM_Create( const char *module, intptr_t ( *systemCalls )(intptr_t *), vmInterpret_t interpret ) { vm_t *vm; int i, remaining; if ( !module || !module[0] || !systemCalls ) { Com_Error( ERR_FATAL, "VM_Create: bad parms" ); } remaining = Hunk_MemoryRemaining(); // see if we already have the VM for ( i = 0 ; i < MAX_VM ; i++ ) { if ( !Q_stricmp( vmTable[i].name, module ) ) { vm = &vmTable[i]; return vm; } } // find a free vm for ( i = 0 ; i < MAX_VM ; i++ ) { if ( !vmTable[i].name[0] ) { break; } } if ( i == MAX_VM ) { Com_Error( ERR_FATAL, "VM_Create: no free vm_t" ); } vm = &vmTable[i]; Q_strncpyz( vm->name, module, sizeof( vm->name ) ); vm->systemCall = systemCalls; if ( interpret == VMI_NATIVE ) { // try to load as a system dll Com_Printf("Loading dll file '%s'./n", vm->name); vm->dllHandle = Sys_LoadDll( module, vm->fqpath, &vm->entryPoint, VM_DllSyscall ); if ( vm->dllHandle ) { vm->systemCall = systemCalls; return vm; } Com_Printf("Failed loading DLL./n"); } Com_Printf("%s loaded in %d bytes on the hunk/n", module, remaining - Hunk_MemoryRemaining()); return NULL;}
开发者ID:DerSaidin,项目名称:OpenWolf,代码行数:54,
示例2: intvm_t *VM_Create( const char *module, int (*systemCalls)(int *) ) { vm_t *vm; int length; int dataLength; int i, remaining; char filename[MAX_QPATH]; if ( !module || !module[0] || !systemCalls ) { Com_Error( ERR_FATAL, "VM_Create: bad parms" ); } remaining = Hunk_MemoryRemaining(); // see if we already have the VM for ( i = 0 ; i < MAX_VM ; i++ ) { if (!Q_stricmp(vmTable[i].name, module)) { vm = &vmTable[i]; return vm; } } // find a free vm for ( i = 0 ; i < MAX_VM ; i++ ) { if ( !vmTable[i].name[0] ) { break; } } if ( i == MAX_VM ) { Com_Error( ERR_FATAL, "VM_Create: no free vm_t" ); } vm = &vmTable[i]; Q_strncpyz( vm->name, module, sizeof( vm->name ) ); vm->systemCall = systemCalls; // try to load as a system dll Com_Printf( "Loading dll file %s./n", vm->name ); vm->dllHandle = Sys_LoadDll( module, vm->fqpath , &vm->entryPoint, VM_DllSyscall ); if ( vm->dllHandle ) { return vm; } Com_Error( ERR_FATAL, "Unable to load %s.", vm->name );}
开发者ID:DaveHogan,项目名称:FQuake3,代码行数:46,
示例3: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_R_SETCOLOR: re.SetColor( VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA(2), VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // Don't allow the cgame module to close the console Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA(1) ); case CG_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) );
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:67,
示例4: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_R_DRAW2DPOLYS: re.Add2dPolys(VMA(1), args[2], args[3]); return 0; case CG_R_MODELBOUNDS: re.ModelBounds(args[1], VMA(2), VMA(3)); return 0; case CG_R_LERPTAG: return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]); case CG_GETGLCONFIG: CL_GetGlconfig(VMA(1)); return 0; case CG_GETGAMESTATE: CL_GetGameState(VMA(1)); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber(VMA(1), VMA(2)); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot(args[1], VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand(args[1]); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd(args[1], VMA(2)); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3)); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown(args[1]); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // Don't allow the cgame module to close the console Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE)); return 0; case CG_KEY_GETKEY: return Key_GetKey(VMA(1)); case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode(args[1]); return 0; case CG_MEMSET: return (intptr_t)memset(VMA(1), args[2], args[3]); case CG_MEMCPY: return (intptr_t)memcpy(VMA(1), VMA(2), args[3]); case CG_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); case CG_SIN: return FloatAsInt(sin(VMF(1))); case CG_COS: return FloatAsInt(cos(VMF(1))); case CG_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case CG_SQRT: return FloatAsInt(sqrt(VMF(1))); case CG_FLOOR:
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,
示例5: CL_UISystemCalls//.........这里部分代码省略......... case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( VMA(1), VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_GET_CDKEY: CLUI_GetCDKey( VMA(1), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( VMA(1) ); return 0; case UI_SET_PBCLSTATUS: return 0; case UI_R_REGISTERFONT: re.RegisterFont( VMA(1), args[2], VMA(3)); return 0; case UI_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case UI_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case UI_STRNCPY: return (int)strncpy( VMA(1), VMA(2), args[3] ); case UI_SIN: return FloatAsInt( sin( VMF(1) ) ); case UI_COS: return FloatAsInt( cos( VMF(1) ) );
开发者ID:he110world,项目名称:quake3-ios,代码行数:67,
示例6: CL_UISystemCalls//.........这里部分代码省略......... return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo(args[1], (char*)VMA(2), args[3]); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString(args[1], args[2], (char*)VMA(3), args[4]); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo(args[1], args[2], (char*)VMA(3), args[4]); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing(args[1], args[2]); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible(args[1], args[2], (bool)args[3]); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible(args[1], args[2]); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings(args[1]); case UI_LAN_RESETPINGS: LAN_ResetPings(args[1]); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus((char*)VMA(1), (char*)VMA(2), args[3]); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList(args[1], args[2]); case UI_GETNEWS: return GetNews((bool)args[1]); case UI_LAN_COMPARESERVERS: return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_GET_CDKEY: CLUI_GetCDKey((char*)VMA(1), args[2]); return 0; case UI_SET_CDKEY: CLUI_SetCDKey((char*)VMA(1)); return 0; case UI_R_REGISTERFONT: re.RegisterFont((char*)VMA(1), args[2], (fontInfo_t*)VMA(3)); return 0; case UI_MEMSET: return (intptr_t)memset( VMA( 1 ), args[2], args[3] ); case UI_MEMCPY: return (intptr_t)memcpy( VMA( 1 ), VMA( 2 ), args[3] ); case UI_STRNCPY: return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)VMA( 2 ), args[3] ); case UI_SIN: return FloatAsInt(sin(VMF(1))); case UI_COS: return FloatAsInt(cos(VMF(1))); case UI_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case UI_SQRT: return FloatAsInt(sqrt(VMF(1))); case UI_FLOOR: return FloatAsInt(floor(VMF(1))); case UI_CEIL: return FloatAsInt(ceil(VMF(1))); case UI_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case UI_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( (char*)VMA(1) ); case UI_PARSE_FREE_SOURCE:
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,
示例7: CL_CgameSystemCalls//.........这里部分代码省略......... case CG_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA( 1 ) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[ 1 ], VMA( 2 ) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[ 1 ] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[ 1 ], VMA( 2 ) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] ); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[ 1 ] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[ 1 ] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA( 1 ) ); case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( args[ 1 ] ); return 0; case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( VMA( 1 ) ); case CG_SNAPVECTOR: Q_SnapVector( VMA( 1 ) ); return 0;
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:66,
示例8: CL_UISystemCalls//.........这里部分代码省略......... case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], (qboolean)args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( (char *)VMA(1), (char *)VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining();#ifdef USE_CD_KEY case UI_GET_CDKEY: CLUI_GetCDKey( (char *)VMA(1), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( (char *)VMA(1) ); return 0;#endif // USE_CD_KEY case UI_R_REGISTERFONT: return re.RegisterFont( (const char *)VMA(1) ); case UI_R_FONT_STRLENPIXELS: return re.Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) ); case UI_R_FONT_STRLENCHARS: return re.Font_StrLenChars( (const char *)VMA(1) ); case UI_R_FONT_STRHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case UI_R_FONT_DRAWSTRING: re.Font_DrawString( args[1], args[2], (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) ); return 0; case UI_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case UI_LANGUAGE_USESSPACES: return re.Language_UsesSpaces();
开发者ID:Boothand,项目名称:jk2mp,代码行数:67,
示例9: CL_UISystemCalls//.........这里部分代码省略......... return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[ 1 ], args[ 2 ] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[ 1 ], args[ 2 ], args[ 3 ] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[ 1 ], args[ 2 ] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[ 1 ] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[ 1 ] ); return 0; case UI_LAN_SERVERSTATUS: VM_CheckBlock( args[2], args[3], "UILANGSS" ); return LAN_GetServerStatus( VMA( 1 ), VMA( 2 ), args[ 3 ] ); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList( args[ 1 ], args[ 2 ] ); case UI_GETNEWS: return GetNews( args[ 1 ] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) ); return 0; case UI_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( VMA( 1 ) ); case UI_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( VMA( 1 ) ); case UI_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[ 1 ] ); case UI_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) ); case UI_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) ); case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: //S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); //----(SA) added fadeup time S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case UI_REAL_TIME: return Com_RealTime( VMA( 1 ) );
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:66,
示例10: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_R_DRAWSTRETCHPIC_GRADIENT: re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA( 1 ) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA( 2 ) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA( 2 ) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4], args[5] ); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // Don't allow the cgame module to close the console Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA( 1 ) ); case CG_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return args[1]; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF( 1 ) ) ); case CG_COS: return FloatAsInt( cos( VMF( 1 ) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF( 1 ) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF( 1 ) ) );
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,
示例11: CL_UISystemCalls//.........这里部分代码省略......... case UI_LAN_GETPING: LAN_GetPing(args[1], VMA(2), args[3], VMA(4)); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo(args[1], VMA(2), args[3]); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing(args[1], args[2]); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible(args[1], args[2], (qboolean)args[3]); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible(args[1], args[2]); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings(args[1]); case UI_LAN_RESETPINGS: LAN_ResetPings(args[1]); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus(VMA(1), VMA(2), args[3]); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList(args[1], args[2]); case UI_LAN_COMPARESERVERS: return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue)); return 0; case UI_MEMSET: return (intptr_t)memset(VMA(1), args[2], args[3]); case UI_MEMCPY: return (intptr_t)memcpy(VMA(1), VMA(2), args[3]); case UI_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); case UI_SIN: return FloatAsInt(sin(VMF(1))); case UI_COS: return FloatAsInt(cos(VMF(1))); case UI_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case UI_SQRT: return FloatAsInt(sqrt(VMF(1))); case UI_FLOOR: return FloatAsInt(floor(VMF(1))); case UI_CEIL: return FloatAsInt(ceil(VMF(1))); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines(); return 0; case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));
开发者ID:etlegacy,项目名称:etlegacy,代码行数:67,
示例12: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_R_SETCLIPREGION: re.SetClipRegion( (const float*)VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t*)VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t*)VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // don't allow the cgame module to toggle the console Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( (const char*)VMA(1) ); case CG_GETDEMOSTATE: return CL_DemoState( ); case CG_GETDEMOPOS: return CL_DemoPos( ); case CG_GETDEMONAME: CL_DemoName( (char*)VMA(1), args[2] ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], (const char*)VMA(2) ); return 0; case CG_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case CG_PARSE_LOAD_SOURCE:
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,
示例13: CL_UISystemCalls//.........这里部分代码省略......... case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( VMA(1), VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFont( VMA(1), args[2], VMA(3)); return 0; case UI_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case UI_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case UI_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case UI_SIN: return FloatAsInt( sin( VMF(1) ) ); case UI_COS: return FloatAsInt( cos( VMF(1) ) ); case UI_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case UI_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case UI_FLOOR: return FloatAsInt( floor( VMF(1) ) );
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:66,
示例14: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_R_GETFONT: memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) ); return 0; case CG_R_ROUNDRECT: SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA(2), VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA(1) ); case CG_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case CG_CEIL:
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:67,
示例15: intvm_t *VM_Create( const char *module, int (*systemCalls)(int *), vmInterpret_t interpret ) { vm_t *vm; vmHeader_t *header; int length; int dataLength; int i, remaining; char filename[MAX_QPATH]; if ( !module || !module[0] || !systemCalls ) { Com_Error( ERR_FATAL, "VM_Create: bad parms" ); } remaining = Hunk_MemoryRemaining(); // see if we already have the VM for ( i = 0 ; i < MAX_VM ; i++ ) { if (!Q_stricmp(vmTable[i].name, module)) { vm = &vmTable[i]; return vm; } } // find a free vm for ( i = 0 ; i < MAX_VM ; i++ ) { if ( !vmTable[i].name[0] ) { break; } } if ( i == MAX_VM ) { Com_Error( ERR_FATAL, "VM_Create: no free vm_t" ); } vm = &vmTable[i]; Q_strncpyz( vm->name, module, sizeof( vm->name ) ); vm->systemCall = systemCalls; // never allow dll loading with a demo if ( interpret == VMI_NATIVE ) { if ( Cvar_VariableValue( "fs_restrict" ) ) { interpret = VMI_COMPILED; } } if ( interpret == VMI_NATIVE ) { // try to load as a system dll Com_Printf( "Loading dll file %s./n", vm->name ); vm->dllHandle = Sys_LoadDll( module, vm->fqpath , &vm->entryPoint, VM_DllSyscall ); if ( vm->dllHandle ) { return vm; } Com_Printf( "Failed to load dll, looking for qvm./n" ); interpret = VMI_COMPILED; } // load the image Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", vm->name ); Com_Printf( "Loading vm file %s./n", filename ); length = FS_ReadFile( filename, (void **)&header ); if ( !header ) { Com_Printf( "Failed./n" ); VM_Free( vm ); return NULL; } // byte swap the header for ( i = 0 ; i < sizeof( *header ) / 4 ; i++ ) { ((int *)header)[i] = LittleLong( ((int *)header)[i] ); } // validate if ( header->vmMagic != VM_MAGIC || header->bssLength < 0 || header->dataLength < 0 || header->litLength < 0 || header->codeLength <= 0 ) { VM_Free( vm ); Com_Error( ERR_FATAL, "%s has bad header", filename ); } // round up to next power of 2 so all data operations can // be mask protected dataLength = header->dataLength + header->litLength + header->bssLength; for ( i = 0 ; dataLength > ( 1 << i ) ; i++ ) { } dataLength = 1 << i; // allocate zero filled space for initialized and uninitialized data vm->dataBase = Hunk_Alloc( dataLength, h_high ); vm->dataMask = dataLength - 1; // copy the intialized data Com_Memcpy( vm->dataBase, (byte *)header + header->dataOffset, header->dataLength + header->litLength ); // byte swap the longs for ( i = 0 ; i < header->dataLength ; i += 4 ) { *(int *)(vm->dataBase + i) = LittleLong( *(int *)(vm->dataBase + i ) );//.........这里部分代码省略.........
开发者ID:LoudHoward,项目名称:Quake3,代码行数:101,
示例16: CL_UISystemCalls//.........这里部分代码省略......... case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], (qboolean)args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( (char *)VMA(1), (char *)VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: return re.RegisterFont( (const char *)VMA(1) ); case UI_R_FONT_STRLENPIXELS: return re.Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) ); case UI_R_FONT_STRLENCHARS: return re.Font_StrLenChars( (const char *)VMA(1) ); case UI_R_FONT_STRHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case UI_R_FONT_DRAWSTRING:#ifdef __ANDROID__ re.Font_DrawString( VMF(1), VMF(2), (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) );#else {float ox, oy; if (cls.mmeState >= MME_STATE_DEFAULT) { ox = VMF(1); oy = VMF(2); } else { ox = args[1]; oy = args[2]; } re.Font_DrawString( ox, oy, (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) );} return 0;#endif case UI_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case UI_LANGUAGE_USESSPACES: return re.Language_UsesSpaces();
开发者ID:entdark,项目名称:jaMME,代码行数:66,
示例17: CL_UISystemCalls//.........这里部分代码省略......... LAN_MarkServerVisible( args[1], args[2], args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( static_cast<char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] );#if defined RTCW_ET case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList( args[1], args[2] );#endif // RTCW_XX#if !defined RTCW_SP case UI_SET_PBCLSTATUS: return 0; case UI_SET_PBSVSTATUS: return 0;#endif // RTCW_XX case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_GET_CDKEY: CLUI_GetCDKey( static_cast<char*> (VMA( 1 )), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( static_cast<char*> (VMA( 1 )) ); return 0; case UI_R_REGISTERFONT: re.RegisterFont( static_cast<const char*> (VMA( 1 )), args[2], static_cast<fontInfo_t*> (VMA( 3 )) ); return 0; case UI_MEMSET: return (int)memset( VMA( 1 ), args[2], args[3] ); case UI_MEMCPY: return (int)memcpy( VMA( 1 ), VMA( 2 ), args[3] ); case UI_STRNCPY: return (int)strncpy( static_cast<char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), args[3] ); case UI_SIN: return FloatAsInt( c::sin( VMF( 1 ) ) ); case UI_COS: return FloatAsInt( c::cos( VMF( 1 ) ) ); case UI_ATAN2: return FloatAsInt( c::atan2( VMF( 1 ), VMF( 2 ) ) ); case UI_SQRT:
开发者ID:bibendovsky,项目名称:rtcw,代码行数:67,
注:本文中的Hunk_MemoryRemaining函数示例整理自Github/MSDocs等源码及文档管理平台,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。 C++ HvNAME函数代码示例 C++ Hunk_FreeTempMemory函数代码示例 |