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自学教程:C++ Hunk_MemoryRemaining函数代码示例

51自学网 2021-06-01 21:26:27
  C++
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: int

vm_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: int

vm_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。


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