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C++ Hunk_MemoryRemaining函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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,代码来源:vm.cpp


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,代码来源:vm.c


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,代码来源:cl_cgame.c


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,代码来源:cl_cgame.c


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,代码来源:cl_ui.c


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,代码来源:cl_ui.cpp


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,代码来源:cl_cgame.c


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,代码来源:cl_ui.cpp


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,代码来源:cl_ui.c


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,代码来源:cl_cgame.c


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,代码来源:cl_ui.c


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,代码来源:cl_cgame.cpp


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,代码来源:cl_ui.c


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,代码来源:cl_cgame.c


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,代码来源:vm.c


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,代码来源:cl_ui.cpp


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,代码来源:cl_ui.cpp



注:本文中的Hunk_MemoryRemaining函数示例由纯净天空整理自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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