static COUNT
initialize_flak (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
	COUNT i;
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;
	
	GetElementStarShip (ShipPtr, &StarShipPtr);
	MissileBlock.cx = ShipPtr->next.location.x;
	MissileBlock.cy = ShipPtr->next.location.y;
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
	MissileBlock.face = MissileBlock.index = StarShipPtr->ShipFacing;
	MissileBlock.sender = ShipPtr->playerNr;
	MissileBlock.flags = IGNORE_SIMILAR;
	MissileBlock.pixoffs = SPATHI_FORWARD_OFFSET;
	MissileBlock.speed = (MISSILE_SPEED << RESOLUTION_FACTOR);
	MissileBlock.hit_points = MISSILE_HITS;
	MissileBlock.damage = MISSILE_DAMAGE;
	MissileBlock.life = MISSILE_LIFE;
	MissileBlock.preprocess_func = flak_preprocess;
	MissileBlock.blast_offs = MISSILE_OFFSET;

	for(i = 0; i < 3; ++i)
	{
		if (i == 0)
		{
			MissileBlock.cx = ShipPtr->next.location.x;
			MissileBlock.cy = ShipPtr->next.location.y;
		}
		else if (i == 1)
		{
			MissileBlock.cx = ShipPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 12);
			MissileBlock.cy = ShipPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 12);
		}
		else if (i == 2)
		{
			MissileBlock.cx = ShipPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -12);
			MissileBlock.cy = ShipPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -12);
		}
		
		if ((MissileArray[i] = initialize_missile (&MissileBlock)))
		{
			SIZE dx, dy, angle, speed;
			ELEMENT *MissilePtr;

			LockElement (MissileArray[i], &MissilePtr);

			if (i > 0)
			{
				angle = GetVelocityTravelAngle (&MissilePtr->velocity);
				GetCurrentVelocityComponents(&MissilePtr->velocity, &dx, &dy);
				speed = square_root (dx*dx + dy*dy);

				if (i == 1)
					angle += 1;
				else if (i == 2)
					angle -= 1;

				SetVelocityComponents(&MissilePtr->velocity, COSINE(angle, speed), SINE(angle, speed));
			}

			GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);

			// Add the Eluder's velocity to its projectiles.
			DeltaVelocityComponents (&MissilePtr->velocity, dx, dy);
			MissilePtr->current.location.x -= VELOCITY_TO_WORLD (dx);
			MissilePtr->current.location.y -= VELOCITY_TO_WORLD (dy);

			MissilePtr->turn_wait = 1;

			UnlockElement (MissileArray[i]);
		}
	}

	return (3);
}
int main ()  {
	float x = .0f;
	while ( std::cin >> x )  {
		std::cout << std::setprecision(15) << square_root( x ) << "\n";
	 }
 }
int
ACE_Stats::std_dev (ACE_Stats_Value &std_dev,
                    const ACE_UINT32 scale_factor)
{
  if (number_of_samples_ <= 1)
    {
      std_dev.whole (0);
      std_dev.fractional (0);
    }
  else
    {
      const ACE_UINT32 field = std_dev.fractional_field ();

      // The sample standard deviation is:
      //
      // sqrt (sum (sample_i - mean)^2 / (number_of_samples_ - 1))

      ACE_UINT64 mean_scaled;
      // Calculate the mean, scaled, so that we don't lose its
      // precision.
      ACE_Stats_Value avg (std_dev.precision ());
      mean (avg, 1u);
      avg.scaled_value (mean_scaled);

      // Calculate the summation term, of squared differences from the
      // mean.
      ACE_UINT64 sum_of_squares = 0;
      ACE_Unbounded_Queue_Iterator<ACE_INT32> i (samples_);
      while (! i.done ())
        {
          ACE_INT32 *sample;
          if (i.next (sample))
            {
              const ACE_UINT64 original_sum_of_squares = sum_of_squares;

              // Scale up by field width so that we don't lose the
              // precision of the mean.  Carefully . . .
              const ACE_UINT64 product (*sample * field);

              ACE_UINT64 difference;
              // NOTE: please do not reformat this code!  It //
              // works with the Diab compiler the way it is! //
              if  (product >= mean_scaled)                   //
                {                                            //
                  difference = product - mean_scaled;        //
                }                                            //
              else                                           //
                {                                            //
                  difference = mean_scaled - product;        //
                }                                            //
              // NOTE: please do not reformat this code!  It //
              // works with the Diab compiler the way it is! //

              // Square using 64-bit arithmetic.
              sum_of_squares += difference * ACE_U64_TO_U32 (difference);
              i.advance ();

              if (sum_of_squares < original_sum_of_squares)
                {
                  overflow_ = ENOSPC;
                  return -1;
                }
            }
        }

      // Divide the summation by (number_of_samples_ - 1), to get the
      // variance.  In addition, scale the variance down to undo the
      // mean scaling above.  Otherwise, it can get too big.
      ACE_Stats_Value variance (std_dev.precision ());
      quotient (sum_of_squares,
                (number_of_samples_ - 1) * field * field,
                variance);

      // Take the square root of the variance to get the standard
      // deviation.  First, scale up . . .
      ACE_UINT64 scaled_variance;
      variance.scaled_value (scaled_variance);

      // And scale up, once more, because we'll be taking the square
      // root.
      scaled_variance *= field;
      ACE_Stats_Value unscaled_standard_deviation (std_dev.precision ());
      square_root (scaled_variance,
                   unscaled_standard_deviation);

      // Unscale.
      quotient (unscaled_standard_deviation,
                scale_factor * field,
                std_dev);
    }

  return 0;
}
Beispiel #4
0
// XXX: This function should be split into two
static void
self_destruct (ELEMENT *ElementPtr)
{
    STARSHIP *StarShipPtr;

    GetElementStarShip (ElementPtr, &StarShipPtr);
    if (ElementPtr->state_flags & PLAYER_SHIP)
    {
        HELEMENT hDestruct;

        // Spawn a temporary element, which dies in this same frame, in order
        // to defer the effects of the glory explosion.
        // It will be the last element (or one of the last) for which the
        // death_func will be called from PostProcessQueue() in this frame.
        hDestruct = AllocElement ();
        if (hDestruct)
        {
            ELEMENT *DestructPtr;

            LockElement (hDestruct, &DestructPtr);
            DestructPtr->playerNr = ElementPtr->playerNr;
            DestructPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE;
            DestructPtr->next.location = ElementPtr->next.location;
            DestructPtr->life_span = 0;
            DestructPtr->pParent = ElementPtr->pParent;
            DestructPtr->hTarget = 0;

            DestructPtr->death_func = self_destruct;

            UnlockElement (hDestruct);

            PutElement (hDestruct);
        }

        ElementPtr->state_flags |= NONSOLID;
        // The ship is now dead. It's death_func, i.e. ship_death(), will be
        // called the next frame.
        ElementPtr->life_span = 0;

        ElementPtr->preprocess_func = destruct_preprocess;
    }
    else
    {
        // This is called during PostProcessQueue(), close to or at the end,
        // for the temporary destruct element to apply the effects of glory
        // explosion. The effects are not seen until the next frame.
        HELEMENT hElement, hNextElement;

        for (hElement = GetHeadElement ();
                hElement != 0; hElement = hNextElement)
        {
            ELEMENT *ObjPtr;

            LockElement (hElement, &ObjPtr);
            hNextElement = GetSuccElement (ObjPtr);

            if (CollidingElement (ObjPtr) || ORZ_MARINE (ObjPtr))
            {
#define DESTRUCT_RANGE 180
                SIZE delta_x, delta_y;
                DWORD dist;

                if ((delta_x = ObjPtr->next.location.x
                               - ElementPtr->next.location.x) < 0)
                    delta_x = -delta_x;
                if ((delta_y = ObjPtr->next.location.y
                               - ElementPtr->next.location.y) < 0)
                    delta_y = -delta_y;
                delta_x = WORLD_TO_DISPLAY (delta_x);
                delta_y = WORLD_TO_DISPLAY (delta_y);
                if (delta_x <= DESTRUCT_RANGE && delta_y <= DESTRUCT_RANGE
                        && (dist = (DWORD)(delta_x * delta_x)
                                   + (DWORD)(delta_y * delta_y)) <=
                        (DWORD)(DESTRUCT_RANGE * DESTRUCT_RANGE))
                {
#define MAX_DESTRUCTION (DESTRUCT_RANGE / 10)
                    SIZE destruction;

                    destruction = ((MAX_DESTRUCTION
                                    * (DESTRUCT_RANGE - square_root (dist)))
                                   / DESTRUCT_RANGE) + 1;

                    if (ObjPtr->state_flags & PLAYER_SHIP)
                    {
                        if (!DeltaCrew (ObjPtr, -destruction))
                            ObjPtr->life_span = 0;
                    }
                    else if (!GRAVITY_MASS (ObjPtr->mass_points))
                    {
                        if ((BYTE)destruction < ObjPtr->hit_points)
                            ObjPtr->hit_points -= (BYTE)destruction;
                        else
                        {
                            ObjPtr->hit_points = 0;
                            ObjPtr->life_span = 0;
                        }
                    }
                }
            }

            UnlockElement (hElement);
        }
    }
}
Beispiel #5
0
double my_sqrt(double x)
{
	return square_root(1, x);
};
Beispiel #6
0
static void
spawn_crew (PELEMENT ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hCrew;

		hCrew = AllocElement ();
		if (hCrew != 0)
		{
			ELEMENTPTR CrewPtr;

			LockElement (hCrew, &CrewPtr);
			CrewPtr->next.location = ElementPtr->next.location;
			CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE
					| (ElementPtr->state_flags & (GOOD_GUY | BAD_GUY));
			CrewPtr->life_span = 0;
			CrewPtr->death_func = spawn_crew;
			CrewPtr->pParent = ElementPtr->pParent;
			CrewPtr->hTarget = 0;
			UnlockElement (hCrew);

			PutElement (hCrew);
		}
	}
	else
	{
		HELEMENT hElement, hNextElement;

		for (hElement = GetHeadElement ();
				hElement != 0; hElement = hNextElement)
		{
			ELEMENTPTR ObjPtr;

			LockElement (hElement, &ObjPtr);
			hNextElement = GetSuccElement (ObjPtr);

			if ((ObjPtr->state_flags & PLAYER_SHIP)
					&& (ObjPtr->state_flags & (GOOD_GUY | BAD_GUY)) !=
					(ElementPtr->state_flags & (GOOD_GUY | BAD_GUY))
					&& ObjPtr->crew_level > 1)
			{
				SIZE dx, dy;
				DWORD d_squared;

				dx = ObjPtr->next.location.x - ElementPtr->next.location.x;
				if (dx < 0)
					dx = -dx;
				dy = ObjPtr->next.location.y - ElementPtr->next.location.y;
				if (dy < 0)
					dy = -dy;

				dx = WORLD_TO_DISPLAY (dx);
				dy = WORLD_TO_DISPLAY (dy);
#define ABANDONER_RANGE 208 /* originally SPACE_HEIGHT */
				if (dx <= ABANDONER_RANGE && dy <= ABANDONER_RANGE
						&& (d_squared = (DWORD)((UWORD)dx * (UWORD)dx)
						+ (DWORD)((UWORD)dy * (UWORD)dy)) <=
						(DWORD)((UWORD)ABANDONER_RANGE * (UWORD)ABANDONER_RANGE))
				{
#define MAX_ABANDONERS 8
					COUNT crew_loss;

					crew_loss = ((MAX_ABANDONERS
							* (ABANDONER_RANGE - square_root (d_squared)))
							/ ABANDONER_RANGE) + 1;
					if (crew_loss >= ObjPtr->crew_level)
						crew_loss = ObjPtr->crew_level - 1;

					AbandonShip (ObjPtr, ElementPtr, crew_loss);
				}
			}

			UnlockElement (hElement);
		}
	}
}
Beispiel #7
0
 /**
  * \return a Gaussian sample of the type \c Variate determined by mapping a
  * noise sample into the Gaussian sample space
  *
  * \param sample    Noise Sample
  *
  * \throws see square_root()
  */
 Variate map_standard_normal(const StandardVariate& sample) const override
 {
     return mean() + square_root() * sample;
 }
Beispiel #8
0
//Function to calculate the color contribution of each ray
color_fixed lightContribution ( node* currNode, scene *myScene )
{
	color_fixed c1 = { 0, 0, 0 };
	coord t = currNode->t;
	triangle* intersection = currNode->lastIntercepted;
	if ( intersection == NULL )
	{
		//printf( "no intersection \n" );
		return c1;
	}

	point_fixed intersectionPoint = currNode->v.start + t * currNode->v.dir;
	vect_fixed normal = normalTriangle( intersection, myScene );
	material intersectMat = myScene->materials[ intersection->materialId ];

	for( unsigned int j = 0; j < myScene->NbLights; ++j )
	{
		coord n1, n2;
		light currentl = myScene->lights[j];
		// vector length from the intersection point to the l
		vect_fixed dist = currentl.pos - intersectionPoint;
		n1 = currNode->v.dir * normal;
		//root->v.dir.x * normal.x + root->v.dir.y * normal.y + root->v.dir.z
		// * normal.z ;
		if (n1 > 0)
		{
			normal.x = -normal.x;
			normal.y = -normal.y;
			normal.z = -normal.z;
		}
		n1 = currNode->v.dir * normal;
		n2 = dist * normal;
		if( n1 < 0 && n2 > 0 )
		{
			//now let's create a ray from the intersection point to
			//the light source
			ray lightRay;
			lightRay.start = intersectionPoint;
			lightRay.dir = ( 1 / square_root( dist * dist ) ) * dist;
			//let's see if there are objects in the middle of the road that can
			// cause reflection or shadow
			// light ray and ray have to be in the same direction so proyection
			// from the light ray in the ray has to have the
			// same direction so cosI positive

			int shadow = 0;
			kdTreeNode* shadowPack = currNode->currentPacket;
			kdTreeNode* newShadowPack = NULL;
			//incrementing the ray starting point for avoiding self intersection

			//printf( "shadow verification process\n" );
			while( 1 )
			{
				TrigRefList* currTrigRef = shadowPack->trig;
				while( currTrigRef != NULL )
				{
					coord u = 0;
					if ( hitTriangle( &lightRay, currTrigRef->ref, &u ) == 1 )
					{
						if( u == 0 )
						{
							//not self intersection in the same packet
							currTrigRef = currTrigRef->next;
							continue;
						}
						if ( currTrigRef->ref != currNode->lastIntercepted )
						{
							//not self intersection in different packets
							//is it really necessary ?
							printf( "Intersection found - Trig Index: %d" \
							        "- shadow region for light %d\n\n ",
							        currTrigRef->ref->index, j );
							cout << "shadow ray start x: " << lightRay.start.x
							     << " y: " << lightRay.start.y
							     << " z: "  << lightRay.start.z << endl;
							cout << "shadow ray dir x  : " << lightRay.dir.x
							     << " y: " << lightRay.dir.y
							     << " z: "  << lightRay.dir.z   << endl;
							cout << "u: " << u;
							shadow = 1;
							break;
						}
						else
						{
							printf( "yes! It is necessary\n " );
							//exit(0);
						}
					}
					currTrigRef = currTrigRef->next;
				}
				if( shadow == 1 )
				{
					break; //shadow found
				}
				else
				{
					//printf( "getting next packet\n" );
					newShadowPack = getTrianguleList( &lightRay,
					                                  shadowPack,
					                                  myScene->tree );
					if( newShadowPack != NULL && newShadowPack != shadowPack )
					{
						currTrigRef = newShadowPack->trig;
						// for( int i = 0; i < newShadowPack->pnum; i++ )
						// {
						// 	cout << "index: " << currTrigRef->ref->index
						// 	     << endl;
						// 	cout << "v1  - x: " << currTrigRef->ref->V1.x
						// 	     << " y: " << currTrigRef->ref->V1.y << " z: "
						// 	     << currTrigRef->ref->V1.z << endl;
						// 	cout << "v2  - x: " << currTrigRef->ref->V2.x
						// 	     << " y: " << currTrigRef->ref->V2.y
						// 	     << " z: " << currTrigRef->ref->V2.z << endl;
						// 	cout << "v3  - x: " << currTrigRef->ref->V3.x
						// 	     << " y: " << currTrigRef->ref->V3.y
						// 	     << " z: " << currTrigRef->ref->V3.z << endl;
						// 	cout << endl;
						// 	currTrigRef = currTrigRef->next;
						// }
					}
					else
					{
						//cout << "no more triangles" << endl;
						break;
					}
					shadowPack = newShadowPack;
				}
			}
			//we considered the objects as lambert-surface ones so this means
			// that the Intensity from the incoming ray
			// depends on the angle between the normal

			//if there's no shadow, we considered the current light source
			// effect : Io=In*cos(0);
			if ( shadow == 0 )
			{

		    	mfp coef=1;
				for(unsigned int q=0; q<= (unsigned int)(currNode->level); ++q)
				{
					coef*=intersectMat.reflection;
				}

				if ((currNode->type==REFLECTED_RAY)
				    || (currNode->type==ROOT_RAY)
				    || (currNode->type==TOTAL_REFLECTED_RAY))
				{

					// lambert
					// cout << " coef:  " << coef
					//      << " level: " << root->level << endl;
					// intensity from objects material
					mfp lambert = (lightRay.dir * normal) * coef;
				   //  cout << " lambert:  " << lambert  << endl;
					c1.red = c1.red + lambert * currentl.red * intersectMat.red;
					c1.green = (c1.green + lambert * currentl.green
					            * intersectMat.green);
					c1.blue = (c1.blue + lambert * currentl.blue
					           * intersectMat.blue);

					// cout << "color r2 R " << c1.red
					//      << " g " << c1.green
					//      << " b " << c1.blue << endl;
				}

				else if (currNode->type==REFRACTED_RAY)
				{

					//pseudo beer
					c1.red = c1.red + coef * intersectMat.red;
					c1.green = c1.green + coef * intersectMat.green;
					c1.blue = c1.blue + coef * intersectMat.blue;
				}

			}
		}
		else
		{
			//cout << "FFFUUUU" << endl;
		}
	}
	return c1;
}