Example #1
0
int main()
{
    int m = 0, n = 0;
    RingNodePtr pHead = NULL;
    printf("---------------Josephus Ring---------------\n");
    printf("N(person count) = ");
    scanf("%d", &n);
    printf("M(out number) = ");
    scanf("%d", &m);
    if(n <= 0 || m <= 0)
    {
        printf("Input Error\n");
        system("pause");
        return 0;
    }
    // 建立链表
    pHead = (RingNodePtr)malloc(sizeof(RingNode));
    pHead->pos = 1;
    pHead->next = NULL;
    CreateRing(pHead, n);
#ifdef _DEBUG
    PrintRing(pHead);
#endif

    // 开始出圈
    printf("\nKick Order: ");
    KickFromRing(pHead, m);    
    printf("\n");
    return 0;
}
Example #2
0
// runs her teleport-away and reappear states.
static void run_teleport(Object *o)
{
  switch (o->state)
  {
    // teleport away, then reappear someplace else
    case STATE_TP_AWAY:
    {
      o->state++;
      o->timer     = 0;
      o->invisible = true;
      o->flags &= ~FLAG_SHOOTABLE;

      CreateObject(o->x, o->y, OBJ_MISERY_PHASE)->dir = LEFT;
      CreateObject(o->x, o->y, OBJ_MISERY_PHASE)->dir = RIGHT;

      NXE::Sound::SoundManager::getInstance()->playSfx(NXE::Sound::SFX::SND_TELEPORT);
    }
    case STATE_TP_AWAY + 1:
    {
      o->timer++;

      // it takes exactly 8 frames for the phase-in animation to complete
      if (o->timer == 42)
      {
        // we don't actually move until the last possible second
        // in order not to bring the floattext/damage numbers with us,
        // which gives away our position.
        o->xmark = (random(9, 31) * TILE_W) * CSFI;
        o->ymark = (random(5, 7) * TILE_H) * CSFI;

        CreateObject(o->xmark + 0x2000, o->ymark, OBJ_MISERY_PHASE)->dir = LEFT;
        CreateObject(o->xmark - 0x2000, o->ymark, OBJ_MISERY_PHASE)->dir = RIGHT;
      }
      else if (o->timer == 50)
      {
        // switch back to showing real misery instead of the phase-in effect
        o->flags |= FLAG_SHOOTABLE;
        o->invisible = false;
        o->frame     = 0;
        o->dir       = LEFT;

        o->x = o->xmark;
        o->y = o->ymark;

        // spawn rings
        if (o->hp < 340)
        {
          CreateRing(o, 0x00);
          CreateRing(o, 0x80);

          if (o->hp < 180)
          {
            CreateRing(o, 0x40);
            CreateRing(o, 0xC0);
          }
        }

        // after tp we can summon the black balls if the player
        // is far enough away from us that they won't immediately trigger
        if (abs(player->x - o->x) > 112 * CSFI)
        {
          o->state = STATE_SUMMON_BALLS;
        }
        else
        {
          o->state = STATE_FIGHTING;
        }

        // setup sinusoidal hover, both of those possible states
        // are in-air states that do it.
        o->timer    = 0;
        o->yinertia = -0x200;
        // counteracts yinertia of first visible frame, so it's a
        // seamless transition from the phase-in effect.
        o->y += 0x220;
      }
    }
    break;
  }
}
MeshData MeshBuilder::CreateCone(float radius, float height, uint axisDivisions, uint heightDivisions, Color color)
{
	MeshData data;

	uint v = 0, t = 0;

	uint numVerts = 2 + (axisDivisions * heightDivisions);
	uint numTris = axisDivisions * ((2 * heightDivisions) - 1) + axisDivisions;
	data.vertices.resize(numVerts);
	data.indices.resize(numTris * 3);

	height *= 0.5f; // centering our cone at the origion

	///
	// Vertices
	///
	// bottom
	data.vertices[v++].position = Vector3::Up * -height;

	// rings
	for (uint i = 0; i < axisDivisions; i++)
	{
		float theta = ((float)i / axisDivisions) * PI * 2;
		float x = cosf(theta) * radius;
		float z = sinf(theta) * radius;
		v = CreateVertexLine(Vector3::Up * -height, Vector3(x, height, z), heightDivisions , v, data.vertices);
	}

	// top
	data.vertices[v++].position = Vector3::Up * height;


	///
	// Indices
	///
	// bottom "ring"
	uint nextAxis;
	for (uint i = 0; i < axisDivisions; i++)
	{
		nextAxis = i * heightDivisions;
		data.indices[t++] = 0;
		data.indices[t++] = nextAxis + 1;
		data.indices[t++] = nextAxis + heightDivisions + 1;
	}
	
	// Set the last value back to one
	data.indices[t - 1] = 1;

	// Remaining "rings"
	for (uint i = 1; i < heightDivisions; i++)
	{
		t = CreateRing(axisDivisions, heightDivisions, i, t, data.indices);
	}

	// Top circle
	for (uint i = 1; i <= axisDivisions; i++)
	{
		data.indices[t++] = heightDivisions * i;
		data.indices[t++] = data.vertices.size() - 1;
		data.indices[t++] = heightDivisions * i + heightDivisions;
	}

	data.indices[t - 1] = heightDivisions;

	for (uint i = 0; i < data.vertices.size(); i++)
	{
		data.vertices[i].color = color;

		// BAD
		data.vertices[i].normal = Vector3::Normalize(data.vertices[i].position);
	}

	return data;
}
Example #4
0
IOReturn CLASS::UIMCreateControlEndpoint(UInt8 functionNumber, UInt8 endpointNumber, UInt16 maxPacketSize,
										 UInt8 speed, USBDeviceAddress highSpeedHub, int highSpeedPort)
{
	TRBStruct localTrb = { 0U };
	IOReturn rc;
	ContextStruct* pContext;
	ringStruct* pRing;
	int32_t retFromCMD;
	uint16_t packetSize;
	uint8_t slot;

	if (functionNumber == _hub3Address || functionNumber == _hub2Address)
		return kIOReturnSuccess;
	packetSize = maxPacketSize != 9U ? maxPacketSize : 512U;
	if (!functionNumber) {
		if (_numEndpoints >= _maxNumEndpoints)
			return kIOUSBEndpointCountExceeded;
		retFromCMD = WaitForCMD(&localTrb, XHCI_TRB_TYPE_ENABLE_SLOT, 0);
		if (retFromCMD == -1 || retFromCMD <= -1000)
			return retFromCMD == (-1000 - XHCI_TRB_ERROR_NO_SLOTS) ? kIOUSBDeviceCountExceeded : kIOReturnInternalError;
		slot = static_cast<uint8_t>(retFromCMD);
#if 0
		/*
		 * Note: Added Mavericks
		 */
		if (_vendorID == kVendorIntel && _IntelSlotWorkaround && slot == _numSlots) {
			_IntelSlotWorkaround = false;
			retFromCMD = CleanupControlEndpoint(slot, true);
			_IntelSWSlot = slot;
			if (retFromCMD == -1 || retFromCMD <= -1000)
				return kIOReturnInternalError;
			ClearTRB(&localTrb, true);
			retFromCMD = WaitForCMD(&localTrb, XHCI_TRB_TYPE_ENABLE_SLOT, 0);
			if (retFromCMD == -1 || retFromCMD <= -1000)
				return retFromCMD == (-1000 - XHCI_TRB_ERROR_NO_SLOTS) ? kIOUSBDeviceCountExceeded : kIOReturnInternalError;
			slot = static_cast<uint8_t>(retFromCMD);
			if (slot == _numSlots)
				ExecuteGetPortBandwidthWorkaround();
		}
		_IntelSlotWorkaround = false;
#endif
		if (!slot || slot > _numSlots) {
			/*
			 * Sanity check.  Bail out, 'cause UIMDeleteEndpoint
			 *   won't handle invalid slot # well.
			 */
			CleanupControlEndpoint(slot, true);
			IOLog("%s: xHC assigned invalid slot number %u\n", __FUNCTION__, slot);
			return kIOUSBDeviceCountExceeded;
		}
		pRing = CreateRing(slot, 1, 0U);
		if (!pRing || pRing->md) {
			CleanupControlEndpoint(slot, true);
			return kIOReturnInternalError;
		}
		_addressMapper.Slot[0] = slot;
		_addressMapper.Active[0] = true;
		rc = AllocRing(pRing, 1);
		if (rc != kIOReturnSuccess) {
			CleanupControlEndpoint(slot, false);
			return kIOReturnNoMemory;
		}
		rc = MakeBuffer(kIOMemoryPhysicallyContiguous | kIODirectionInOut,
						GetDeviceContextSize(),
						-PAGE_SIZE,
						&SlotPtr(slot)->md,
						reinterpret_cast<void**>(&SlotPtr(slot)->ctx),
						&SlotPtr(slot)->physAddr);
		if (rc != kIOReturnSuccess) {
			CleanupControlEndpoint(slot, false);
			return kIOReturnNoMemory;
		}
		if (!pRing->asyncEndpoint) {
			pRing->epType = CTRL_EP;
			pRing->asyncEndpoint = XHCIAsyncEndpoint::withParameters(this, pRing, packetSize, 0U, 0U);
			if (!pRing->asyncEndpoint) {
				CleanupControlEndpoint(slot, false);
				return kIOReturnNoMemory;
			}
			static_cast<void>(__sync_fetch_and_add(&_numEndpoints, 1));
		}
		SetDCBAAAddr64(&_dcbaa.ptr[slot], ConstSlotPtr(slot)->physAddr);
		return AddressDevice(slot,
							 packetSize,
							 false,
							 speed,
							 GetSlotID(highSpeedHub),
							 highSpeedPort);
	}
	if (endpointNumber)
		return kIOReturnInternalError;
	slot = GetSlotID(functionNumber);
	if (!slot)
		return kIOReturnInternalError;
	pContext = GetSlotContext(slot, 1);
	if (!pContext)
		return kIOReturnInternalError;
	if (XHCI_EPCTX_1_MAXP_SIZE_GET(pContext->_e.dwEpCtx1) == packetSize)
		return kIOReturnSuccess;
	GetInputContext();
	pContext = GetInputContextPtr();
	pContext->_ic.dwInCtx1 = XHCI_INCTX_1_ADD_MASK(1U);
	pContext = GetInputContextPtr(2);
	pContext->_e.dwEpCtx1 = XHCI_EPCTX_1_MAXP_SIZE_SET(static_cast<uint32_t>(packetSize));
	SetTRBAddr64(&localTrb, _inputContext.physAddr);
	localTrb.d = XHCI_TRB_3_SLOT_SET(static_cast<uint32_t>(slot));
	retFromCMD = WaitForCMD(&localTrb, XHCI_TRB_TYPE_EVALUATE_CTX, 0);
	ReleaseInputContext();
	if (retFromCMD == -1)
		return kIOReturnInternalError;
	if (retFromCMD > -1000)
		return kIOReturnSuccess;
	if (retFromCMD == -1000 - XHCI_TRB_ERROR_PARAMETER) {
#if 0
		PrintContext(GetInputContextPtr());
		PrintContext(GetInputContextPtr(2));
#endif
	}
	return kIOReturnInternalError;
}
MeshData MeshBuilder::CreateCylinder(float radius, float height, uint axisDivisions, uint heightDivisions, Color color)
{
	MeshData data;

	uint v = 0, t = 0;
	uint numVerts = 2 + (axisDivisions * (heightDivisions + 1));
	uint numTris = 2 * axisDivisions + 2 * heightDivisions * axisDivisions;
	data.vertices.resize(numVerts);
	data.indices.resize(numTris * 3);

	height *= 0.5f;

	data.vertices[v++].position = Vector3::Up * -height;

	for (uint i = 0; i < axisDivisions; i++)
	{
		float theta = ((float)i / axisDivisions) * PI * 2;
		float x = cosf(theta) * radius;
		float z = sinf(theta) * radius;
		v = CreateVertexLineC(Vector3(x, -height, z), Vector3(x, height, z), heightDivisions, v, data.vertices);
	}

	data.vertices[v++].position = Vector3::Up * height;

	///
	// Indices
	///

	// bottom circle
	uint base = 1;
	for (uint i = 1; i <= axisDivisions; i++)
	{
		data.indices[t++] = 0;
		data.indices[t++] = base;
		data.indices[t++] = base + (heightDivisions + 1);

		base += heightDivisions + 1;
	}

	data.indices[t - 1] = 1;

	// rings
	for (uint i = 1; i <= heightDivisions ; i++)
	{
		t = CreateRing(axisDivisions, heightDivisions + 1, i, t, data.indices);
	}

	// Top circle
	for (uint i = 1; i <= axisDivisions; i++)
	{
		data.indices[t++] = (heightDivisions + 1) * i;
		data.indices[t++] = data.vertices.size() - 1;
		data.indices[t++] = (heightDivisions + 1) * i + (heightDivisions + 1);
	}

	data.indices[t - 1] = heightDivisions + 1;

	for (uint i = 0; i < data.vertices.size(); i++)
	{
		data.vertices[i].color = color;
		data.vertices[i].normal = Vector3::Normalize(data.vertices[i].position);
	}

	return data;
}