bool game_cl_ArtefactHunt::NeedToSendReady_Spectator(int key, game_PlayerState* ps) { CStringTable st; bool res = ( GAME_PHASE_PENDING == Phase() && kWPN_FIRE == key) || ( (kJUMP == key) && GAME_PHASE_INPROGRESS==Phase() && CanBeReady()); if ((Phase() == GAME_PHASE_INPROGRESS) && (kJUMP==key) && m_cl_dwWarmUp_Time) { return res; } if ((GAME_PHASE_INPROGRESS==Phase()) && (kJUMP==key) && (iReinforcementTime!=0) && (!m_game_ui->m_pBuySpawnMsgBox->IsShown()) && local_player && (local_player->money_for_round+m_iSpawn_Cost)>=0) { string1024 BuySpawnText; xr_sprintf (BuySpawnText, *st.translate("mp_press_yes2pay"), abs(local_player->money_for_round), abs(m_iSpawn_Cost)); m_game_ui->m_pBuySpawnMsgBox->SetText(BuySpawnText); if (m_bTeamSelected && m_bSkinSelected) m_game_ui->m_pBuySpawnMsgBox->ShowDialog(true); return false; }; return res; }
/************** merge PWAD IWAD directory module ****************/ void ADDallSpriteFloor(const char *wadout, const char *doomwad, const char *wadres,NTRYB select) { struct WADINFO iwad; struct WADINFO pwad; struct WADINFO rwad; Int16 n; ENTRY *iiden; /*identify entry in IWAD*/ ENTRY *piden; /*identify entry in PWAD*/ Int32 start,size,ostart,osize; Int16 pnm;char *Pnam;Int32 Pnamsz; struct WADDIR *NewDir;Int32 NewNtry; Phase("ME88", "Copying sprites and/or flats"); Phase("ME88", " from iwad %s", fname (doomwad)); Phase("ME88", " and pwad %s", fname (wadres)); Phase("ME88", " into pwad %s", fname (wadout)); /* get iwad directory, and identify */ iwad.ok=0; WADRopenR(&iwad,doomwad); /*find PNAMES*/ pnm=WADRfindEntry(&iwad,"PNAMES"); if(pnm<0) ProgError("ME91", "Can't find PNAMES in main WAD"); Pnam=WADRreadEntry(&iwad,pnm,&Pnamsz); /* identify iwad*/ iiden=IDENTentriesIWAD(&iwad, Pnam, Pnamsz,TRUE); /* get pwad directory, and identify*/ pwad.ok=0; WADRopenR(&pwad,wadres); piden=IDENTentriesPWAD(&pwad, Pnam, Pnamsz); /**/ Free(Pnam); /*where to put pwad? at pwadstart*/ if((iwad.maxpos|pwad.maxpos)&EXTERNAL )Bug("ME94", "AddExt"); /* merge the two directories */ NewDir=LISmergeDir(&NewNtry,TRUE,TRUE,select,&iwad,iiden,EXTERNAL,&pwad,piden,0); /* create a new PWAD*/ rwad.ok=0; WADRopenW(&rwad,wadout,PWAD, 1); for(n=0;n<NewNtry;n++) { ostart=NewDir[n].start; osize=NewDir[n].size; WADRalign4(&rwad); start=WADRposition(&rwad); if(ostart&EXTERNAL) size=WADRwriteWADbytes(&rwad,&iwad,ostart&(~EXTERNAL),osize); else size=WADRwriteWADbytes(&rwad,&pwad,ostart,osize); WADRdirAddEntry(&rwad,start,size,NewDir[n].name); } Free(NewDir); /*close files memory*/ WADRclose(&iwad); WADRclose(&pwad); WADRwriteDir(&rwad, 1); WADRclose(&rwad); Phase("ME98", "Addition of sprites and floors is complete"); }
/*verifica che la valutazione del bianco e del nero sia simmetrica*/ void test_eval() { /* Materiale:equal KS:equal OK PS:black (White isolated and hang)*/ char p[] = "2rq1rk1/pb2bppp/1pn1p3/2p5/3P4/P1PBPN2/1B2QPPP/3R1RK1 w - - 0 1"; /*char fp[]="3r1rk1/1b2qppp/p1pbpn2/3p4/2P5/1PN1P3/PB2BPPP/2RQ1RK1 w - - 0 1";*/ /*char p[] = "8/PPP4k/8/8/8/8/4Kppp/8 w - - ";*/ /* Materiale:black (bishop pair) KS:equal PS:black (white weak white squares)*/ /*char p[]="rnbqkb1r/pppp1ppp/8/4P3/3P4/3Q4/PP3PPP/RNB1K1NR b KQkq - 0 1";*/ /* Materiale:black (bishop pair) KS:equal PS:black (white weak white squares isol back)*/ /*char p[]="r2qkb1r/1p1b3p/p3ppp1/2p5/2P5/4P2Q/PB1P1PPP/RN3RK1 b k - 0 1";*/ /* Materiale:equal KS:equal PS:equal*/ /*char p[]="r2q1rk1/pb1nbppp/1p2pn2/8/1P6/P4NP1/1B1NPPBP/R2Q1RK1 w - - 0 0";*/ /* Materiale: KS:black PS:black--->sbagliato*/ /*char p[]="2br1rk1/pp2bppp/3p2n1/3P4/4P1n1/1B3NN1/PP1B2PP/R3R1K1 w - - 0 0";*/ /* Materiale: KS:white PS:*/ /*char p[]="R1n5/5rkp/3p2p1/2rNpq2/1NP4b/7P/4QPP1/5RK1 b - - 0 1";*/ int score; set_position(p); init_data(); print_board(); print_bitboard(); /*Precalcoliamo*/ Phase(WHITE) = eval_phase(WHITE); Phase(BLACK) = eval_phase(BLACK); score = eval(0); printf("eval %d\n", score); /*set_position(fp); init_data(); print_board(); print_bitboard(); Phase(WHITE)=eval_phase(WHITE); Phase(BLACK)=eval_phase(BLACK); score=eval(0); printf("eval %d",score);*/ }
TDSPVector* TDSPBlockOperation::Sum2PhaseDiff(Int_t bl, TDSPVector *in1, TDSPVector *in2, TDSPVector *result, TComplex scaler) { Int_t len1 = in1->GetLen(); TComplex *iv1 = in1->GetVec(); Int_t len2 = in1->GetLen(); TComplex *iv2 = in2->GetVec(); if (len1!=len2) { Warning("Sum2PhaseDiff","input length differ (%d<>%d)",len1,len2); } if (len1%bl) { Warning("Sum2PhaseDiff","length of input vector1 (%d) is not a multiple of the block len (%d)!",len1,bl); } if (len2%bl) { Warning("Sum2PhaseDiff","length of input vector2 (%d) is not a multiple of the block len (%d)!",len2,bl); } Int_t len=TMath::Min(len1,len2); if (!result) result = new TDSPVector(); result->SetLen(bl); TComplex *ov = result->GetVec(); result->Zeros(); Double_t tmp; if (scaler==1.) { for(register Int_t i=0;i<len;++i) { tmp = Phase(iv1[i]%iv2[i]); ov[i%bl] += tmp*tmp; } } else { for(register Int_t i=0;i<len;++i) { tmp = Phase(iv1[i]%(scaler*iv2[i])); ov[i%bl] += tmp*tmp; } } return result; }
void CGameGraphBuilder::build_graph ( #ifdef PRIQUEL LPCSTR graph_name, LPCSTR cross_table_name, #endif // PRIQUEL LPCSTR level_name ) { Phase ("Building level game graph"); Msg ("level \"%s\"",level_name); #ifdef PRIQUEL m_graph_name = graph_name; m_cross_table_name = cross_table_name; #endif // PRIQUEL m_level_name = level_name; // CTimer timer; // timer.Start (); create_graph (0.000000f,0.000047f); // Msg ("%f",timer.GetElapsed_sec()); load_level_graph (0.000047f,0.002470f); // Msg ("%f",timer.GetElapsed_sec()); load_graph_points (0.002517f,0.111812f); // Msg ("%f",timer.GetElapsed_sec()); build_cross_table (0.114329f,0.773423f); // Msg ("%f",timer.GetElapsed_sec()); build_graph (0.887752f,0.112248f); // Msg ("%f",timer.GetElapsed_sec()); Msg ("Level graph is generated successfully"); }
BOOL game_cl_ArtefactHunt::CanCallBuyMenu () { if (!m_bBuyEnabled) return FALSE; if (Phase()!=GAME_PHASE_INPROGRESS) return false; if (!is_buy_menu_ready()) return FALSE; if (m_game_ui->m_pUITeamSelectWnd && m_game_ui->m_pUITeamSelectWnd->IsShown()) { return FALSE; }; if (pCurSkinMenu && pCurSkinMenu->IsShown()) { return FALSE; }; if ( m_game_ui && m_game_ui->GetActorMenu().IsShown() ) { return FALSE; } /*if (m_game_ui->m_pInventoryMenu && m_game_ui->m_pInventoryMenu->IsShown()) { return FALSE; };*/ CActor* pCurActor = smart_cast<CActor*> (Level().CurrentEntity()); if (!pCurActor || !pCurActor->g_Alive()) return FALSE; return TRUE; };
BOOL game_cl_Deathmatch::CanCallBuyMenu () { if (Phase()!=GAME_PHASE_INPROGRESS) return false; if (!is_buy_menu_ready()) return FALSE; if (Level().CurrentEntity() && !smart_cast<CSpectator*>(Level().CurrentEntity())) { return FALSE; }; if (!m_bSkinSelected || m_bSpectatorSelected) return FALSE; if (pCurSkinMenu && pCurSkinMenu->IsShown()) { return FALSE; }; if ( m_game_ui && m_game_ui->ActorMenu().IsShown() ) { return FALSE; } /*if (m_game_ui->m_pInventoryMenu && m_game_ui->m_pInventoryMenu->IsShown()) { return FALSE; };*/ return m_bBuyEnabled; };
Phase BodyStateEquation::operator()(const Phase &y) const { glm::vec3 force = m_body.netForce(); for (auto&& c : m_body.m_constraints) { force += c.force(y.position, c.attachedTo().position()); } return Phase(y.momentum / m_body.mass(), force); }
void game_sv_GameState::Update () { struct ping_filler { void operator()(IClient* client) { xrClientData* C = static_cast<xrClientData*>(client); if (!C->ps) return; C->ps->ping = u16(C->stats.getPing()); } }; ping_filler tmp_functor; m_server->ForEachClientDo(tmp_functor); if (!IsGameTypeSingle() && (Phase() == GAME_PHASE_INPROGRESS)) { m_item_respawner.update(Level().timeServer()); } if (!g_dedicated_server) { if (Level().game) { CScriptProcess *script_process = ai().script_engine().script_process(ScriptEngine::eScriptProcessorGame); if (script_process) script_process->update (); } } }
void MovementInform(uint32 type, uint32 id) override { if (type != POINT_MOTION_TYPE) return; uint8 nextBossId = 0; switch (id) { case PHASE_FRENZIED_WORGEN: nextBossId = DATA_FRENZIED_WORGEN; break; case PHASE_RAVENOUS_FURLBORG: nextBossId = DATA_RAVENOUS_FURBOLG; break; case PHASE_MASSIVE_JORMUNGAR: nextBossId = DATA_MASSIVE_JORMUNGAR; break; case PHASE_FEROCIOUS_RHINO: nextBossId = DATA_FEROCIOUS_RHINO; break; case PHASE_GORTOK_PALEHOOF: nextBossId = DATA_GORTOK_PALEHOOF; break; default: return; } if (Creature* nextBoss = ObjectAccessor::GetCreature(*me, instance->GetGuidData(nextBossId))) DoCast(nextBoss, SPELL_ORB_CHANNEL, false); currentPhase = Phase(id); SummonTimer = 5000; }
void Reset() override { _Reset(); /// There is a good reason to store them like this, we are going to shuffle the order. for (uint32 i = PHASE_FRENZIED_WORGEN; i < PHASE_GORTOK_PALEHOOF; ++i) Sequence[i] = Phase(i); /// This ensures a random order and only executes each phase once. std::random_shuffle(Sequence, Sequence + PHASE_GORTOK_PALEHOOF); uiArcingSmashTimer = 15000; uiImpaleTimer = 12000; uiWhiteringRoarTimer = 10000; me->GetMotionMaster()->MoveTargetedHome(); AddCount = 0; currentPhase = PHASE_NONE; for (uint8 i = DATA_FRENZIED_WORGEN; i <= DATA_FEROCIOUS_RHINO; ++i) if (Creature* temp = ObjectAccessor::GetCreature(*me, instance->GetData64(i))) if (!temp->IsAlive()) temp->Respawn(); if (GameObject* go = ObjectAccessor::GetGameObject(*me, instance->GetData64(DATA_GORTOK_PALEHOOF_SPHERE))) { go->SetGoState(GO_STATE_READY); go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE); } }
void game_cl_Deathmatch::net_import_state (NET_Packet& P) { inherited::net_import_state (P); m_s32FragLimit = P.r_s32(); m_s32TimeLimit = P.r_s32() * 60000; m_u32ForceRespawn = P.r_u32() * 1000; m_cl_dwWarmUp_Time = P.r_u32(); m_bDamageBlockIndicators = !!P.r_u8(); // Teams u16 t_count; P.r_u16 (t_count); teams.clear (); for (u16 t_it=0; t_it<t_count; ++t_it) { game_TeamState ts; P.r (&ts,sizeof(game_TeamState)); teams.push_back (ts); }; switch (Phase()) { case GAME_PHASE_PLAYER_SCORES: { P.r_stringZ(WinnerName); bool NeedSndMessage = (xr_strlen(WinnerName) != 0); if (NeedSndMessage && local_player && !xr_strcmp(WinnerName, local_player->getName())) { PlaySndMessage(ID_YOU_WON); } }break; } }
Medium(std::vector<std::size_t> const& phases_) : property(MPL::number_of_properties) { for (auto p : phases_) { phases.push_back(Phase(p)); } }
void CBuild::Light() { //****************************************** Implicit { FPU::m64r (); Phase ("LIGHT: Implicit..."); mem_Compact (); ImplicitLighting(); } //****************************************** Lmaps { FPU::m64r (); Phase ("LIGHT: LMaps..."); mem_Compact (); // Randomize deflectors std::random_shuffle (g_deflectors.begin(),g_deflectors.end()); for (u32 dit = 0; dit<g_deflectors.size(); dit++) task_pool.push_back(dit); // Main process (4 threads) Status ("Lighting..."); CThreadManager threads; const u32 thNUM = 6; CTimer start_time; start_time.Start(); for (int L=0; L<thNUM; L++) threads.start(xr_new<CLMThread> (L)); threads.wait (500); clMsg ("%f seconds",start_time.GetElapsed_sec()); } //****************************************** Vertex FPU::m64r (); Phase ("LIGHT: Vertex..."); mem_Compact (); LightVertex (); //****************************************** Merge LMAPS { FPU::m64r (); Phase ("LIGHT: Merging lightmaps..."); mem_Compact (); xrPhase_MergeLM (); } }
Phase game_phase(const Position& pos) { Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK); return npm >= MidgameLimit ? PHASE_MIDGAME : npm <= EndgameLimit ? PHASE_ENDGAME : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit)); }
void CFontControl::UpdateModelL() { // set up zoom factor & graphics device map for getting fonts and drawing text iZoomFactor.SetGraphicsDeviceMap(iCoeEnv->ScreenDevice()); iZoomFactor.SetZoomFactor(TZoomFactor::EZoomOneToOne); iDeviceMap = &iZoomFactor; // find the font to display this phase TTypefaceSupport* myTypefaceSupport = new TTypefaceSupport; iCoeEnv->ScreenDevice()->TypefaceSupport(*myTypefaceSupport, Phase()); iCurrentFont = myTypefaceSupport->iTypeface.iName.Des(); // set up descriptor for commentary area _LIT(KFormat,"Typeface index=%d. Name=%S. Num heights=%d. (Num typefaces=%d)"); TBuf<128> commentaryText; commentaryText.Format(KFormat, Phase(), &iCurrentFont, myTypefaceSupport->iNumHeights, iNumTypefaces); iGraphObserver->NotifyStatus(commentaryText); delete myTypefaceSupport; }
Phase ConfigFlagsTable::GetPhase(__in LPCWSTR str) { for(int i=0; i < PhaseCount; i++) { if(0 == _wcsicmp(str, PhaseNames[i])) { return Phase(i); } } return InvalidPhase; }
void CHelloControl::UpdateModelL() { switch (Phase()) { case 0: { iGraphObserver->NotifyStatus(KTxtUpdateModelEnglish); } break; case 1: { iGraphObserver->NotifyStatus(KTxtUpdateModelFrench); } break; case 2: { iGraphObserver->NotifyStatus(KTxtUpdateModelGerman); } break; case 3: { iGraphObserver->NotifyStatus(KTxtUpdateModelItalian); } break; case 4: { iGraphObserver->NotifyStatus(KTxtUpdateModelTurkish); } break; case 5: { iGraphObserver->NotifyStatus(KTxtUpdateModelJapanese); } break; case 6: { iGraphObserver->NotifyStatus(KTxtUpdateModelShakespearian); } break; default: { iGraphObserver->NotifyStatus(KTxtUpdateModelOverrun); } break; }; }
/* ** -app complete a PWAD with DOOM entries ** */ void ADDappendSpriteFloor(const char *doomwad, const char *wadres,NTRYB select) { struct WADINFO iwad; struct WADINFO pwad; ENTRY *iiden; /*identify entry in IWAD*/ ENTRY *piden; /*identify entry in PWAD*/ Int16 pnm;char *Pnam;Int32 Pnamsz; Int32 dirpos,ntry,psize,time; struct WADDIR *NewDir;Int32 NewNtry; Phase("ME52", "Appending sprites and/or flats"); Phase("ME52", " from iwad %s", fname (doomwad)); Phase("ME52", " to pwad %s", fname (wadres)); /* get iwad directory, and identify */ iwad.ok=0; WADRopenR(&iwad,doomwad); /*find PNAMES*/ pnm=WADRfindEntry(&iwad,"PNAMES"); if(pnm<0) ProgError("ME61", "Can't find PNAMES in iwad"); Pnam=WADRreadEntry(&iwad,pnm,&Pnamsz); /* identify iwad*/ iiden=IDENTentriesIWAD(&iwad, Pnam, Pnamsz,TRUE); /* get pwad directory, and identify*/ pwad.ok=0; WADRopenR(&pwad,wadres); piden=IDENTentriesPWAD(&pwad, Pnam, Pnamsz); /**/ Free(Pnam); /* merge the two directories */ NewDir=LISmergeDir(&NewNtry,TRUE,TRUE,select,&iwad,iiden,EXTERNAL,&pwad,piden,0); /* prepare for append*/ time=WADRprepareAppend(wadres,&pwad,NewDir,NewNtry,&dirpos,&ntry,&psize); /* append DOOM sprites to PWAD*/ HDRplunderWad(&pwad,&iwad); /* set dir */ HDRsetDir(&pwad,FALSE,FALSE,time,dirpos,ntry,psize,-1,-1,doomwad); /* close */ WADRclose(&iwad); WADRclose(&pwad); }
Phase Phases::GetFirstPhase() { int i= -1; while(!this->phaseList[++i].valid) { if(i >= PhaseCount - 1) { return InvalidPhase; } } return Phase(i); }
void xrCompiler (LPCSTR name, bool draft_mode, LPCSTR out_name) { Phase ("Loading level..."); xrLoad (name,draft_mode); mem_Optimize(); // Phase("Building nodes..."); // xrBuildNodes(); // Msg("%d nodes created",int(g_nodes.size())); // mem_Optimize(); // // Phase("Smoothing nodes..."); // xrSmoothNodes(); // mem_Optimize(); if (!draft_mode) { Phase("Lighting nodes..."); xrLight (); // xrDisplay (); mem_Optimize(); Phase("Calculating coverage..."); xrCover (); mem_Optimize(); } ///////////////////////////////////// // Phase("Palettizing cover values..."); // xrPalettizeCovers(); // mem_Optimize(); // Phase("Visualizing nodes..."); // xrDisplay (); Phase("Saving nodes..."); xrSaveNodes (name,out_name); mem_Optimize(); }
void CHelloControl::Draw(const TRect& /* aRect */) const { // draw surrounding rectangle SystemGc().DrawRect(Rect()); // calculate rectangle to draw into TRect rect = Rect(); rect.Shrink(1, 1); // calculate vertical centering CFont *font = iMessageFont; TInt ascent = (rect.Height() - font->HeightInPixels()) / 2 + font->AscentInPixels(); // draw text in rectangle CWindowGc& gc = SystemGc(); gc.SetBrushStyle(CGraphicsContext::ESolidBrush); gc.UseFont(iMessageFont); switch (Phase()) { case 0: gc.DrawText(KTxtDrawCase0, rect, ascent, CGraphicsContext::ECenter, 0); break; case 1: gc.DrawText(KTxtDrawCase1, rect, ascent, CGraphicsContext::ECenter, 0); break; case 2: gc.DrawText(KTxtDrawCase2, rect, ascent, CGraphicsContext::ECenter, 0); break; case 3: gc.DrawText(KTxtDrawCase3, rect, ascent, CGraphicsContext::ECenter, 0); break; case 4: gc.DrawText(KTxtDrawCase4, rect, ascent, CGraphicsContext::ECenter, 0); break; case 5: gc.DrawText(KTxtDrawCase5, rect, ascent, CGraphicsContext::ECenter, 0); break; case 6: gc.DrawText(KTxtDrawCase6, rect, ascent, CGraphicsContext::ECenter, 0); break; default: break; }; }
/* This function returns 0, or -1 if the sprite died */ int Object::Move(int Frozen) // This is called every timestep. { if ( ! Frozen ) SetPos(x+xvec, y+yvec); /* Phase, but don't draw our new position */ Phase(); /* Does this object have a lifetime? */ if ( TTL && (--TTL == 0) ) { // This sprite died... return(BeenTimedOut()); } return(0); }
void Initialize() { /// There is a good reason to store them like this, we are going to shuffle the order. for (uint32 i = PHASE_FRENZIED_WORGEN; i < PHASE_GORTOK_PALEHOOF; ++i) Sequence[i] = Phase(i); /// This ensures a random order and only executes each phase once. std::random_shuffle(Sequence, Sequence + PHASE_GORTOK_PALEHOOF); uiArcingSmashTimer = 15000; uiImpaleTimer = 12000; uiWhiteringRoarTimer = 10000; AddCount = 0; currentPhase = PHASE_NONE; }
void game_sv_TeamDeathmatch::Update() { inherited::Update(); switch(Phase()) { case GAME_PHASE_TEAM1_SCORES : case GAME_PHASE_TEAM2_SCORES : case GAME_PHASE_TEAMS_IN_A_DRAW : { if ( m_delayedRoundEnd && m_roundEndDelay < Device.TimerAsync() ) { OnRoundEnd(); // eRoundEnd_Finish } } break; }; }
BOOL game_cl_Deathmatch::CanCallInventoryMenu () { if (Phase()!=GAME_PHASE_INPROGRESS) return false; if (Level().CurrentEntity() && !smart_cast<CActor*>(Level().CurrentEntity())) { return FALSE; } if (pCurSkinMenu && pCurSkinMenu->IsShown()) { return FALSE; }; if (local_player->testFlag(GAME_PLAYER_FLAG_VERY_VERY_DEAD)) { return FALSE; } return TRUE; };
/* ** Take some entries from a WAD */ static void HDRplunderWad(struct WADINFO *rwad,struct WADINFO *ewad) { char *data; Int32 wsize,sz=0; Int32 ostart,osize; Int16 n; Int32 oldfilesz; /* ** calculate required size */ oldfilesz=WADRposition(rwad); /*old file size*/ /* ** copy entries from WAD */ Phase("ME10", "Copying entries from wad (please wait)"); data = (char *)Malloc(MEMORYCACHE); for(n=0;n<(rwad->ntry);n++) { /*if((n&0x7F)==0) Phase("."); FIXME need /dev/tty output */ ostart=rwad->dir[n].start; osize=rwad->dir[n].size; /*detect external entries */ if(ostart&EXTERNAL) { /*update new directory*/ WADRalign4(rwad); rwad->dir[n].start=WADRposition(rwad); /*get entry size*/ if(osize>0) { /*copy old entry */ WADRseek(ewad,ostart&(~EXTERNAL)); for(wsize=0;wsize<osize;wsize+=sz) { sz=(osize-wsize>MEMORYCACHE)? MEMORYCACHE:osize-wsize; WADRreadBytes(ewad,data,sz); if(WADRwriteBytes2(rwad,data,sz)<0) { WADRchsize(rwad,oldfilesz); ProgError("ME13", "Not enough disk space"); break; } } } } } /*Phase("\n"); FIXME need /dev/tty output */ Free(data); }
void SinusFitter::FindPhaseAndAmplitude(num_t &phase, num_t &litude, const num_t *dataX, const num_t *dataT, const size_t dataSize, const num_t frequency) const throw() { // calculate 1/N * \sum_t x(t) e^{-i * frequency * t} num_t sumR = 0.0L, sumI = 0.0L; for(unsigned i=0;i<dataSize;++i) { const num_t t = dataT[i]; const num_t x = dataX[i]; sumR += x * cosn(-t * frequency); sumI += x * sinn(-t * frequency); } sumR /= (num_t) dataSize; sumI /= (num_t) dataSize; phase = Phase(sumR, sumI); amplitude = 2.0L * sqrtn(sumR*sumR + sumI*sumI); }
BOOL game_cl_TeamDeathmatch::CanCallTeamSelectMenu () { if (Phase()!=GAME_PHASE_INPROGRESS) return false; if (!local_player) return false; if (m_game_ui->m_pInventoryMenu && m_game_ui->m_pInventoryMenu->IsShown()) { return FALSE; }; if (pCurBuyMenu && pCurBuyMenu->IsShown()) { return FALSE; }; if (pCurSkinMenu && pCurSkinMenu->IsShown()) { return FALSE; }; m_game_ui->m_pUITeamSelectWnd->SetCurTeam(ModifyTeam(local_player->team)); return TRUE; };
AFComplexVector<fftw_complex, double>& AFComplexVector<fftw_complex, double>::ToPolar() { assert(!m_bIsPolar); /* * It overwrites the input vector U with its own polar * complex coordinates. * Here the fftwf_complex type is reinterpretated from Re,Im, to Mag,Phase */ fftw_complex cpxTmp; for(AFSampleCount i = 1; i < (m_smpcLength-1); i++) { Mag(cpxTmp) = Magnitude(m_pcpxUf[i]); Ph(cpxTmp) = -Phase(m_pcpxUf[i]); Mag(m_pcpxUf[i]) = Mag(cpxTmp); Ph(m_pcpxUf[i]) = Ph(cpxTmp); } m_bIsPolar = true; return *this; }