コード例 #1
0
ファイル: m_random.cpp プロジェクト: elanmart/ViZDoom
FRandom *FRandom::StaticFindRNG (const char *name)
{
	DWORD NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));

	// Use the default RNG if this one happens to have a CRC of 0.
	if (NameCRC == 0) return &pr_exrandom;

	// Find the RNG in the list, sorted by CRC
	FRandom **prev = &RNGList, *probe = RNGList;

	while (probe != NULL && probe->NameCRC < NameCRC)
	{
		prev = &probe->Next;
		probe = probe->Next;
	}
	// Found one so return it.
	if (probe == NULL || probe->NameCRC != NameCRC)
	{
		// A matching RNG doesn't exist yet so create it.
		probe = new FRandom(name);

		// Store the new RNG for destruction when ZDoom quits.
		NewRNGs.Push(probe);
	}
	return probe;
}
コード例 #2
0
void gl_InitializeActorLights()
{
	for(unsigned int i=0;i<LightAssociations.Size();i++)
	{
		const PClass * ti = PClass::FindClass(LightAssociations[i].ActorName());
		if (ti)
		{
			ti = GetRealType(ti);
			AActor * defaults = GetDefaultByType(ti);
			if (defaults)
			{
				FInternalLightAssociation * iasso = new FInternalLightAssociation(&LightAssociations[i]);

				if (!defaults->lightassociations)
				{
					TDeletingArray<FInternalLightAssociation*> *p =new TDeletingArray<FInternalLightAssociation*>;
					defaults->lightassociations = p;
					AssoDeleter.Push(p);
				}
				TDeletingArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
				if (iasso->Light()==NULL)
				{
					// The definition was not valid.
					delete iasso;
				}
				else
				{
					lights->Push(iasso);
				}
			}
		}
	}
	// we don't need the parser data for the light associations anymore
	LightAssociations.Clear();
	LightAssociations.ShrinkToFit();

	StateLights.Resize(ParsedStateLights.Size()+1);
	for(unsigned i=0; i<ParsedStateLights.Size();i++)
	{
		if (ParsedStateLights[i] != NAME_None)
		{
			StateLights[i] = (FLightDefaults*)-1;	// something invalid that's not NULL.
			for(unsigned int j=0;j<LightDefaults.Size();j++)
			{
				if (LightDefaults[j]->GetName() == ParsedStateLights[i])
				{
					StateLights[i] = LightDefaults[j];
					break;
				}
			}
		}
		else StateLights[i] = NULL;
	}
	StateLights[StateLights.Size()-1] = NULL;	// terminator
	ParsedStateLights.Clear();
	ParsedStateLights.ShrinkToFit();
}
コード例 #3
0
		void ParseBlock(TDeletingArray<SBarInfoCommand *> &commands, FScanner &sc, bool fullScreenOffsets)
		{
			if(sc.CheckToken('{'))
			{
				while(SBarInfoCommand *cmd = NextCommand(sc))
				{
					cmd->Parse(sc, fullScreenOffsets);
					commands.Push(cmd);
				}
			}
			else
			{
				if(SBarInfoCommand *cmd = NextCommand(sc))
				{
					cmd->Parse(sc, fullScreenOffsets);
					commands.Push(cmd);
				}
				else
					sc.ScriptError("Missing command for flow control statement.");
			}
		}
コード例 #4
0
ファイル: gl_drawinfo.cpp プロジェクト: Doom2fan/gzdoom
void FDrawInfoList::Release(FDrawInfo * di)
{
	di->ClearBuffers();
	mList.Push(di);
}