예제 #1
0
//-----------------------------------------------------------------------------
// Name: ~CLevelLoader()
// Desc: Destructor
//-----------------------------------------------------------------------------
CLevelLoader::~CLevelLoader()
{
    // Ensure we are not being deleted in the middle of an IO op.
    Dbg_Assert( IsIdle());

    // These should be already be cleaned up.
    Dbg_Assert( m_hSignature == INVALID_HANDLE_VALUE );
    Dbg_Assert( m_pSysMemBuffer == NULL );
    Dbg_Assert( m_pFileSig == NULL );

    // Close all handles.
    for( UINT i = 0; i < m_dwNumLevels; i++ )
    {
        CloseHandle( m_pLevels[i].hDVDFile );
        CloseHandle( m_pLevels[i].hHDFile );
        CloseHandle( m_pLevels[i].hSigFile );
    }

    // We don't own this memory, so don't delete it.
    m_pSysMemData = NULL;

    // Free the level state array.
    delete [] m_pLevels;
    m_pLevels = NULL;
}
예제 #2
0
파일: car.cpp 프로젝트: basecq/thug
void CCar::debug_wheels()
{
	Dbg_Assert( GetModel() );
	Gfx::CSkeleton* pCarSkeleton = this->GetSkeleton();
	Dbg_Assert( pCarSkeleton );

	// draw skeleton
	for ( int i = 0; i < 6; i++ )
	{
		Mth::Matrix objMatrix = m_matrix;
		objMatrix[Mth::POS] = m_pos;

		Mth::Matrix wsMatrix = *(pCarSkeleton->GetMatrices() + i) * objMatrix;

		Mth::Vector pos = wsMatrix[Mth::POS];
		pos[Y] += 48.0f;
		wsMatrix[Mth::POS] = Mth::Vector( 0.0f, 0.0f, 0.0f, 1.0f );
        
		// set up bounding box
		SBBox theBox;
		theBox.m_max.Set(10.0f, 10.0f, 10.0f);
		theBox.m_min.Set(-10.0f, -10.0f, -10.0f);    

		// For now, draw a bounding box
		Gfx::AddDebugBox( wsMatrix, pos, &theBox, NULL, 1, NULL ); 
	}
}
예제 #3
0
Str::String SSpecialTrickInfo::GetTrickSlotString ( void ) const
{
	if ( IsUnassigned() )
	{
		return Script::GetLocalString( "sp_str_unassigned" );
	}

	Script::CArray* pButtonArray = Script::GetArray( "SpecialCombos" );
	Dbg_Assert( pButtonArray );

	for ( int i = 0; i < (int)pButtonArray->GetSize(); i++ )
	{
		Script::CScriptStructure* pStructure = pButtonArray->GetStructure( i );
		Dbg_Assert( pStructure );

		uint32 currTrickSlot;
		pStructure->GetChecksum( "trickslot", &currTrickSlot, true );

		if ( currTrickSlot == m_TrickSlot )
		{
			const char* pTrickSlotString;
			pStructure->GetText( "desc", &pTrickSlotString, true );
			return pTrickSlotString;
		}	
	}

	return "Unknown";
}
예제 #4
0
파일: GapManager.cpp 프로젝트: basecq/thug
void CGapManager::EndGap(CClonedPiece *pGapPiece, CConcreteMetaPiece *pRegularMeta, int tab_index)
{
	
	Dbg_Assert(pGapPiece);
	Dbg_Assert(pRegularMeta);
	Dbg_MsgAssert(tab_index >= 0 && tab_index < vMAX_GAPS, ("invalid tab_index"));

	GapInfo *pStartInfo = mp_gapInfoTab[tab_index];
	Dbg_Assert(pStartInfo);
	
	//Ryan("Ending gap 0x%x\n", m_currentId);
	
	// find empty slot
	for (int i = 0; i < vMAX_GAPS; i++)
		if (!mp_gapInfoTab[i])
		{
			mp_gapInfoTab[i] = pStartInfo;
			mp_gapInfoTab[i]->m_id[1] = m_currentId++;
			mp_gapInfoTab[i]->mp_gapPiece[1] = pGapPiece;
			//mp_gapInfoTab[i]->mp_gapPiece[0]->UnmarkAsGapInProgress();
			//mp_gapInfoTab[i]->mp_gapPiece[1]->UnmarkAsGapInProgress();
			mp_gapInfoTab[i]->mp_regularMeta[1] = pRegularMeta;
			mp_gapInfoTab[i]->m_descriptor.tabIndex = tab_index;
			m_startOfGap[i] = false;
			return;
		}

	Dbg_MsgAssert(0, ("out of gap slots"));
	return;
}
예제 #5
0
파일: BettingGuy.cpp 프로젝트: basecq/thug
Script::CStruct* CBettingGuy::GetBetParams()
{
	Script::CStruct* p_params = NULL;
	
	if ( m_currentMinigame )
	{		
		CGoalManager* pGoalManager = GetGoalManager();
		Dbg_Assert( pGoalManager );
		
		CGoal* pGoal = pGoalManager->GetGoal( m_currentMinigame );
		Dbg_Assert( pGoal );

		Script::CStruct* p_temp = pGoal->GetParams();
		
		switch ( m_currentDifficulty )
		{
		case 1:
			p_temp->GetStructure( "bet_easy", &p_params, Script::NO_ASSERT );
			break;
		case 2:
			p_temp->GetStructure( "bet_medium", &p_params, Script::NO_ASSERT );
			break;
		case 3:
			p_temp->GetStructure( "bet_hard", &p_params, Script::NO_ASSERT );
			break;
		default:
			Dbg_MsgAssert( 0, ( "Betting game had unknown difficulty level" ) );
		}
	}
	return p_params;
}
예제 #6
0
파일: entity.cpp 프로젝트: rickjuang/helium
void Entity::AttachComponent(Component* component)
{
	Dbg_Assert(component != NULL);
	Dbg_Assert(FindComponent(component) == NULL);

	m_components.insert(STL::pair<CRC, Component*>(component->GetName(), component));
	component->Attach(this);
}
void CSkaterFinalizePhysicsComponent::Finalize (   )
{
	mp_core_physics_component = GetSkaterCorePhysicsComponentFromObject(GetObject());
	mp_state_component = GetSkaterStateComponentFromObject(GetObject());
		
	Dbg_Assert(mp_core_physics_component);
	Dbg_Assert(mp_state_component);
}
예제 #8
0
파일: p_NxMesh.cpp 프로젝트: basecq/thug
CPs2Mesh::CPs2Mesh(uint32* pModelData, int modelDataSize, uint8* pCASData, Nx::CTexDict* pTexDict, uint32 texDictOffset, bool isSkin, bool doShadowVolume)
{
	Dbg_Assert( pTexDict );

	mp_texDict = pTexDict;
	
	// polys should only be hidden once
	m_polysAlreadyHidden = false;

	m_isPipped = false;
	m_numCASData = 0;

	// don't do this for models
	if ( isSkin && pCASData )
	{
		build_casdata_table( pCASData );
	}
	
	// GJ:  The geomnodes blow off the texDictOffset, 
	// which means it won't work with skater models, 
	// or the 10 board gameobjs in the boardshop.
	if ( !isSkin && texDictOffset == 0 )
	{		 
		// since we're not actually opening a PIP file
		// we don't need to keep track of it
		m_isPipped = false;

		// this should already be in GEOM format,
		// by the time the data arrives here...
		// (we're not loading up the Pip through the
		// normal Pip::Load process, so we need
		// to remember the pointer to the pip data
		// so that we can delete it later)
		mp_pipData = (uint8*)Mem::Malloc( modelDataSize );
		Dbg_Assert( mp_pipData );
		
		memcpy( mp_pipData, pModelData, modelDataSize );

		// process data in place
		// final arg (0) says to hold it in a database to be rendered later
		// (as opposed to rendering it unconditionally, LOADFLAG_RENDERNOW)
		mp_geomNode = NxPs2::CGeomNode::sProcessInPlace( mp_pipData, 0 );

		// Get hierarchy array
		mp_hierarchyObjects = (CHierarchyObject*) NxPs2::CGeomNode::sGetHierarchyArray(mp_pipData, m_numHierarchyObjects);
	}
	else
	{
		NxPs2::sScene* pTextureDictionary = ((Nx::CPs2TexDict*)mp_texDict)->GetEngineTextureDictionary();
	
		NxPs2::LoadScene( pModelData, modelDataSize, pTextureDictionary, true, true, texDictOffset, doShadowVolume );

		mp_geomNode = NULL;
	}

	// temporary lookup table is no longer needed
	NxPs2::DestroyCASDataLookupTable();
}
예제 #9
0
파일: NxTexture.cpp 프로젝트: basecq/thug
void				CTexDict::AddTexture(CTexture *p_texture)
{
	Dbg_Assert(mp_texture_lookup);
	Dbg_Assert(p_texture);

	mp_texture_lookup->PutItem(p_texture->GetChecksum(), p_texture);

	plat_add_texture(p_texture);
}
예제 #10
0
파일: BettingGuy.cpp 프로젝트: basecq/thug
bool CBettingGuy::EndBetAttempt( uint32 goalId )
{
	// this acts like a secondary deactivate
	if ( IsActive() && m_currentMinigame == goalId && m_inAttempt && !m_shouldMove )
	{
		//printf("CBettingGuy::EndBetAttempt\n");
		// printf("step 2\n");
		m_inAttempt = false;
		
		Script::CStruct* pBetParams = GetBetParams();
		
		// check that they haven't exceeded the number of tries
		int max_attempts;
		pBetParams->GetInteger( "tries", &max_attempts, Script::ASSERT );

		// we're challenging them to break a record
		CGoalManager* pGoalManager = GetGoalManager();
		Dbg_Assert( pGoalManager );
		Script::CStruct* pMinigameParams = pGoalManager->GetGoal( m_currentMinigame )->GetParams();
		Dbg_Assert( pMinigameParams );
		if ( m_currentChallenge )
		{
			// printf("step 3\n");
			int last_attempt;
			if ( pMinigameParams->GetInteger( "last_attempt", &last_attempt, Script::NO_ASSERT ) )
			{
				printf("got a last attempt of %i\n", last_attempt);
				printf("m_currentChallenge is %i\n", m_currentChallenge);
				if ( last_attempt >= m_currentChallenge )
				{						
					// printf("you won the bet!\n");
					// beat the bet and call the minigame's bet_success script
					this->Win();
					return true;
				}
			}
		}
		// check that this isn't their last try
		m_numTries++;
		if ( m_numTries >= max_attempts )
		{
			Lose();
			return true;
		}
		// if it's not a challenge minigame, it's probably a trickspot
		// minigame.  In that case, we'll be told when the game is won
		// the the gap script.
	}
	return false;
}
예제 #11
0
파일: GapManager.cpp 프로젝트: basecq/thug
void CGapManager::SetGapInfo(int tab_index, GapDescriptor &descriptor)
{
	
	Dbg_MsgAssert(tab_index >= 0 && tab_index < vMAX_GAPS, ("invalid tab_index"));
	Dbg_Assert(mp_gapInfoTab[tab_index]);
	Dbg_Assert(descriptor.tabIndex >= 0 && descriptor.tabIndex < vMAX_GAPS);

	sprintf(mp_gapInfoTab[tab_index]->mp_text, "%s", descriptor.text);
	mp_gapInfoTab[tab_index]->m_descriptor = descriptor;

	RegisterGapsWithSkaterCareer();
	//mp_gapInfoTab[tab_index]->mp_gapPiece[0]->MakeTriggerable(true);
	//mp_gapInfoTab[tab_index]->mp_gapPiece[1]->MakeTriggerable(true);
}
예제 #12
0
파일: manual.cpp 프로젝트: basecq/thug
void CManual::Init ( CCompositeObject *pSkater )
{
	mpSkater = pSkater;
	Dbg_Assert(mpSkater);
	
	mpSkaterBalanceTrickComponent = GetSkaterBalanceTrickComponentFromObject(mpSkater);
	Dbg_Assert(mpSkaterBalanceTrickComponent);
	
	mpSkaterScoreComponent = GetSkaterScoreComponentFromObject(mpSkater);
	Dbg_Assert(mpSkaterScoreComponent);
	
	mpInputComponent = GetInputComponentFromObject(mpSkater);
	Dbg_Assert(mpInputComponent);
}
예제 #13
0
//-----------------------------------------------------------------------------
// Name: AsyncStreamLevel
// Desc: Loads all the resources from the given XPR asynchronously using DMA
//-----------------------------------------------------------------------------
VOID CLevelLoader::AsyncStreamLevel( DWORD dwLevel )
{
    Dbg_Assert( IsIdle() );
    Dbg_Assert( dwLevel < m_dwNumLevels );

    // We are no longer idle.
    m_IOState = Begin;

    // set current level
    m_pCurrentLevel		= &m_pLevels[dwLevel];
    m_dwCurrentLevel	= dwLevel;

    // Start timer.
    m_dStartTime = Tmr::GetTime();
}
예제 #14
0
파일: p_NxGeom.cpp 프로젝트: basecq/thug
CGeom *	CPs2Geom::plat_clone(bool instance, CModel* pDestModel)
{
	Dbg_MsgAssert(mp_instance == NULL, ("Wrong version of CPs2Geom::plat_clone() for CGeomNodes"));
	Dbg_Assert(mp_oldInstance);

	// Copy into new geom
	CPs2Geom *p_new_geom = new CPs2Geom(*this);

	Dbg_Assert(p_new_geom);

	int numBones;
	numBones = pDestModel->GetNumBones();

	Mth::Matrix temp;
	temp.Identity();

	p_new_geom->mp_matrices = ((CPs2Model*)pDestModel)->GetMatrices();

	NxPs2::sScene* pScene = mp_oldInstance->GetScene();
	Dbg_Assert( pScene );

	if ( numBones )
	{
		p_new_geom->mp_oldInstance = new NxPs2::CInstance(pScene, temp, mp_oldInstance->HasColorPerMaterial(), numBones, p_new_geom->mp_matrices );
	}
	else
	{
		p_new_geom->mp_oldInstance = new NxPs2::CInstance(pScene, temp, mp_oldInstance->HasColorPerMaterial());
	}

	Dbg_Assert(p_new_geom->mp_oldInstance);

	// Copy the colors from instance
	if (mp_oldInstance->HasColorPerMaterial())
	{
		int num_colors = mp_oldInstance->GetScene()->NumMeshes;
		for (int i = 0; i < num_colors; i++)
		{
			p_new_geom->mp_oldInstance->SetMaterialColorByIndex(i, mp_oldInstance->GetMaterialColorByIndex(i));
		}
	}
	else
	{
		p_new_geom->mp_oldInstance->SetColor(mp_oldInstance->GetColor());
	}

	return p_new_geom;
}
예제 #15
0
uint32 CTrickChecksumTable::GetChecksumFromIndex( int index )
{
		
	Dbg_Assert( index >= 0 && index < m_NumChecksums );

	return m_Checksum[index];
}
예제 #16
0
파일: p_NxMesh.cpp 프로젝트: basecq/thug
void CPs2Mesh::HidePolys( uint32 mask )
{
	int count = 0;

	// this function should only be called once per mesh
	// because after the ADC bits are squeezed,
	// the pointers are no longer valid...
	// (was causing a crash in the secret level
	// with random peds that were doing poly removal)
	if ( m_polysAlreadyHidden )
	{
		return;
	}

//	printf( "Hiding polys with mask 0x%08x\n", mask);

	for ( int j = 0; j < m_numCASData; j++ )
	{
		Dbg_Assert( mp_CASData );

		if ( mp_CASData[j].mask & mask )
		{
			if ( mp_CASData[j].pADCBit )
			{
				*mp_CASData[j].pADCBit = 0xC000;
			}
			count++;
		}
	}

//	printf( "Hiding %d polys\n", count );

	m_polysAlreadyHidden = true;
}
예제 #17
0
파일: moviecam.cpp 프로젝트: basecq/thug
bool CMovieManager::SetMoviePauseMode( uint32 name, bool pause_mode )
{
	if ( m_movieDetailsList.CountItems() == 0 )
	{
		// no movies in the queue
		return false;
	}

	if ( name == 0 )
	{
		// no name specified, so set the current movie
		CMovieDetails* pDetails = get_movie_details( 0 );
		Dbg_Assert( pDetails );
		pDetails->SetPauseMode( pause_mode );
	}
	else
	{
		// a name was specified, so only do this movie
		CMovieDetails* pDetails = get_movie_details_by_name( name );
		if ( pDetails )
		{
			pDetails->SetPauseMode( pause_mode );
		}
		else
		{
			Dbg_MsgAssert( 0, ( "Movie to set pause mode (%s) not found\n", Script::FindChecksumName(name) ) );
		}
	}
	return true;
}
예제 #18
0
void CCollisionComponent::InitCollision( Nx::CollType type, Nx::CCollObjTriData *p_coll_tri_data )
{		
	Dbg_Assert( !mp_collision );

	if ( p_coll_tri_data )
	{
		mp_collision = Nx::CCollObj::sCreateMovableCollision(type, p_coll_tri_data, 1, GetObject());
	} 
	else
	{
		Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( GetObject() );
		Dbg_MsgAssert( pModelComponent, ( "Initing collision on something with no model component" ) );

		Nx::CModel* pModel = pModelComponent->GetModel();
		Dbg_MsgAssert( pModel, ( "Initing collision on something with no model" ) );

		Ass::CAssMan * ass_man = Ass::CAssMan::Instance();
		Nx::CMesh* pMesh = (Nx::CMesh*)ass_man->GetAsset(pModel->GetFileName(), false);
		if (pMesh)
		{
			mp_collision = Nx::CCollObj::sCreateMovableCollision(type, pMesh->GetCollisionTriDataArray(), pMesh->GetCollisionTriDataArraySize(), GetObject());
		}
		else
		{
			mp_collision = Nx::CCollObj::sCreateMovableCollision(type, NULL, 0, GetObject());
		}
	}
}
예제 #19
0
파일: moviecam.cpp 프로젝트: basecq/thug
bool CMovieManager::IsMovieHeld( uint32 name )
{
	if ( m_movieDetailsList.CountItems() == 0 )
	{
		return false;
	}

	if ( name != 0 )
	{
		CMovieDetails* pDetails = get_movie_details_by_name( name );
		
		if ( pDetails )
		{
			return pDetails->IsHeld();
		}
		else
		{
			// movie not found in list!
			return false;
		}
	}
	else
	{
		CMovieDetails* pDetails = get_movie_details( 0 );
		Dbg_Assert( pDetails );
		return pDetails->IsHeld();
	}
}
예제 #20
0
//-----------------------------------------------------------------------------
// Name: CRestIO()
// Desc: Records last state for current level and get ready for IO
//-----------------------------------------------------------------------------
VOID CLevelLoader::ResetStreaming()
{
    // record last state
    m_pCurrentLevel->bWasPreCached = m_pCurrentLevel->bIsPreCached;
    m_pCurrentLevel->bWasCacheCorrupted = m_pCurrentLevel->bIsCacheCorrupted;

    // begin signature
    Dbg_Assert( m_hSignature == INVALID_HANDLE_VALUE );
    m_hSignature = XCalculateSignatureBegin( XCALCSIG_FLAG_NON_ROAMABLE );
    Dbg_Assert( m_hSignature != INVALID_HANDLE_VALUE );

    // create file sig buffer
//    Dbg_Assert( m_pFileSig == NULL );
//    Dbg_Assert( XCALCSIG_SIGNATURE_SIZE + sizeof(SIG_MAGIC) <= HD_SECTOR_SIZE );
//    m_pFileSig = new BYTE[HD_SECTOR_SIZE];
}
예제 #21
0
void CVibrationComponent::Update()
{
	Dbg_Assert(mp_input_device);
	
	if (!m_active_state)
	{
		Suspend(true);
		return;
	}
	
	// check the duration of active actuators
	for (int i = vVB_NUM_ACTUATORS; i--; )
	{
		// actuator inactive or has no associated duration
		if (!mp_vibration_timers[i].active) continue;
		
		// duration not yet up
		if (Tmr::ElapsedTime(mp_vibration_timers[i].start_time) < mp_vibration_timers[i].duration) continue;
		
		// NOTE: ignoring all replay code in VibrationComponent for now
		// Replay::WritePadVibration(i, 0);
		
		// turn off actuator
		mp_input_device->ActivateActuator(i, 0);
		
		mp_vibration_timers[i].active = false;
	}
}
예제 #22
0
파일: p_NxGeom.cpp 프로젝트: basecq/thug
bool CPs2Geom::plat_render(Mth::Matrix* pRootMatrix, Mth::Matrix* pBoneMatrices, int numBones)
{
	// implies it's got a skin
	if ( mp_oldInstance )
	{
		Dbg_Assert( mp_oldInstance );
		
		if ( numBones > 0 )
		{
			mp_oldInstance->SetBoneTransforms( pBoneMatrices ); 
		}

		mp_oldInstance->SetTransform(*pRootMatrix);
	
		Dbg_MsgAssert( numBones <= mp_oldInstance->GetNumBones(), ( "Bone mismatch Trying to render %d bones, but model was initialized with %d bones", 
																	numBones, 
																	mp_oldInstance->GetNumBones() ) );
	}

	if ( mp_instance )
	{
		m_rootMatrix = *pRootMatrix;

		if ( numBones )
		{
			mp_instance->SetBoneTransforms( pBoneMatrices );
		}
		
		Dbg_MsgAssert( numBones <= mp_instance->GetNumBones(), ( "Bone mismatch Trying to render %d bones, but model was initialized with %d bones", 
																	numBones, 
																	mp_instance->GetNumBones() ) );
	}

	return true;
}
예제 #23
0
파일: NxSector.cpp 프로젝트: basecq/thug
const Mth::CBBox & CSector::GetBoundingBox() const
{
	if (mp_geom)
	{
		return mp_geom->GetBoundingBox();
	} else {
		Dbg_Assert(mp_coll_sector);

		CCollObjTriData *p_coll_data = mp_coll_sector->GetGeometry();

		Dbg_Assert(p_coll_data);

		return p_coll_data->GetBBox();
	//	return plat_get_bounding_box();
	}
}
예제 #24
0
파일: p_NxGeom.cpp 프로젝트: basecq/thug
void CPs2Geom::plat_set_uv_wibble_offsets(float u_offset, float v_offset)
{
	Dbg_Assert(mp_instance);

	NxPs2::CGeomNode *p_node = mp_instance;

	// Get leaf
	while (!p_node->IsLeaf())
	{
		p_node = p_node->GetChild();
	}

	// Do on all siblings
	while (p_node)
	{
		if (p_node->IsUVWibbled())
		{
			p_node->SetUVWibbleOffsets(u_offset, v_offset);
			// If we are setting the offsets, then we should want to use the explicit mode
			p_node->UseExplicitUVWibble(true);
		}

		p_node = p_node->GetSibling();
	}
}
예제 #25
0
파일: moviecam.cpp 프로젝트: basecq/thug
Script::CStruct* CMovieManager::GetMovieParams( uint32 name )
{
	if ( m_movieDetailsList.CountItems() == 0 )
	{
		// no movies in the queue
		return NULL;
	}

	if ( name == 0 )
	{
		// no name specified, so set the current movie
		CMovieDetails* pDetails = get_movie_details( 0 );
		Dbg_Assert( pDetails );
		if ( pDetails )
			return pDetails->GetParams();
	}
	else
	{
		// a name was specified, so only do this movie
		CMovieDetails* pDetails = get_movie_details_by_name( name );
		if ( pDetails )
			return pDetails->GetParams();
	}
	return NULL;
}
예제 #26
0
파일: BettingGuy.cpp 프로젝트: basecq/thug
// win func that gets called automatically by update endbetattempt func
bool CBettingGuy::Win()
{	
	printf("CBettingGuy::Win\n");
	CGoalManager* pGoalManager = GetGoalManager();
	Dbg_Assert( pGoalManager );

	pGoalManager->AddCash( m_betAmount );
	Reset();

	RunCallbackScript( vSUCCESS );
	m_numBetsWon++;
	m_straightWins++;
	if ( m_straightWins > 3 && m_currentDifficulty < 3 )
	{
		m_currentDifficulty++;
		m_straightWins = 0;
	}

	m_straightLosses = 0;
	m_shouldMove = true;

	SetInactive();

	return true;
}
예제 #27
0
void CSkaterStancePanelComponent::Update()
{
	Front::CSpriteElement* p_stance_icon = static_cast< Front::CSpriteElement* >(Front::CScreenElementManager::Instance()->GetElement(
		CRCD(0x968ae5dd, "the_boardstance_sprite") + static_cast< CSkater* >(GetObject())->GetHeapIndex()
	).Convert());
	
	Dbg_Assert(p_stance_icon);
	
	int stance = determine_stance();
	
	if (stance == m_last_stance) return;
	m_last_stance = stance;
	
	if (stance == 5)
	{
		p_stance_icon->SetAlpha(0.0f, Front::CScreenElement::FORCE_INSTANT);
	}
	else
	{
		const static uint32 sp_texture_checksums[] =
		{
            CRCD(0x33a15296, "nollie_icon"),
            CRCD(0xbe91f3b6, "fakie_icon"),
			CRCD(0x9f9d3907, "switch_icon"),
            CRCD(0xb793ef40, "sw_pressure_icon"),
            CRCD(0x4e304fa1, "pressure_icon")
		};
		
		p_stance_icon->SetTexture(sp_texture_checksums[stance]);
		p_stance_icon->SetAlpha(1.0f, Front::CScreenElement::FORCE_INSTANT);
	}
}
예제 #28
0
//-----------------------------------------------------------------------------
// Name: CLevelLoader()
// Desc: Constructor
//-----------------------------------------------------------------------------
CLevelLoader::CLevelLoader()
    :   m_pSysMemData( NULL ),
        m_dwSysMemSize( 0 ),
        m_pLevels( NULL ),
        m_dwNumLevels( 0 ),
        m_pCurrentLevel( NULL ),
        m_IOState( Idle ),
        m_pSysMemBuffer( NULL ),
        m_pFileSig( NULL ),
        m_hSignature( INVALID_HANDLE_VALUE )
{
    // create file sig buffer
    Dbg_Assert( m_pFileSig == NULL );
    Dbg_Assert( XCALCSIG_SIGNATURE_SIZE + sizeof(SIG_MAGIC) <= HD_SECTOR_SIZE );
    m_pFileSig = new BYTE[HD_SECTOR_SIZE];
}
예제 #29
0
파일: p_NxWin2D.cpp 프로젝트: basecq/thug
void		CPs2Window2D::plat_update_engine()
{
	int x0 = (int) (((float) m_xpos) * NxPs2::SDraw2D::GetScreenScaleX());
	int y0 = (int) (((float) m_ypos) * NxPs2::SDraw2D::GetScreenScaleY());

	Dbg_Assert(x0 >= 0);
	Dbg_Assert(y0 >= 0);

	int x1 = x0 + (int) (((float) m_width ) * NxPs2::SDraw2D::GetScreenScaleX()) - 1;
	int y1 = y0 + (int) (((float) m_height) * NxPs2::SDraw2D::GetScreenScaleY()) - 1;

	Dbg_Assert(x1 >= 0);
	Dbg_Assert(y1 >= 0);

	mp_plat_window->SetScissor(x0, y0, x1, y1);
}
예제 #30
0
//-----------------------------------------------------------------------------
// Name: RefreshLevelStates
// Desc: Refreshes the level loader's level states
//-----------------------------------------------------------------------------
HRESULT CLevelLoader::RefreshLevelStates()
{
    Dbg_Assert( IsIdle());

    // Init states.
    for( UINT i = 0; i < m_dwNumLevels; i++ )
    {
        m_pLevels[i].bIsPreCached = FALSE;
        m_pLevels[i].bIsCacheCorrupted = FALSE;

        m_pLevels[i].bIsOpen = FALSE;
        m_pLevels[i].dwSysMemSize = 0;
        m_pLevels[i].dwVidMemSize = 0;

        // Close any opened handles.
        CloseHandle( m_pLevels[i].hDVDFile );
        CloseHandle( m_pLevels[i].hSigFile );
        CloseHandle( m_pLevels[i].hHDFile );

        m_pLevels[i].hDVDFile = INVALID_HANDLE_VALUE;
        m_pLevels[i].hHDFile = INVALID_HANDLE_VALUE;
        m_pLevels[i].hSigFile = INVALID_HANDLE_VALUE;

    }
    return S_OK;
}