示例#1
0
// kPlus_Mode
static SkPMColor plus_modeproc(SkPMColor src, SkPMColor dst) {
    unsigned b = saturated_add(SkGetPackedB32(src), SkGetPackedB32(dst));
    unsigned g = saturated_add(SkGetPackedG32(src), SkGetPackedG32(dst));
    unsigned r = saturated_add(SkGetPackedR32(src), SkGetPackedR32(dst));
    unsigned a = saturated_add(SkGetPackedA32(src), SkGetPackedA32(dst));
    return SkPackARGB32(a, r, g, b);
}
示例#2
0
static void
handle_profiler_signal (int signal)
{
  if (EQ (backtrace_top_function (), Qautomatic_gc))
    /* Special case the time-count inside GC because the hash-table
       code is not prepared to be used while the GC is running.
       More specifically it uses ASIZE at many places where it does
       not expect the ARRAY_MARK_FLAG to be set.  We could try and
       harden the hash-table code, but it doesn't seem worth the
       effort.  */
    cpu_gc_count = saturated_add (cpu_gc_count, 1);
  else
    {
      EMACS_INT count = 1;
#ifdef HAVE_ITIMERSPEC
      if (profiler_timer_ok)
	{
	  int overruns = timer_getoverrun (profiler_timer);
	  eassert (overruns >= 0);
	  count += overruns;
	}
#endif
      eassert (HASH_TABLE_P (cpu_log));
      record_backtrace (XHASH_TABLE (cpu_log), count);
    }
}
示例#3
0
static void
record_backtrace (log_t *log, EMACS_INT count)
{
  Lisp_Object backtrace;
  ptrdiff_t index;

  if (!INTEGERP (log->next_free))
    /* FIXME: transfer the evicted counts to a special entry rather
       than dropping them on the floor.  */
    evict_lower_half (log);
  index = XINT (log->next_free);

  /* Get a "working memory" vector.  */
  backtrace = HASH_KEY (log, index);
  get_backtrace (backtrace);

  { /* We basically do a `gethash+puthash' here, except that we have to be
       careful to avoid memory allocation since we're in a signal
       handler, and we optimize the code to try and avoid computing the
       hash+lookup twice.  See fns.c:Fputhash for reference.  */
    EMACS_UINT hash;
    ptrdiff_t j = hash_lookup (log, backtrace, &hash);
    if (j >= 0)
      {
	EMACS_INT old_val = XINT (HASH_VALUE (log, j));
	EMACS_INT new_val = saturated_add (old_val, count);
	set_hash_value_slot (log, j, make_number (new_val));
      }
    else
      { /* BEWARE!  hash_put in general can allocate memory.
	   But currently it only does that if log->next_free is nil.  */
	int j;
	eassert (!NILP (log->next_free));
	j = hash_put (log, backtrace, make_number (count), hash);
	/* Let's make sure we've put `backtrace' right where it
	   already was to start with.  */
	eassert (index == j);

	/* FIXME: If the hash-table is almost full, we should set
	   some global flag so that some Elisp code can offload its
	   data elsewhere, so as to avoid the eviction code.
	   There are 2 ways to do that, AFAICT:
	   - Set a flag checked in QUIT, such that QUIT can then call
	     Fprofiler_cpu_log and stash the full log for later use.
	   - Set a flag check in post-gc-hook, so that Elisp code can call
	     profiler-cpu-log.  That gives us more flexibility since that
	     Elisp code can then do all kinds of fun stuff like write
	     the log to disk.  Or turn it right away into a call tree.
	   Of course, using Elisp is generally preferable, but it may
	   take longer until we get a chance to run the Elisp code, so
	   there's more risk that the table will get full before we
	   get there.  */
      }
  }
}
示例#4
0
void CHARACTER_CORE::tick(bool use_input)
{
	float phys_size = 28.0f;
	triggered_events = 0;

	// get ground state
	bool grounded = false;
	if(col_check_point(pos.x+phys_size/2, pos.y+phys_size/2+5))
		grounded = true;
	if(col_check_point(pos.x-phys_size/2, pos.y+phys_size/2+5))
		grounded = true;
	//platte
	if(col_check_platte(pos.x+phys_size/2, pos.y+phys_size/2+5))
		grounded = true;
	if(col_check_platte(pos.x-phys_size/2, pos.y+phys_size/2+5))
		grounded = true;

	vec2 target_direction = normalize(vec2(input.target_x, input.target_y));

	vel.y += world->tuning.gravity;

	float max_speed = grounded ? world->tuning.ground_control_speed : world->tuning.air_control_speed;
	float accel = grounded ? world->tuning.ground_control_accel : world->tuning.air_control_accel;
	float friction = grounded ? world->tuning.ground_friction : world->tuning.air_friction;

	// handle input
	if(use_input)
	{
		direction = input.direction;

		// setup angle
		float a = 0;
		if(input.target_x == 0)
			a = atan((float)input.target_y);
		else
			a = atan((float)input.target_y/(float)input.target_x);

		if(input.target_x < 0)
			a = a+pi;

		angle = (int)(a*256.0f);

		// handle jump
		if(input.jump)
		{
			if(!(jumped&1))
			{
				if(grounded)
				{
					triggered_events |= COREEVENT_GROUND_JUMP;
					vel.y = -world->tuning.ground_jump_impulse;
					jumped |= 1;
				}
				else if(!(jumped&2))
				{
					triggered_events |= COREEVENT_AIR_JUMP;
					vel.y = -world->tuning.air_jump_impulse;
					jumped |= 3;
				}
			}
		}
		else
			jumped &= ~1;

		// handle hook
		if(input.hook)
		{
			if(hook_state == HOOK_IDLE)
			{
				hook_state = HOOK_FLYING;
				hook_pos = pos+target_direction*phys_size*1.5f;
				hook_dir = target_direction;
				hooked_player = -1;
				hook_tick = 0;
				triggered_events |= COREEVENT_HOOK_LAUNCH;
			}
		}
		else
		{
			hooked_player = -1;
			hook_state = HOOK_IDLE;
			hook_pos = pos;
		}
	}

	// add the speed modification according to players wanted direction
	if(direction < 0)
		vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
	if(direction > 0)
		vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
	if(direction == 0)
		vel.x *= friction;

	// handle jumping
	// 1 bit = to keep track if a jump has been made on this input
	// 2 bit = to keep track if a air-jump has been made
	if(grounded)
		jumped &= ~2;

	// do hook
	if(hook_state == HOOK_IDLE)
	{
		hooked_player = -1;
		hook_state = HOOK_IDLE;
		hook_pos = pos;
	}
	else if(hook_state >= HOOK_RETRACT_START && hook_state < HOOK_RETRACT_END)
	{
		hook_state++;
	}
	else if(hook_state == HOOK_RETRACT_END)
	{
		hook_state = HOOK_RETRACTED;
		triggered_events |= COREEVENT_HOOK_RETRACT;
		hook_state = HOOK_RETRACTED;
	}
	else if(hook_state == HOOK_FLYING)
	{
		vec2 new_pos = hook_pos+hook_dir*world->tuning.hook_fire_speed;
		if(distance(pos, new_pos) > world->tuning.hook_length)
		{
			hook_state = HOOK_RETRACT_START;
			new_pos = pos + normalize(new_pos-pos) * world->tuning.hook_length;
		}

		// make sure that the hook doesn't go though the ground
		bool going_to_hit_ground = false;
		bool going_to_retract = false;
		int hit = col_intersect_line(hook_pos, new_pos, &new_pos, 0);
		if(hit)
		{
			if(hit&COLFLAG_NOHOOK)
				going_to_retract = true;
			else
				going_to_hit_ground = true;
		}

		// Check against other players first
		if(world && world->tuning.player_hooking)
		{
			float dist = 0.0f;
			for(int i = 0; i < MAX_CLIENTS; i++)
			{
				CHARACTER_CORE *p = world->characters[i];
				if(!p || p == this)
					continue;

				vec2 closest_point = closest_point_on_line(hook_pos, new_pos, p->pos);
				if(distance(p->pos, closest_point) < phys_size+2.0f)
				{
					if (hooked_player == -1 || distance (hook_pos, p->pos) < dist)
					{
						triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER;
						hook_state = HOOK_GRABBED;
						hooked_player = i;
						dist = distance (hook_pos, p->pos);
					}
				}
			}
		}

		if(hook_state == HOOK_FLYING)
		{
			// check against ground
			if(going_to_hit_ground)
			{
				triggered_events |= COREEVENT_HOOK_ATTACH_GROUND;
				hook_state = HOOK_GRABBED;
			}
			else if(going_to_retract)
			{
				triggered_events |= COREEVENT_HOOK_HIT_NOHOOK;
				hook_state = HOOK_RETRACT_START;
			}

			hook_pos = new_pos;
		}
	}

	if(hook_state == HOOK_GRABBED)
	{
		if(hooked_player != -1)
		{
			CHARACTER_CORE *p = world->characters[hooked_player];
			if(p)
				hook_pos = p->pos;
			else
			{
				// release hook
				hooked_player = -1;
				hook_state = HOOK_RETRACTED;
				hook_pos = pos;
			}

			// keep players hooked for a max of 1.5sec
			//if(server_tick() > hook_tick+(server_tickspeed()*3)/2)
				//release_hooked();
		}

		// don't do this hook rutine when we are hook to a player
		if(hooked_player == -1 && distance(hook_pos, pos) > 46.0f)
		{
			vec2 hookvel = normalize(hook_pos-pos)*world->tuning.hook_drag_accel;
			// the hook as more power to drag you up then down.
			// this makes it easier to get on top of an platform
			if(hookvel.y > 0)
				hookvel.y *= 0.3f;

			// the hook will boost it's power if the player wants to move
			// in that direction. otherwise it will dampen everything abit
			if((hookvel.x < 0 && direction < 0) || (hookvel.x > 0 && direction > 0))
				hookvel.x *= 0.95f;
			else
				hookvel.x *= 0.75f;

			vec2 new_vel = vel+hookvel;

			// check if we are under the legal limit for the hook
			if(length(new_vel) < world->tuning.hook_drag_speed || length(new_vel) < length(vel))
				vel = new_vel; // no problem. apply

		}

		// release hook (max hook time is 1.25
		hook_tick++;
		if(hooked_player != -1 && (hook_tick > SERVER_TICK_SPEED+SERVER_TICK_SPEED/5 || !world->characters[hooked_player]))
		{
			hooked_player = -1;
			hook_state = HOOK_RETRACTED;
			hook_pos = pos;
		}
	}

	if(world && world->tuning.player_collision)
	{
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			CHARACTER_CORE *p = world->characters[i];
			if(!p)
				continue;

			//player *p = (player*)ent;
			if(p == this) // || !(p->flags&FLAG_ALIVE)
				continue; // make sure that we don't nudge our self

			// handle player <-> player collision
			float d = distance(pos, p->pos);
			vec2 dir = normalize(pos - p->pos);
			if(d < phys_size*1.25f && d > 1.0f)
			{
				float a = (phys_size*1.45f - d);

				// make sure that we don't add excess force by checking the
				// direction against the current velocity
				vec2 veldir = normalize(vel);
				float v = 1-(dot(veldir, dir)+1)/2;
				vel = vel + dir*a*(v*0.75f);
				vel = vel * 0.85f;
			}

			// handle hook influence
			if(hooked_player == i)
			{
				if(d > phys_size*1.50f) // TODO: fix tweakable variable
				{
					float accel = world->tuning.hook_drag_accel * (d/world->tuning.hook_length);
					float drag_speed = world->tuning.hook_drag_speed;

					// add force to the hooked player
					p->vel.x = saturated_add(-drag_speed, drag_speed, p->vel.x, accel*dir.x*1.5f);
					p->vel.y = saturated_add(-drag_speed, drag_speed, p->vel.y, accel*dir.y*1.5f);

					// add a little bit force to the guy who has the grip
					vel.x = saturated_add(-drag_speed, drag_speed, vel.x, -accel*dir.x*0.25f);
					vel.y = saturated_add(-drag_speed, drag_speed, vel.y, -accel*dir.y*0.25f);
				}
			}
		}
	}

	// clamp the velocity to something sane
	if(length(vel) > 6000)
		vel = normalize(vel) * 6000;
}