本文整理汇总了C++中Hunk_AllocateTempMemory函数的典型用法代码示例。如果您正苦于以下问题:C++ Hunk_AllocateTempMemory函数的具体用法?C++ Hunk_AllocateTempMemory怎么用?C++ Hunk_AllocateTempMemory使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Hunk_AllocateTempMemory函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: R_LevelShot
static void R_LevelShot( void ) {
#ifndef _XBOX
char checkname[MAX_OSPATH];
byte *buffer;
byte *source;
byte *src, *dst;
int x, y;
int r, g, b;
float xScale, yScale;
int xx, yy;
sprintf( checkname, "levelshots/%s.tga", tr.world->baseName );
source = (unsigned char *)Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight * 3 );
buffer = (unsigned char *)Hunk_AllocateTempMemory( LEVELSHOTSIZE * LEVELSHOTSIZE*3 + 18);
Com_Memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = LEVELSHOTSIZE & 255;
buffer[13] = LEVELSHOTSIZE >> 8;
buffer[14] = LEVELSHOTSIZE & 255;
buffer[15] = LEVELSHOTSIZE >> 8;
buffer[16] = 24; // pixel size
qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGB, GL_UNSIGNED_BYTE, source );
// resample from source
xScale = glConfig.vidWidth / (4.0*LEVELSHOTSIZE);
yScale = glConfig.vidHeight / (3.0*LEVELSHOTSIZE);
for ( y = 0 ; y < LEVELSHOTSIZE ; y++ ) {
for ( x = 0 ; x < LEVELSHOTSIZE ; x++ ) {
r = g = b = 0;
for ( yy = 0 ; yy < 3 ; yy++ ) {
for ( xx = 0 ; xx < 4 ; xx++ ) {
src = source + 3 * ( glConfig.vidWidth * (int)( (y*3+yy)*yScale ) + (int)( (x*4+xx)*xScale ) );
r += src[0];
g += src[1];
b += src[2];
}
}
dst = buffer + 18 + 3 * ( y * LEVELSHOTSIZE + x );
dst[0] = b / 12;
dst[1] = g / 12;
dst[2] = r / 12;
}
}
// gamma correct
if ( ( tr.overbrightBits > 0 ) && glConfig.deviceSupportsGamma ) {
R_GammaCorrect( buffer + 18, LEVELSHOTSIZE * LEVELSHOTSIZE * 3 );
}
FS_WriteFile( checkname, buffer, LEVELSHOTSIZE * LEVELSHOTSIZE*3 + 18 );
Hunk_FreeTempMemory( buffer );
Hunk_FreeTempMemory( source );
Com_Printf ("Wrote %s\n", checkname );
#endif
}
开发者ID:MrSquirrely,项目名称:Jedi-Academy,代码行数:60,代码来源:tr_init.cpp
示例2: S_LoadSound
/*
==============
S_LoadSound
The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
bool S_LoadSound( sfx_t *sfx )
{
byte *data;
short *samples;
wavinfo_t info;
int size;
// player specific sounds are never directly loaded
if ( sfx->soundName[0] == '*')
return false;
// load it in
size = FS_ReadFile( sfx->soundName, (void **)&data );
if ( !data )
return false;
info = GetWavinfo( sfx->soundName, data, size );
if ( info.channels != 1 )
{
Com_Printf ("%s is a stereo wav file\n", sfx->soundName);
FS_FreeFile (data);
return false;
}
if ( info.width == 1 )
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName);
if ( info.rate != 22050 )
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName);
samples = reinterpret_cast<short*>(Hunk_AllocateTempMemory(info.samples * sizeof(short) * 2));
sfx->lastTimeUsed = Com_Milliseconds()+1;
// each of these compression schemes works just fine
// but the 16bit quality is much nicer and with a local
// install assured we can rely upon the sound memory
// manager to do the right thing for us and page
// sound in as needed
if( sfx->soundCompressed == true)
{
sfx->soundCompressionMethod = 1;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) );
S_AdpcmEncodeSound(sfx, samples);
}
else
{
sfx->soundCompressionMethod = 0;
sfx->soundLength = info.samples;
sfx->soundData = NULL;
ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, false );
}
Hunk_FreeTempMemory(samples);
FS_FreeFile( data );
return true;
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:68,代码来源:snd_mem.c
示例3: S_LoadSound
/*
==============
S_LoadSound
The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound( sfx_t *sfx )
{
byte *data;
short *samples;
snd_info_t info;
// int size;
// load it in
data = S_CodecLoad(sfx->soundName, &info);
if(!data)
return qfalse;
if ( info.width == 1 ) {
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit audio file\n", sfx->soundName);
}
if ( info.rate != 22050 ) {
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz audio file\n", sfx->soundName);
}
samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);
sfx->lastTimeUsed = Com_Milliseconds()+1;
// each of these compression schemes works just fine
// but the 16bit quality is much nicer and with a local
// install assured we can rely upon the sound memory
// manager to do the right thing for us and page
// sound in as needed
if( info.channels == 1 && sfx->soundCompressed == qtrue) {
sfx->soundCompressionMethod = 1;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs );
S_AdpcmEncodeSound(sfx, samples);
#if 0
} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*16) && info.width >1) {
sfx->soundCompressionMethod = 3;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
encodeMuLaw( sfx, samples);
} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) {
sfx->soundCompressionMethod = 2;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
encodeWavelet( sfx, samples);
#endif
} else {
sfx->soundCompressionMethod = 0;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfx( sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse );
}
sfx->soundChannels = info.channels;
Hunk_FreeTempMemory(samples);
Hunk_FreeTempMemory(data);
return qtrue;
}
开发者ID:TimeDoctor,项目名称:ioq3,代码行数:68,代码来源:snd_mem.c
示例4: SV_ChangeMaxClients
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i;
client_t *oldClients;
int count;
// get the highest client number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients arrays
Z_Free( svs.clients );
// allocate new clients
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
for ( i = 0 ; i < count ; i++ ) {
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
}
}
// free the old clients on the hunk
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
}
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:65,代码来源:sv_init.c
示例5: R_TakeScreenshot
/*
==================
R_TakeScreenshot
==================
*/
void R_TakeScreenshot( int x, int y, int width, int height, char *fileName ) {
byte *buffer;
int i, c, temp;
buffer = (unsigned char *)Hunk_AllocateTempMemory(glConfig.vidWidth*glConfig.vidHeight*3+18);
Com_Memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = width & 255;
buffer[13] = width >> 8;
buffer[14] = height & 255;
buffer[15] = height >> 8;
buffer[16] = 24; // pixel size
qglReadPixels( x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
// swap rgb to bgr
c = 18 + width * height * 3;
for (i=18 ; i<c ; i+=3) {
temp = buffer[i];
buffer[i] = buffer[i+2];
buffer[i+2] = temp;
}
// gamma correct
if ( ( tr.overbrightBits > 0 ) && glConfig.deviceSupportsGamma ) {
R_GammaCorrect( buffer + 18, glConfig.vidWidth * glConfig.vidHeight * 3 );
}
FS_WriteFile( fileName, buffer, c );
Hunk_FreeTempMemory( buffer );
}
开发者ID:Camron,项目名称:OpenJK,代码行数:38,代码来源:tr_init.cpp
示例6: SV_LoadGame_f
/*
=================
SV_LoadGame_f
=================
*/
void SV_LoadGame_f( void ) {
char filename[MAX_QPATH], mapname[MAX_QPATH];
byte *buffer;
int size;
Q_strncpyz( filename, Cmd_Argv( 1 ), sizeof( filename ) );
if ( !filename[0] ) {
Com_Printf( "You must specify a savegame to load\n" );
return;
}
if ( Q_strncmp( filename, "save/", 5 ) && Q_strncmp( filename, "save\\", 5 ) ) {
Q_strncpyz( filename, va( "save/%s", filename ), sizeof( filename ) );
}
if ( !strstr( filename, ".svg" ) ) {
Q_strcat( filename, sizeof( filename ), ".svg" );
}
size = FS_ReadFile( filename, NULL );
if ( size < 0 ) {
Com_Printf( "Can't find savegame %s\n", filename );
return;
}
buffer = Hunk_AllocateTempMemory( size );
FS_ReadFile( filename, (void **)&buffer );
// read the mapname, if it is the same as the current map, then do a fast load
Com_sprintf( mapname, sizeof( mapname ), buffer + sizeof( int ) );
if ( com_sv_running->integer && ( com_frameTime != sv.serverId ) ) {
// check mapname
if ( !Q_stricmp( mapname, sv_mapname->string ) ) { // same
if ( Q_stricmp( filename, "save/current.svg" ) != 0 ) {
// copy it to the current savegame file
FS_WriteFile( "save/current.svg", buffer, size );
}
Hunk_FreeTempMemory( buffer );
Cvar_Set( "savegame_loading", "2" ); // 2 means it's a restart, so stop rendering until we are loaded
SV_MapRestart_f(); // savegame will be loaded after restart
return;
}
}
Hunk_FreeTempMemory( buffer );
// otherwise, do a slow load
if ( Cvar_VariableIntegerValue( "sv_cheats" ) ) {
Cbuf_ExecuteText( EXEC_APPEND, va( "spdevmap %s", filename ) );
} else { // no cheats
Cbuf_ExecuteText( EXEC_APPEND, va( "spmap %s", filename ) );
}
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:61,代码来源:sv_ccmds.c
示例7: S_OggOpus_CodecOpenStream
/*
=====================================================================
S_OggOpus_CodecLoad
We handle S_OggOpus_CodecLoad as a special case of the streaming functions
where we read the whole stream at once.
======================================================================
*/
void *S_OggOpus_CodecLoad( const char *filename, snd_info_t *info )
{
snd_stream_t *stream;
byte *buffer;
int bytesRead;
// check if input is valid
if ( !( filename && info ) )
{
return NULL;
}
// open the file as a stream
stream = S_OggOpus_CodecOpenStream( filename );
if ( !stream )
{
return NULL;
}
// copy over the info
info->rate = stream->info.rate;
info->width = stream->info.width;
info->channels = stream->info.channels;
info->samples = stream->info.samples;
info->size = stream->info.size;
info->dataofs = stream->info.dataofs;
// allocate a buffer
// this buffer must be free-ed by the caller of this function
buffer = Hunk_AllocateTempMemory( info->size );
if ( !buffer )
{
S_OggOpus_CodecCloseStream( stream );
return NULL;
}
// fill the buffer
bytesRead = S_OggOpus_CodecReadStream( stream, info->size, buffer );
// we don't even have read a single byte
if ( bytesRead <= 0 )
{
Hunk_FreeTempMemory( buffer );
S_OggOpus_CodecCloseStream( stream );
return NULL;
}
S_OggOpus_CodecCloseStream( stream );
return buffer;
}
开发者ID:LoganTheD3vil,项目名称:Unvanquished,代码行数:63,代码来源:snd_codec_opus.c
示例8: RE_SaveJPG
void RE_SaveJPG(const char * filename, int quality, int image_width, int image_height, byte *image_buffer, int padding)
{
byte *out;
size_t bufSize;
bufSize = image_width * image_height * 3;
out = (byte *)Hunk_AllocateTempMemory(bufSize);
bufSize = RE_SaveJPGToBuffer(out, bufSize, quality, image_width, image_height, image_buffer, padding);
ri->FS_WriteFile(filename, out, bufSize);
Hunk_FreeTempMemory(out);
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:13,代码来源:tr_image_jpg.cpp
示例9: R_MipMap2
/*
================
R_MipMap2
Operates in place, quartering the size of the texture
Proper linear filter
================
*/
static void R_MipMap2( unsigned *in, int inWidth, int inHeight ) {
int i, j, k;
byte *outpix;
int inWidthMask, inHeightMask;
int total;
int outWidth, outHeight;
unsigned *temp;
outWidth = inWidth >> 1;
outHeight = inHeight >> 1;
temp = (unsigned int *)Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
inWidthMask = inWidth - 1;
inHeightMask = inHeight - 1;
for ( i = 0 ; i < outHeight ; i++ ) {
for ( j = 0 ; j < outWidth ; j++ ) {
outpix = (byte *) ( temp + i * outWidth + j );
for ( k = 0 ; k < 4 ; k++ ) {
total =
1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k];
outpix[k] = total / 36;
}
}
}
memcpy( in, temp, outWidth * outHeight * 4 );
Hunk_FreeTempMemory( temp );
}
开发者ID:BSzili,项目名称:OpenJK,代码行数:55,代码来源:tr_image.cpp
示例10: R_TakeScreenshotJPEG
/*
==================
R_TakeScreenshot
==================
*/
void R_TakeScreenshotJPEG( int x, int y, int width, int height, char *fileName ) {
byte *buffer;
buffer = (unsigned char *)Hunk_AllocateTempMemory(glConfig.vidWidth*glConfig.vidHeight*4);
qglReadPixels( x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer );
// gamma correct
if ( ( tr.overbrightBits > 0 ) && glConfig.deviceSupportsGamma ) {
R_GammaCorrect( buffer, glConfig.vidWidth * glConfig.vidHeight * 4 );
}
FS_WriteFile( fileName, buffer, 1 ); // create path
SaveJPG( fileName, 95, glConfig.vidWidth, glConfig.vidHeight, buffer);
Hunk_FreeTempMemory( buffer );
}
开发者ID:Camron,项目名称:OpenJK,代码行数:22,代码来源:tr_init.cpp
示例11: Cmd_Exec_f
/*
===============
Cmd_Exec_f
===============
*/
void Cmd_Exec_f(void)
{
union {
char *c;
void *v;
} f;
int len;
char filename[MAX_QPATH];
fileHandle_t h;
bool success = false;
if (Cmd_Argc () < 2) {
Com_Printf ("exec <filename> (args) : execute a script file\n");
return;
}
Com_Printf ("execing %s\n", Cmd_Argv(1));
Q_strncpyz( filename, Cmd_Argv(1), sizeof( filename ) );
COM_DefaultExtension( filename, sizeof( filename ), ".cfg" );
len = FS_SV_FOpenFileRead(filename, &h);
if (h)
{
success = true;
f.v = Hunk_AllocateTempMemory(len + 1);
FS_Read(f.v, len, h);
f.c[len] = 0;
FS_FCloseFile(h);
Cmd_ExecFile(f.c);
Hunk_FreeTempMemory(f.v);
}
FS_ReadFile( filename, &f.v);
if (f.c) {
success = true;
Cmd_ExecFile(f.c);
FS_FreeFile (f.v);
}
if (!success)
Com_Printf ("couldn't exec %s\n",Cmd_Argv(1));
}
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:48,代码来源:cmd.cpp
示例12: FS_FOpenFileRead
/*
=================
S_WAV_CodecLoad
=================
*/
void *S_WAV_CodecLoad(const char *filename, snd_info_t *info)
{
fileHandle_t file;
void *buffer;
// Try to open the file
FS_FOpenFileRead(filename, &file, qtrue, qtrue);
if(!file)
{
Com_Printf( S_COLOR_RED "ERROR: Could not open \"%s\"\n",
filename);
return NULL;
}
// Read the RIFF header
if(!S_ReadRIFFHeader(file, info))
{
FS_FCloseFile(file);
Com_Printf( S_COLOR_RED "ERROR: Incorrect/unsupported format in \"%s\"\n",
filename);
return NULL;
}
// Allocate some memory
// buffer = Z_Malloc(info->size);
buffer = Hunk_AllocateTempMemory(info->size);
if(!buffer)
{
FS_FCloseFile(file);
Com_Printf( S_COLOR_RED "ERROR: Out of memory reading \"%s\"\n",
filename);
return NULL;
}
// Read, byteswap
FS_Read(buffer, info->size, file);
S_ByteSwapRawSamples(info->samples, info->width, info->channels, (byte *)buffer);
// Close and return
FS_FCloseFile(file);
return buffer;
}
开发者ID:kingtiger01,项目名称:openmohaa-1,代码行数:48,代码来源:snd_codec_wav.c
示例13: S_LoadSound
/*
==============
S_LoadSound
The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound(sfx_t * sfx)
{
byte *data;
short *samples;
snd_info_t info;
// player specific sounds are never directly loaded
if(sfx->soundName[0] == '*')
{
return qfalse;
}
// load it in
data = S_CodecLoad(sfx->soundName, &info);
if(!data)
return qfalse;
if(info.width == 1)
{
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName);
}
if(info.rate != 22050)
{
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName);
}
samples = Hunk_AllocateTempMemory(info.samples * sizeof(short) * 2);
sfx->lastTimeUsed = Com_Milliseconds() + 1;
sfx->soundLength = info.samples;
sfx->soundData = NULL;
ResampleSfx(sfx, info.rate, info.width, data + info.dataofs, qfalse);
Hunk_FreeTempMemory(samples);
Z_Free(data);
return qtrue;
}
开发者ID:otty,项目名称:cake3,代码行数:48,代码来源:snd_mem.c
示例14: qglGetIntegerv
byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen)
{
byte *buffer, *bufstart;
int padwidth, linelen;
GLint packAlign;
qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
linelen = width * 3;
padwidth = PAD(linelen, packAlign);
// Allocate a few more bytes so that we can choose an alignment we like
buffer = (byte *)Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1);
bufstart = (byte *)PADP((intptr_t) buffer + *offset, packAlign);
qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart);
*offset = bufstart - buffer;
*padlen = padwidth - linelen;
return buffer;
}
开发者ID:Nuk3R4z0r,项目名称:OpenJK,代码行数:22,代码来源:tr_init.cpp
示例15: NV_WriteConfig
void NV_WriteConfig(){
char* buffer;
if( nvEntered == qtrue ){
return;
}
buffer = Hunk_AllocateTempMemory(MAX_NVCONFIG_SIZE);
if(!buffer){
Com_Printf( "Error Updating NVConfig: Hunk_Alloc failed\n" );
return;
}
Com_Memset(buffer,0,MAX_NVCONFIG_SIZE);
Q_strcat(buffer,MAX_NVCONFIG_SIZE,"//Autogenerated non volatile config settings\n");
Cmd_WritePowerConfig( buffer, MAX_NVCONFIG_SIZE );
Auth_WriteAdminConfig( buffer, MAX_NVCONFIG_SIZE );
FS_SV_WriteFile(NV_CONFIGFILE, buffer, strlen(buffer));
Hunk_FreeTempMemory( buffer );
Com_DPrintf("NV-Config Updated\n");
}
开发者ID:Call-of-Duty-Scripts,项目名称:CoD4x1.8_Server_Pub,代码行数:23,代码来源:nvconfig.c
示例16: S_LoadSound
/*
==============
S_LoadSound
The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound( sfx_t *sfx ) {
byte *data;
short *samples;
wavinfo_t info;
int size;
// player specific sounds are never directly loaded
if ( sfx->soundName[0] == '*' ) {
return qfalse;
}
// load it in
size = FS_ReadFile( sfx->soundName, (void **)&data );
if ( !data ) {
return qfalse;
}
info = GetWavinfo( sfx->soundName, data, size );
if ( info.channels != 1 ) {
Com_Printf( "%s is a stereo wav file\n", sfx->soundName );
FS_FreeFile( data );
return qfalse;
}
if ( info.width == 1 ) {
Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName );
}
if ( info.rate != 22050 ) {
Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName );
}
samples = Hunk_AllocateTempMemory( info.samples * sizeof( short ) * 2 );
// DHM - Nerve
sfx->lastTimeUsed = Sys_Milliseconds() + 1;
// each of these compression schemes works just fine
// but the 16bit quality is much nicer and with a local
// install assured we can rely upon the sound memory
// manager to do the right thing for us and page
// sound in as needed
if ( s_nocompressed->value ) {
sfx->soundCompressionMethod = 0;
sfx->soundLength = info.samples;
sfx->soundData = NULL;
ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse );
} else if ( sfx->soundCompressed == qtrue ) {
sfx->soundCompressionMethod = 1;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
S_AdpcmEncodeSound( sfx, samples );
#ifdef COMPRESSION
} else if ( info.samples > ( SND_CHUNK_SIZE * 16 ) && info.width > 1 ) {
sfx->soundCompressionMethod = 3;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
encodeMuLaw( sfx, samples );
} else if ( info.samples > ( SND_CHUNK_SIZE * 6400 ) && info.width > 1 ) {
sfx->soundCompressionMethod = 2;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
encodeWavelet( sfx, samples );
#endif
} else {
sfx->soundCompressionMethod = 0;
sfx->soundLength = info.samples;
sfx->soundData = NULL;
ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse );
}
Hunk_FreeTempMemory( samples );
FS_FreeFile( data );
return qtrue;
}
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:85,代码来源:snd_mem.c
示例17: SV_ChangeMaxClients
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i, j;
client_t *oldClients;
player_t *oldPlayers;
int count;
// get the highest client or player number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED || svs.players[i].inUse ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
oldPlayers = Hunk_AllocateTempMemory( count * sizeof(player_t) );
// copy the clients and players to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.players[i].inUse && svs.players[i].client->state >= CS_CONNECTED ) {
oldPlayers[i] = svs.players[i];
oldPlayers[i].client = NULL; // client pointer gets restored using localPlayers pointers.
}
else {
Com_Memset(&oldPlayers[i], 0, sizeof(player_t));
}
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
// save player indexes
for ( j = 0; j < MAX_SPLITVIEW; j++ ) {
if (svs.clients[i].localPlayers[j]) {
oldClients[i].localPlayers[j] = (void*)((svs.clients[i].localPlayers[j] - svs.players) + 1);
}
}
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients and players arrays
Z_Free( svs.clients );
Z_Free( svs.players );
// allocate new clients and players
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
svs.players = Z_Malloc ( sv_maxclients->integer * sizeof(player_t) );
Com_Memset( svs.players, 0, sv_maxclients->integer * sizeof(player_t) );
// copy the clients and players over
for ( i = 0 ; i < count ; i++ ) {
if ( oldPlayers[i].inUse ) {
svs.players[i] = oldPlayers[i];
}
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
// restore pointers
for ( j = 0; j < MAX_SPLITVIEW; j++ ) {
if (oldClients[i].localPlayers[j]) {
svs.clients[i].localPlayers[j] = &svs.players[ (intptr_t)oldClients[i].localPlayers[j] - 1 ];
svs.clients[i].localPlayers[j]->client = &svs.clients[i];
}
}
}
}
// free the old playes and clients on the hunk
Hunk_FreeTempMemory( oldPlayers );
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( !Com_GameIsSinglePlayer() ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:99,代码来源:sv_init.c
示例18: SV_DemoChangeMaxClients
/*
==================
SV_DemoChangeMaxClients
change sv_maxclients and move real clients slots when a demo is playing or stopped
==================
*/
void SV_DemoChangeMaxClients(void)
{
int oldMaxClients, oldDemoClients;
int i, j, k;
client_t *oldClients = NULL;
int count;
//qboolean firstTime = svs.clients == NULL;
// == Checking the prerequisites
// Note: we check here that we have enough slots to fit all clients, and that it doesn't overflow the MAX_CLIENTS the engine can support. Also, we save the oldMaxClients and oldDemoClients values.
// -- Get the highest client number in use
count = 0;
for (i = 0 ; i < sv_maxclients->integer ; i++)
{
if (svs.clients[i].state >= CS_CONNECTED)
{
if (i > count)
{
count = i;
}
}
}
count++;
// -- Save the previous oldMaxClients and oldDemoClients values, and update
// Save the previous sv_maxclients value before updating it
oldMaxClients = sv_maxclients->integer;
// update the cvars
Cvar_Get("sv_maxclients", "8", 0);
Cvar_Get("sv_democlients", "0", 0); // unnecessary now that sv_democlients is not latched anymore?
// Save the previous sv_democlients (since it's updated instantly, we cannot get it directly), we use a trick by computing the difference between the new and previous sv_maxclients (the difference should indeed be the exact value of sv_democlients)
oldDemoClients = (oldMaxClients - sv_maxclients->integer);
if (oldDemoClients < 0) // if the difference is negative, this means that before it was set to 0 (because the newer sv_maxclients is greater than the old)
{
oldDemoClients = 0;
}
// -- Check limits
// never go below the highest client number in use (make sure we have enough room for all players)
SV_BoundMaxClients(count);
// -- Change check: if still the same, we just quit, there's nothing to do
if (sv_maxclients->integer == oldMaxClients)
{
return;
}
// == Memorizing clients
// Note: we save in a temporary variables the clients, because after we will wipe completely the svs.clients struct
// copy the clients to hunk memory
oldClients = Hunk_AllocateTempMemory((sv_maxclients->integer - sv_democlients->integer) * sizeof(client_t)); // we allocate just enough memory for the real clients (not counting in the democlients)
// For all previous clients slots, we copy the entire client into a temporary var
for (i = 0, j = 0, k = sv_privateClients->integer ; i < oldMaxClients ; i++) // for all the previously connected clients, we copy them to a temporary var
{ // If there is a real client in this slot
if (svs.clients[i].state >= CS_CONNECTED)
{
// if the client is in a privateClient reserved slot, we move him on the reserved slots
if (i >= oldDemoClients && i < oldDemoClients + sv_privateClients->integer)
{
oldClients[j++] = svs.clients[i];
// else the client is not a privateClient, and we move him to the first available slot after the privateClients slots
}
else
{
oldClients[k++] = svs.clients[i];
}
}
}
// Fill in the remaining clients slots with empty clients (else the engine crash when copying into memory svs.clients)
for (i = j; i < sv_privateClients->integer; i++) // Fill the privateClients empty slots
{
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
for (i = k; i < (sv_maxclients->integer - sv_democlients->integer); i++) // Fill the other normal clients slots
{
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
// free old clients arrays
Z_Free(svs.clients);
// == Allocating the new svs.clients and moving the saved clients over from the temporary var
// allocate new svs.clients
svs.clients = Z_Malloc(sv_maxclients->integer * sizeof(client_t));
Com_Memset(svs.clients, 0, sv_maxclients->integer * sizeof(client_t));
//.........这里部分代码省略.........
开发者ID:scenna,项目名称:etlegacy,代码行数:101,代码来源:sv_init.c
示例19: Sys_SecretSauce
char * Sys_SecretSauce( char * buffer, int size )
{
int len, bufLen;
char *buf;
bufLen = 4096;
buf = Hunk_AllocateTempMemory( bufLen );
len = 0;
if( bufLen - len >= sizeof( OSVERSIONINFO ) )
{
OSVERSIONINFO vinfo;
Com_Memset( &vinfo, 0, sizeof( vinfo ) ); //some bytes aren't written by the GetVersionEx
vinfo.dwOSVersionInfoSize = sizeof( vinfo );
GetVersionEx( &vinfo );
Com_Memcpy( buf + len, &vinfo, sizeof( vinfo ) );
len += sizeof( vinfo );
}
#if 0 // don't rely on mac address, if user disconects or disables then game becomes unregistered
{
DWORD cb, err;
IP_ADAPTER_INFO *pInfos;
cb = sizeof( IP_ADAPTER_INFO ) * 4;
pInfos = Hunk_AllocateTempMemory( cb );
err = GetAdaptersInfo( pInfos, &cb );
if( err == ERROR_BUFFER_OVERFLOW )
{
Hunk_FreeTempMemory( pInfos );
pInfos = Hunk_AllocateTempMemory( cb );
err = GetAdaptersInfo( pInfos, &cb );
}
if( err == ERROR_SUCCESS )
{
int i;
int numAddrs = 0;
int maxAddrs = cb / sizeof( IP_ADAPTER_INFO );
macAddr_t *addrs = Hunk_AllocateTempMemory( sizeof( macAddr_t ) * maxAddrs );
IP_ADAPTER_INFO *p;
for( p = pInfos; p; p = p->Next )
{
if( p->Type != MIB_IF_TYPE_ETHERNET )
continue;
if( numAddrs == maxAddrs )
break;
addrs[numAddrs].len = p->AddressLength;
Com_Memcpy( &addrs[numAddrs].addr, p->Address, p->AddressLength );
numAddrs++;
}
qsort( addrs, numAddrs, sizeof( macAddr_t ), MacAddr_Cmp );
for( i = 0; i < numAddrs; i++ )
{
if( addrs[i].len > bufLen - len )
break;
Com_Memcpy( buf + len, addrs[i].addr, addrs[i].len );
len += addrs[i].len;
}
Hunk_FreeTempMemory( addrs );
}
Hunk_FreeTempMemory( pInfos );
}
#endif
if( sizeof( cpuInfo_t ) <= bufLen - len )
{
cpuInfo_t cpuInfo;
Sys_GetCpuInfo( &cpuInfo );
Com_Memcpy( buf + len, &cpuInfo, sizeof( cpuInfo ) );
len += sizeof( cpuInfo );
}
//MD5 the blob up
Com_MD5Buffer( buffer, buf, len );
Hunk_FreeTempMemory( buf );
return buffer;
}
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:94,代码来源:win_shared.c
示例20: S_LoadSound
/**
* @brief The filename may be different than sfx->name in the case
* of a forced fallback of a player specific sound
* @param[in,out] sfx
* @return
*/
qboolean S_LoadSound(sfx_t *sfx)
{
byte *data;
short *samples;
snd_info_t info;
// player specific sounds are never directly loaded
if (sfx->soundName[0] == '*')
{
return qfalse;
}
if (FS_FOpenFileRead(sfx->soundName, NULL, qfalse) <= 0)
{
// changed from debug to common print - let admins know and fix such missing files ...
Com_Printf(S_COLOR_RED "ERROR: sound file \"%s\" does not exist or can't be read\n", sfx->soundName);
return qfalse;
}
// load it in
data = S_CodecLoad(sfx->soundName, &info);
if (!data)
{
return qfalse;
}
if (info.width == 1)
{
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit audio file\n", sfx->soundName);
}
if ((info.rate != 11025) && (info.rate != 22050) && (info.rate != 44100))
{
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 11kHz, 22kHz nor 44kHz audio file. It has sample rate %i\n", sfx->soundName, info.rate);
}
samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);
sfx->lastTimeUsed = Sys_Milliseconds() + 1;
// each of these compression schemes works just fine
// but the 16bit quality is much nicer and with a local
// install assured we can rely upon the sound memory
// manager to do the right thing for us and page
// sound in as needed
if (info.channels == 1 && sfx->soundCompressed == qtrue)
{
sfx->soundCompressionMethod = 1;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs);
S_AdpcmEncodeSound(sfx, samples);
#if 0
}
else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 16) && info.width > 1)
{
sfx->soundCompressionMethod = 3;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
encodeMuLaw(sfx, samples);
}
else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 6400) && info.width > 1)
{
sfx->soundCompressionMethod = 2;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
encodeWavelet(sfx, samples);
#endif
}
else
{
sfx->soundCompressionMethod = 0;
sfx->soundLength = info.samples;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfx(sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse);
}
sfx->soundChannels = info.channels;
Hunk_FreeTempMemory(samples);
Hunk_FreeTempMemory(data);
return qtrue;
}
开发者ID:zturtleman,项目名称:etlegacy,代码行数:89,代码来源:snd_mem.c
注:本文中的Hunk_AllocateTempMemory函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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