World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
14 (
signed __int64)(tan(
v3) * (double)this->
pCosTable[0] + 0.5);
16 (
signed __int64)(cos(
v3) * (double)this->
pCosTable[0] + 0.5);
18 (
signed __int64)(1.0 / cos(
v3) * (double)this->
pCosTable[0] + 0.5);
58 if ((abs(Y) >> 15) >= abs(X)) X = 0;
87 HEXRAYS_LODWORD(dividend) = Y << 16;
88 HEXRAYS_HIDWORD(dividend) = Y >> 16;
89 quotient = dividend / X;
97 for (i = 0; i < 6; ++i) {
98 if (quotient <=
pTanTable[(lowIdx + highIdx) / 2])
99 highIdx = (lowIdx + highIdx) / 2;
101 lowIdx = (lowIdx + highIdx) / 2;
139 return ((__int64)a1 * (__int64)a2) >> 16;
147 __int64
fixpoint_div(
int a1,
int a2) {
return ((__int64)a1 << 16) / a2; }
150 return (((__int64)a1 << 16) * a2) >> 16;
179 for (
unsigned int i = 0; i < 16; ++i) {
197 for (
unsigned int i = 0; i < uNumDice; ++i)
198 v3 += rand() % uDiceSides + 1;
static const unsigned int uIntegerDoublePi
static const unsigned int uDoublePiMask
__int64 fixpoint_div(int a1, int a2)
static const unsigned int uIntegerHalfPi
int GetDiceResult(unsigned int uNumDice, unsigned int uDiceSides)
int fixpoint_from_int(int lhv, int rhv)
GLuint GLfloat GLfloat GLfloat x1
__int64 fixpoint_sub_unknown(int a1, int a2)
EGLSurface EGLint EGLint y
__int64 fixpoint_dot(int x1, int x2, int y1, int y2, int z1, int z2)
int fixpoint_from_float(float val)
__int64 fixpoint_mul(int a1, int a2)
unsigned int Atan2(int x, int y)
GLfloat GLfloat GLfloat v2
int integer_sqrt(int val)
GLfloat GLfloat GLfloat GLfloat v3
GLfixed GLfixed GLfixed y2
static const unsigned int uIntegerPi