Beispiel #1
0
/**
 * Fonction de chiffrement d'un flux.
 * @param in Définit le flux d'entrée
 * @param out Définit le flux de sortie.
 * @return Des statistiques sur le nombres de bloc et octets lus lors de l'opération.
**/
rsaStreamStat rsaCryptStream::crypt(FILE * in,FILE * out)
{
	//on check les pointeurs
	assert(in!=NULL);
	assert(out!=NULL);

	//on vérifie que notre clé publique est vien chargée
	if (this->keys.getPublicKey()==0)
		throw new rsaExBadValue("Vous n'avez pas chargé de clé publique.");

	//pour les stats
	rsaStreamStat stat={0,0};

	//on initialise le flux
	this->initBlocBuilder();
	rsaBloc bloc(keys);

	//on lit tant qu'on peux
	while (!feof(in))
	{
		//on lit le bloc
		stat.totalBytes+=bloc.loadAsClear(in);

		//on prépare les donneés avant chiffrement (utile pour les modes CBC....)
		this->preparePreCryptBloc(bloc);

		//on le chiffre
		bloc.applyRSA(RSA_PUBLIC_KEY);

		//on prépare les donées avant suavegarde (utile pour les modes CBC....)
		this->preparePostCryptBloc(bloc);

		//on le sauve
		bloc.saveAsCrytped(out);

		//on compte les blocs
		stat.blocs++;
	}

	//on renvoie les stats
	return stat;
}
Beispiel #2
0
void engine::perform(Bool* key,Bool* keyUp,Bool* keyDown){
    
    
    //set up the speed regarding time between 2 perform action
    
    if(startTime >= 0.0f){
        vitesse =  initVitesse * (glutGet(GLUT_ELAPSED_TIME)-startTime)/((1.0/float(fps*20))*1000);
    }
    startTime = glutGet(GLUT_ELAPSED_TIME);

	gravity = initGravity*vitesse;
    
    //aField->time+=0.0001;
    if(aField->time>=24.0){
        aField->time = 0;
    }
    
    if(!keyboardInitialized){
        return;
    }
    
    if(mouseRightClicked){
        //lastRightClic = glutGet(GLUT_ELAPSED_TIME);
        
        chunk* c = NULL;
        bloc* b = selectedBloc;
        
        if(selectedBloc!=NULL)
            c = selectedBloc->getChunk();
        else{
            cout << "don't know this bloc ..." << endl;
        }
        
        if(c!= NULL){
            
            if(selectedFace == 2){
                bloc* nBloc = c->getBloc(b->positionX,b->positionY+1,selectedBloc->positionZ);
                
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX, selectedBloc->positionY+1, selectedBloc->positionZ, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
            
            if(selectedFace == 4){
                bloc* nBloc = c->getBloc(selectedBloc->positionX,selectedBloc->positionY-1,selectedBloc->positionZ);
                
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX, selectedBloc->positionY-1, selectedBloc->positionZ, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
            
            if(selectedFace == 5){
                bloc* nBloc = c->getBloc(selectedBloc->positionX,selectedBloc->positionY,selectedBloc->positionZ+1);
                
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX, selectedBloc->positionY, selectedBloc->positionZ+1, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
            
            if(selectedFace == 6){
                bloc* nBloc = c->getBloc(selectedBloc->positionX,selectedBloc->positionY,selectedBloc->positionZ-1);
                
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX, selectedBloc->positionY, selectedBloc->positionZ-1, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
            
            if(selectedFace == 1){
                bloc* nBloc = c->getBloc(selectedBloc->positionX-1,selectedBloc->positionY,selectedBloc->positionZ);
                
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX-1, selectedBloc->positionY, selectedBloc->positionZ, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
            
            if(selectedFace == 3){
                bloc* nBloc = c->getBloc(selectedBloc->positionX+1,selectedBloc->positionY,selectedBloc->positionZ);
                if(nBloc != NULL){
                    *nBloc =  bloc(player.selectedBloc, selectedBloc->positionX+1, selectedBloc->positionY, selectedBloc->positionZ, 0.0f);
                    
                    nBloc->setChunk(c);
                }
                
            }
        }else{
            cout << "don't know chunk of this bloc ..." << endl;
        }
        
    }
    
    if(mouseLeftClicked){
        
        bloc* blc = selectedBloc;
        
        
        
        if(blc != NULL){
            
            
            chunk* orC = blc->getChunk();
            
            
            
            if(orC != NULL){
                
                
                
                vector<chunk*>* aL;
                chunk* aC;
                bloc*  aB;
                
                
                //these to following bloc are needed to select the right chunk directly when the position of the bloc is 0, else it take the previous chunk
                int indexX = blc->positionX;
                if(indexX == 0){
                    indexX += 15;
                }
                int indexZ = blc->positionX;
                if(indexZ == 0){
                    indexZ += 15;
                }
                    
                
                aL = aField->getNearestChunk(orC->positionX-1.0f+indexX, orC->positionY+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(((int)blc->positionX-1)%16,  blc->positionY,  blc->positionZ);
                        if(aB!=NULL) aB->visible = true;
                    }
                }
                
                aL = aField->getNearestChunk(orC->positionX+1.0f+indexX, orC->positionY+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(((int)blc->positionX+1)%16,  blc->positionY,  blc->positionZ);
                        if(aB!=NULL)aB->visible = true;
                    }
                }
                
                aL = aField->getNearestChunk(orC->positionX+indexX, orC->positionY+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(blc->positionX,  blc->positionY-1,  blc->positionZ);
                        if(aB!=NULL){ aB->visible = true;}
                    }
                }
                
                aL = aField->getNearestChunk(orC->positionX+indexX, orC->positionY+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(blc->positionX,  blc->positionY+1,  blc->positionZ);
                        if(aB!=NULL)aB->visible = true;
                    }
                }
                
                aL = aField->getNearestChunk(orC->positionX+indexX, orC->positionY-1.0f+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(blc->positionX,  blc->positionY,  ((int)blc->positionZ-1)%16);
                        if(aB!=NULL)aB->visible = true;
                    }
                }
                
                aL = aField->getNearestChunk(orC->positionX+indexX, orC->positionY+1.0f+indexZ, 0.2f);
                for(unsigned int cpt=0; cpt< aL->size(); cpt++){
                    aC = aL->at(cpt);
                    if(aC!=NULL){
                        aB = aC->getBloc(blc->positionX,  blc->positionY,  ((int)blc->positionZ+1)%16);
                        if(aB!=NULL)aB->visible = true;
                    }
                }
                
                orC->setBloc(new bloc(0, blc->positionX, blc->positionY, blc->positionZ, 0.0));
            }
            
            
        }
        
        
        //mouseLeftClicked = false;
        
    }
    
    if(player.walkMove > 1000.0){
        //player.walkMove = 0;
    }
    
    if(player.isDead()){
        //menu("dead")
        player = *(new perso);
    }
    
    if(player.positionY < 0){
        player.kill(10);
    }
    
    
    if(key[ESC]){
        exit(0);
    }
    
    if(key[DOWN_ARROW] || key[UP_ARROW])
        player.walkMove +=1*player.vitesse;
    
    
    
    if (key[DOWN_ARROW]){
        futurX = player.positionX - (vitesse * 0.015f)*cos(player.angleVision)  *player.vitesse;
        futurZ = player.positionZ - (vitesse * 0.015f)*sin(player.angleVision)  *player.vitesse;
    }
    if( key[UP_ARROW]){
        
        
        futurX = player.positionX + ( vitesse * 0.020f)*cos(player.angleVision)  *player.vitesse;
        futurZ = player.positionZ + (vitesse * 0.020f)*sin(player.angleVision)  *player.vitesse;
    }
    
    futurY = (player.positionY-(0.001f*gravity));
    
    
    
    
    
    if( !key['v'] && viewModePressed){
        viewModePressed = false;
    }
    if( key['v'] && !viewModePressed){
        viewMode = (viewMode+1)%3;
        viewModePressed = true;
    }
    
    if( key[' '] && player.jump==0){
        futurY = player.positionY-0.1f;
        bool* col = collision::detectCollisions(aField, &player, futurX, futurY, futurZ);
        if(col[1]){
            player.jump+=1.0f; //to start log at 1
        }
    }
    
    if(player.jump>0){
        player.jump+= 1.0;
        player.jumped += 0.008f*log(player.jump)*vitesse ;
        
        futurY = player.positionY + 0.008f*log(player.jump)*vitesse;
        
        
        if(player.jumped>=player.jumpMax){
            player.jumped = 0.0f;
            player.jump = -1.0f;
        }
    }
    
    bool* col = collision::detectCollisions(aField, &player, futurX, futurY, futurZ);
    
    if(!col[1]){
		//to check if the map at this place is loaded ... else we will be blocked in a bloc when it will be
		player.positionY = futurY;
		player.fall += (0.001f*gravity); //don't forget in jump to remove jumped size
		
    }else{
        if(player.fall > 6.0f){
            player.fight(player.fall-4.0f);
        }
        player.fall = 0.0f;
    }
    
    
    if (key[DOWN_ARROW]){
        
        if(!col[0]){
            player.positionX = futurX;
        }
        if(!col[2]){
            player.positionZ = futurZ;
        }
    }
    if( key[UP_ARROW]){
        
        if(!col[0]){
            player.positionX = futurX;
        }
        if(!col[2]){
            player.positionZ = futurZ;
        }
    }
    if (key[LEFT_ARROW]){
        player.angleVision -= 0.005f*vitesse *player.vitesse;
    }
    if( key[RIGHT_ARROW]){
        player.angleVision += 0.005f*vitesse *player.vitesse;
    }
    if (key[GLUT_KEY_PAGE_DOWN]){
        player.positionY -= 0.005f*vitesse *player.vitesse;
    }
    if( key[GLUT_KEY_PAGE_UP]){
        player.positionY += 0.005f*vitesse *player.vitesse;
    }
    
    if( !key[' '] && player.jump == -1.0f){
        player.jump = 0.0f;
    }
    
    if( !key['z'])
        godX-=0.1f;
    if( !key['s'])
        godX+=0.1f;
    
    if( !key['a'])
        godY+=0.1f;
    if( !key['e'])
        godY-=0.1f;
    
    
    if( !key['q'])
        godZ+=0.1f;
    if( !key['d'])
        godZ-=0.1f;
    
    
    
    
    //player.angleVision += 0.0005f * (mouseY - centerY) *player.vitesse;
    
    //player.angleVision = fmod(player.angleVision, (2.0*3.14));
    //CameraAngle.y = -1.0f * (x - centerX);
    if(centerMouse == maxCenterMouse){
        centerMouse = 0;
        //glutWarpPointer(centerX, centerY);
    }else{
        centerMouse++;
    }
    
    
    
    if( key[TAB] && !changeBlocPressed){
        player.selectedBloc = ((player.selectedBloc+1)%(bloc::nbBloc+1));
        changeBlocPressed = true;
    }
    
    if( !key[TAB] && changeBlocPressed){
        changeBlocPressed = false;
    }
    
    
    
    while((unsigned int)glutGet(GLUT_ELAPSED_TIME) < startTime+(  (1.0/(float)(fps*20))*1000 )){
#ifdef _WIN32
		Sleep(100.0f/60.0f);
#else
		sleep(1.0/60.0);
#endif
        
    }
    
   
    
}