Example #1
0
    App(int argc, char *argv[]):
        iter_counter(0)
    {
        if (argc < 2)
        {
            argc = 4;
            // char *argv[5];
            argv[0] = "app";
            argv[1] = "1234ABBA";
            argv[2] = "tst.txt";
            argv[3] = "tres.txt";
            argv[4] = NULL;
        }
        
        std::cout << "Hello crypted world! \n";
        
        FIB_MODE _my_var = FIB_MODE::NORMAL_MODE;

        init_random_gen();
        mp = new msg_print();

        if (argc <= 1)
        {
            mp->PrintErrorMessage();
            // return 0;
        }
        
        else 
        {
            mp->PrintInfoMessage();
        }

        if (argv[4] == NULL)
        {
            nPrintValue = 0;
        }

        else // if (argv[4] == 1)
        { 
            nPrintValue = 1;
        }

        main_crypto_key = argv[1];
        tmp_crypto_key  = argv[1];
        filename_source = argv[2];
        filename_result = argv[3];
        
        if (nPrintValue)
        {
            printf ("Program started. The main crypto key = %s \n", main_crypto_key);
        }
        else 
        {
            printf ("Program started.\n");
        }
   }
Example #2
0
 App()
 {
     init_random_gen();
 }
Example #3
0
int main(int argc, char* argv[]) {
    init_random_gen();
    //SDL init;
    std::cout<<"init sdl"<<std::endl;
    if (SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO|SDL_OPENGL|SDL_INIT_TIMER)==-1) {
        std::cerr<<"sdl init failed..."<<SDL_GetError()<<std::endl;
        return 1;
    }

    IMG_Init(IMG_INIT_PNG);

    std::cout<<"init video"<<std::endl;
    screen=SDL_SetVideoMode(SCREEN_W,SCREEN_H,SCREEN_DEPTH,SDL_OPENGL|SDL_DOUBLEBUF);
    if (!screen) {
        std::cerr<<"video init failed..."<<std::endl;
        return 1;
    }
    SDL_WM_SetCaption("FrEEsIegE FiGHt",NULL);
    TextureIds texture_ids=init_opengl(screen->w,screen->h,N_TEXTURE);

    //object init
    std::string base_dir=get_base_dir();
    SpriteCollection spr_coll(base_dir+"sprites.cfg",base_dir+"anims.cfg",base_dir,texture_ids);
    std::cout<<spr_coll<<std::endl;

    Background background(&spr_coll);
    Foreground foreground(&spr_coll);
    LifeBar life_bar1(&spr_coll,PLAYER_1);
    LifeBar life_bar2(&spr_coll,PLAYER_2);
    BattleField battlefield(&spr_coll,&life_bar1,&life_bar2,&foreground);

    //mutex timer init
    counter_reset_mutex=SDL_CreateMutex();
    SDL_TimerID counter_reset_id=SDL_AddTimer(1000,counter_reset_callback,NULL);

    bool quit=false;
    SDL_Event event;
    Uint32 ticks=SDL_GetTicks();
    while (!quit) {
        //draw
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        background.draw();
        life_bar1.draw();
        life_bar2.draw();
        battlefield.refresh();
        battlefield.draw();
        foreground.draw();
        SDL_GL_SwapBuffers();
        SDL_Flip(screen);
        //logic

        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_KEYDOWN:
                if (event.key.keysym.sym!=SDLK_ESCAPE) {
                    switch (event.key.keysym.sym) {
                    //unit spawn keys
                    case SDLK_a:
                        battlefield.spawn(SOLDIER,PLAYER_1);
                        break;
                    case SDLK_q:
                        battlefield.spawn(SOLDIER,PLAYER_2);
                        break;
                    case SDLK_z:
                        battlefield.spawn(DRUID,PLAYER_1);
                        break;
                    case SDLK_s:
                        battlefield.spawn(DRUID,PLAYER_2);
                        break;
                    case SDLK_e:
                        battlefield.spawn(KNIGHT,PLAYER_1);
                        break;
                    case SDLK_d:
                        battlefield.spawn(KNIGHT,PLAYER_2);
                        break;
                    case SDLK_r:
                        battlefield.spawn(GOLEM,PLAYER_1);
                        break;
                    case SDLK_f:
                        battlefield.spawn(GOLEM,PLAYER_2);
                        break;
                    case SDLK_t:
                        battlefield.spawn(PLANT,PLAYER_1);
                        break;
                    case SDLK_g:
                        battlefield.spawn(PLANT,PLAYER_2);
                        break;
                    case SDLK_y:
                        battlefield.spawn(DRAGON,PLAYER_1);
                        break;
                    case SDLK_h:
                        battlefield.spawn(DRAGON,PLAYER_2);
                        break;
                    case SDLK_u:
                        battlefield.spawn(FLOWER,PLAYER_2);
                        break;
                    case SDLK_j:
                        battlefield.spawn(FLOWER,PLAYER_1);
                        break;
                    case SDLK_o:
                        battlefield.spawn(VETERAN,PLAYER_2);
                        break;
                    case SDLK_l:
                        battlefield.spawn(VETERAN,PLAYER_1);
                        break;
                    default:
                        break;
                    }
                    break;
                }
            case SDL_QUIT:
                quit=true;
                break;
            default:
                break;
            }
        }

        while (ticks>(SDL_GetTicks()-1000/FPS)) SDL_Delay(3);
        ticks=SDL_GetTicks();

        current_fps++;
    }

    SDL_RemoveTimer(counter_reset_id);
    SDL_DestroyMutex(counter_reset_mutex);

    IMG_Quit();

    SDL_Quit();
    return 0;
}