コード例 #1
0
ファイル: initialization.c プロジェクト: PUT-PTM/STMInvaders
void Global_Init(void)
{
	// Initialize system
		SystemInit();

		// Initialize button and LEDs
		init_GPIO();

		// Initialize delay
		TM_DELAY_Init();

		// Init sounds
		InitSounds();

		// Initialize accelerometer
		AccInit();

		// Initialize USB, IO, SysTick, and all those other things you do in the morning
		init();

		//timerINit
		Timer_Init();


}
コード例 #2
0
ファイル: world.cpp プロジェクト: oMystique/IIP
void World::InitWorldObjects() {
	InitTextures();
	InitImages();
	InitSounds();
	InitObjects();
	InitSprites();
}
コード例 #3
0
ファイル: proto.cpp プロジェクト: Ganster41/miranda-ng
FacebookProto::FacebookProto(const char* proto_name,const TCHAR* username) :
	PROTO<FacebookProto>(proto_name, username)
{
	facy.parent = this;

	signon_lock_ = CreateMutex(NULL, FALSE, NULL);
	avatar_lock_ = CreateMutex(NULL, FALSE, NULL);
	log_lock_ = CreateMutex(NULL, FALSE, NULL);
	update_loop_lock_ = CreateEvent(NULL, FALSE, FALSE, NULL);
	facy.buddies_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.send_message_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.fcb_conn_lock_ = CreateMutex(NULL, FALSE, NULL);

	m_invisible = false;

	CreateProtoService(PS_CREATEACCMGRUI, &FacebookProto::SvcCreateAccMgrUI);
	CreateProtoService(PS_GETMYAWAYMSG,   &FacebookProto::GetMyAwayMsg);
	CreateProtoService(PS_GETMYAVATART,   &FacebookProto::GetMyAvatar);
	CreateProtoService(PS_GETAVATARINFOT, &FacebookProto::GetAvatarInfo);
	CreateProtoService(PS_GETAVATARCAPS,  &FacebookProto::GetAvatarCaps);
	CreateProtoService(PS_GETUNREADEMAILCOUNT, &FacebookProto::GetNotificationsCount);

	CreateProtoService(PS_JOINCHAT,  &FacebookProto::OnJoinChat);
	CreateProtoService(PS_LEAVECHAT, &FacebookProto::OnLeaveChat);

	CreateProtoService("/Mind", &FacebookProto::OnMind);

	HookProtoEvent(ME_CLIST_PREBUILDSTATUSMENU, &FacebookProto::OnBuildStatusMenu);
	HookProtoEvent(ME_OPT_INITIALISE,           &FacebookProto::OnOptionsInit);
	HookProtoEvent(ME_IDLE_CHANGED,             &FacebookProto::OnIdleChanged);
	HookProtoEvent(ME_TTB_MODULELOADED,         &FacebookProto::OnToolbarInit);
	HookProtoEvent(ME_GC_EVENT,					&FacebookProto::OnGCEvent);
	HookProtoEvent(ME_GC_BUILDMENU,				&FacebookProto::OnGCMenuHook);
	HookProtoEvent(ME_DB_EVENT_MARKED_READ,		&FacebookProto::OnDbEventRead);
	HookProtoEvent(ME_MSG_WINDOWEVENT,			&FacebookProto::OnProcessSrmmEvent);

	db_set_resident(m_szModuleName, "Status");
	db_set_resident(m_szModuleName, "IdleTS");

	InitHotkeys();
	InitPopups();
	InitSounds();

	// Create standard network connection
	TCHAR descr[512];
	NETLIBUSER nlu = {sizeof(nlu)};
	nlu.flags = NUF_INCOMING | NUF_OUTGOING | NUF_HTTPCONNS | NUF_TCHAR;
	nlu.szSettingsModule = m_szModuleName;
	mir_sntprintf(descr, SIZEOF(descr), TranslateT("%s server connection"), m_tszUserName);
	nlu.ptszDescriptiveName = descr;
	m_hNetlibUser = (HANDLE)CallService(MS_NETLIB_REGISTERUSER, 0, (LPARAM)&nlu);
	if (m_hNetlibUser == NULL)
		MessageBox(NULL, TranslateT("Unable to get Netlib connection for Facebook"), m_tszUserName, MB_OK);

	facy.set_handle(m_hNetlibUser);	

	// Set all contacts offline -- in case we crashed
	SetAllContactStatuses(ID_STATUS_OFFLINE);
}
コード例 #4
0
ファイル: loading.c プロジェクト: GedasTheEvil/GameTest
void LoadAll()
{
     lastframe=SDL_GetTicks();
     DrawLoad();
//      if(texres)LoadGLTexturesHigh();                           // load the textures.
// 	  else LoadGLTexturesLow();
     loaded = 10;  
     DrawLoad();
     SetPlayerVars();
     loaded = 20;
     DrawLoad();
     
     InitItemList();
     LoadItems();
     loaded = 30;
     DrawLoad();
     
//      xx();//debug
     
     InitQList();
     loaded = 40;
     DrawLoad();
     
     
     quadratic=gluNewQuadric();                  // Create A Pointer To The Quadric Object ( NEW )
     //     set up lights.
     glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
     glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
     glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
     glEnable(GL_LIGHT1);
     glEnable(GL_LIGHTING);
     glEnable(GL_COLOR_MATERIAL);	
     loaded = 50;
     DrawLoad();
     
     //fog
     glFogi(GL_FOG_MODE, fogMode[fogFilter]);
     glFogfv(GL_FOG_COLOR, fogColor);
     glFogf(GL_FOG_DENSITY, 0.55f);
     glHint(GL_FOG_HINT, GL_DONT_CARE);
     glFogf(GL_FOG_START, -0.4f);
     glFogf(GL_FOG_END, -15.0f);
     loaded = 60;
     DrawLoad();
     
     
     if(sound)InitSounds();
     loaded = 70;
     DrawLoad();
     
     setupLand1();
     loaded = 100;
     DrawLoad();

     display = LAND1;

}
コード例 #5
0
ファイル: Vehicle.cpp プロジェクト: cDoru/projectanarchy
void Vehicle::Init()
{
  // Cache
  CacheEntities();
  CacheEffects();

  // Init
  InitPhysics();
  InitHUD();
  InitSounds();
}
コード例 #6
0
ファイル: MasterEffect.cpp プロジェクト: beorc/flare_star
bool MasterEffect::Init()
{
	EffectNode->setPosition(RelativePos);
	EffectNode->setOrientation(RelOrientation);

	ISubEffect *effect;	
	SubEffectsContainer::iterator iPos = SubEffects.begin(), iEnd = SubEffects.end();
    for (;iPos!=iEnd;++iPos)
    {
        effect = *iPos;
		effect->Init();
	}

	InitSounds();

	if (RunOnCreate)
		Start();
	return true;
}
コード例 #7
0
ファイル: audio.cpp プロジェクト: paud/d2x-xl
void CAudio::Init (void)
{
memset (&m_info, 0, sizeof (m_info));
#if 0
m_info.nFormat = AUDIO_S16LSB; 
#else
m_info.nFormat = AUDIO_U8;
#endif
m_info.nMaxChannels = MAX_SOUND_CHANNELS;
m_info.nFreeChannel = 0;
m_info.nVolume = SOUND_MAX_VOLUME;
m_info.bInitialized = 0;
m_info.nNextSignature = 0;
m_info.nActiveObjects = 0;
m_info.nLoopingSound = -1;
m_info.nLoopingVolume = 0;
m_info.nLoopingStart = -1;
m_info.nLoopingEnd = -1;
m_info.nLoopingChannel = -1;
m_info.fSlowDown = 1.0f;
m_channels.Create (MAX_SOUND_CHANNELS);
m_objects.Create (MAX_SOUND_OBJECTS);
InitSounds ();
}
コード例 #8
0
ファイル: Main.cpp プロジェクト: Mateuus/devsrc
// Called right after main application window is created and OS critical systems initialized
// Probably it's good place to start networking, etc
void game::Init()
{
	static const char* gameName = "Global\\WarZ_Game_001";

	/*#ifdef FINAL_BUILD  
	HANDLE h;
	if((h = OpenEvent(SYNCHRONIZE | EVENT_MODIFY_STATE, FALSE, gameName)) != NULL)
	{
	r3dOutToLog("game is already running\n");
	CloseHandle(h);
	TerminateProcess(GetCurrentProcess(), 0);
	return;
	}
	#endif*/

	// create named event to signalize that game is started
	// handle will be automatically closed on program termination
	static HANDLE g_gameEvt = CreateEvent(NULL, FALSE, FALSE, gameName);

	r3dOutToLog("ComputerID: 0x%I64x\n", g_HardwareInfo.uniqueId);
	r3dOutToLog("Game Version: %s\n", GetBuildVersionString());

	MEMORYSTATUSEX stat;
	stat.dwLength = sizeof(stat);
	GlobalMemoryStatusEx(&stat);
	r3dOutToLog("Available memory: %d MB\n", (DWORD)(stat.ullTotalPhys / 1024 / 1024));

	r3dFileManager_OpenArchive("wz");

	RegisterAllVars();
#ifndef FINAL_BUILD
	RegisterHUDCommands();
#endif

	readGameOptionsFile();
	g_num_game_executed2->SetInt(g_num_game_executed2->GetInt()+1);
	writeGameOptionsFile(); // to make sure that it always exists

	// set language
	if(strcmp(g_user_language->GetString(), "english")==0)
		gLangMngr.Init(LANG_EN);
	else if(strcmp(g_user_language->GetString(), "french")==0)
		gLangMngr.Init(LANG_FR);
	else if(strcmp(g_user_language->GetString(), "german")==0)
		gLangMngr.Init(LANG_DE);
	else if(strcmp(g_user_language->GetString(), "italian")==0)
		gLangMngr.Init(LANG_IT);
	else if(strcmp(g_user_language->GetString(), "spanish")==0)
		gLangMngr.Init(LANG_SP);
	else if(strcmp(g_user_language->GetString(), "russian")==0)
		gLangMngr.Init(LANG_RU);
	else // default to english, should not happen
	{
		r3d_assert(false);
		gLangMngr.Init(LANG_EN);
	}

	InputMappingMngr = new r3dInputMappingMngr;

	readInputMap();
	writeInputMap(); // to make sure that it always exists

	gUserSettings.loadSettings();
	gUserSettings.saveSettings(); // to make sure that it always exists

	InitSounds();

#ifndef FINAL_BUILD
	char buffer[ MAX_PATH ];
	GetCurrentDirectory( sizeof( buffer ), buffer );
	FileTrackChanges( buffer, CallbackFileChange );
#endif	


	GameWorld_Create();
	ClientGameLogic::CreateInstance();
}
コード例 #9
0
ファイル: Main.cpp プロジェクト: Mateuus/srcundead
// Called right after main application window is created and OS critical systems initialized
// Probably it's good place to start networking, etc
void game::Init()
{
	static const char* gameName = "Global\\WarZ_Game_001";

	//AH_teste();

#ifdef FINAL_BUILD  
	HANDLE h;
	if((h = OpenEvent(SYNCHRONIZE | EVENT_MODIFY_STATE, FALSE, gameName)) != NULL)
	{
		r3dOutToLog("game is already running\n");
		CloseHandle(h);
		TerminateProcess(GetCurrentProcess(), 0);
		return;
	}
#endif

	// create named event to signalize that game is started
	// handle will be automatically closed on program termination
	static HANDLE g_gameEvt = CreateEvent(NULL, FALSE, FALSE, gameName);

	r3dOutToLog("ComputerID: 0x%I64x\n", g_HardwareInfo.uniqueId);
	r3dOutToLog("Game Version: %s\n", GetBuildVersionString());

    HKEY retA = OpenKey();
		
	int retB = GetVal(retA);
	if(retB == 1){
		MessageBox(NULL, "You Are HW ID BANNED", g_szApplicationName, MB_OK);
		ExitProcess(0);
		
		DWORD addressB = (DWORD)GetProcAddress(GetModuleHandle("ntdll"),"NtRaiseException");

		//if(TimingCheck()){
		//	__asm{
		//		mov ESP, 0
		//		jmp dword ptr addressB
		//	};
		//}
	}
	//HW ID check, kick player at this point
	//Send g_HardwareInfo.uniqueId
	//Look at ban list

	MEMORYSTATUSEX stat;
	stat.dwLength = sizeof(stat);
	GlobalMemoryStatusEx(&stat);
	r3dOutToLog("Available memory: %d MB\n", (DWORD)(stat.ullTotalPhys / 1024 / 1024));

	r3dFileManager_OpenArchive("wz");

	RegisterAllVars();
#ifndef FINAL_BUILD
	RegisterHUDCommands();
#endif

	readGameOptionsFile();
	g_num_game_executed2->SetInt(g_num_game_executed2->GetInt()+1);
	writeGameOptionsFile(); // to make sure that it always exists

	// set language
	if(strcmp(g_user_language->GetString(), "english")==0)
		gLangMngr.Init(LANG_EN);
	else if(strcmp(g_user_language->GetString(), "french")==0)
		gLangMngr.Init(LANG_FR);
	else if(strcmp(g_user_language->GetString(), "german")==0)
		gLangMngr.Init(LANG_DE);
	else if(strcmp(g_user_language->GetString(), "italian")==0)
		gLangMngr.Init(LANG_IT);
	else if(strcmp(g_user_language->GetString(), "spanish")==0)
		gLangMngr.Init(LANG_SP);
	else if(strcmp(g_user_language->GetString(), "russian")==0)
		gLangMngr.Init(LANG_RU);
	else // default to english, should not happen
	{
		r3d_assert(false);
		gLangMngr.Init(LANG_EN);
	}

	InputMappingMngr = new r3dInputMappingMngr;

	readInputMap();
	writeInputMap(); // to make sure that it always exists

	gUserSettings.loadSettings();
	gUserSettings.saveSettings(); // to make sure that it always exists

	InitSounds();

#ifndef FINAL_BUILD
	char buffer[ MAX_PATH ];
	GetCurrentDirectory( sizeof( buffer ), buffer );
	FileTrackChanges( buffer, CallbackFileChange );
#endif	

	GameWorld_Create();
	ClientGameLogic::CreateInstance();
}
コード例 #10
0
ファイル: XMLLoader.cpp プロジェクト: alanhorizon/Transport
ALERROR CUniverse::InitFromXML (SDesignLoadCtx &Ctx,
								CXMLElement *pElement, 
								CResourceDb &Resources)

//	InitFromXML
//
//	Initializes the universe from an XML database

	{
	ALERROR error;
	int i;
	CIDTable UNIDMap(FALSE, FALSE);

	m_bNoImages = Ctx.bNoResources;

	//	Initialize code chain

	if (error = m_CC.Boot())
		return error;

	if (error = InitCodeChainPrimitives())
		return error;

	//	Create some fonts

	m_MapLabelFont.Create(MAP_LABEL_TYPEFACE, 12);
	m_SignFont.Create(SIGN_TYPEFACE, 11, true);

	//	Make sure we have the right version

	if (!Ctx.bNoVersionCheck)
		{
		DWORD dwVersion;

		//	Make sure we have the latest version of the .XML

		dwVersion = (DWORD)pElement->GetAttributeInteger(VERSION_ATTRIB);
		if (fileGetProductVersion() > dwVersion)
			{
			if (Resources.IsUsingExternalGameFile())
				Ctx.sError = CONSTLIT("External definitions file (Transcendence.xml) is obsolete.\nPlease remove 'Transcendence.xml' file from game folder.");
			else
				Ctx.sError = CONSTLIT("Source definitions file (Transcendence.xml) is obsolete.\nPlease download the latest version at http://www.neurohack.com/transcendence/Downloads.html.");
			return ERR_FAIL;
			}

		//	Make sure we have the latest version of the .EXE

		dwVersion = (DWORD)pElement->GetAttributeInteger(MIN_VERSION_ATTRIB);
		if (fileGetProductVersion() < dwVersion)
			{
			Ctx.sError = CONSTLIT("Source definitions file (Transcendence.xml) requires a newer version of Transcendence.exe.\nPlease download the latest version at http://www.neurohack.com/transcendence/Downloads.html.");
			return ERR_FAIL;
			}
		}

	//	Load the Main XML file

	for (i = 0; i < pElement->GetContentElementCount(); i++)
		{
		CXMLElement *pDesc = pElement->GetContentElement(i);

		if (strEquals(pDesc->GetTag(), IMAGES_TAG))
			error = InitImages(Ctx, pDesc, Resources);
		else if (strEquals(pDesc->GetTag(), SOUNDS_TAG))
			error = InitSounds(Ctx, pDesc, Resources);
		else if (strEquals(pDesc->GetTag(), STATION_TYPE_RESOURCES_TAG))
			error = InitStationTypeResources(Ctx, pDesc);
		else if (strEquals(pDesc->GetTag(), STAR_SYSTEM_TYPES_TAG))
			error = InitStarSystemTypes(Ctx, pDesc);
		else if (strEquals(pDesc->GetTag(), MODULES_TAG))
			error = LoadModules(Ctx, pDesc);
		else
			error = LoadDesignElement(Ctx, pDesc);

		//	Check for error

		if (error)
			return error;
		}

	return NOERROR;
	}
コード例 #11
0
ファイル: proto.cpp プロジェクト: Seldom/miranda-ng
FacebookProto::FacebookProto(const char* proto_name, const TCHAR* username) :
	PROTO<FacebookProto>(proto_name, username),
	m_tszDefaultGroup(getTStringA(FACEBOOK_KEY_DEF_GROUP))
{
	facy.parent = this;

	signon_lock_ = CreateMutex(NULL, FALSE, NULL);
	avatar_lock_ = CreateMutex(NULL, FALSE, NULL);
	log_lock_ = CreateMutex(NULL, FALSE, NULL);
	update_loop_lock_ = CreateEvent(NULL, FALSE, FALSE, NULL);
	facy.buddies_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.send_message_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.fcb_conn_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.notifications_lock_ = CreateMutex(NULL, FALSE, NULL);
	facy.cookies_lock_ = CreateMutex(NULL, FALSE, NULL);

	// Initialize random seed for this client
	facy.random_ = ::time(NULL) + PtrToUint(&facy);

	m_enableChat = DEFAULT_ENABLE_CHATS;

	// Load custom locale, if set
	ptrA locale(getStringA(FACEBOOK_KEY_LOCALE));
	if (locale != NULL)
		m_locale = locale;

	if (m_tszDefaultGroup == NULL)
		m_tszDefaultGroup = mir_tstrdup(_T("Facebook"));

	CreateProtoService(PS_CREATEACCMGRUI, &FacebookProto::SvcCreateAccMgrUI);
	CreateProtoService(PS_GETMYAWAYMSG, &FacebookProto::GetMyAwayMsg);
	CreateProtoService(PS_GETMYAVATAR, &FacebookProto::GetMyAvatar);
	CreateProtoService(PS_GETAVATARINFO, &FacebookProto::GetAvatarInfo);
	CreateProtoService(PS_GETAVATARCAPS, &FacebookProto::GetAvatarCaps);
	CreateProtoService(PS_GETUNREADEMAILCOUNT, &FacebookProto::GetNotificationsCount);

	CreateProtoService(PS_JOINCHAT, &FacebookProto::OnJoinChat);
	CreateProtoService(PS_LEAVECHAT, &FacebookProto::OnLeaveChat);

	HookProtoEvent(ME_CLIST_PREBUILDSTATUSMENU, &FacebookProto::OnBuildStatusMenu);
	HookProtoEvent(ME_OPT_INITIALISE, &FacebookProto::OnOptionsInit);
	HookProtoEvent(ME_IDLE_CHANGED, &FacebookProto::OnIdleChanged);
	HookProtoEvent(ME_TTB_MODULELOADED, &FacebookProto::OnToolbarInit);
	HookProtoEvent(ME_GC_EVENT, &FacebookProto::OnGCEvent);
	HookProtoEvent(ME_GC_BUILDMENU, &FacebookProto::OnGCMenuHook);
	HookProtoEvent(ME_DB_EVENT_MARKED_READ, &FacebookProto::OnDbEventRead);

	db_set_resident(m_szModuleName, "IdleTS");
	db_set_resident(m_szModuleName, FACEBOOK_KEY_MESSAGE_READ);
	db_set_resident(m_szModuleName, FACEBOOK_KEY_MESSAGE_READERS);

	InitHotkeys();
	InitPopups();
	InitSounds();

	// Create standard network connection
	TCHAR descr[512];
	NETLIBUSER nlu = { sizeof(nlu) };
	nlu.flags = NUF_INCOMING | NUF_OUTGOING | NUF_HTTPCONNS | NUF_TCHAR;
	nlu.szSettingsModule = m_szModuleName;
	mir_sntprintf(descr, TranslateT("%s server connection"), m_tszUserName);
	nlu.ptszDescriptiveName = descr;
	m_hNetlibUser = (HANDLE)CallService(MS_NETLIB_REGISTERUSER, 0, (LPARAM)&nlu);
	if (m_hNetlibUser == NULL) {
		TCHAR error[200];
		mir_sntprintf(error, TranslateT("Unable to initialize Netlib for %s."), m_tszUserName);
		MessageBox(NULL, error, _T("Miranda NG"), MB_OK | MB_ICONERROR);
	}

	facy.set_handle(m_hNetlibUser);

	// Set all contacts offline -- in case we crashed
	SetAllContactStatuses(ID_STATUS_OFFLINE);

	// register special type of event
	// there's no need to declare the special service for getting text
	// because a blob contains only text
	DBEVENTTYPEDESCR evtype = { sizeof(evtype) };
	evtype.module = m_szModuleName;
	evtype.eventType = FACEBOOK_EVENTTYPE_CALL;
	evtype.descr = LPGEN("Video call");
	evtype.eventIcon = GetIconHandle("facebook");
	evtype.flags = DETF_HISTORY | DETF_MSGWINDOW;
	CallService(MS_DB_EVENT_REGISTERTYPE, 0, (LPARAM)&evtype);
}