コード例 #1
0
ファイル: InputFiles.cpp プロジェクト: lamproae/lld
void BitcodeFile::parse() {
  std::string Err;
  M.reset(LTOModule::createFromBuffer(MB.getBufferStart(),
                                      MB.getBufferSize(),
                                      llvm::TargetOptions(), Err));
  if (!Err.empty())
    error(Err);

  llvm::StringSaver Saver(Alloc);
  for (unsigned I = 0, E = M->getSymbolCount(); I != E; ++I) {
    lto_symbol_attributes Attrs = M->getSymbolAttributes(I);
    if ((Attrs & LTO_SYMBOL_SCOPE_MASK) == LTO_SYMBOL_SCOPE_INTERNAL)
      continue;

    StringRef SymName = Saver.save(M->getSymbolName(I));
    int SymbolDef = Attrs & LTO_SYMBOL_DEFINITION_MASK;
    if (SymbolDef == LTO_SYMBOL_DEFINITION_UNDEFINED) {
      SymbolBodies.push_back(new (Alloc) Undefined(SymName));
    } else {
      bool Replaceable =
          (SymbolDef == LTO_SYMBOL_DEFINITION_TENTATIVE || // common
           (Attrs & LTO_SYMBOL_COMDAT) ||                  // comdat
           (SymbolDef == LTO_SYMBOL_DEFINITION_WEAK &&     // weak external
            (Attrs & LTO_SYMBOL_ALIAS)));
      SymbolBodies.push_back(new (Alloc) DefinedBitcode(this, SymName,
                                                        Replaceable));
    }
  }

  Directives = M->getLinkerOpts();
}
コード例 #2
0
ファイル: InputFiles.cpp プロジェクト: rlugojr/freebsd
void BitcodeFile::parse() {
  // Usually parse() is thread-safe, but bitcode file is an exception.
  std::lock_guard<std::mutex> Lock(Mu);

  Context.enableDebugTypeODRUniquing();
  ErrorOr<std::unique_ptr<LTOModule>> ModOrErr = LTOModule::createFromBuffer(
      Context, MB.getBufferStart(), MB.getBufferSize(), llvm::TargetOptions());
  M = check(std::move(ModOrErr), "could not create LTO module");

  llvm::StringSaver Saver(Alloc);
  for (unsigned I = 0, E = M->getSymbolCount(); I != E; ++I) {
    lto_symbol_attributes Attrs = M->getSymbolAttributes(I);
    if ((Attrs & LTO_SYMBOL_SCOPE_MASK) == LTO_SYMBOL_SCOPE_INTERNAL)
      continue;

    StringRef SymName = Saver.save(M->getSymbolName(I));
    int SymbolDef = Attrs & LTO_SYMBOL_DEFINITION_MASK;
    if (SymbolDef == LTO_SYMBOL_DEFINITION_UNDEFINED) {
      SymbolBodies.push_back(new (Alloc) Undefined(SymName));
    } else {
      bool Replaceable =
          (SymbolDef == LTO_SYMBOL_DEFINITION_TENTATIVE || // common
           (Attrs & LTO_SYMBOL_COMDAT) ||                  // comdat
           (SymbolDef == LTO_SYMBOL_DEFINITION_WEAK &&     // weak external
            (Attrs & LTO_SYMBOL_ALIAS)));
      SymbolBodies.push_back(new (Alloc) DefinedBitcode(this, SymName,
                                                        Replaceable));
    }
  }

  Directives = M->getLinkerOpts();
}
コード例 #3
0
//function for saving data recursively
void DecisionTree::Saver(Node* pSubRootNode, std::ofstream& outStream)
{
	if (!pSubRootNode)
	{
		outStream << "X " << std::endl;	//sign for null node
		return;
	}
	else
	{
		outStream << "O ";	//sign for valid node
		outStream << pSubRootNode->isLeaf << " " << pSubRootNode->depth << " " << pSubRootNode->threshold << " " << pSubRootNode->featPair.first.x << " " << pSubRootNode->featPair.first.y << " ";
		outStream << pSubRootNode->featPair.second.x << " " << pSubRootNode->featPair.second.y << std::endl;
		Saver(pSubRootNode->plChild, outStream);
		Saver(pSubRootNode->prChild, outStream);
	}
}
コード例 #4
0
ファイル: navi_heightmap.cpp プロジェクト: nadult/FreeFT
void NaviHeightmap::saveLevels() const {
	for(int n = 0; n < m_level_count; n++) {
		Texture tex = toTexture(n);
		char name[100];
		sprintf(name, "level%d.tga", n);
		Saver(name) << tex;
	}
}
コード例 #5
0
ファイル: Entity.cpp プロジェクト: Zaclos/Bomberman
void		Entity::saveSelf(std::ostream &os)
{
  if (!_needDestroy)
    {
      os << "<Entity" << std::endl;
      std::for_each(_components.begin(), _components.end(), Saver(os));
      os << "Entity>" << std::endl;
    }
}
コード例 #6
0
ファイル: MazeRunner.cpp プロジェクト: bursaar/Maze-Runner
int main(int argn, char * args[])
{

// 	Serialise Loader;

// 	fstream emptyLevel("LevelOneTest.lvl");
// 	fstream savedLevel("LevelOneSave.lvl");

//	if (!savedLevel.good())
//	{
		Serialise Saver(DefaultCode);
		Saver.mFilename = "LevelOneTest";
		Saver.mGl_player.xloc = 1;
		Saver.mGl_player.yloc = 0;
		Saver.mGl_enemy.xloc = 15;
		Saver.mGl_enemy.yloc = 7;
		Saver.mGl_goal.xloc = 15;
		Saver.mGl_goal.yloc = 0;
		Saver.Save(Serialise::LEVEL);

		Serialise Loader;
		Loader.mFilename = "LevelOneTest";
		Loader.Load(Serialise::LEVEL);
//	}
//	else
//	{
//		Loader.mFilename = "LevelOneSave";
//		Loader.Load(Serialise::LEVEL);
//	}

	bool debugging = true;
	bool movedSinceSave = false;

	cMaze MazeOne(Loader.mLoadedLevel);						// Creates a maze instance from the loaded level.
	cPathfinder PathOne;									// Creates a pathfinder instance from the maze instance.
	PathOne.create(MazeOne, Loader.mGl_player, Loader.mGl_enemy, Loader.mGl_goal);								// Populates the nodemap for the pathfinding instance.

	// Load sprites as SDL surfaces
	SDL_Surface * spr_cells = SDL_LoadBMP("../Sprites/redsquare.bmp");
	SDL_Surface * spr_player = SDL_LoadBMP("../Sprites/bluesquare.bmp");
	SDL_Surface * spr_goal = SDL_LoadBMP("../Sprites/goal.bmp");
	SDL_Surface * spr_enemy = SDL_LoadBMP("../Sprites/enemy.bmp");

	// Create window with render surface
	SDL_Init(SDL_INIT_VIDEO);
	SDL_Window * window = SDL_CreateWindow("Train2Game Developer Course Portfolio 1 Project 2 - Ben Keenan | CD9000002O", 50, 80, spr_cells->w * 25, spr_cells->h * 25, SDL_WINDOW_SHOWN);
	SDL_Surface * renderSurface = SDL_GetWindowSurface(window);

	// Set up variables for event pipe
	SDL_Event event;
	bool quit = false;
	enum GAMESTATES { LOSE, PLAYING, WIN, QUIT };
	GAMESTATES gamestate = PLAYING;

	// Assign values for the player.
	gridloc gl_player = Loader.mGl_player;
	float fl_playerX = gl_player.xloc * spr_player->w;
	float fl_playerY = gl_player.yloc * spr_player->h;

	// Assign values for the enemy.
	gridloc gl_enemy = Loader.mGl_enemy;
	float fl_enemyX = gl_enemy.xloc * spr_enemy->w;
	float fl_enemyY = gl_enemy.yloc * spr_enemy->h;

	// Assign values for the goal.
	gridloc gl_goal = Loader.mGl_goal;
	float fl_goalX = gl_goal.xloc * spr_goal->w;
	float fl_goalY = gl_goal.yloc * spr_goal->h;

	// Assign variables to track the timing of the updates
	float fl_lastFrameTime = 0.0f;
	fl_lastFrameTime = SDL_GetTicks();

	// =========================== //
	//			Main loop	       //
	// =========================== //

	while (!quit)
	{
		// ============ //
		//  DRAW STAGE  //
		// ============ //

		// Temporary!! TODO fix blit solution
		SDL_FillRect(renderSurface, NULL, 0xffffffff);

		// Draw out maze from nodemap
		for (int y = 0; y < 25; y++)
		{
			for (int x = 0; x < 25; x++)
			{
				if (MazeOne.mCurrentMaze[x][y].state == cMaze::CLOSED || MazeOne.mCurrentMaze[x][y].state == cMaze::BLOCKED)
				{
					if (!MazeOne.mCurrentMaze[x][y].checked)
					{
						SDL_Rect rect_cells;

						rect_cells.x = x * spr_cells->w;
						rect_cells.y = y * spr_cells->h;
						rect_cells.w = spr_cells->w;
						rect_cells.h = spr_cells->h;

						SDL_BlitSurface(spr_cells, NULL, renderSurface, &rect_cells);
					}
					else
					{
							SDL_Rect rect_cells;

							rect_cells.x = x * spr_cells->w;
							rect_cells.y = y * spr_cells->h;
							rect_cells.w = spr_cells->w;
							rect_cells.h = spr_cells->h;

							SDL_BlitSurface(spr_cells, NULL, renderSurface, &rect_cells);
						
					}
				}
			}
		}

		// Draw player
		SDL_Rect rect_player;
		rect_player.h = spr_player->h;
		rect_player.w = spr_player->w;
		rect_player.x = (int)fl_playerX;
		rect_player.y = (int)fl_playerY;

		// Draw enemy
		SDL_Rect rect_enemy;
		rect_enemy.h = spr_enemy->h;
		rect_enemy.w = spr_enemy->w;
		rect_enemy.x = (int)fl_enemyX;
		rect_enemy.y = (int)fl_enemyY;

		// Draw goal
		SDL_Rect rect_goal;
		rect_goal.h = spr_goal->h;
		rect_goal.w = spr_goal->w;
		rect_goal.x = (int)fl_goalX;
		rect_goal.y = (int)fl_goalY;

		SDL_BlitSurface(spr_player, NULL, renderSurface, &rect_player);
		SDL_BlitSurface(spr_enemy, NULL, renderSurface, &rect_enemy);
		SDL_BlitSurface(spr_goal, NULL, renderSurface, &rect_goal);

		SDL_UpdateWindowSurface(window);


		// ============ //
		//    UPDATE    //
		// ============ //

		float fl_newFrameTime = SDL_GetTicks();
		float fl_timeSinceLastFrame = ((fl_newFrameTime - fl_lastFrameTime) / 1000.0f);	// The time the graphics update took, measured in seconds.

		// Hard clamping.
		if (fl_playerX < 0)
		{
			fl_playerX = 0.0f;
		}
		if (fl_playerY < 0)
		{
			fl_playerY = 0.0f;
		}
		if (fl_playerX >(rect_player.w * 25))
		{
			fl_playerX = (rect_player.w * 24);
		}
		if (fl_playerY > (rect_player.h * 25))
		{
			fl_playerY = (rect_player.h * 24);
		}


		// Keyboard input //
		const Uint8 * KeyboardState = SDL_GetKeyboardState(NULL);


			if (int_movement == NONE && bl_freeToMove)
			{
				if (KeyboardState[SDL_SCANCODE_RIGHT] || KeyboardState[SDL_SCANCODE_D])
				{
					int_movement = RIGHT;
				}
				if (KeyboardState[SDL_SCANCODE_DOWN] || KeyboardState[SDL_SCANCODE_S])
				{
					int_movement = DOWN;
				}
				if (KeyboardState[SDL_SCANCODE_LEFT] || KeyboardState[SDL_SCANCODE_A])
				{
					int_movement = LEFT;
				}
				if (KeyboardState[SDL_SCANCODE_UP] || KeyboardState[SDL_SCANCODE_W])
				{
					int_movement = UP;
				}
			}

			// Flag testing whether a turn has been taken.
			// Reset on every update to false to skip pathfinding.
			bool bl_turnFlag = false;

			// Moving the player
			switch (int_movement)
			{
			case UP:
				if (fl_playerY > 0
					&& TestForCollision((int)fl_playerX, (int)fl_playerY, PathOne, rect_player, UP)
					&& bl_freeToMove)
				{
					fl_playerY -= rect_player.h;						// Up
					int_movement = NONE;
					bl_freeToMove = false;
					// int_enemyMovement = UP;
					bl_turnFlag = true;
					PathOne.UpdateLocs(fl_playerX, fl_playerY, fl_enemyX, fl_enemyY, rect_player, rect_enemy);
					gridloc gl_nextMove = PathOne.NextMove();
					cout << "Next move is: " << gl_nextMove.xloc << ", " << gl_nextMove.yloc << endl;
					movedSinceSave = true;
					
				}
				break;

			case RIGHT:
				if (fl_playerX < (rect_player.w * 25)
					&& TestForCollision((int)fl_playerX, (int)fl_playerY, PathOne, rect_player, RIGHT)
					&& bl_freeToMove)
				{
					fl_playerX += rect_player.w;							// Right
					int_movement = NONE;
					bl_freeToMove = false;
					// int_enemyMovement = RIGHT;
					bl_turnFlag = true;
					PathOne.UpdateLocs(fl_playerX, fl_playerY, fl_enemyX, fl_enemyY, rect_player, rect_enemy);
					gridloc gl_nextMove = PathOne.NextMove();
					cout << "Next move is: " << gl_nextMove.xloc << ", " << gl_nextMove.yloc << endl;
					movedSinceSave = true;
				}
				break;

			case DOWN:
				if (fl_playerY < (rect_player.h * 25)
					&& TestForCollision((int)fl_playerX, (int)fl_playerY, PathOne, rect_player, DOWN)
					&& bl_freeToMove)
				{
					fl_playerY += rect_player.h;						// Down
					int_movement = NONE;
					bl_freeToMove = false;
					// int_enemyMovement = DOWN;
					bl_turnFlag = true;
					PathOne.UpdateLocs(fl_playerX, fl_playerY, fl_enemyX, fl_enemyY, rect_player, rect_enemy);
					gridloc gl_nextMove = PathOne.NextMove();
					cout << "Next move is: " << gl_nextMove.xloc << ", " << gl_nextMove.yloc << endl;
					movedSinceSave = true;
				}
				break;

			case LEFT:
				if (fl_playerX > 0
					&& TestForCollision((int)fl_playerX, (int)fl_playerY, PathOne, rect_player, LEFT)
					&& bl_freeToMove)
				{
					fl_playerX -= rect_player.w;						// Left
					int_movement = NONE;
					bl_freeToMove = false;
					// int_enemyMovement = LEFT;
					bl_turnFlag = true;
					PathOne.UpdateLocs(fl_playerX, fl_playerY, fl_enemyX, fl_enemyY, rect_player, rect_enemy);
					gridloc gl_nextMove = PathOne.NextMove();
					cout << "Next move is: " << gl_nextMove.xloc << ", " << gl_nextMove.yloc << endl;
					movedSinceSave = true;
				}
				break;
			}

			// Only run the below code segment if a turn has been made.
			if (bl_turnFlag == true)
			{
				gl_player.xloc = fl_playerX / rect_player.w;
				gl_player.yloc = fl_playerY / rect_player.h;
				gl_enemy.xloc = fl_enemyX / rect_player.w;
				gl_enemy.yloc = fl_enemyY / rect_player.h;

				// gridloc gl_nextMove = PathOne.NextMove(gl_enemy, gl_player);

				// Moving the enemy
				if (int_enemyMovement != NONE)
				{
					switch (int_enemyMovement)
					{
					case UP:
						if (fl_enemyY > 0)
						{
							fl_enemyY -= rect_enemy.h;
							int_enemyMovement = NONE;
						}
						break;
					case RIGHT:
						if (fl_enemyX < 24 * rect_enemy.w)
						{
							fl_enemyX += rect_player.w;
							int_enemyMovement = NONE;
						}
						break;
					case DOWN:
						if (fl_enemyY < 24 * rect_enemy.h)
						{
							fl_enemyY += rect_enemy.h;
							int_enemyMovement = NONE;
						}
						break;
					case LEFT:
						if (fl_enemyX > 0)
						{
							fl_enemyX -= rect_enemy.w;
							int_enemyMovement = NONE;
						}
						break;

					}
				}
			}

			// Release movement lock on player.
			if (
				!KeyboardState[SDL_SCANCODE_UP]
				&& !KeyboardState[SDL_SCANCODE_W]
				&& !KeyboardState[SDL_SCANCODE_RIGHT]
				&& !KeyboardState[SDL_SCANCODE_D]
				&& !KeyboardState[SDL_SCANCODE_DOWN]
				&& !KeyboardState[SDL_SCANCODE_S]
				&& !KeyboardState[SDL_SCANCODE_LEFT]
				&& !KeyboardState[SDL_SCANCODE_A]
				)
			{
				bl_freeToMove = true;
			}


			// Check if player and enemy are colliding.
			if (fl_playerX == fl_enemyX
				&& fl_playerY == fl_enemyY)
			{
				gamestate = LOSE;
			}

			// Check if player and goal are colliding.
			if (fl_playerX == fl_goalX
				&& fl_playerY == fl_goalY)
			{
				gamestate = WIN;
			}

			// Check if the escape key has been hit.
			if (KeyboardState[SDL_SCANCODE_ESCAPE])
			{
				gamestate = QUIT;
			}

		fl_lastFrameTime = fl_newFrameTime;

		// Check for changes in the state of the game.
		switch (gamestate)
		{
		case LOSE:
		{
						quit = true;
		}
			break;
		case PLAYING:
		{
						quit = false;
		}
			break;
		case WIN:
		{
						quit = true;
		}
			break;
		case QUIT:
		{
						quit = true;
						
						remove("LevelOneSave.lvl");
						Serialise Saver(DefaultCode);
						Saver.mFilename = "LevelOneSave";
						Saver.mGl_player.xloc = fl_playerX / rect_player.w;
						Saver.mGl_player.yloc = fl_playerY / rect_player.h;
						Saver.mGl_enemy.xloc = fl_enemyX / rect_enemy.w;
						Saver.mGl_enemy.yloc = fl_enemyY / rect_enemy.h;
						Saver.mGl_goal.xloc = fl_goalX / rect_goal.w;
						Saver.mGl_goal.yloc = fl_goalY / rect_goal.h;
						Saver.Save(Serialise::LEVEL);
						movedSinceSave = false;
						
		}
		}

		// ============ //
		//    EVENTS    //
		// ============ //

		while (SDL_PollEvent(&event) != 0)

		{
			if (event.type == SDL_QUIT)
			{
				quit = true;
			}
		}

	}

	SDL_Quit();

	return 0;
}