예제 #1
0
파일: FIRE.C 프로젝트: acassis/langc
int main()
{

  gra();

 do
  {
     faz();
  } while (!kbhit());

 return(0);
}
예제 #2
0
파일: kod_serwer.c 프로젝트: m0rrls/sopy
void updateDb(struct gracze* gr, struct stoliki* st, int msgSend){
	int i=0;
	int j=0;
	int k=0;
	for(i;i<liczS;i++){
		int zaj=0;
			for(j=0;j<liczG;j++){
				if(gr[j].stolik == (i+1)){
					st[i].gracze[zaj] = gr[j].login;
					zaj++;
				}
			}
			if(zaj<3){
					int pom=zaj;
					for(pom;pom<3;pom++){
						st[i].gracze[pom] = "";
					}
					st[i].gra=0;
			}
			if(zaj==3 && st[i].gra!=1){
				printf("Pokoj %d zapelniony!\n",(i+1));
				clearTab(buf->val, MAX);
				strcpy(buf->val, "Pokoj zapelniony!\nGracze:\n");
				for(k=0;k<zaj;k++){
					strcat(buf->val, "\t");
					strcat(buf->val, st[i].gracze[k]);
					strcat(buf->val, "\n");
				}
				for(k=0;k<zaj;k++){
					buf->mtype=1000*(i+1);
					buf->nr=k+1;
					if(msgsnd(msgSend, buf, (sizeof(struct mybuf)-sizeof(long)), 0) == -1){
						perror("Powiad. o zapel. pokoju");
					}
				}
				st[i].gra=1;
				int rozpGre = fork();
				if(rozpGre == 0) {
					printf("Rozpoczynam gre dla stolika %d.\n",(i+1));
					gra(i+1);
					exit(0);
				}
			}
			st[i].zajete=zaj;
		}
}
예제 #3
0
void Game::beginGame()
{
	while (state != END)
	{
		switch (state)
		{
			case GameState::MENU:
				menu();
				break;
			case GameState::GAME:
				gra();
				state = MENU;
				break;
			case GameState::GAME_OVER:
				break;
		}
	}
}
예제 #4
0
/*
===============
idParticleStage::ParticleOrigin
===============
*/
void idParticleStage::ParticleOrigin( particleGen_t* g, idVec3& origin ) const
{
	if( customPathType == PPATH_STANDARD )
	{
		//
		// find intial origin distribution
		//
		float radiusSqr, angle1, angle2;
		
		switch( distributionType )
		{
			case PDIST_RECT:  	// ( sizeX sizeY sizeZ )
			{
				origin[0] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[0];
				origin[1] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[1];
				origin[2] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[2];
				break;
			}
			case PDIST_CYLINDER:  	// ( sizeX sizeY sizeZ ringFraction )
			{
				angle1 = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * idMath::TWO_PI;
				
				idMath::SinCos16( angle1, origin[0], origin[1] );
				origin[2] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f );
				
				// reproject points that are inside the ringFraction to the outer band
				if( distributionParms[3] > 0.0f )
				{
					radiusSqr = origin[0] * origin[0] + origin[1] * origin[1];
					if( radiusSqr < distributionParms[3] * distributionParms[3] )
					{
						// if we are inside the inner reject zone, rescale to put it out into the good zone
						float f = sqrt( radiusSqr ) / distributionParms[3];
						float invf = 1.0f / f;
						float newRadius = distributionParms[3] + f * ( 1.0f - distributionParms[3] );
						float rescale = invf * newRadius;
						
						origin[0] *= rescale;
						origin[1] *= rescale;
					}
				}
				origin[0] *= distributionParms[0];
				origin[1] *= distributionParms[1];
				origin[2] *= distributionParms[2];
				break;
			}
			case PDIST_SPHERE:  	// ( sizeX sizeY sizeZ ringFraction )
			{
				// iterating with rejection is the only way to get an even distribution over a sphere
				if( randomDistribution )
				{
					do
					{
						origin[0] = g->random.CRandomFloat();
						origin[1] = g->random.CRandomFloat();
						origin[2] = g->random.CRandomFloat();
						radiusSqr = origin[0] * origin[0] + origin[1] * origin[1] + origin[2] * origin[2];
					}
					while( radiusSqr > 1.0f );
				}
				else
				{
					origin.Set( 1.0f, 1.0f, 1.0f );
					radiusSqr = 3.0f;
				}
				
				if( distributionParms[3] > 0.0f )
				{
					// we could iterate until we got something that also satisfied ringFraction,
					// but for narrow rings that could be a lot of work, so reproject inside points instead
					if( radiusSqr < distributionParms[3] * distributionParms[3] )
					{
						// if we are inside the inner reject zone, rescale to put it out into the good zone
						float f = sqrt( radiusSqr ) / distributionParms[3];
						float invf = 1.0f / f;
						float newRadius = distributionParms[3] + f * ( 1.0f - distributionParms[3] );
						float rescale = invf * newRadius;
						
						origin[0] *= rescale;
						origin[1] *= rescale;
						origin[2] *= rescale;
					}
				}
				origin[0] *= distributionParms[0];
				origin[1] *= distributionParms[1];
				origin[2] *= distributionParms[2];
				break;
			}
		}
		
		// offset will effect all particle origin types
		// add this before the velocity and gravity additions
		origin += offset;
		
		//
		// add the velocity over time
		//
		idVec3	dir;
		
		switch( directionType )
		{
			case PDIR_CONE:
			{
				// angle is the full angle, so 360 degrees is any spherical direction
				angle1 = g->random.CRandomFloat() * directionParms[0] * idMath::M_DEG2RAD;
				angle2 = g->random.CRandomFloat() * idMath::PI;
				
				float s1, c1, s2, c2;
				idMath::SinCos16( angle1, s1, c1 );
				idMath::SinCos16( angle2, s2, c2 );
				
				dir[0] = s1 * c2;
				dir[1] = s1 * s2;
				dir[2] = c1;
				break;
			}
			case PDIR_OUTWARD:
			{
				dir = origin;
				dir.Normalize();
				dir[2] += directionParms[0];
				break;
			}
		}
		
		// add speed
		float iSpeed = speed.Integrate( g->frac, g->random );
		origin += dir * iSpeed * particleLife;
		
	}
	else
	{
		//
		// custom paths completely override both the origin and velocity calculations, but still
		// use the standard gravity
		//
		float angle1, angle2, speed1, speed2;
		switch( customPathType )
		{
			case PPATH_HELIX:  		// ( sizeX sizeY sizeZ radialSpeed axialSpeed )
			{
				speed1 = g->random.CRandomFloat();
				speed2 = g->random.CRandomFloat();
				angle1 = g->random.RandomFloat() * idMath::TWO_PI + customPathParms[3] * speed1 * g->age;
				
				float s1, c1;
				idMath::SinCos16( angle1, s1, c1 );
				
				origin[0] = c1 * customPathParms[0];
				origin[1] = s1 * customPathParms[1];
				origin[2] = g->random.RandomFloat() * customPathParms[2] + customPathParms[4] * speed2 * g->age;
				break;
			}
			case PPATH_FLIES:  		// ( radialSpeed axialSpeed size )
			{
				speed1 = idMath::ClampFloat( 0.4f, 1.0f, g->random.CRandomFloat() );
				speed2 = idMath::ClampFloat( 0.4f, 1.0f, g->random.CRandomFloat() );
				angle1 = g->random.RandomFloat() * idMath::PI * 2 + customPathParms[0] * speed1 * g->age;
				angle2 = g->random.RandomFloat() * idMath::PI * 2 + customPathParms[1] * speed1 * g->age;
				
				float s1, c1, s2, c2;
				idMath::SinCos16( angle1, s1, c1 );
				idMath::SinCos16( angle2, s2, c2 );
				
				origin[0] = c1 * c2;
				origin[1] = s1 * c2;
				origin[2] = -s2;
				origin *= customPathParms[2];
				break;
			}
			case PPATH_ORBIT:  		// ( radius speed axis )
			{
				angle1 = g->random.RandomFloat() * idMath::TWO_PI + customPathParms[1] * g->age;
				
				float s1, c1;
				idMath::SinCos16( angle1, s1, c1 );
				
				origin[0] = c1 * customPathParms[0];
				origin[1] = s1 * customPathParms[0];
				origin.ProjectSelfOntoSphere( customPathParms[0] );
				break;
			}
			case PPATH_DRIP:  		// ( speed )
			{
				origin[0] = 0.0f;
				origin[1] = 0.0f;
				origin[2] = -( g->age * customPathParms[0] );
				break;
			}
			default:
			{
				common->Error( "idParticleStage::ParticleOrigin: bad customPathType" );
			}
		}
		
		origin += offset;
	}
	
	// adjust for the per-particle smoke offset
	origin *= g->axis;
	origin += g->origin;
	
	// add gravity after adjusting for axis
	if( worldGravity )
	{
		idVec3 gra( 0, 0, -gravity );
		gra *= g->renderEnt->axis.Transpose();
		origin += gra * g->age * g->age;
	}
	else
	{
		origin[2] -= gravity * g->age * g->age;
	}
}
예제 #5
0
// G³owne menu
void menu()
{
	TIM_Cmd(TIM2, ENABLE);

	while(1)
	{
		PCD8544_GotoXY(0,10);
		PCD8544_Puts("    START", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);
		PCD8544_GotoXY(0,20);
		PCD8544_Puts("    REKORD", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);
		PCD8544_GotoXY(0,30);
		PCD8544_Puts("    AUTORZY", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);
		PCD8544_GotoXY(0,40);
		PCD8544_Puts("    ZAKONCZ", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);

		// WskaŸnik w menu

		PCD8544_GotoXY(0,b);
		PCD8544_Puts("-->", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);

		PCD8544_Refresh();


		// Wskaznik do góry
		if(kier==3 && b!=10)
		{
			PCD8544_GotoXY(0,b);
			PCD8544_Puts("   ", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);
			b=b-10;
			kier=0;
		}
		// Wska¿nik w dó³
		if(kier==4&& b!=40)
		{
			PCD8544_GotoXY(0,b);
			PCD8544_Puts("   ", PCD8544_Pixel_Set, PCD8544_FontSize_5x7);
			b=b+10;
			kier=0;
		}
		if(kier==1 && b==10)
		{
			gra();
			kier=0;
		}
		// Rekord
		if(kier==1 && b==20)
		{
		    rekord();
			kier=0;
		}
		// Opcje
    	if(kier==1 && b==30)
    	{

    	    PCD8544_Clear();
    	    PCD8544_Refresh();
    		opcje();
    		kier=0;
    	}
    	// Wyjscie
    	if(kier==1 && b==40)
    	{
    		PCD8544_Clear();
    		kier=0;
    		return;
		}
	}
}
예제 #6
0
VOID RenderPlaying()
{
	UINT i;

	//  Draw Background
	SelectObject(hdcBuffer, GetStockObject(NULL_PEN));
	Rectangle(hdcBuffer, 0, 0, WNDWIDTH, (int)(WNDHEIGHT * 0.26));
	Rectangle(hdcBuffer, 0, (int)(WNDHEIGHT * 0.5), WNDWIDTH, (int)(WNDHEIGHT * 0.76));

	INT totalLength = INT_MIN;
	for (i = 0; i < 4; i++)
		if (global.barriers[i].size() && totalLength < global.barriers[i].back().msecs)
			totalLength = global.barriers[i].back().msecs;
	totalLength += INT(global.currSong().msPerBeat * 0.5);

	for (i = 0; i < 4; i++) //  Four tracks. Want more?
	{
		DOUBLE trackTop = i * 0.25 + (i % 2) * 0.01;
		DOUBLE trackBottom = (i + 1) * 0.25 + ((i + 1) % 2) * 0.01;

		//  Draw Barriers
		DrawBarriers(i);

		//  Draw Card Machine
		if (i == 0)
			for (int k = 0; k <= 2; k++)
			{
				DOUBLE machineX = (totalLength * k / 2 - gameTimePass) / global.currSong().msPerBeat / beatPerScreen;
				if (machineX < 1.02 && machineX > -0.18)
				{
					int height = 0;
					for (size_t j = 0; j < global.barriers[0].size(); j++)
						if (global.barriers[0][j].msecs <= totalLength * k / 2)
							height = global.barriers[0][j].height;
						else
							break;
					SelectObject(hdcBmp, machineX > 0 ? resource.machine : resource.machineok);
					TransparentBlt(hdcBuffer, ToWindowX(machineX + stickmanX) - 24, ToWindowY(0.21 - height * 0.05) - 49,
						48, 48,
						hdcBmp, 0, 0, 48, 48, RGB(255, 255, 255));
				}
			}

		//  Draw StickMan
		DOUBLE beatPassed = gameTimePass / global.currSong().msPerBeat;
		DOUBLE beatPerLoop;
		if (global.currSong().msPerBeat <= 1000. / 3)
			beatPerLoop = 1.0;
		else
			beatPerLoop = 0.5;
		int heroTotalFrame = int(beatPassed / beatPerLoop * 8);
		UINT heroFrame = ((heroTotalFrame + 3) % 8 + 8) % 8;
		//  loop begin from 3rd frame
		//  prevent negative time (audioLeadIn)
		if (heroFrame >= 6)
			heroFrame++;

		COLORREF backColor;
		if (i & 1)
		{
			SelectObject(hdcBmp, resource.wHero[heroFrame]);
			backColor = RGB(0, 0, 0);
		}
		else
		{
			SelectObject(hdcBmp, resource.hero[heroFrame]);
			backColor = RGB(255, 255, 255);
		}
		TransparentBlt(
			hdcBuffer,
			ToWindowX(stickmanX) - 21, ToWindowY(trackBottom - 0.1 - global.heroes[i].height * 0.05) - 8, global.heroWidth, global.heroHeight,
			hdcBmp,
			0, 0, 420, 504,
			backColor
			);
	}

	SelectObject(hdcBmp, resource.cloud);
	TransparentBlt(hdcBuffer, ToWindowX(1 - gameTimePass  * 0.99 / totalLength), 10, 48, 48,
		hdcBmp, 0, 0, 48, 48, RGB(255, 255, 255));

	if (settings.foggyMode)
	{
		Gdiplus::Graphics gra(hdcBuffer);
		Gdiplus::Image sonSelPic(_T("res/ui/foggy.png"));
		gra.DrawImage(&sonSelPic, 0, 0, WNDWIDTH, WNDHEIGHT);
	}

	// Draw blood
	SelectObject(hdcBuffer, GetStockObject(WHITE_BRUSH));
	Rectangle(hdcBuffer, 0, 0, ToWindowX(0.01), WNDHEIGHT);
	HBRUSH darkRedBrush = CreateSolidBrush(RGB(194, 70, 49));
	SelectObject(hdcBuffer, darkRedBrush);
	Rectangle(hdcBuffer, 0, ToWindowY(1. - global.blood / 100.), ToWindowX(0.01), WNDHEIGHT);
	SelectObject(hdcBuffer, GetStockObject(WHITE_BRUSH));
	DeleteObject(darkRedBrush);

	//  Draw accuracy indicator
	if (settings.showAccuracyIndicator)
	{
		HBRUSH indicatorYellowBrush = CreateSolidBrush(RGB(242, 215, 80));
		SelectObject(hdcBuffer, indicatorYellowBrush);
		Rectangle(hdcBuffer, ToWindowX(0.01) - 1, 0, ToWindowX(0.02), WNDHEIGHT);

		HBRUSH indicatorGreenBrush = CreateSolidBrush(RGB(36, 180, 85));
		SelectObject(hdcBuffer, indicatorGreenBrush);
		DeleteObject(indicatorYellowBrush);
		Rectangle(hdcBuffer, ToWindowX(0.01) - 1, ToWindowY(0.1667), ToWindowX(0.02), ToWindowY(0.8333));

		HBRUSH indicatorBrush = CreateSolidBrush(RGB(107, 203, 255));
		SelectObject(hdcBuffer, indicatorBrush);
		DeleteObject(indicatorGreenBrush);
		Rectangle(hdcBuffer, ToWindowX(0.01) - 1, ToWindowY(0.5 - global.accuracyIndicator) - 5,
			ToWindowX(0.02), ToWindowY(0.5 - global.accuracyIndicator) + 5);

		SelectObject(hdcBuffer, GetStockObject(WHITE_BRUSH));
		DeleteObject(indicatorBrush);
	}

	WCHAR timeText[20];
	wsprintf(timeText, _T("%d"), gameTimePass);
	SetTextColor(hdcBuffer, RGB(0, 0, 0));
	TextOut(hdcBuffer, ToWindowX(0.8), ToWindowY(0.05), timeText, wcslen(timeText));

	//  Draw pause button
	SelectObject(hdcBmp, resource.pauseButton);
	TransparentBlt(hdcBuffer, WNDWIDTH - 45, 10, 15, 21,
		hdcBmp, 0, 0, 124, 175, RGB(255, 255, 255));
}