예제 #1
0
/*
 * Function registers a new domain with presence agent
 * if the domain exists, pointer to existing structure
 * will be returned, otherwise a new domain will be
 * created
 */
int register_pdomain(const char* _n, pdomain_t** _d)
{
    pdomain_t *pdomain;
    dlist_t* d;
    str s;

    s.s = (char*)_n;
    s.len = strlen(_n);

    if (find_dlist(&s, &d) == 0) {
        *_d = d->d;
        return 0;
    }

    if (new_dlist(&s, &d) < 0) {
        LOG(L_ERR, "register_pdomain(): Error while creating new domain\n");
        return -1;
    }

    pdomain = d->d;
    lock_pdomain(pdomain);	/* do not enable timer to delete presentities in it */
    d->next = root;
    root = d;

    *_d = pdomain;

    /* Preload domain with data from database if we are gonna
     * to use database
     */
    pdomain_load_presentities(pdomain);
    unlock_pdomain(pdomain);

    return 0;
}
예제 #2
0
파일: dlist.c 프로젝트: btriller/kamailio
/*!
 * \brief Registers a new domain with usrloc
 *
 * Registers a new domain with usrloc. If the domain exists,
 * a pointer to existing structure will be returned, otherwise
 * a new domain will be created
 * \param _n domain name
 * \param _d new created domain
 * \return 0 on success, -1 on failure
 */
int register_udomain(const char* _n, udomain_t** _d)
{
	dlist_t* d;
	str s;
	db1_con_t* con;

	s.s = (char*)_n;
	s.len = strlen(_n);

	if (find_dlist(&s, &d) == 0) {
		*_d = d->d;
		return 0;
	}
	
	if (new_dlist(&s, &d) < 0) {
		LM_ERR("failed to create new domain\n");
		return -1;
	}

	/* Test tables from database if we are gonna
	 * to use database
	 */
	if (db_mode != NO_DB) {
		con = ul_dbf.init(&db_url);
		if (!con) {
			LM_ERR("failed to open database connection\n");
			goto err;
		}

		if(ul_version_table != 0
				&& db_check_table_version(&ul_dbf, con, &s, UL_TABLE_VERSION) < 0) {
			LM_ERR("error during table version check.\n");
			goto err;
		}
		/* test if DB really exists */
		if (testdb_udomain(con, d->d) < 0) {
			LM_ERR("testing domain '%.*s' failed\n", s.len, ZSW(s.s));
			goto err;
		}

		ul_dbf.close(con);
	}

	d->next = root;
	root = d;
	
	*_d = d->d;
	return 0;

err:
	if (con) ul_dbf.close(con);
	free_udomain(d->d);
	shm_free(d->name.s);
	shm_free(d);
	return -1;
}
예제 #3
0
fstree_node_t new_fstree_node ( bool is_directory , string filename , unsigned inode) {
	fstree_node_t node = 
				( fstree_node_t )calloc( sizeof( fstree_node ) , 1 );
	if ( node == NULL )
		return NULL;
	node->filename = calloc( sizeof(char) , strlen(filename) + 1 );
	memcpy(node->filename, filename, strlen(filename) + 1);
	node->is_directory = is_directory;
	node->status = NO_STATE;
	node->versions = new_dlist(); // (?)
	node->server_inode = inode;
	if ( ( node->children = new_fslist() ) == NULL )
		return NULL;
	return node;
}
예제 #4
0
파일: dlist.c 프로젝트: SipCoSystems/hush
/*!
 * \brief Registers a new domain with usrloc
 *
 * Registers a new domain with usrloc. If the domain exists,
 * a pointer to existing structure will be returned, otherwise
 * a new domain will be created
 * \param _n domain name
 * \param _d new created domain
 * \return 0 on success, -1 on failure
 */
int register_udomain(const char* _n, udomain_t** _d)
{
	dlist_t* d;
	str s;

	s.s = (char*)_n;
	s.len = strlen(_n);

	if (find_dlist(&s, &d) == 0) {
		*_d = d->d;
		return 0;
	}
	
	if (new_dlist(&s, &d) < 0) {
		LM_ERR("failed to create new domain\n");
		return -1;
	}

	d->next = root;
	root = d;
	
	*_d = d->d;
	return 0;
}
예제 #5
0
파일: dlist.c 프로젝트: OPSF/uClinux
/*
 * Function registers a new domain with usrloc
 * if the domain exists, pointer to existing structure
 * will be returned, otherwise a new domain will be
 * created
 */
int register_udomain(const char* _n, udomain_t** _d)
{
	dlist_t* d;
	str s;
	int ver;
	db_con_t* con;

	s.s = (char*)_n;
	s.len = strlen(_n);

	if (find_dlist(&s, &d) == 0) {
	        *_d = d->d;
		return 0;
	}
	
	if (new_dlist(&s, &d) < 0) {
		LOG(L_ERR, "register_udomain(): Error while creating new domain\n");
		return -1;
	} 

	     /* Preload domain with data from database if we are gonna
	      * to use database
	      */
	if (db_mode != NO_DB) {
		con = ul_dbf.init(db_url.s);
		if (!con) {
			LOG(L_ERR, "register_udomain(): Can not open database connection\n");
			goto err;
		}

		ver = table_version(&ul_dbf, con, &s);

		if (ver < 0) {
			LOG(L_ERR, "register_udomain(): Error while querying table version\n");
			goto err;
		} else if (ver < TABLE_VERSION) {
			LOG(L_ERR, "register_udomain(): Invalid table version (use ser_mysql.sh reinstall)\n");
			goto err;
		}
		
		if (preload_udomain(con, d->d) < 0) {
			LOG(L_ERR, "register_udomain(): Error while preloading domain '%.*s'\n",
			    s.len, ZSW(s.s));
			goto err;
		}

		ul_dbf.close(con);
	}

	d->next = root;
	root = d;
	
	*_d = d->d;
	return 0;

 err:
	if (con) ul_dbf.close(con);
	free_udomain(d->d);
	shm_free(d->name.s);
	shm_free(d);
	return -1;
}
예제 #6
0
파일: main.c 프로젝트: Davier/WildForest
int main()
{
    // Ressources
    unsigned long t_debut, t_fin;
    float dt, waitShoot = 0;
    BITMAP *buffer;
    int fin = 0, v = 200;
    Map *map;
    DepthList *depthList;
    Rect screen_pos, map_pos;
    Actor *joueur;

    // Initialisation
    fprintf(stderr,"Initialisation ...\n");
    timeBeginPeriod(1);
    set_uformat(U_ASCII);
    set_color_depth(32);
    allegro_init();
    install_keyboard();
    install_mouse();
    srand(time(NULL));

    if(set_gfx_mode(GFX_AUTODETECT_WINDOWED, 1024, 768, 0, 0))
        ERREUR("Echec du lancement du mode graphique.");
    buffer = create_bitmap(SCREEN_W, SCREEN_H);
    resman_loadSprites();

    fprintf(stderr,"Chargement des ressources ...\n");
    map = new_map("media/map/test1");
    map_pos.x = map_pos.y = 0;
    map_pos.w = map->w;
    map_pos.h = map->h;
    actList = new_glist();
    root = new_tree(map_pos);
    map_addEntities(map, actList, root);
    depthList = new_dlist();
    screen_pos.w = SCREEN_W;
    screen_pos.h = SCREEN_H;

    // Ajout du joueur
    joueur = actor_addJoueur(actList, root, 500, 500);

    // Intro
    debut();

    // Boucle principale
    fprintf(stderr,"Debut !\n");
    t_debut = timeGetTime();
    while(!fin)
    {
        // Gestion clavier
        if(key[KEY_ESC])
        {
            fin = 1;
        }
        if(key[KEY_W])
        {
            joueur->vit_y = -v;
            joueur->direction_regard = HAUT;
            joueur->etat = ETAT_MARCHE;
        }
        else if(key[KEY_S])
        {
            joueur->vit_y = v;
            joueur->direction_regard = BAS;
            joueur->etat = ETAT_MARCHE;
        }
        else
            joueur->vit_y = 0;
        if(key[KEY_A])
        {
            joueur->vit_x = -v;
            joueur->direction_regard = GAUCHE;
            joueur->etat = ETAT_MARCHE;
        }
        else if(key[KEY_D])
        {
            joueur->vit_x = v;
            joueur->direction_regard = DROITE;
            joueur->etat = ETAT_MARCHE;
        }
        else
            joueur->vit_x = 0;
        if(joueur->vit_x != 0 && joueur->vit_y != 0)
        {
            joueur->vit_x /= sqrt(2);
            joueur->vit_y /= sqrt(2);
        }
        if(!key[KEY_W] && !key[KEY_D] && !key[KEY_S] && !key[KEY_A])
            joueur->etat = ETAT_REPOS;
        if(key[KEY_Q])
        {
            if(waitShoot <= 0)
            {
                waitShoot = .1;
                actor_addTree(actList, root, mouse_x + screen_pos.x, mouse_y + screen_pos.y);
            }
        }
        waitShoot -= dt;
        if(mouse_b&1)
        {
            float vx, vy, v;
            if(waitShoot <= 0)
            {
                waitShoot = .3;
                vx = mouse_x - (joueur->pos_x - screen_pos.x);
                vy = mouse_y - (joueur->pos_y - screen_pos.y);
                v = sqrt(vx*vx + vy*vy);
                vx = vx/v;
                vy = vy/v;
                actor_addMissile(actList, root, joueur->pos_x + vx*joueur->w*1.5, joueur->pos_y + vy*joueur->h*1.5, vx*300, vy*300);
            }
        }
        if(key[KEY_P])
        {
            FILE *fd = fopen("arbres.txt", "w+");
            Actor *act;
            glist_startIter(actList);
            while(!glist_endIter(actList))
            {
                act = glist_getCurrentData(actList);
                if(act->type == ACT_TREE)
                    fprintf(fd, "%d\n%d\n", (int) act->pos_x, (int) act->pos_y);
                glist_iter(actList);
            }
            fclose(fd);
        }


        // Double buffer
        clear_bitmap(buffer);
        render_map(buffer, map, screen_pos.x, screen_pos.y);


        // Mises à jour
        resman_updateSprites(&dt);
        actor_spawnMonster(actList, root);
        actor_ia(actList, joueur);
        // Deplacement
        glist_startIter(actList);
        while(!glist_endIter(actList))
        {
            actor_update(glist_getCurrentData(actList), map_pos, map, dt);
            if( ((Actor*) glist_getCurrentData(actList))->deleting)
            {
                glist_remCell(actList, glist_getCurrentId(actList));
            }
            else
                glist_iter(actList);
        }
        // Cadrage ecran
        screen_pos.x = joueur->pos_x - SCREEN_W/2;
        screen_pos.y = joueur->pos_y - SCREEN_H/2;

        // Collision
        tree_collisionDetection(root);

        // Affichage
        tree_update(root);
        dlist_getActorsFromTree(depthList, root, screen_pos);
        dlist_update(depthList, screen_pos);
        dlist_blit(depthList, buffer, screen_pos);
        draw_cursor(buffer);
        textprintf_centre_ex(buffer, font, SCREEN_W/2, 5, makecol(0, 0, 0), makecol(255, 0, 0), "   Vies restantes : %d   |   Score : %d   ", joueur->vie, score);

        // Rafraichissement écran
        vsync();
        blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);

        // Gestion du temps
        t_fin = timeGetTime();
        dt = ((float)t_fin - t_debut)/1000;
        t_debut = t_fin;

        // Test fin de jeu
        if(joueur->deleting)
            fin = 1;
        resman_freeList();
    }
    // Game over
    gameover();

    // Fin
    timeEndPeriod(1);
    delete_map(map);
    del_tree(root);
    del_dlist(depthList);
    del_glist(actList);
    destroy_bitmap(buffer);
    resman_freeSprites();
    allegro_exit();
    return 0;
}