void DarkGDK ( void ) { gdkProc = (WNDPROC) SetWindowLong(g_pGlob->hWnd ,GWL_WNDPROC, (LONG)myProc); //WindowsHelper::activeCursor = LoadCursorFromFile("aero_link.cur"); bool started = false; Point topLeftGridPosition; Initialise(); //set top left position of grid topLeftGridPosition.x = mh.RoundToNearest((SCREEN_WIDTH/2) -125, Grid::GRID_SQUARE_LENGTH) ; topLeftGridPosition.y = mh.RoundToNearest((SCREEN_HEIGHT/2) -290, Grid::GRID_SQUARE_LENGTH) ; DBBitmapHelper::GetInstance()->DrawBackground(topLeftGridPosition, Grid::GRID_BORDER_WIDTH, Grid::GRID_SIDEBAR_WIDTH, Grid::GRID_SQUARE_LENGTH, Grid::GRID_HEIGHT, Grid::GRID_WIDTH); Game *gm = new Game(topLeftGridPosition); // our main loop while ( LoopGDK ( ) ) { WindowsHelper::Refresh(); if(started) { gm->Go(); } else { dbSync(); started = DBBitmapHelper::GetInstance()->IsStartButtonClicked(); } } // return back to windows return; }
int jfs_umount_rw(struct super_block *sb) { struct jfs_sb_info *sbi = JFS_SBI(sb); struct jfs_log *log = sbi->log; if (!log) return 0; /* * close log: * * remove file system from log active file system list. */ jfs_flush_journal(log, 1); /* * Make sure all metadata makes it to disk */ dbSync(sbi->ipbmap); diSync(sbi->ipimap); /* * Note that we have to do this even if sync_blockdev() will * do exactly the same a few instructions later: We can't * mark the superblock clean before everything is flushed to * disk. */ filemap_write_and_wait(sbi->direct_inode->i_mapping); updateSuper(sb, FM_CLEAN); return lmLogClose(sb); }
void DarkGDK ( void ) { dbSyncOn ( ); dbSyncRate ( 60 ); dbDisableEscapeKey(); SetCurrentDirectory("GameContents"); dbSetWindowTitle("Gaming Level"); int xCord = 0; int yCord = 0; int direction = 2; //up = 1, down = 2, left = 3, right = 4; int finished = 0; //Used to state whether the game has ended house.setWorld("stage1",xCord,yCord); dbColorBackdrop(dbRGB(0,0,0)); house.finishedPntr = &finished; while ( LoopGDK ( ) && !finished) { movePersonOrWorld(xCord, yCord, direction); //dbCenterText(510,80,dbStr(dbMouseX())); //dbCenterText(550,80,dbStr(dbMouseY())); // update the screen dbSync ( ); } return; }
int jfs_umount_rw(struct super_block *sb) { struct jfs_sb_info *sbi = JFS_SBI(sb); struct jfs_log *log = sbi->log; if (!log) return 0; /* * close log: * * remove file system from log active file system list. */ jfs_flush_journal(log, 2); /* * Make sure all metadata makes it to disk */ dbSync(sbi->ipbmap); diSync(sbi->ipimap); fsync_inode_data_buffers(sb->s_bdev->bd_inode); updateSuper(sb, FM_CLEAN); sbi->log = NULL; return lmLogClose(sb, log); }
void world::dimArea(char interval[], void *classPointer) { int timeInterval = atoi(interval); int *currentXCord = static_cast<world*>(classPointer)->currentX; //Get our x coordinate from our class int *currentYCord = static_cast<world*>(classPointer)->currentY; //Get our y coordinate from our class int numberOfSpritesPlus1 = (static_cast<world*>(classPointer)->numOfSprites)+1; int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("background.png",numberOfImagesPlus1); dbSprite(numberOfSpritesPlus1,0,0,numberOfImagesPlus1); dbPlaySound(3); for(int i = 0; i < 255 && LoopGDK(); i+=5) { //Make our screen slightly darker each time. The speed is controlled by the timeInterval variable. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } for(int i = 0; i <= 100 && LoopGDK(); i+=5) { //Keep out screen dark for a little bit static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbWait(timeInterval); dbSync(); } for(int i = 255; i >= 0 && LoopGDK(); i-=5) { //Now make our screen lighter so we can see again. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } }
void pollo::setPos() { float t; float y; float angle=calculoAngulo(); float Vx=calculoVelocidad()*(cos(angle)); float Vy=calculoVelocidad()*(sin(angle)); if(calculoVelocidad()==0) { dbDeleteSprite(ID); } else{ for(int pixel=0;pixel<1200;pixel+=4) { t=(pixel+POSXo)/(Vx); y=abs((Vy)*t-(5*t*t)-POSYo); dbSprite(ID,pixel+POSXo,(int) ceil(y+0.5),1); if (dbSpriteCollision(ID,enemigo)==1) { dbDeleteSprite(ID); dbDeleteSprite(enemigo); return; } if (dbSpriteCollision(ID,3)==1) { dbDeleteSprite(ID); dbDeleteSprite(3); return; } if (dbSpriteCollision(ID,4)==1) { dbDeleteSprite(ID); dbDeleteSprite(4); return; } dbSync();//refrescar la pantalla } } }
/* * NAME: dbUnmount() * * FUNCTION: terminate the block allocation map in preparation for * file system unmount. * * the in-core bmap descriptor is written to disk and * the memory for this descriptor is freed. * * PARAMETERS: * ipbmap - pointer to in-core inode for the block map. * * RETURN VALUES: * 0 - success * -EIO - i/o error */ int dbUnmount(struct inode *ipbmap, int mounterror) { struct bmap *bmp = JFS_SBI(ipbmap->i_sb)->bmap; if (!(mounterror || isReadOnly(ipbmap))) dbSync(ipbmap); /* * Invalidate the page cache buffers */ truncate_inode_pages(ipbmap->i_mapping, 0); /* free the memory for the in-memory bmap. */ kfree(bmp); return (0); }
void DarkGDK ( void ) { loadSettings(); loadResources(); //ASTEROID LOADED OBJECTS Large_Roid loadLarge(1); Big_Roid loadBig(1); Medium_Roid loadMedium(1); Small_Roid loadSmall(1); Tiny_Roid loadTiny(1); Ship *player = new Jet; Asteroid * roids[NUM_ASTEROIDS]; setAsteroids(roids, NUM_ASTEROIDS); dbMakeObjectSphere(MACH_GUN_FIRE, 2); dbTextureObject(MACH_GUN_FIRE, MACH_GUN_FIRE); while ( LoopGDK ( ) ) { astroReset(roids, NUM_ASTEROIDS); astroidPhysics(roids, NUM_ASTEROIDS); collision(roids, NUM_ASTEROIDS, player); player->moveShip(); pause(); if(dbSpaceKey()) { dbWait(1000); } dbSync ( ); } memoryLeak(); return; }
int jfs_umount_rw(struct super_block *sb) { struct jfs_sb_info *sbi = JFS_SBI(sb); struct jfs_log *log = sbi->log; if (!log) return 0; jfs_flush_journal(log, 2); dbSync(sbi->ipbmap); diSync(sbi->ipimap); filemap_write_and_wait(sbi->direct_inode->i_mapping); updateSuper(sb, FM_CLEAN); return lmLogClose(sb); }
void world::endingScreen(void *classPointer) { //Like a large version of our printText function dbWait(500); char messageTotal[1000] = "Player..."; char messageTemp[100] = ""; int totalLength = strlen(messageTotal); int tempLength = 0; int iteration = 0; int numberCharsToEnd = 0; dbSetTextSize(52); for(tempLength; LoopGDK() && tempLength <= totalLength; tempLength++) { messageTemp[tempLength] = messageTotal[tempLength]; dbWait(200); dbText(200,80,messageTemp); dbSync(); } while(dbKeyState(57) != 1) { //Show the message, with the blinking period controlled by your computer time. Waiting for you to press space. if((dbTimer()/1000) % 2 == 1) { messageTemp[tempLength-2] = '\0'; } else { messageTemp[tempLength-2] = '.'; } dbCLS(); dbWait(40); dbText(200,80,messageTemp); dbSync(); } dbCLS(); strcpy(messageTotal,"Thank you very much for playing. This game has been coded in C++, one of my favorite languages, and it has been a blast to program. I hope you have enjoyed it as much as I have. I also wish to congratulate you on finding out the password. Either you're amazing at guessing, or you found the secret note... What an odd place to put it too..."); totalLength = strlen(messageTotal); for(int i = 0; i <= totalLength; i++) { //Loop through our main message if(((i+1)+numberCharsToEnd) % 26 == 0) { //So if the next character in the string is going to hit the edge (if it's divisible by 26 with no remainders) (Plus our difference which we'll talk about later. if(messageTotal[i+1] == ' ') { //first check if our next character is a space. If so, then just change it out for a \n messageTotal[i+1] = '\n'; } else { //I guess it wasn't. Now let's check to see if there's a space behind us, at most 26 characters away. Let's also make sure that we stop if we reach 0. (Then no spaces behind us) for(int j = i; j >= 0 && iteration < 26; j--) { if(messageTotal[j] == ' ') { //We found a character that's both a space and within our limits! Now we make it \n, tell the program that we found one by setting iteration to 0, //And add the difference between our previous end of line, to our numberCharsToEnd variable. messageTotal[j] = '\n'; iteration = 0; numberCharsToEnd = ((i+1)+numberCharsToEnd)-(j+1); //The j-1 makes it so our lines align properly. break; } iteration++; //we didn't find any spaces this round, so let's keep looking. Since I'm looking further, I increment my variable to say how far back I'm looking. (remember 26) } } if(iteration != 0) { //It looks like we didn't find any spaces. I guess we'll have to chop the word in half so it doesn't run off of the page (our only option) for(int j = totalLength; j >= i; j--) { //Move everything over to the right by 1. messageTotal[j+1] = messageTotal[j]; } totalLength++; //Remember: by moving everything over by 1, we made the string size 1 larger. messageTotal[i] = '\n'; //now insert our \n where we have our emprty space from moving everything over. (Technically our first duplicated space) iteration = 0; //Now, make sure to reset our iteration variable } } }//End for i for(int i = 500; i > -720 && LoopGDK(); i-=2) { //Move our text up the screen. dbCLS(); dbWait(40); dbText(0,i,messageTotal); dbSync(); } strcpy(messageTotal,"Thank you for playing"); for(int i = 0; i <= 255 && LoopGDK(); i+=5){ //Fade our message in dbInk(dbRGB(i,i,i),dbRGB(0,0,0)); dbCLS(); dbWait(40); dbCenterText(310,150,messageTotal); dbSync(); } for(int i = 255; i >= 0 && LoopGDK(); i-=5){ //Fade our message out dbInk(dbRGB(i,i,i),dbRGB(0,0,0)); dbCLS(); dbWait(40); dbCenterText(310,150,messageTotal); dbSync(); } *(static_cast<world*>(classPointer)->finishedPntr) = 1; //You WON!!! YAY! Now let's tell the main darkGDK function that you won. }
void DarkSDK ( void ) { // entry point for the application //dbSetDir ( "media\\" ); // initial application set up dbSyncOn ( ); // turn sync on dbSyncRate ( 0 ); // set sync rate to 60 dbBackdropOn ( ); // switch backdrop off - no need to clear screen dbSetCameraRange ( 0.5f, 30000 ); // set the camera range PhysStart ( ); // floor dbMakeObjectBox ( 1, 100, 1, 100 ); dbPositionObject ( 1, 0, 0, 0 ); dbColorObject ( 1, dbRgb ( 100, 0, 0 ) ); PhysCreateStaticRigidBodyMesh ( 1 ); /* dbLoadObject ( "bin1.x", 2 ); //dbPositionObject ( 2, 0, 1 + dbObjectCollisionCenterY ( 2 ), 0 ); dbPositionObject ( 2, 0, 0, 0 ); //dbOffsetLimb ( 2, 0, dbObjectCollisionCenterX ( 2 ) * -1, dbObjectCollisionCenterY ( 2 ) * -1, dbObjectCollisionCenterZ ( 2 ) * -1 ); PhysCreateRigidBodyBox ( 2 ); dbMakeObjectCube ( 3, 5 ); dbPositionObject ( 3, 20, 10, 0 ); PhysCreateRigidBodyBox ( 3 ); */ const NxReal height = 0.3; const NxReal width = 2; const NxReal length = 4; //dbMakeObjectBox ( 5, length*0.65, height*0.85, width*0.65 ); dbMakeObjectBox ( 5, 3.5,3,4); dbPositionObject ( 5, 3.5,4,0 ); dbMakeObjectSphere ( 10, 0.8 ); dbMakeObjectSphere ( 11, 0.8 ); dbMakeObjectSphere ( 12, 0.8 ); dbMakeObjectSphere ( 13, 0.8 ); CreateTruck ( ); //dbLoadObject ( "corsa.x", 5 ); //dbPositionObject ( 5, 0, 1, 0 ); /* InitCar ( ); car = CreateCar(NxVec3(0,5,0)); */ dbPositionCamera ( 0, 20, -30 ); // PhysCreateRigidBodyBox ( 10 ); // loop round until escape key is pressed while ( LoopSDK ( ) ) { if ( dbEscapeKey ( ) ) return; if ( dbSpaceKey ( ) ) PhysSetVelocity ( 10, 0, 20, 0 ); UpdateTruck ( ); //if ( dbSpaceKey ( ) ) // PhysSetVelocity ( 3, -20, 0, 0 ); /* { bool bKey = false; if ( dbKeyState ( 17 ) == 1 ) { gMotorForce = gMaxMotorPower; bKey = true; } if ( dbKeyState ( 31 ) == 1 ) { gMotorForce = -gMaxMotorPower; bKey = true; } if ( dbKeyState ( 32 ) ) { if (gSteeringValue > (-1.0f + gSteeringDelta)) gSteeringValue -= gSteeringDelta; bKey = true; } if ( dbKeyState ( 30 ) ) { if (gSteeringValue < (1.0f - gSteeringDelta)) gSteeringValue += gSteeringDelta; bKey = true; } if ( !bKey ) { gMotorForce = 0.0f; gSteeringValue = 0.0f; } } TickCar ( ); */ // show the frame rate and handle user input showFPS ( ); userInput ( ); PhysRun ( ); PhysUpdate ( ); // render everything dbSync ( ); } }
void world::passGuess(char triggerName[], void *classPointer) { int *currentXCord = static_cast<world*>(classPointer)->currentX; int *currentYCord = static_cast<world*>(classPointer)->currentY; int numbers = 0; char messageTotal[150] = "Well you seem to have the\nurge to leave. Why not stay\nfor a bit though? If you\ntruly want to go, then\nsimply guess the password:"******""; int spaceBar = 0; int correctPassword = 0; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("textBackground.png",numberOfImages+1); dbLoadImage("passwordBackground.png",numberOfImages+2); while(LoopGDK() && numbers <= 6){ //Now we have to sustain our environment again. dbWait(10); //How quick the message is typed //dbCenterText(30,90,dbStr(dbMouseX())); //dbCenterText(30,120,dbStr(dbMouseY())); static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage((numberOfImages+1),385,0); dbPasteImage((numberOfImages+2),405,200); if(messageCharLength < totalLength) { //Just like in our printText function messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; messageCharLength++; } if(dbMouseClick() == 1) { if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 1 button strncat(passwordInput,"1",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 2 button strncat(passwordInput,"2",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 3 button strncat(passwordInput,"3",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 4 button strncat(passwordInput,"4",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 5 button strncat(passwordInput,"5",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 6 button strncat(passwordInput,"6",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 7 button strncat(passwordInput,"7",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 8 button strncat(passwordInput,"8",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 9 button strncat(passwordInput,"9",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 372) && (dbMouseY() <= 396)) { //If our mouse is over the 0 button strncat(passwordInput,"0",1); numbers++; dbPlaySound(12); } dbWait(300); } if(numbers == 7) { //Now let's create a local instance of our world for the new mesage strcpy(messageTemp,""); if(strcmp(passwordInput,"1433434") == 0) {//Now let's check to see if they got the password correct strcpy(messageTotal,"Congratulations! That's\nthe right password!"); correctPassword++; dbInk(dbRGB(0,255,0),dbRGB(0,0,0)); dbPlaySound(14); } else { strcpy(messageTotal,"Sorry, but that's not the\npassword. Please try again."); dbInk(dbRGB(255,0,0),dbRGB(0,0,0)); dbPlaySound(13); } totalLength = strlen(messageTotal); messageCharLength = 0; while(LoopGDK() && spaceBar == 0) { dbWait(10); static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage((numberOfImages+1),385,0); dbPasteImage((numberOfImages+2),405,200); if(messageCharLength < totalLength) { //Lets loop through our message again. messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; messageCharLength++; } if(dbKeyState(57) == 1) { spaceBar++; } dbSetTextSize(36); if(correctPassword == 1) { dbCenterText(512,12,"Correct"); dbCenterText(512,42,"Password!:"); } else { dbCenterText(512,12,"Incorrect"); dbCenterText(512,42,"Password:"******"Guess The"); dbCenterText(512,42,"Password:"); dbSetTextSize(12); dbText(395,85,messageTemp); dbSetTextSize(36); dbText(455,220,passwordInput); dbSync(); } } if(correctPassword == 1){ for(int i = 0; i <= 100; i++) { dbDeleteSprite(i); dbSync(); } endingScreen(classPointer); //Go to the ending screen, since you won! } dbWait(300); }
/* * NAME: jfs_defragfs() * * FUNCTION: relocate specified extent for defragfs() * optionally commiting the operation. */ int32 jfs_defragfs( char *pData, /* pointer to buffer containing plist */ uint32 lenData, /* length of buffer */ uint16 *pbufsize) /* pointer of buffer length */ { int32 rc = 0; defragfs_t pList, *p = &pList; uint32 xtype; int64 offset, xoff, oxaddr, nxaddr; int32 xlen; inode_t *ipmnt, *ipimap, *ipbmap; inode_t *ip = NULL; xad_t oxad; pxd_t opxd; mode_t imode; int32 tid; inode_t *iplist[1]; struct vfs *vfsp; if (rc = KernCopyIn(&pList, pData, lenData)) return rc; /* get the 'mount' inode */ for (vfsp = vfs_anchor; vfsp != NULL; vfsp = vfsp->vfs_next) if (vfsp->vfs_vpfsi->vpi_drive == pList.dev) break; if (vfsp == NULL) return EINVAL; xtype = pList.flag; /* sync at start of defragfs ? */ if (xtype & DEFRAGFS_SYNC) { jEVENT(0,("jfs_defragfs: DEFRAGFS_SYNC\n")); if ((vfsp->vfs_flag & VFS_READONLY) || (vfsp->vfs_flag & VFS_ACCEPT)) return 0; ipimap = (inode_t *)vfsp->vfs_data; ipmnt = ipimap->i_ipmnt; ipbmap = ipmnt->i_ipbmap; /* sync the file system */ iSyncFS(vfsp); /* write dirty pages of imap */ diSync(ipimap); /* write dirty pages of bmap */ dbSync(ipbmap); return 0; } else if (!(xtype & DEFRAGFS_RELOCATE)) return EINVAL; if (vfsp->vfs_flag & VFS_READONLY) return EROFS; if (vfsp->vfs_flag & VFS_ACCEPT) return EINVAL; /* get the relocation parameter */ xoff = pList.xoff; oxaddr = pList.old_xaddr; nxaddr = pList.new_xaddr; xlen = pList.xlen; jEVENT(0,("jfs_defragfs: i:%d xtype:0x%08x xoff:%lld xlen:%d xaddr:%lld:%lld\n", pList.ino, xtype, xoff, xlen, oxaddr, nxaddr)); /* get the object inode if it exist */ ICACHE_LOCK(); rc = iget(vfsp, pList.ino, &ip, 0); ICACHE_UNLOCK(); if(rc) { jEVENT(0,("jfs_defragfs: stale target object.\n")); rc = ESTALE; /* stale object ENOENT */ goto out1; } IWRITE_LOCK(ip); /* validate inode */ if (ip->i_nlink == 0 || ip->i_gen != pList.gen || ip->i_fileset != pList.fileset || ip->i_inostamp != pList.inostamp) { jEVENT(0,("jfs_defragfs: stale target object.\n")); rc = ESTALE; /* stale object ENOENT */ goto out1; } /* validate object type: regular file or directory */ imode = ip->i_mode & IFMT; switch(imode) { case IFREG: case IFDIR: break; default: rc = ESTALE; /* invalid object type ENOENT */ goto out1; } /* * try to allocate new destination extent */ if (rc = dbAllocExact(ip, nxaddr, xlen)) { jEVENT(0,("jfs_defragfs: stale destination extent.\n")); rc = ENOSPC; goto out1; } iBindCache(ip); /* * regular file: */ if (imode == IFREG) { /* * automatic commit before and after each relocation * may be skipped after more experience; */ /* * commit any update before relocation */ if (ip->i_flag & IUPD) { ip->i_flag |= IFSYNC; txBegin(ip->i_ipmnt, &tid, 0); iplist[0] = ip; rc = txCommit(tid, 1, &iplist[0], 0); if (rc) goto out2; txEnd(tid); } /* * relocate either xtpage or data extent */ txBegin(ip->i_ipmnt, &tid, 0); /* source extent xad */ XADoffset(&oxad, xoff); XADaddress(&oxad, oxaddr); XADlength(&oxad, xlen); rc = xtRelocate(tid, ip, &oxad, nxaddr, xtype); if (rc) goto out2; iplist[0] = ip; rc = txCommit(tid, 1, &iplist[0], 0); if (rc) goto out2; txEnd(tid); goto out1; } /* * directory: */ else /* IFDIR */ { /* * relocate dtpage */ txBegin(ip->i_ipmnt, &tid, 0); /* source extent pxd */ PXDaddress(&opxd, oxaddr); PXDlength(&opxd, xlen); rc = dtRelocate(tid, ip, xoff, &opxd, nxaddr); if (rc) goto out2; iplist[0] = ip; rc = txCommit(tid, 1, &iplist[0], 0); if (rc) goto out2; txEnd(tid); goto out1; } out2: dbFree(ip, nxaddr, xlen) ; out1: if (ip) { IWRITE_UNLOCK(ip); ICACHE_LOCK(); iput(ip, NULL); ICACHE_UNLOCK(); } jEVENT(0,("jfs_defragfs: rc=%d\n", rc)); return (rc); }
void world::printText(char text[], void *classPointer) { char title[30]; //Our title for the object. char titleRow1[15] = ""; char titleRow2[15] = ""; char messageTotal[700]; //Our entire message char messageTemp[700]; //Our temp message that is printed to the screen. int *currentXCord = static_cast<world*>(classPointer)->currentX; //Our way to get the current xCord of our main class, using a static function. (Uses a class pointer) int *currentYCord = static_cast<world*>(classPointer)->currentY; int page = 0; //What page are we on? (Index numbered) int messageCharLength = 0; //What's the length of our temporary message? int totalLength; //The length of our entire message int iteration = 0; //Used later to see if we were able to find a space at the end of our text line. int numberCharsToEnd = 0; //How many characters are between our \n and the original end of the line? char *time = dbGetTime(); //dbGetTime returns the char pointer of a copy of the original time *(time+2) = '\0'; //Just an example. Same as "time[2] = '\0'" (educational purposes, and equivalent) int hour = atoi(time); int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("textBackground.png",numberOfImagesPlus1); if(strcmp(text,"bed") == 0) { //If our event text matches the given text strcpy(title,"Bed:"); strcpy(messageTotal,"I\'m pretty tired. It\'s been a very long "); if(hour <= 12) { strncat(messageTotal,"morning. ", 9); } else if(hour >= 13 && hour <= 18) { strncat(messageTotal,"day. ",5); } else { strncat(messageTotal,"night. ", 7); } strncat(messageTotal,"I think I'm going to just take a rest...",40); } else if(strcmp(text,"characterTV") == 0) { strcpy(title,"Character\'s TV:"); strcpy(messageTotal,"Oh. Awesome. My favorite show is on!"); dbPlaySound(4); } else if(strcmp(text,"characterComputer") == 0) { strcpy(title,"Character\'s Computer:"); strcpy(messageTotal,"Hm. It\'s been forever since I have done anything productive on here. Where is my flash drive?"); dbPlaySound(7); } else if(strcmp(text,"familyTV") == 0) { strcpy(title,"Family TV:"); strcpy(messageTotal,"Yes! Just in time to watch my favorite movie!"); dbPlaySound(5); } else if(strcmp(text,"familyComp") == 0) { strcpy(title,"Family Computer:"); strcpy(messageTotal,"What? There's a message from the creator of this game on my facebook: \"Hello. I hope you\'re enjoying the game. I put much time this game... Not sweat though. Programming doesn't usually make you sweat, thank goodness... As I was saying though, hope you're having fun!\""); dbPlaySound(6); } else if(strcmp(text,"tableFront") == 0) { strcpy(title,"Living Room Table:"); strcpy(messageTotal,"The tiles are very smooth, and cold to the touch. Each one has its own wavy pattern to it, as the tiles rise and lower at seemingly random spots. Each appears as if it's slightly warped."); } else if(strcmp(text,"tableBack") == 0) { strcpy(title,"Living Room Table:"); strcpy(messageTotal,"Where's the TV remote... Oh. Here it is. Now what do I watch though?"); } else if(strcmp(text,"smallTable") == 0) { strcpy(title,"Small Table:"); strcpy(messageTotal,"I'm not actually sure what goes here... poor little table."); } else if(strcmp(text,"couch") == 0) { strcpy(title,"Living Room Couch:"); strcpy(messageTotal,"This is such a comfy couch. It\'s all cushiony and stuff. The pillows are awesome too. What a nice couch."); } else if(strcmp(text,"chair") == 0) { strcpy(title,"Living Room Chair:"); strcpy(messageTotal,"The chair seems to radiate fall. It has various patterns, each created by an array of leaves changing their colors. The couch as a whole has a slight orange tint to it, from all of the various leaves... So very poetic!"); } else if(strcmp(text,"mainCloset") == 0) { strcpy(title,"Living Room Closet:"); strcpy(messageTotal,"There are several vaious objects behind the door, for no one to see. Not even I know what\'s behind there!"); } else if(strcmp(text,"kitchnTable") == 0) { strcpy(title,"Kitchen Table:"); strcpy(messageTotal,"The kitchen table has several various types of food on it. There are also four plates set out, each at its seemingly designated spot. It must be time for "); if(hour <= 11) { strncat(messageTotal,"breakfast. ", 11); } else if(hour >= 12 && hour <= 16) { strncat(messageTotal,"lunch. ",7); } else { strncat(messageTotal,"dinner. ", 8); } } else if(strcmp(text,"counter") == 0) { strcpy(title,"Kitchen Counter:"); strcpy(messageTotal,"The counter has a few food items on it, each varying greatly from the other. They almost all seem to be focused around "); if(hour <= 11) { strncat(messageTotal,"breakfast ", 10); } else if(hour >= 12 && hour <= 16) { strncat(messageTotal,"lunch ",6); } else { strncat(messageTotal,"dinner ", 7); } strncat(messageTotal,"though. It makes sense, considering the time of day.",52); } else if(strcmp(text,"kitchnSink") == 0) { strcpy(title,"Kitchen Sink:"); strcpy(messageTotal,"It's so shiny, I can almost see my reflection!...Wow. What a nice looking person!"); dbPlaySound(8); } else if(strcmp(text,"fridge") == 0) { strcpy(title,"Fridge:"); strcpy(messageTotal,"There are several different types of food in here...What? There's a note inside: \"Hello player. I hope you're enjoying this level. If this was the first thing that you went to though, I don\'t know what to tell you. Otherwise, congrats on exploring! By the way, remember the number 1433434...\""); dbPlaySound(9); } else if(strcmp(text,"stove") == 0) { strcpy(title,"Stove:"); strcpy(messageTotal,"The stove is off. Good. Those pesky things can get hot sometimes!"); } else if(strcmp(text,"upCloset") == 0) { strcpy(title,"Hallway Closet:"); strcpy(messageTotal,"*Try to turn the door knob* Darn it. It's locked!"); dbPlaySound(10); } else if(strcmp(text,"upperRoom") == 0) { strcpy(title,"Relative's Room:"); strcpy(messageTotal,"*Get ready to turn door knob* Well... maybe I should wait to go in here. There's so much more to look at!"); } else if(strcmp(text,"bathroom") == 0) { strcpy(title,"Bathroom:"); strcpy(messageTotal,"Um...I'm not quite sure if I should narrate this... Let's say no for right now..."); } else if(strcmp(text,"lowCloset") == 0) { strcpy(title,"Hallway Closet:"); strcpy(messageTotal,"*Turn the door knob, but can't open the door* What? Seems like something is holding the door back... weird..."); dbPlaySound(11); } //////////////////// // // //Below is the main part of this function. // // //////////////////// totalLength = strlen(messageTotal); //We're going to perform an initial check through our main message. This will allow us to already have all of the '\n's where they need to be, so we can easily //print our the message later. (Without any checking) for(int i = 0; i <= totalLength; i++) { //Loop through our main message if(((i+1)+numberCharsToEnd) % 29 == 0) { //So if the next character in the string is going to hit the edge (if it's divisible by 29 with no remainders, plus our difference which we'll talk about later.) if(messageTotal[i+1] == ' ') { //first check if our next character is a space. If so, then just change it out for a \n messageTotal[i+1] = '\n'; } else { //I guess it wasn't. Now let's check to see if there's a space before this, at most 29 characters away. Let's also make sure that we stop if we reach 0. (That means we reached the beginning of the line, and there are no spaces in front of us) for(int j = i; j >= 0 && iteration < 29; j--) { if(messageTotal[j] == ' ') { //We found a character that's both a space and within our limits! Now we make it \n, tell the program that we found one by setting iteration to 0, //And add the difference between our previous end of line, to our numberCharsToEnd variable. messageTotal[j] = '\n'; iteration = 0; numberCharsToEnd = ((i+1)+numberCharsToEnd)-(j+1); //The j-1 makes it so our lines align properly. break; } iteration++; //we didn't find any spaces at this character, so let's keep looking. Since I'm looking further, I increment my variable to say how far back I'm looking. (remember 29 max!) } } if(iteration != 0) { //It looks like we didn't find any spaces. I guess we'll have to chop the word in half so it doesn't run off of the page (our only option) for(int j = totalLength; j >= i; j--) { //Move everything over to the right by 1. messageTotal[j+1] = messageTotal[j]; } totalLength++; //Remember: by moving everything over by 1, we made the string size 1 larger. messageTotal[i] = '\n'; //now insert our \n where we have our emprty space from moving everything over. (Technically our first duplicated space) iteration = 0; //Now, make sure to reset our iteration variable. } } }//End for i messageTotal[totalLength] = '\0'; //After all of that, we need to remember to have a \0 at the end of our string. if(strlen(title) > 15) { //If our title's going to run off of the page, we need to break it in half. char *spaceLocation = strchr(title,' '); while(strchr(spaceLocation + 1 ,' ') != NULL && (strchr(spaceLocation + 1 ,' ')-title) <= 15) { //Try and make our space cut-off as far on the first line as possible (get as much on the first line as we can) spaceLocation = strchr(spaceLocation + 1, ' '); } strncpy(titleRow1,title,spaceLocation-title); //Copy our first title row titleRow1[spaceLocation-title] = '\0'; strncpy(titleRow2,title+(spaceLocation-title)+1,(strlen(title)-(spaceLocation-title))); //Now our second title row } dbWait(400); while(LoopGDK() && page < 1){ //Now we have to sustain our environment by pasting our images and sprites. Otherwise, they wouldn't stay on the screen as we type our characters. dbWait(10); //How quick the message is typed. (the delay) static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage(numberOfImagesPlus1,385,0); if(dbKeyState(57) == 1) { //Did we press the space bar? dbWait(400); page++; } if(messageCharLength < totalLength) { //Now since we did all of our computation at the beginning, we can now just add characters to the string every time instead of looping through it. messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; /* NOTE: Since we check to make sure that our object is less than the total length, once it's equal to it, we have already added the \0 ahead of it! (the [messageCharLength+1] part) */ messageCharLength++; } if(titleRow1[0] != 0) { //If we had to split our title up dbSetTextSize(36); dbCenterText(512,12,titleRow1); dbCenterText(512,42,titleRow2); dbSetTextSize(12); dbText(395,85,messageTemp); } else { dbSetTextSize(36); dbCenterText(512,12,title); dbSetTextSize(12); dbText(395,55,messageTemp); } dbSync(); } dbWait(400); }
void Ave::moveBird(){ dbSprite(ID,posx,posy,ID_Image); dbOffsetSprite(ID,dbSpriteWidth(ID)/2,dbSpriteHeight(ID)/2); dbSync(); }
// Main entry point for the application void DarkGDK ( void ) { dbSyncOn ( ); dbSyncRate ( FRAMES_PER_SECOND ); dbSetWindowOff(); dbSetDisplayMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16 ); dbDisableEscapeKey ( ); dbHideMouse(); dbSetImageColorKey ( 255, 0, 255 ); // Set transparency key for images dbDrawSpritesFirst(); // So that we can draw and write over sprites // Probably not necessary now since we don't actually use DGDK sprite objects dbLoadSound("bullet.wav",1); dbLoadSound("explosion.wav",2); // Load a new map Map *map = new Map(); bool gotmap = map->loadFromFile( "testmap.txt" ); assert( gotmap && "Loading map failed" ); // Set up a camera looking at our map Camera camera; camera.setMap( map ); camera.setScreenPosition( 10, 10 ); camera.setSize( 380, 480 ); // Camera2 Camera camera2; camera2.setMap( map ); camera2.setScreenPosition( 410, 10 ); camera2.setSize( 380, 480 ); camera2.getStateMachine()->changeState( CameraFollowWASDKeysState::getInstance() ); // Set up some enemies for( int i=0; i<NUM_TEST_ENEMIES; i++ ) { Enemy *enemy = new Enemy(); enemy->setPosition( Vector2D(rand()%SCREEN_WIDTH,rand()%SCREEN_HEIGHT) ); // Set up a test path Path *path = new Path(); path->addWaypoint( Vector2D(200.0,200.0) ); path->addWaypoint( Vector2D(400.0,300.0) ); path->addWaypoint( Vector2D(700.0,-30.0) ); path->setLooped(true); enemy->setPath( path ); // Create a new enemy using that path enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() ); //enemy->getStateMachine()->changeState( EnemyCollideWithPlayerState::getInstance() ); //entityManager.registerEntity( enemy ); MessageManager::getInstance()->dispatchMessage(0,0,messageCreateEntity,(i+1)*3,enemy); } dbPerformChecklistControlDevices(); if( dbChecklistString(1) ) dbSetControlDevice( dbChecklistString(1) ); char debugText[100]; // Set up variables to keep track of elapsed time double previousTime = (double)dbTimer(); double currentTime; double elapsedTime; // Set up the target Vector2D target; target.x = 400; target.y = 300; double timeSinceLastSpawn = 10.0; double timeBetweenSpawns = 2.0; bool spacePressedLastFrame = false; Vector2D testPosition(1.0,3.0); Vector2D testHeading(1.0,0.0); Vector2D testSide = testHeading.Perp(); Vector2D testPoint(-1.0,4.0); Vector2D testVector = TransformFromWorldToLocalSpace(testPoint,testHeading,testSide,testPosition); // main loop while ( LoopGDK ( ) ) { // Calculate elapsed time currentTime = (double)dbTimer(); elapsedTime = (currentTime - previousTime)/1000; previousTime = currentTime; MessageManager::getInstance()->update(elapsedTime); // Clear the screen white dbCLS( RGB( 0, 0, 0 ) ); camera.update( 0.0 ); //camera.draw(); camera2.update( 0.0 ); //camera2.draw(); // Spawn a new enemy for testing timeSinceLastSpawn += elapsedTime; if( timeSinceLastSpawn > timeBetweenSpawns ) { timeSinceLastSpawn = 0.0; entityManager.spawnRandomWave(); /* Enemy *enemy = new Enemy(Vector2D(100.0,-10.0)); // Set up a test path Path *path = new Path(); path->addWaypoint( Vector2D(200.0,200.0) ); path->addWaypoint( Vector2D(400.0,300.0) ); path->addWaypoint( Vector2D(700.0,-10.0) ); path->setLooped(false); enemy->setPath( path ); enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() ); entityManager.registerEntity( enemy ); */ } // Update and draw the enemies entityManager.updateAllEntities( elapsedTime ); entityManager.drawAllEntities(); // Reset the first entities position if( dbMouseClick() == 2 ) { Vector2D position( dbMouseX(), dbMouseY() ); Vector2D velocity( 0.0, -20.0 ); //Vector2D velocity = target - position; //velocity.Normalize(); //velocity *= 20.0; Bullet *bullet = new Bullet(position,velocity); entityManager.registerEntity( bullet ); } // Reset the enemies randomly if space pressed if( dbSpaceKey() && spacePressedLastFrame == false ) { spacePressedLastFrame = true; Enemy *enemy = new Enemy(); enemy->setPosition(Vector2D(100.0,-30.0)); // Set up a test path Path *path = new Path(); path->addWaypoint( Vector2D(200.0,200.0) ); path->addWaypoint( Vector2D(400.0,300.0) ); path->addWaypoint( Vector2D(700.0,-30.0) ); path->setLooped(false); enemy->setPath( path ); enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() ); entityManager.registerEntity( enemy ); } if( !dbSpaceKey() ) spacePressedLastFrame = false; // Update the target if( dbMouseClick() == 1 ) { target.x = dbMouseX(); target.y = dbMouseY(); } // Draw the target //DrawTarget( target ); // Put any debugging messages here //sprintf( debugText, "Key code: %d", dbScanCode() ); // For finding keyboard scan codes //sprintf( debugText, "Elapsed time: %f", elapsedTime ); //sprintf( debugText, "Entities: %d FPS: %d", entityManager.getSize(), dbScreenFPS() ); //sprintf( debugText, "%s", dbChecklistString (1) ); //sprintf( debugText, "JoystickY: %d", joystickY ); //sprintf( debugText, "FPS: %d", dbScreenFPS() ); sprintf( debugText, "Score: %d", entityManager.getPlayer()->getScore() ); //sprintf( debugText, "Player Position: %f,%f", entityManager.getPlayer()->getPosition().x, entityManager.getPlayer()->getPosition().y ); //sprintf( debugText, "VectorX: %f VectorY: %f", testVector.x, testVector.y ); //sprintf( debugText, "screenWidth: %d screenHeight: %d", dbScreenWidth(), dbScreenHeight() ); // Print out the debug text dbInk( RGB(0,0,255), RGB(255,255,255) ); dbText( 0, SCREEN_HEIGHT-20, debugText ); // Draw scanlines //drawScanlines(3); // break out if escape has been pressed if ( dbEscapeKey ( ) ) break; // update the contents of the screen dbSync ( ); } // and now everything is ready to return back to Windows return; }
// the main entry point for the application is this function void DarkGDK ( void ){ // Seed the random number generator srand(time(NULL)); // Configure the engine to run as fast as possible (no frame rate cap) dbSyncOn(); dbSyncRate(0); // If fullscreen, configure to a, currently, hard coded setting if (FULLSCREEN) { dbSetWindowOff(); dbMaximizeWindow(); dbSetDisplayModeAntialias(1680, 1050, 32, 1, 0, 0); dbSetCameraAspect(0, 1680.0 / 1050.0); } // Otherwise, configure a windowed display else { dbSetDisplayModeAntialias(1280, 800, 32, 1, 0, 0); dbSetCameraAspect(0, 1280.0 / 800.0); int winPosX = (dbDesktopWidth() - dbScreenWidth()) / 2; int winPosY = (dbDesktopHeight() - dbScreenHeight()) / 2; dbSetWindowPosition(winPosX, winPosY); } // Hide the mouse pointer; CEGUI handles this dbHideMouse(); // This forces the timer to initialise MyTimer *timer = &MyTimer::get(); float t; // Create a new Game State - this is a general game controlling class BiPlaneGameState *gsGame = new BiPlaneGameState(); // We'll need a start-up menu StartMenuGameState *gsMenu = new StartMenuGameState(); // a Loop State holder bool loopState = TRUE; // This is for the Start Menu loop //while (LoopGDK()) { do { // Tick the timer & frame rate for this loop timer->tick(); t = timer->getT(); dbText(0, 0, dbStr((float)(1.0 / t))); loopState &= gsGame->update(t); loopState &= gsMenu->update(t); dbSync(); } while (loopState && LoopGDK()); switch (gsMenu->getState()) { // Start Server case 1 : break; // Start Client case 2 : break; // SOMETHING WENT WRONG!! default : exit(-5); } loopState = TRUE; // our main loop //while (LoopGDK()) { do { // Tick the timer & frame rate for this loop timer->tick(); t = timer->getT(); dbText(0, 0, dbStr((float)(1.0 / t))); // Issue an Update to the GameState system, passing the frameTime into it loopState &= gsGame->update(t); // Update the display dbSync(); } while (loopState && LoopGDK()); // Do a little house keeping delete gsGame; delete gsMenu; return; }