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(); }
void World::InitWorldObjects() { InitTextures(); InitImages(); InitSounds(); InitObjects(); InitSprites(); }
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); }
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; }
void Vehicle::Init() { // Cache CacheEntities(); CacheEffects(); // Init InitPhysics(); InitHUD(); InitSounds(); }
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; }
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 (); }
// 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(); }
// 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(); }
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; }
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); }