示例#1
0
int main(void) {
	init_timer();
  init_io();

  USART_Init();

  sei();

  fill_cube(0xFF);

  _delay_us(1500000);

  int mode = (PIND & (1<<PD3));  

  if (mode) {

    while (1) {

      random_filler(1);
      random_filler(0);
      loadbar();
      rain(100);

      send_voxels_rand_z(200);

      set_edges();
      _delay_us(5000000);
    }

  } else {

    int escape = 0;
    int counter = 0;

    while (1) {

      uint8_t byte;
      byte = USART_Receive();

      if (!escape) {
        if (byte == 0xAB) { // escape character
          escape = 1;
        } else if (counter < 64) {
          tab[counter/8][counter%8] = byte;
          counter++;
        }
      } else {
        if (byte == 0xCD) { // start character
          counter = 0;
        } else if (byte == 0xAB && counter < 64) {
          tab[counter/8][counter%8] = byte;
          counter++;
        }
        escape = 0;
      }
    }

  }
  return 0;
}
示例#2
0
////////////////////////////////////////////////////////////////////////////////
// Checks the LED state variable and performs current led pattern
// 0 Off, 1 Rain; 2 Light Rain, 3 Forgotten
void LED::continueState(){

	// If the led state has changed turn off all
	// lights prior to lighting the new pattern
	if(ledState != lastState){
		// changedLocation();
		allOff();
	}

	switch (ledState){
		// 
		case 0:
			allOff();
			break;
		case 1:
			lightRain();
			break;
		case 2:
			rain();
			break;
		case 3:
			heavyRain(); //Change to Heavy rain, will need to create that function
			break;
		case 4:
			forgotten();
			break;
	}

	// Save the last state of the led
	lastState = ledState;
}
示例#3
0
/* main function */
int main(int argc, char *argv[]) 
{
	fb_info fb_inf;
	/* initialize device fb */	
	if (init_fb(&fb_inf) < 0)
	{
		printf("Error init_fb\n");
		exit(1);
	}

    rain("loading.jpg", fb_inf);
    
	return 0;
}
示例#4
0
void Effects::drawEffects()
{
    if(raining)
        rain();
}
示例#5
0
static void storm()
{
	rain();

	game.weatherThinkTime--;
}
示例#6
0
/* Launches one of those fancy effects. */
void launch_effect(int effect)
{
    switch (effect) {
    case 0:
	/* Lights all the layers one by one. */
	load_bar(1000);
	break;
    case 1:
	/* A pixel bouncing randomly around. */
	boing_boing(150, 500, 0x03, 0x01);
	break;
    case 2:
	/* Randomly fill and empty the cube. */
	fill(0x00);
	random_filler(100, 1, 500, 1);
	random_filler(100, 1, 500, 0);
	break;
    case 3:
	/* Send voxels randomly back and forth the z-axis. */
	send_voxels_rand_z(150, 500, 2000);
	break;
    case 4:
	/* Spinning spiral */
	spiral(1, 75, 1000);
	break;
    case 5:
	/* A coordinate bounces randomly around the cube. For every position
	 * the status of that voxel is toggled. */
	boing_boing(150, 500, 0x03, 0x02);
	break;
    case 6:
	/* Random raindrops */
	rain(40, 1000, 500, 500);
	break;
		
    case 7:
	/* Snake: a snake randomly bounce around the cube. */
	boing_boing(150, 500, 0x03, 0x03);
	break;
    case 8:
	/* Spinning plane */
	spinning_plane(1, 50, 1000);
	break;
    case 9:
	/* Set x number of random voxels, delay, unset them. x increases
	 * from 1 to 32 and back to 1. */
	random_2(48);
	break;
    case 10:
	/* Set then unset all 64 voxels in a random order. */
	random_filler2(200, 1);
	delay_ms(2000);
	random_filler2(200, 0);
	delay_ms(1000);
	break;
    case 11:
	/* Bounce a plane up and down all the directions. */
	fly_plane('z', 1, 1000);
	delay_ms(2000);
	fly_plane('y', 1, 1000);
	delay_ms(2000);
	fly_plane('x', 1, 1000);
	delay_ms(2000);
	fly_plane('z', 0, 1000);
	delay_ms(2000);
	fly_plane('y', 0, 1000);
	delay_ms(2000);
	fly_plane('x', 0, 1000);
	delay_ms(2000);
	break;
    case 12:
	/* Fade in and out at low framerate. */
	blinky2();
	break;
    case 13:
	/* Random walk */
	random_walk(4, 250, 1000);
	break;
    case 14:
	/* Spinning square */
	spinning_square(1, 50, 1000);
	break;
    }
}
int qml_interface::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
    _id = QMainWindow::qt_metacall(_c, _id, _a);
    if (_id < 0)
        return _id;
    if (_c == QMetaObject::InvokeMetaMethod) {
        switch (_id) {
        case 0:
            itFogz();
            break;
        case 1:
            destroyAll();
            break;
        case 2:
            fair();
            break;
        case 3:
            pCloudy();
            break;
        case 4:
            cloudy();
            break;
        case 5:
            rain();
            break;
        case 6:
            thunder();
            break;
        case 7:
            snow();
            break;
        case 8:
            updateSlot();
            break;
        case 9:
            replyFinished((*reinterpret_cast< QNetworkReply*(*)>(_a[1])));
            break;
        case 10: {
            QString _r = getWindSpeed();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 11: {
            QString _r = getWindDirection();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 12: {
            QString _r = getTemperature();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 13: {
            QString _r = getTime();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 14: {
            QString _r = depsurx();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 15: {
            QString _r = arvsurx();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 16: {
            QString _r = depsury();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 17: {
            QString _r = arvsury();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 18: {
            QString _r = depsurz();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 19: {
            QString _r = arvsurz();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 20: {
            QString _r = getNextUpdate();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 21: {
            QString _r = getFrequence();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 22: {
            QString _r = getSymbol();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        case 23:
            ItFogs();
            break;
        case 24: {
            int _r = getPositionCiel();
            if (_a[0]) *reinterpret_cast< int*>(_a[0]) = _r;
        }
        break;
        case 25:
            setSymbol();
            break;
        case 26: {
            QString _r = getRandomInteger();
            if (_a[0]) *reinterpret_cast< QString*>(_a[0]) = _r;
        }
        break;
        default:
            ;
        }
        _id -= 27;
    }
#ifndef QT_NO_PROPERTIES
    else if (_c == QMetaObject::ReadProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0:
            *reinterpret_cast< Forecast*>(_v) = getCurrentForecast();
            break;
        }
        _id -= 1;
    } else if (_c == QMetaObject::WriteProperty) {
        _id -= 1;
    } else if (_c == QMetaObject::ResetProperty) {
        _id -= 1;
    } else if (_c == QMetaObject::QueryPropertyDesignable) {
        _id -= 1;
    } else if (_c == QMetaObject::QueryPropertyScriptable) {
        _id -= 1;
    } else if (_c == QMetaObject::QueryPropertyStored) {
        _id -= 1;
    } else if (_c == QMetaObject::QueryPropertyEditable) {
        _id -= 1;
    } else if (_c == QMetaObject::QueryPropertyUser) {
        _id -= 1;
    }
#endif // QT_NO_PROPERTIES
    return _id;
}
示例#8
0
int main (int argc, char *argv[]  )
{
//this section populates the database 
   		const char * cmds[2];  // pointer for xfer of command 
	    char tmp[50] ; //working array variable
		char tmp1[10][50][2][15]; // array that holds database
		const char * rtrn; // separate return from send 	
	      
		int i; //ctr to parse string 
		int  j ; //ctr to build commands
		int k ; //first array index --device
		int l; //2nd array index -- command number
		int m; //3rd array index -- command name or command 
		int x1; //value of user input 
		int dsp1 = 0; //used to index a display of commands
		int dsp2 = 0; // need a secondary index
		int x2; // format command display 
		i =j =k =l =m =0;
		char * z;
        // filename to open
        FILE *file = fopen( "datafile1.csv", "r" );

        /* fopen returns 0, the NULL pointer, on failure */
        if ( file == 0 )
        {
            printf( "Could not open file\n" );
        }
      else 
        {
            
            /* read line and store it in the array . */
            while  ( ( z = fgets( tmp,100,file ) )  != 0 )
            {
				
				
				for (i = 0; i < strlen(tmp); i++) //work thru each line 
				{	
					if (tmp[0] == ':' ) // rezero array nums for each device
					{
						
						l=m=0;
						printf("new device \n");
					}	
					if (tmp[i] != ',' && tmp[i] != '\n')//read thru each piece of data
					{
						tmp1[k][l][m][j] = tmp[i];
						j++;
					}
					if (tmp[i] == ',' || tmp[i] =='\n')//complete new array element
					{
						cmds[m] =tmp1[k][l][m] ;
						printf("command %s %i %i %i  \n", cmds[m],k,l,m);
						m++;//this indexes the 2 elements from one input (csv)
						j=0;

					}
					
				    
			    }
			if (tmp[0] == ':')//change device index 
				k++;
			//final processing for while loop 
			l++; //next command number
			m=0; //reset index 	
        	}
		fclose( file );
 		}
		
	

		//get user imput via rdme and use snd1 to send the commands to the ard
		while((x1=rdme())!= 55) //55 is the magic quit 
			{
			
			if (x1 > 100) //device type
				k= x1-100;

				//display  code should list device and commands in 4 column display
				//iterates thru 2 for loops to get the info in the right place 
				for (dsp1 = 1;dsp1 <41; dsp1 +=4) //this is the master counter 
				{
					
					for(dsp2 =0;dsp2 <4;dsp2++) //this counts the items in each row
					{
						// adjusts  for 1 and 2 digit items and  long command names
						if((dsp1+dsp2) >9) x2 = 6;  
						if(strlen(tmp1[k][dsp1+dsp2][0])<x2)
							printf("%i %s\t\t",(dsp1+dsp2),tmp1[k][dsp1+dsp2][0]);
						else
							printf("%i %s\t",(dsp1+dsp2),tmp1[k][dsp1+dsp2][0]);
					}	
					printf("\n\n");
				}


			if (x1 <50) //command #
				{
				l = x1;
				//printf("numbers %i %i %i \n", k,l,m);
				cmds[0] = tmp1[k][l][0];
				cmds[1] = tmp1[k][l][1];
				printf("return %s\n",rain(cmds[1],rtrn)); //only sends hex 
				}
			}
}
示例#9
0
void WeatherManager::HandleWeatherEvent(psWeatherGameEvent* event)
{
    {
        CS::Threading::MutexScopedLock lock(eventsMutex);
        events.Delete(event); // Delete this from our "db"
    }

    // See if we want to ignore this event
    for(size_t i = 0; i < ignored.GetSize(); i++)
    {
        if(event == ignored[i])
        {
            ignored.DeleteIndex(i);
            return;
        }
    }

    switch(event->type)
    {
    case psWeatherMessage::SNOW:
    case psWeatherMessage::RAIN:
    {
        event->si->current_rain_drops = event->value;

        Notify4(LOG_WEATHER,"New %s in sector '%s': %d",event->type == psWeatherMessage::SNOW ? "snow" : "rain",  event->si->name.GetData(),event->value);

        psWeatherMessage::NetWeatherInfo info;

        info.has_downfall     = true;
        info.downfall_is_snow = (event->type == psWeatherMessage::SNOW);
        info.has_fog          = true;
        info.has_lightning    = false;

        info.downfall_drops = event->value;

        // Save current fog and calculate new.
        if(event->value)
        {
            // Only save the fog 'history' once. After that we just override.
            if(!event->si->densitySaved)
            {
                event->si->fog_density_old = event->si->fog_density;
                event->si->densitySaved = true;
            }

            // Set fog colour if there's not already fog.
            if(!event->si->fog_density)
            {
                event->si->r = 255;
                event->si->g = 255;
                event->si->b = 255;
            }

            if(info.downfall_drops < 8000)
            {
                // Calculate fog to be linear in range 0 to 200
                event->si->fog_density =
                    (int)(200.0f*(info.downfall_drops-1000.0f)/8000.0f);
            }
            else
            {
                event->si->fog_density = 200;
            }
        }
        else if(event->si->fog_density)
        {
            // Restore fog, if the fog wasn't turned off.
            event->si->fog_density = event->si->fog_density_old;
            event->si->densitySaved = false;
        }

        info.fog_density = event->si->fog_density;

        info.r = event->si->r;
        info.g = event->si->g;
        info.b = event->si->b;

        info.sector = event->sector;

        if(event->fade)
        {
            info.downfall_fade = event->fade;
            info.fog_fade = event->fade;
        }
        else
        {
            if(event->value)
            {
                info.downfall_fade = event->si->GetRandomWeatherFadeIn((unsigned int)event->type);
                info.fog_fade = info.downfall_fade;
            }
            else
            {
                info.downfall_fade = event->si->GetRandomWeatherFadeOut((unsigned int)event->type);
                info.fog_fade = info.downfall_fade;
            }
        }

        Notify4(LOG_WEATHER,"Drops: %d Density: %d Sector: %s\n",
                info.downfall_drops,info.fog_density,info.sector.GetDataSafe());

        psWeatherMessage rain(0,info);
        if(rain.valid)
            psserver->GetEventManager()->Broadcast(rain.msg,NetBase::BC_EVERYONE);
        else
        {
            Bug1("Could not create valid psWeatherMessage (rain) for broadcast.\n");
        }

        // Make sure we don't have any other events in this sector that will disturb
        // Simple case is when event types are equal. In addition we have to test
        // for the mutal exclusive case where we are changing from snow to rain or
        // rain to snow.

        {
            CS::Threading::MutexScopedLock lock(eventsMutex);
            for(size_t i = 0; i < events.GetSize(); i++)
            {
                psWeatherGameEvent* evt = events[i];
                if(evt->sector == event->sector && (evt->type == event->type
                                                    || ((evt->type == psWeatherMessage::RAIN || evt->type
                                                            == psWeatherMessage::SNOW) && (event->type
                                                                    == psWeatherMessage::RAIN || event->type
                                                                    == psWeatherMessage::SNOW))))
                {
                    ignored.Push(evt); // Ignore when the eventmanager handles the event
                    events.DeleteIndex(i);
                    i--;

                    Notify4(LOG_WEATHER,"Removed disturbing event for sector '%s' (%d,%d)",
                            evt->sector.GetData(),evt->value,evt->duration);

                }
            }
        }

        if(event->value)   // Queue event to turn off rain/snow.
        {
            if(event->type != psWeatherMessage::SNOW)
                event->si->is_raining = true;
            else
                event->si->is_snowing = true;

            if(event->si->GetWeatherEnabled((unsigned int) psWeatherMessage::LIGHTNING) &&
                    event->value > 2000 && event->si->is_raining)
            {
                // Queue lightning during rain storm here first
                QueueNextEvent(event->si->GetRandomWeatherGap((unsigned int) psWeatherMessage::LIGHTNING),
                               psWeatherMessage::LIGHTNING,
                               0,
                               0,
                               0,
                               event->si->name,
                               event->si,
                               event->clientnum);
            }

            // Queue event to stop rain/snow
            int duration;
            if(event->duration != -1)
            {
                if(event->duration)
                {
                    duration = event->duration;
                }
                else
                {
                    duration = event->si->GetRandomWeatherDuration((unsigned int) event->type);
                }

                QueueNextEvent(duration,
                               event->type,
                               0,
                               0,
                               event->fade,
                               event->si->name,
                               event->si);
            }

        }
        else // Stop rain/snow.
        {
            if(event->type== psWeatherMessage::SNOW)
                event->si->is_snowing = false;
            else
                event->si->is_raining = false;

            // Queue event to turn on again later if enabled
            StartWeather(event->si);
        }

        break;
    }
    case psWeatherMessage::FOG:
    {
        // Update sector weather info
        event->si->fog_density = event->value;
        event->si->r = event->cr;
        event->si->g = event->cg;
        event->si->b = event->cb;

        // Update the clients
        psWeatherMessage::NetWeatherInfo info;
        info.has_downfall     = false;
        info.downfall_is_snow = false;
        info.has_fog          = true;
        info.has_lightning    = false;
        info.sector           = event->si->name;
        info.fog_density      = event->si->fog_density;
        info.r                = event->cr;
        info.g                = event->cg;
        info.b                = event->cb;
        info.downfall_drops   = 0;
        info.downfall_fade    = 0;

        Notify3(LOG_WEATHER,"New Fog in sector '%s': %d",  event->si->name.GetData(), event->value);

        // Save the fade in so we can reverse it when fading out.
        if(event->fade)
        {
            event->si->fogFade = event->fade;
        }
        else
        {
            // We're removing fog, so removed the 'saved' flag.
            event->si->densitySaved = false;
        }
        info.fog_fade = event->si->fogFade;

        psWeatherMessage fog(0,info);
        if(fog.valid)
            psserver->GetEventManager()->Broadcast(fog.msg,NetBase::BC_EVERYONE);
        else
        {
            Bug1("Could not create valid psWeatherMessage (fog) for broadcast.\n");
        }

        if(event->value)   // Queue event to turn off fog.
        {

            // Queue event to stop rain/snow
            int duration;
            if(event->duration != -1)
            {
                if(event->duration)
                {
                    duration = event->duration;
                }
                else
                {
                    duration = event->si->GetRandomWeatherDuration((unsigned int) event->type);
                }

                QueueNextEvent(duration,
                               event->type,
                               0,
                               0,
                               event->si->GetRandomWeatherFadeOut((unsigned int)psWeatherMessage::FOG),
                               event->si->name,
                               event->si);
            }

        }
        else // Stop fog.
        {
            // Queue event to turn on again later if enabled
            StartWeather(event->si, psWeatherMessage::FOG);
        }

        break;
    }
    case psWeatherMessage::LIGHTNING:
    {
        if(event->si->is_raining)
        {
            Notify2(LOG_WEATHER,"Lightning in sector '%s'",event->sector.GetData());

            psWeatherMessage::NetWeatherInfo info;
            info.has_downfall  = false;
            info.downfall_is_snow = false;
            info.has_fog       = false;
            info.has_lightning = true;
            info.sector = event->sector;
            info.fog_fade = info.downfall_fade = 0;
            info.r = info.g = info.b = 0;
            info.downfall_drops = info.fog_density = 0;

            psWeatherMessage lightning(0,info, event->clientnum);

            if(lightning.valid)
            {
                psserver->GetEventManager()->Broadcast(lightning.msg);
            }
            else
            {
                Bug1("Could not create valid psWeatherMessage (lightning) for broadcast.\n");
            }

            if(event->si->is_raining &&
                    event->si->GetWeatherEnabled((unsigned int) psWeatherMessage::LIGHTNING))
            {
                QueueNextEvent(event->si->GetRandomWeatherGap((unsigned int) psWeatherMessage::LIGHTNING),
                               psWeatherMessage::LIGHTNING,
                               0,
                               0,
                               0,
                               event->si->name,
                               event->si,
                               event->clientnum);
            }
        }
        break;
    }
    case psWeatherMessage::DAYNIGHT:
    {
        QueueNextEvent(GAME_MINUTE_IN_TICKS,
                       psWeatherMessage::DAYNIGHT,
                       0,
                       0,
                       0,
                       NULL,
                       NULL);

        gameTimeMinute++;
        if(gameTimeMinute >= 60)
        {
            gameTimeMinute = 0;
            gameTimeHour++;
            if(gameTimeHour >= 24)
            {
                gameTimeHour = 0;
                gameTimeDay++;
                if(gameTimeDay >= monthLengths[gameTimeMonth-1]+1)
                {
                    gameTimeDay = 1;
                    gameTimeMonth++;
                    if(gameTimeMonth >= MONTH_COUNT+1)
                    {
                        gameTimeMonth = 1;
                        gameTimeYear++;
                    }
                }

            }
            // Only save and broadcast every game hour.
            SaveGameTime();
            BroadcastGameTime();
        }
        else
        {
            // Super clients should get the time every minute
            BroadcastGameTimeSuperclients();
        }

        break;
    }
    default:
    {
        break;
    }
    }
}
示例#10
0
OP_ERROR
SOP_Rain::cookMySop(OP_Context &context)
{
    //UT_Interrupt    *boss;
    if (error() < UT_ERROR_ABORT)
    {
        //boss = UTgetInterrupt();
        //boss->opStart("Start generating rain");
        
        fpreal now = TIME(context.getTime());
        long nPoints = NPOINTS( now );
        UT_Vector3 rainDirection = RAINDIRECTION(now);
        //rainDirection.normalize(); //TODO: check for (0,0,0) vector

        RainData rain(  now,
                        nPoints, BOUNDMIN (now), BOUNDMAX (now),
                        rainDirection, 
                        DICEMIN(now), DICEMAX(now), SEED(now),
                        SPEED (now),
                        SPEEDVARIENCE (now));

        if(rain.getAllocationState() == false || isPointsNumberChanged_ == true)
        {
            rain.allocate(nPoints);
        }
        if( rain.getAllocationState() == true && 
            ( rain.getCachedState() == false || isParameterChanged_ == true ) )
        {   
            rain.computeInitialPositions();
            rain.setCachedState(true);     
        }

        if (isPointsGenerated_ == false)
        {
            printf("Generate Points procedure\n");
            gdp->clearAndDestroy();

            generatePoints(gdp, nPoints);
            isPointsGenerated_ = true;
        }
        

        for (   GA_Iterator pr_it(gdp->getPrimitiveRange());
                !pr_it.atEnd();
                ++pr_it)
        {
            GEO_Primitive* prim = gdp->getGEOPrimitive(*pr_it);
            GA_Range range = prim->getPointRange();
            rain.shiftPositions( gdp, range);            
        }


     

        //boss->opEnd();
    }
    isParameterChanged_ = false;
    isPointsNumberChanged_ = false;
    //unlockInputs();
    return error();
}