Ejemplo n.º 1
0
/*!
 * This function is called whenever the user clicks "Add". It calls NewJob().
 */
void GamessQFrame::OnADDClick( wxCommandEvent& event )
{
	GreyButtons();
	NewJob();
	RefreshList();
	RefreshButtons();
}
Ejemplo n.º 2
0
void MFFileSystem_UnregisterFileSystem(MFFileSystemHandle filesystemHandle)
{
	MFDebug_Assert((uint32)filesystemHandle < gDefaults.filesys.maxFileSystems, "Invalid filesystem");

	GET_MODULE_DATA(MFFileSystemState);

	MFFileSystem *pFS = pModuleData->ppFileSystemList[filesystemHandle];
	MFDebug_Assert(pFS, "Filesystem not mounted");

	if(pFS->callbacks.UnregisterFS)
		pFS->callbacks.UnregisterFS();

	if(pFS->thread)
	{
		// terminate job thread
		MFJob *pJob = NewJob(pFS);
		PostJob(pFS, pJob);
		while(pJob->status != MFJS_Finished)
		{
			// yield
		}

		MFThread_DestroySemaphore(pFS->semaphore);
		pFS->jobs.Deinit();
		MFHeap_Free(pFS->ppJobQueue);
	}

	pModuleData->gFileSystems.Destroy(pFS);
	pModuleData->ppFileSystemList[filesystemHandle] = NULL;
}
Ejemplo n.º 3
0
void ai_agent::AddAgent() {

	
	tempBrain = new sprite_memory;

	brainMemory.push_back(tempBrain);
	EntMemory = brainMemory.at(brainMemory.size()-1);
	this->unitNum++;
	//this->Entities = ptrWorld->Units;
	//Ent = Entities.at(Entities.size()-1);

	//Ent ptr is now set in ai_agent::Process() before addagent is called
	Ent->ptrBrain = EntMemory;

	//State Inits
	SetMMState(states::AI_MM_IDLE);
	tempBrain->jobData = new jobInfo();
	tempBrain->jobData->nextJob = NewJob(tempBrain->jobData,states::AI_JOB_STATE_BIRTH);
	SetPri1State(states::AI_PRI1_STATE_SELF);

	//unused?
	tempBrain->collision = false;
	
	//tempBrain->hasNav = false;

	//Get some nav memory, GetNav returns recycled navdata or new if all else used up
	
	tempBrain->navData = Nav->GetNav();
	
	
	tempBrain->safe = true;
	tempBrain->dangerlevel = 0;
	tempBrain->defaultJob = this->stateToDefaultJob_Pri1.at(tempBrain->state_pri1);

	
	StartNextJob();
	

	tempBrain->hasTargetToGuard = false;

	//this->ptrWorld->lock_newunit = false;
	//this->ptrWorld->ask_newai = false;
	Ent->fullyCreated = true;

	//not used
	Ent->fullyCreatedSafety = 44;
	

	//this->SetTarget(this->ptrWorld->ptrPhysics->GetClosestSpriteID((((phys_obj* )Ent)),true));
	//this->SetTarget(this->getRandEnemyID());
	
	

	//int dsdfsd = this->Entities.size();
}