void level4(double *hold) { double h; level5( hold); if (*(token) == '^') { get_token(); level5( &h); arith( '^', hold, &h); } }
void CMPolynomial::level4(double& result) // multiplication, division, assign { register int op; double hold; level5(result); while (token==Assign || token == Mul || token == Div || token == Mod) { op = token; get_token(); level5(hold); arith(op,result,hold); } }
void mapseq() { switch(next) { case 0:menu();sidemenu();break; case 98:levelskip();break; case 1:level1();break; case 2:level2();break; case 3:level3();break; case 4:level4();break; case 5:level5();break; case 101:levelskip();break; case 6:level6();break; case 7:level7();break; case 8:level8();break; case 9:level9();break; case 10:level10();break; case 102:levelskip();break; case 11:level11();break; case 12:level12();break; case 13:level13();break; case 14:level14();break; case 15:level15();break; case 103:levelskip();break; case 16:win();break; case 99:help();break; case 100:lose();elapsedTime=0;break; } }
/* Process integer exponent. */ void level4(double* result){ double hold; level5(result); if(*bas_token== '^') { get_token(); level4(&hold); arith('^', result, &hold); } }
SeaScene::SeaScene(QObject *parent) : QGraphicsScene(parent) { setItemPointersNull(); paused_ = false; screenLitKeeper_.keepScreenLit(true); QSettings settings; //set background QPixmap waves (":/pix/meri.png"); waves.scaled(20,20); setBackgroundBrush(QBrush(waves)); //set random seed qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1 //Setup level sets QList<Level> levelList; Level level1(5,10); levelList.append(level1); Level level2(5,10,2,50); levelList.append(level2); Level level3(5,15,2,50); levelList.append(level3); Level level4(5,15,4,50); levelList.append(level4); Level level5(5,15,5,100); levelList.append(level5); Levelset set ("Original",levelList); availableLevelsets_.append(set); //Create another set of levels and place it in the available levelsets list levelList.clear(); Level set2level1(8,15,4,50); levelList.append(set2level1); Level set2level2(8,20,4,50); levelList.append(set2level2); Level set2level3(8,20,5,80); levelList.append(set2level3); Level set2level4(8,20,6,120); levelList.append(set2level4); Level set2level5(8,25,8,150); levelList.append(set2level5); Levelset set2("Difficult",levelList); availableLevelsets_.append(set2); //Setup starting levelset QString levelname = settings.value("levelset","Original").toString(); bool found = false; foreach (Levelset levelset, availableLevelsets_) { if (levelset.getName() == levelname) { levelset_ = levelset; found = true; break; } } if (!found) //The last used level is not available { levelset_ = availableLevelsets_.value(0); } currentLevel_ = 0; totalScore_ = 0; connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel())); pVibrateAction_ = new QAction(tr("Vibration effects"),this); pVibrateAction_->setCheckable(true); connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool))); pVibrateAction_->setChecked(settings.value("vibration",false).toBool()); pPauseAction_ = new QAction(tr("Pause"),this); pPauseAction_->setCheckable(true); connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool))); deviceLockPollTimer_.setInterval(20*60); connect(&deviceLockPollTimer_,SIGNAL(timeout()),this,SLOT(pollDeviceLocked())); deviceLockPollTimer_.start(); autopauseTimer.setSingleShot(true); autopauseTimer.setInterval(15*60*1000); connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(turnPauseOn())); }