Exemple #1
0
BOOL CCalendarCtrl::OnMouseWheel(UINT nFlags, short zDelta, CPoint pt) 
{	
	COleDateTime newDate = m_DateCurrent;
	if(zDelta < 0){
		// SendMessage(WM_VSCROLL,SB_LINEDOWN);
		newDate += COleDateTimeSpan(7,0,0,0); 	
		if((m_BoundUp > newDate) && (newDate > m_BoundDown))	
		{			
			m_nVscrollPos++;
			SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
			Goto(newDate);
			return TRUE;
		}
	}
	else if(zDelta > 0){
		// SendMessage(WM_VSCROLL,SB_LINEUP);
		newDate -= COleDateTimeSpan(7,0,0,0);
		if((m_BoundUp > newDate) && (newDate > m_BoundDown))
		{			
			m_nVscrollPos--;
			SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
			Goto(newDate);
			return TRUE;			
		}
	}
	
	return CWnd::OnMouseWheel(nFlags, zDelta, pt);
}
Exemple #2
0
void
DoSpecificDisaster(disaster_t disaster, UInt16 x, UInt16 y)
{
	Int16 ce = 0;
	Int16 i = 0;

	do {
		switch (disaster) {
		case diFireOutbreak:
			ce = BurnField(x, y, (UInt16)0);
			break;
		case diPlantExplosion:
			ce = 0;
			break;
		case diMonster:
			ce = CreateMonster(x, y);
			break;
		case diDragon:
			ce = CreateDragon(x, y);
			break;
		case diMeteor:
			ce = MeteorDisaster(x, y);
			break;
		default: break;
		}
	} while (i++ < 400 && ce == 0);
	if (ce) {
		UIDisasterNotify(disaster);
		Goto(x, y, goto_center);
		MapHasJumped();
	}
}
Exemple #3
0
Debugger_Disasm::Debugger_Disasm(DebugInterface *_cpu, MainWindow* mainWindow_, QWidget *parent) :
	QDialog(parent),
	ui(new Ui::Debugger_Disasm),
	cpu(_cpu),
	mainWindow(mainWindow_)
{
	ui->setupUi(this);

	vfpudlg = new Debugger_VFPU(_cpu, mainWindow, this);

	ui->DisasmView->setWindowTitle(_cpu->GetName());

	QObject::connect(ui->RegListScroll,SIGNAL(actionTriggered(int)), ui->RegList, SLOT(scrollChanged(int)));
	QObject::connect(ui->RegList,SIGNAL(GotoDisasm(u32)),this,SLOT(Goto(u32)));
	QObject::connect(this, SIGNAL(updateDisplayList_()), this, SLOT(UpdateDisplayListGUI()));
	QObject::connect(this, SIGNAL(UpdateBreakpoints_()), this, SLOT(UpdateBreakpointsGUI()));
	QObject::connect(this, SIGNAL(UpdateThread_()), this, SLOT(UpdateThreadGUI()));

	CtrlDisAsmView *ptr = ui->DisasmView;
	ptr->setDebugger(cpu);
	ptr->setParentWindow(this);
	ptr->gotoAddr(0x00000000);

	CtrlRegisterList *rl = ui->RegList;
	rl->setParentWindow(this);
	rl->setCPU(cpu);

	FillFunctions();

}
Exemple #4
0
	void DefuseDynamite::Enter()
	{
		mTargetPosition = mMapGoal->GetWorldBounds().Center;

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #5
0
	void TakeCheckPoint::Enter()
	{
		mTargetPosition = mMapGoal->GetWorldBounds().Center;

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run, true ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #6
0
	void ReviveTeammate::Enter()
	{
		mGoalState = REVIVING;

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #7
0
	void BuildConstruction::Enter()
	{
		mAdjustedPosition = false;
		mConstructionPos = mMapGoal->GetWorldBounds().Center;

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run, true ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #8
0
PG_Widget* PG_Navigator::GotoFirst() {
	iterator i = begin();

	if(i == end()) {
		return NULL;
	}

	return Goto(*i);
}
Exemple #9
0
PG_Widget* PG_Navigator::GotoNext() {
	iterator i = find(begin(), end(), my_currentWidget);

	if(i == end()) {
		return NULL;
	}

	i++;
	return Goto(*i);
}
Exemple #10
0
PG_Widget* PG_Navigator::GotoPrev() {
	iterator i = find(begin(), end(), my_currentWidget);

	if(i == begin()) {
		return NULL;
	}

	i--;
	return Goto(*i);
}
    void GotoEv(wxCommandEvent& ev)
    {
        unsigned long l;
        wxString v = goto_addr->GetValue();

        if (v.empty())
            return;

        v.ToULong(&l, 16);
        Goto(l);
    }
Exemple #12
0
	void PlantMine::Enter()
	{
		// generate a random position in the goal radius
		float fRandDistance = Mathf::IntervalRandom( 0.0f, mMapGoal->GetRadius() );
		Quaternionf quat( Vector3f::UNIT_Y, Mathf::DegToRad( Mathf::IntervalRandom( 0.0f, 360.0f ) ) );
		mTargetPosition = mMapGoal->GetPosition() + quat.Rotate( Vector3f::UNIT_Y * fRandDistance );

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run, true ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #13
0
//=========================================================
bool Parser::DelimitedStatement () {
    PrintRule rule("DelimitedStatement");
    return rule.Accept(
        Label()                     ||
        Goto()                      ||
        Return()                    ||
        Accept(TokenType::Break)    ||
        Accept(TokenType::Continue) ||
        Var()                       ||
        Expression()
    );
}
Exemple #14
0
	void PlantExplosive::Enter()
	{
		// set position to base of construction
		Box3f obb = mMapGoal->GetWorldBounds();
		mExplosivePosition = obb.GetCenterBottom();
		mTargetPosition = mExplosivePosition;

		mAdjustedPosition = false;
		mGoalState = LAY_EXPLOSIVE;

		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run, true ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #15
0
PG_Widget* PG_Navigator::GotoLast() {
	if(size() == 0) {
		return NULL;
	}

	if(size() == 1) {
		return GotoFirst();
	}

	iterator i = end();
	i--;

	return Goto(*i);
}
Exemple #16
0
bool SynscanDriver::GotoAzAlt(double az, double alt)
{
    char cmd[SYN_RES] = {0}, res[SYN_RES] = {0};

    if (isSimulation())
        return true;

    if (m_isAltAz == false)
    {
        // For EQ Mount, we convert Parking Az/Alt to RA/DE and go to there.
        struct ln_lnlat_posn observer;
        ln_hrz_posn horizontalPos;
        ln_equ_posn equatorialPos;

        observer.lng = LocationN[LOCATION_LONGITUDE].value;
        if (observer.lng > 180)
            observer.lng -= 360;
        observer.lat = LocationN[LOCATION_LATITUDE].value;

        horizontalPos.az = az + 180;
        if (horizontalPos.az > 360)
            horizontalPos.az -= 360;
        horizontalPos.alt = alt;

        ln_get_equ_from_hrz(&horizontalPos, &observer, ln_get_julian_from_sys(), &equatorialPos);
        return Goto(equatorialPos.ra / 15.0, equatorialPos.dec);
    }

    // Az/Alt to encoders
    uint32_t n1 = az  / 360.0 * 0x100000000;
    uint32_t n2 = alt / 360.0 * 0x100000000;

    LOGF_DEBUG("Goto - Az: %.2f Alt: %.2f", az, alt);

    snprintf(cmd, SYN_RES, "b%08X,%08X", n1, n2);
    if (sendCommand(cmd, res, 18))
    {
        TrackState = SCOPE_SLEWING;
        HorizontalCoordsNP.s = IPS_BUSY;
        IDSetNumber(&HorizontalCoordsNP, nullptr);
        return true;
    }

    return false;
}
Exemple #17
0
	void MountMg42::Enter()
	{
		mScanDirection = SCAN_MIDDLE;
		mNextScanTime = IGame::GetTime() + (int)Mathf::IntervalRandom( 2000.0f, 7000.0f );

		mAimPoint = mMapGoal->GetPosition();
		mMG42Position = mAimPoint;

		mScanLeft = Vector3f::ZERO;
		mScanRight = Vector3f::ZERO;

		mGotGunProperties = false;
		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run, true ) );

		Tracker.InProgress = mMapGoal;

		mTargetZone.Restart( 256.f );
	}
Exemple #18
0
void CDisasm::gotoBreakpointAddress(int itemIndex)
{
	bool isMemory;
	int index = getBreakpointIndex(itemIndex,isMemory);
	if (index == -1) return;

	if (isMemory)
	{
		u32 address = displayedMemChecks_[index].start;
			
		for (int i=0; i<numCPUs; i++)
			if (memoryWindow[i])
				memoryWindow[i]->Goto(address);
	} else {
		u32 address = displayedBreakPoints_[index].addr;
		Goto(address);
		SetFocus(GetDlgItem(m_hDlg, IDC_DISASMVIEW));
	}
}
Exemple #19
0
void List<T>::Insert( T* p, int n )
{
   assert(p);
   assert(n>=0);


   // Check input
   if( !p || (n<0) )
      return;


   // Initialise item
   p->Next(0);
   p->Prev(0);


   // Do insertion
   if( n >= m_nCount )
      Append(p);
   else
   {
      T* pTag = Goto( n );
      if( pTag->Prev() == 0 )
      {
         // First
         m_pList    = p;
         m_pCurrent = p;
         p->Next( pTag );
         pTag->Prev( p );
      }
      else
      {
         // Middle
         m_pCurrent = p;
         p->Next( pTag );
         p->Prev( pTag->Prev() );
         pTag->Prev()->Next( p );
         pTag->Prev( p );
      }
      m_nCount++;
   }
}
Exemple #20
0
void CCalendarCtrl::OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar) 
{
	int nInc = 0;
    switch (nSBCode)
    {
        case SB_TOP:
        case SB_LINEUP:
        case SB_PAGEUP:     
			nInc = -1;
			break;
		case SB_BOTTOM:
		case SB_LINEDOWN:
        case SB_PAGEDOWN:
			nInc = 1;
			break;
        case SB_THUMBTRACK: 
			nInc = nPos - m_nVscrollPos;
			break;
		case SB_ENDSCROLL:	
        default:
			nInc = 0;
    }

    m_nVscrollPos += nInc;	
	if(nInc)
	{		
		COleDateTime newDate = m_DateCurrent;
		if(nInc > 0) 
			newDate += COleDateTimeSpan(abs(7*nInc),0,0,0); 
		else 
			newDate -= COleDateTimeSpan(abs(7*nInc),0,0,0);
		if((m_BoundUp > newDate) && (newDate > m_BoundDown))
			Goto(newDate);
		else
			m_nVscrollPos -= nInc;
		SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
	}
	
	SetFocus();
	CWnd::OnVScroll(nSBCode, nPos, pScrollBar);
}
Exemple #21
0
T* List<T>::Remove( int n )
{
   assert(n>=0);
   assert(n<m_nCount);


   T* pTag = 0;
   if( (n>=0) && m_nCount && (n<m_nCount) )
   {
      pTag = Goto( n );
      if( pTag->Prev() == 0 )
      {
         // First
         m_pList    = pTag->Next();
         m_pCurrent = pTag->Next();
         if( m_pCurrent )
            m_pCurrent->Prev( 0 );
      }
      else if( pTag->Next() == 0 )
      {
         // Last
         m_pCurrent = pTag->Prev();
         m_pCurrent->Next( 0 );
         m_nIndex--;
      }
      else
      {
         // Middle
         m_pCurrent = pTag->Next();
         m_pCurrent->Prev( pTag->Prev() );
         m_pCurrent->Prev()->Next( m_pCurrent );
      }
      m_nCount--;
      pTag->Next(0);
      pTag->Prev(0);
   }
   return pTag;
}
Exemple #22
0
void CCalendarCtrl::Reset()
{
	COleDateTime today(time(NULL));
	COleDateTime dtFirstDay(today.GetYear(), today.GetMonth(), 1,0,0,0); 
	
	if(dtFirstDay > m_BoundUp) 
		dtFirstDay = m_BoundUp;
	else if(dtFirstDay < m_BoundDown)	
		dtFirstDay = m_BoundDown;

	if (dtFirstDay.GetMonth()%2) 
		m_bMonthIsOdd = true;

	Goto(dtFirstDay);

	// Reset selection
	m_SelectionRange[1] = DateToSeconds(COleDateTime(today.GetYear(), today.GetMonth(), today.GetDay(),0,0,0));
	m_SelectionRange[0] = m_SelectionRange[1];

	// Reset scroll pos
	m_nVscrollPos = m_nVscrollMax/2;
	SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
}
Exemple #23
0
void GROUPAI::GroupAI()
{
	if(m_members.empty() || m_pMaster == NULL)return;

	int memberStates[] = {0, 0, 0};
	m_state = GROUP_STATE_IDLE;

	std::vector<MAPOBJECT*>::iterator i;
	for(i = m_members.begin();i != m_members.end();)
	{
		if((*i) == NULL || (*i)->m_dead)
		{
			//Remove dead Group m_members
			RemoveMember(*i);
		}
		else 
		{
			(*i)->m_pGroup = this;

			//determine group m_state
			if(!(*i)->m_isBuilding)
			{
				UNIT *unit = (UNIT*)(*i);
				
				if(unit->m_state == STATE_ATTACK)
					memberStates[GROUP_STATE_BATTLE]++;
				else if(unit->m_moving)
					memberStates[GROUP_STATE_MOVING]++;
				else memberStates[GROUP_STATE_IDLE]++;
			}
			i++;
		}
	}

	//Set group state
	if(memberStates[GROUP_STATE_BATTLE] >= m_members.size() * 0.2f)
		m_state = GROUP_STATE_BATTLE;
	else if(memberStates[GROUP_STATE_MOVING] >= m_members.size() * 0.4f)
		m_state = GROUP_STATE_MOVING;
	else m_state = GROUP_STATE_IDLE;

	//Group state machine
	switch(m_state)
	{
		case GROUP_STATE_IDLE:
		{			
			if(m_task == TASK_SCOUT)
			{
				AREA *area = m_pMaster->m_pStrategyMap->GetScoutArea(GetCenter());
				if(area != NULL)Goto(area->m_mapArea);
			}
			else if(m_task == TASK_ATTACK_LOCATION)
			{
				AREA *area = m_pMaster->m_pStrategyMap->GetAttackArea(GetCenter());
				if(area != NULL)Goto(area->m_mapArea);				
			}
			else if(m_task == TASK_NONE || m_task == TASK_DEFEND_LOCATION)
			{
				Shuffle();
			}

			break;
		}
		case GROUP_STATE_MOVING:
		{
			Attack(m_visibleEnemies);

			break;
		}
		case GROUP_STATE_BATTLE:
		{
			Attack(m_visibleEnemies);

			if(m_task == TASK_DEFEND_LOCATION)
				RetreatTo(m_mapArea);

			break;
		}
	}

	//Report enemies to Master AI
	m_pMaster->EnemiesSpotted(m_visibleEnemies);
	m_visibleEnemies.clear();
}
Exemple #24
0
BOOL CCalendarCtrl::PreTranslateMessage(MSG* pMsg) 
{		
	if( pMsg->message == WM_KEYDOWN )
	{
		COleDateTime newDate = m_DateCurrent;
		bool bHold = (GetKeyState(VK_SHIFT)>>8 == -1)?true:false;
		bool bCtrl = (GetKeyState(VK_CONTROL)>>8 == -1)?true:false;
		if(bHold) bCtrl = false; // allow one combination

		switch(pMsg->wParam)
		{
		case VK_SPACE:
			{
				if(bCtrl)
				{
					int nRow, nCol;
					GetLastSelectedGridCell(nRow, nCol);
					if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
						(m_dayCells[nRow][nCol].date > m_BoundDown) )	
					{
						void*p; time_t t = DateToSeconds(m_dayCells[nRow][nCol].date);
						if(m_RandomSelection.Lookup((void*)t ,p))
							m_RandomSelection.RemoveKey((void*)t);
						else{
							if(m_RandomSelection.GetCount() < m_nMaxSel)
								m_RandomSelection.SetAt((void*)t, 0);
						}
						Invalidate(true);
						return TRUE;
					}
				}
				break;
			}
		case VK_UP:
			{
				int nRow, nCol;
				GetLastSelectedGridCell(nRow, nCol);
				if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
					(m_dayCells[nRow][nCol].date > m_BoundDown) )	
				{
					if(!bCtrl){
						m_RandomSelection.RemoveAll();
						m_SelectionRange[2] = 0;
					}
					else{
						if(m_RandomSelection.GetCount() == 0)
							m_RandomSelection.SetAt((void*)m_SelectionRange[0], 0);
					}

					if(nRow == 0){
						newDate -= COleDateTimeSpan(7,0,0,0);
						if((m_BoundUp > newDate) && (newDate > m_BoundDown))
						{
							m_nVscrollPos--;
							SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
							Goto(newDate);
						}
					}
					else
						nRow--;	
					
					if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
						(m_dayCells[nRow][nCol].date > m_BoundDown) )	
					{
						m_SelectionRange[1] = DateToSeconds(m_dayCells[nRow][nCol].date);
						if(bCtrl)
							m_SelectionRange[2] = m_SelectionRange[1];

						if(!bHold)
							m_SelectionRange[0] = m_SelectionRange[1];

						AdjustSelection();
						Invalidate(true);
					}
				}
				return TRUE;
			}
		case VK_DOWN:
			{
				int nRow, nCol;
				GetLastSelectedGridCell(nRow, nCol);
				if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
					(m_dayCells[nRow][nCol].date > m_BoundDown) )	
				{
					if(!bCtrl){
						m_RandomSelection.RemoveAll();
						m_SelectionRange[2] = 0;
					}
					else{
						if(m_RandomSelection.GetCount() == 0)
							m_RandomSelection.SetAt((void*)m_SelectionRange[0], 0);
					}

					if(nRow == CALENDAR_ROWS-1){
						newDate += COleDateTimeSpan(7,0,0,0);
						if((m_BoundUp > newDate) && (newDate > m_BoundDown))
						{
							m_nVscrollPos++;
							SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
							Goto(newDate);
						}
					}
					else
						nRow++;

					if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
						(m_dayCells[nRow][nCol].date > m_BoundDown) )	
					{	
						m_SelectionRange[1] = DateToSeconds(m_dayCells[nRow][nCol].date);
						if(bCtrl)
							m_SelectionRange[2] = m_SelectionRange[1];

						if(!bHold)
							m_SelectionRange[0] = m_SelectionRange[1];

						AdjustSelection();
						Invalidate(true);
					}
				}
				return TRUE;
			}
		case VK_LEFT:
			{
				int nRow, nCol;
				GetLastSelectedGridCell(nRow, nCol);
				if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
					(m_dayCells[nRow][nCol].date > m_BoundDown) )	
				{
					if(!bCtrl){
						m_RandomSelection.RemoveAll();
						m_SelectionRange[2] = 0;
					}
					else{
						if(m_RandomSelection.GetCount() == 0)
							m_RandomSelection.SetAt((void*)m_SelectionRange[0], 0);
					}
					if(nCol > 0) nCol--;
					else
					{
						nCol = CALENDAR_COLUMNS-1;
						if(nRow == 0){
							newDate -= COleDateTimeSpan(7,0,0,0);
							if((m_BoundUp > newDate) && (newDate > m_BoundDown))
							{
								m_nVscrollPos--;
								SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
								Goto(newDate);
							}
							else
								nCol = 0;
						}
						else
							nRow--;
					}

					if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
						(m_dayCells[nRow][nCol].date > m_BoundDown) )	
					{					
						m_SelectionRange[1] = DateToSeconds(m_dayCells[nRow][nCol].date);
						if(bCtrl)
							m_SelectionRange[2] = m_SelectionRange[1];

						if(!bHold)
							m_SelectionRange[0] = m_SelectionRange[1];

						AdjustSelection();
						Invalidate(true);
					}
				}
				return TRUE;
			}
		case VK_RIGHT:
			{
				int nRow, nCol;
				GetLastSelectedGridCell(nRow, nCol);
				if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
					(m_dayCells[nRow][nCol].date > m_BoundDown) )	
				{
					if(!bCtrl){
						m_RandomSelection.RemoveAll();
						m_SelectionRange[2] = 0;
					}
					else{
						if(m_RandomSelection.GetCount() == 0)
							m_RandomSelection.SetAt((void*)m_SelectionRange[0], 0);
					}
					if(nCol < CALENDAR_COLUMNS-1)	nCol++;
					else
					{
						nCol = 0;
						if(nRow == CALENDAR_ROWS-1){
							newDate += COleDateTimeSpan(7,0,0,0);
							if((m_BoundUp > newDate) && (newDate > m_BoundDown))
							{
								m_nVscrollPos++;
								SetScrollPos(SB_VERT, m_nVscrollPos, TRUE);
								Goto(newDate);
							}
							else
								nCol = CALENDAR_COLUMNS-1;
						}
						else
							nRow++;
					}
					
					if( (m_dayCells[nRow][nCol].date < m_BoundUp) && 
						(m_dayCells[nRow][nCol].date > m_BoundDown) )	
					{
						m_SelectionRange[1] = DateToSeconds(m_dayCells[nRow][nCol].date);
						if(bCtrl)
							m_SelectionRange[2] = m_SelectionRange[1];

						if(!bHold)
							m_SelectionRange[0] = m_SelectionRange[1];

						AdjustSelection();
						Invalidate(true);
					}
				}
				return TRUE;
			}
		}
	}
// generates the canonical Items set for a LR(1) grammar
void dParserCompiler::CanonicalItemSets (
	dTree<dState*, dCRCTYPE>& stateMap, 
	const dProductionRule& ruleList, 
	const dTree<dTokenInfo, dCRCTYPE>& symbolList, 
	const dOperatorsPrecedence& operatorPrecedence,
	FILE* const debugFile)
{
	dList<dItem> itemSet;
	dList<dState*> stateList;

	// start by building an item set with only the first rule
	dItem& item = itemSet.Append()->GetInfo();
	item.m_indexMarker = 0;
	item.m_lookAheadSymbolCRC = dCRC64 (DACCEPT_SYMBOL);
	item.m_lookAheadSymbolName = DACCEPT_SYMBOL;
	item.m_ruleNode = ruleList.GetFirst();

	// build a rule info map
	dTree<dList<void*>, dCRCTYPE> ruleMap;
	for (dProductionRule::dListNode* ruleNode = ruleList.GetFirst(); ruleNode; ruleNode = ruleNode->GetNext()) {
		dRuleInfo& info = ruleNode->GetInfo();

		dTree<dList<void*>, dCRCTYPE>::dTreeNode* node = ruleMap.Find(info.m_nameCRC);
		if (!node) {
			node = ruleMap.Insert(info.m_nameCRC);
		}
		dList<void*>& entry = node->GetInfo();
		entry.Append(ruleNode);
	}


	// find the closure for the first this item set with only the first rule
	dState* const state = Closure (itemSet, symbolList, ruleMap);
	operatorPrecedence.SaveLastOperationSymbol (state);

	stateMap.Insert(state, state->GetKey());
	stateList.Append(state);

	state->Trace(debugFile);

	// now for each state found 
	int stateNumber = 1;
	for (dList<dState*>::dListNode* node = stateList.GetFirst(); node; node = node->GetNext()) {
		dState* const state = node->GetInfo();

		dTree<dTokenInfo, dCRCTYPE>::Iterator iter (symbolList);
		for (iter.Begin(); iter; iter ++) {

			dCRCTYPE symbol = iter.GetKey();
			dState* const newState = Goto (state, symbol, symbolList, ruleMap);

			if (newState->GetCount()) {
				const dTokenInfo& tokenInfo = iter.GetNode()->GetInfo();
				dTransition& transition = state->m_transitions.Append()->GetInfo();
				transition.m_symbol = symbol;
				transition.m_name = tokenInfo.m_name; 
				transition.m_type = tokenInfo.m_type;
				dAssert (transition.m_symbol == dCRC64(transition.m_name.GetStr()));
				transition.m_targetState = newState;

				dTree<dState*, dCRCTYPE>::dTreeNode* const targetStateNode = stateMap.Find(newState->GetKey());
				if (!targetStateNode) {
					newState->m_number = stateNumber;

					stateNumber ++;
					stateMap.Insert(newState, newState->GetKey());
					newState->Trace(debugFile);
					stateList.Append(newState);

					operatorPrecedence.SaveLastOperationSymbol (newState);

				} else {
					transition.m_targetState = targetStateNode->GetInfo();
					delete newState;
				}
			} else {
				delete newState;
			}
		}

		dTrace (("state#:%d   items: %d   transitions: %d\n", state->m_number, state->GetCount(), state->m_transitions.GetCount()));
	}
}
Exemple #26
0
void isdf08Mission::Execute(void)
{
/*
	Here is where you put what happens every frame.  
*/

	player = GetPlayerHandle();
	char tempstr[128];

	if (!start_done)
	{
		shab=GetHandle("shabayev");
		start_done=true;
		Handle temp=BuildObject("ibnav",1,"manson_base");
		TranslateString2(tempstr, sizeof(tempstr), "Mission0801");  // West Base
		SetObjectiveName(temp,tempstr);
		GiveWeapon(player, "igsatc");
		first_aud=AudioMessage("mes0801.wav");  // was isdf0801
// I don't know what these are or where they go
/*
	Handle sp=BuildObject("fvtank",2,"spawn1");
		SetSkill(sp,3);
		sp=BuildObject("fvsent",2,"spawn2");
		SetSkill(sp,3);
		sp=BuildObject("fvtank",2,"spawn3");
		SetSkill(sp,3);
		sp=BuildObject("fvsent",2,"spawn4");
		SetSkill(sp,4);
		SetScrap(1,30);
*/	
// These ships circle the ruin you're in at the beginning, then leave
		pilot1=BuildObject("fvtank",2,"pilot_1");
		pilot2=BuildObject("fvtank",2,"pilot_2");
		pilot3=BuildObject("fvsent",2,"pilot_3");

// They are dumb
		SetIndependence(pilot1,0);
    SetIndependence(pilot2,0);
    SetIndependence(pilot3,0);

// These are the patrol paths for the vehicles
    Goto(pilot1,"start1");
    Goto(pilot2,"start2");
    Goto(pilot3,"start3");

// These turrets block the path to the south
    turret1=BuildObject("fvturr",2,"turret_1");
		turret2=BuildObject("fvturr",2,"turret_2");

// These jaks inhabit the swamp just west of the starting point
		jak1=BuildObject("mcjak01",0,"jak_1");
		Patrol(jak1,"jakpatrol1",1);
		SetIndependence(jak1,1);
    jak2=BuildObject("mcjak01",0,"jak_2");
		Patrol(jak2,"jakpatrol2",1);
		SetIndependence(jak2,1);
    jak3=BuildObject("mcjak01",0,"jak_3");
		Patrol(jak3,"jakpatrol3",1);
		SetIndependence(jak3,1);

// This spire guards the entrance to the Scion base
    espir1=BuildObject("fbspir",2,"espir_1");
 //   SetIndependence(espir1,0);

// These 3 ships patrol different areas
    scout1=BuildObject("fvtank",2,"patrol_1");
		Patrol(scout1,"patrol_1",0);
		scout2=BuildObject("fvtank",2,"patrol_2");
		Patrol(scout2,"patrol_2",0);

		// this should be a bazooka or something
		BuildObject("aptech",0,"weapon_1");

// pilots around second patrol ship
#if 0
		// 'sssold' won't save/reload properly - NM 9/28/04
		pilot7=BuildObject("sssold",2,"pilot_5");
    Patrol(pilot7,"pilotpatrol1",0);
		pilot8=BuildObject("sssold",2,"pilot_6");
    Patrol(pilot8,"pilotpatrol2",0);
#endif

		// jak blocking power ups before ruins
		jak7=BuildObject("mcjak01",0,"jak_7");
    Patrol(jak7,"jakpatrol7",1);

		// power up in the second nest of puff plants
		BuildObject("aprepa",0,"health_1");
		BuildObject("apammo",0,"ammo_1");
		BuildObject("apbazo",0,"weapon1");

// jak creatures hanging around ruins
		jak4=BuildObject("mcjak01",0,"jak_4");
    Patrol(jak4,"jakpatrol4",1);
		jak5=BuildObject("mcjak01",0,"jak_5");
    Patrol(jak5,"jakpatrol5",1);

		// power ups near ruins
		BuildObject("aprepa",0,"health_2");
		BuildObject("apammo",0,"ammo_2");
		SetAnimation(shab,"speak");
		fvartl=BuildObject("fvartl",2,"fvartl");
	}

	if ((IsAudioMessageDone(first_aud)) && (!shab_still))
	{
		shab_still=true;
		SetAnimation(shab,"speak",1);
	}
	if ((!IsAround(shab)) && (!reached_base))
	{
		FailMission(GetTime()+5.0f,"genFail.txt");
		reached_base=true;

	}
// Gun tower shoots at you if you get within 100 meters
  if (inside_espir1)
  {
    if (GetDistance(espir1,player) > 50.0f)
    {
      inside_espir1=false;
      Stop(espir1);
    }
  }
  else
  {
    if (GetDistance(espir1,player) < 50.0f)
    {
      inside_espir1 = true;
      Attack(espir1,player);
    }
  }

  if ((!jak1_attack) && (GetDistance(jak1,player)<50.0f))
  {
	  jak1_attack=true;
	  Stop(jak1,player);
  }
  if ((!jak2_attack) && (GetDistance(jak2,player)<50.0f))
  {
		jak2_attack=true;
		Stop(jak2,player);
  }
  if ((!jak3_attack) && (GetDistance(jak3,player)<50.0f))
  {
	  jak3_attack=true;
	  Stop(jak3,player);
  }
  if ((!jak4_attack) && (GetDistance(jak4,player)<50.0f))
  {
	  jak4_attack=true;
	  Stop(jak4,player);
  }
   if ((!jak5_attack) && (GetDistance(jak5,player)<50.0f))
  {
	  jak5_attack=true;
	  Stop(jak5,player);
  }
// If you shoot any of the patrol ships in the beginning, they will attack you
  if (((GetWhoShotMe(pilot1)  ==  player) ||
      (GetWhoShotMe(pilot2)  ==  player)  ||
      (GetWhoShotMe(pilot3)  ==  player))  &&
      (!patrol_attacked))
  {
    Attack(pilot1,player);
    Attack(pilot2,player);
    Attack(pilot3,player);
    patrol_attacked=true;
  }

// Once the patrol from the beginning leaves the ruins, they disappear from the map
  if ((GetDistance(pilot1,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot1);
  }

  if ((GetDistance(pilot2,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot2);
  }

  if ((GetDistance(pilot3,"killpatrol1")<64.0f))
  {
    RemoveObject(pilot3);
  }

  if (((GetDistance(pilot1,"turret_1")<192.0f)  ||
       (GetDistance(pilot2,"turret_1")<192.0f)  ||
       (GetDistance(pilot3,"turret_1")<192.0f))  &&
       (!played_0802))
  {
//		message1=AudioMessage("isdf0802.wav");
		ClearObjectives();
		AddObjective("isdf0801.otf",WHITE,15.0f);
		played_0802=true;
  }

  if ((played_0802)  &&  (IsAudioMessageDone(message1))  &&
      (GetDistance(player,"start_point")<20.0f)  &&  (!played_0803))
  {
//    AudioMessage("isdf0803.wav");
    played_0803=true;
  }

  if ((!played_0804)  &&  (played_0802)  &&  (GetDistance(player,"play_0804")<80.0f))
  {
    AudioMessage("isdf0804.wav");
    played_0804=true;
  }

  if ((!played_0805)  &&  (played_0802)  &&  (GetDistance(player,"play_0805")<80.0f))
  {
    AudioMessage("isdf0805.wav");
    played_0805=true;
  }

  if ((GetDistance(player,turret1)<150.0f)    &&
      (!played_0806))
  {
    AudioMessage("isdf0806.wav");
    played_0806=true;
  }

  if ((!played_0807)  &&  (GetDistance(player,"sees_datatransfer")<100.0f))
  {
    AudioMessage("isdf0807.wav");
    played_0807=true;
    ClearObjectives();
    AddObjective("isdf0801.otf",WHITE,10.0f);
  }


// As you exit the ruins, 3 Scion ships spawn in the Scion base and head towards you
	if (((GetDistance(player,"exitruin_1")<80.0f)  ||
      (GetDistance(player,"exitruin_2")<80.0f))  &&
      (!trigger1))
  {
    attack1=BuildObject("fvtank",2,"attack_1");
    attack2=BuildObject("fvsent",2,"attack_2");
    attack3=BuildObject("fvtank",2,"attack_3");
    Attack(attack1,player);
    Attack(attack2,player);
    Attack(attack3,player);
    trigger1=true;
  }

  if ((trigger1)  &&  (!played_0808))
  {
    AudioMessage("isdf0808.wav");
    played_0808=true;
  }

  if (((GetDistance(player,attack1)<300.0f)  ||
      (GetDistance(player,attack2)<300.0f)  ||
      (GetDistance(player,attack3)<300.0f))  &&
      (!played_0809))
  {
    AudioMessage("isdf0809.wav");
    played_0809=true;
  }

#if 0
	// isdf0811.wav doesn't exist - NM 11/14/03
  if (((GetDistance(player,attack1)<100.0f)  ||
      (GetDistance(player,attack2)<100.0f)  ||
      (GetDistance(player,attack3)<100.0f))  &&
      (!played_0811))
  {
    AudioMessage("isdf0811.wav");
    played_0811=true;
  }
#endif

// If you head south, the turrets will kill you
  // if I am between entering the swamp and
  // I hide in water (near swampn) then the patrols ignore me
  if ((played_0804) &&
	  (!trigger2))
  {	
	  if ((GetDistance(player,"swamp1")<50.0f) ||
			(GetDistance(player,"swamp2")<50.0f) ||
			(GetDistance(player,"swamp3")<50.0f) ||
			(GetDistance(player,"swamp4")<50.0f) ||
			(GetDistance(player,"swamp5")<50.0f) ||
			(GetDistance(player,"swamp6")<50.0f) ||
			(GetDistance(player,"swamp7")<50.0f))
	  {
		  SetPerceivedTeam(player,2);
		  SetIndependence(scout1,0);
		  SetIndependence(scout2,0);
	  }
		else
	  {
		  SetPerceivedTeam(player,1);
		  SetIndependence(scout1,1);
		  SetIndependence(scout2,1);
		}
		if ((!detected) && 
			((GetWhoShotMe(scout1)==player) 
				||(GetWhoShotMe(scout2)==player)))
		{
			Attack(scout1,player);
			Attack(scout2,player);
			detected=true;
		}
	
  }
 // As you approach the ISDF base, 3 friendly units launch to protect you from the Scion attackers
  if (((GetDistance(player,"enterbase_1")<100.0f)  ||
      (GetDistance(player,"enterbase_2")<100.0f)  ||
      (GetDistance(player,"enterbase_3")<100.0f))  &&
      (!trigger2))
  {
    rescue1=BuildObject("ivtank",1,"rescue_1");
    rescue2=BuildObject("ivmbike",1,"rescue_2");
    rescue3=BuildObject("ivtank",1,"rescue_3");
    Attack(rescue1,attack1);
    Attack(rescue2,attack1);
    Attack(rescue3,attack1);
    trigger2=true;
  }

  if ((!IsAlive(attack1))  &&
      (!killed_attack1))
  {
    Attack(rescue1,attack2);
    Attack(rescue2,attack2);
    Attack(rescue3,attack2);
    killed_attack1=true;
  }

  if ((!IsAlive(attack2))  &&
      (!killed_attack2))
  {
    Attack(rescue1,attack3);
    Attack(rescue2,attack3);
    Attack(rescue3,attack3);
    killed_attack2=true;
  }



  if ((GetDistance(player,"edge_warning1")<25.0f)
	  && (GetDistance(player,"edge_warning1")<25.0f)
	  && (!edge_attack))
  {
		edge_attack=true;
		Attack(fvartl,player);
  }
// If the ISDF ships get close to the Scion attack squadron, the Scions will stop chasing you and fight the ships
  if ((GetDistance(rescue1,attack1)<50.0f)  ||
      (GetDistance(rescue1,attack2)<50.0f)  ||
      (GetDistance(rescue1,attack3)<50.0f)  ||
      (GetDistance(rescue2,attack1)<50.0f)  ||
      (GetDistance(rescue2,attack2)<50.0f)  ||
      (GetDistance(rescue2,attack3)<50.0f)  ||
      (GetDistance(rescue3,attack1)<50.0f)  ||
      (GetDistance(rescue3,attack2)<50.0f)  ||
      (GetDistance(rescue3,attack3)<50.0f))
  {
    Attack(attack1,rescue1);
    Attack(attack2,rescue2);
    Attack(attack3,rescue3);
  }

// If you've killed all the attack vehicles and entered the base, the mission is a success
  if 
	  (((GetDistance(player,"endmission1")<100.0f)  ||
      (GetDistance(player,"endmission2")<100.0f))  &&
      (!IsAlive(attack1))  &&
      (!IsAlive(attack2))  &&
      (!IsAlive(attack3))  &&
      (!reached_base))
	
  {
		AudioMessage("isdf0514.wav");
		SucceedMission(GetTime()+10.0f,"isdf08w1.txt");
		reached_base=true;
  }
}
Exemple #27
0
	void MobileMg42::Enter()
	{
		FINDSTATEIF( FollowPath, GetRootState(), Goto( this, Run ) );

		Tracker.InProgress = mMapGoal;
	}
Exemple #28
0
void isdf20Mission::Execute(void)
{
/*
	Here is where you put what happens every frame.  
*/


	/*
		LANDSLIDE INFO
		- .bzn has file reslida1.odf
		- Don't forget to delete bin data before you try this
		- Run animation on reslid01.odf
		- Replace it with reslidea1.odf
	*/
	player = GetPlayerHandle();
	char tempstr[128]; 
	Ally(1,3);
	switch (mission_state)
	{
		case 0:
				    // build this stuff at start
		/*	
				Handle recy=BuildObject("ivrecy",1,"Recycler");
				int grp=GetFirstEmptyGroup();
			SetGroup(recy,grp);			
			SetScrap(1,30);
			*/
			// deleted for Nathan
			  /*
			mbike_1=BuildObject("ivmbike",3,"mbike1");
			mbike_2=BuildObject("ivmbike",3,"mbike2");
		    mbike_3=BuildObject("ivmbike",3,"mbike3");
			*/
		    tank_1=BuildObject("ivatank",1,"tank1");  // was atank
			SetGroup(tank_1,0);
			tank_2=BuildObject("ivrckt",1,"tank2");  // was atank
			SetGroup(tank_2,1);
			// serv= BuildObject("ivserv",1,"serv");
			// Set
			//    scav_1=BuildObject("ivscav",1,"scav1");
			//    scav_2=BuildObject("ivscav",1,"scav2");
//			rckt_1=BuildObject("ivrckt",1,"rckt1");
//			rckt_2=BuildObject("ivrckt",1,"rckt2");
			SetGroup(rckt_1,1);
			SetGroup(rckt_2,1);
			serv_1=BuildObject("ivserv",1,"scav1");
			SetGroup(serv_1,2);

			espir_2=BuildObject("ibgtow",comp_team,"base_here");
			esent_1=BuildObject("ivmisl",comp_team,"esentpath1");
			esent_2=BuildObject("ivmisl",comp_team,"esentpath1");
			espir_1=BuildObject("ibgtow",comp_team,"espir1");
			base_1=BuildObject("ibfact",comp_team,"estro1");
			base_2=BuildObject("ibpgen",comp_team,"ekiln1");

			base_3=BuildObject("ibpgen",comp_team,"power_x");  // was eforg1
			base_4=BuildObject("ibcbun",comp_team,"bunker_x");
			espir_3=BuildObject("ibgtow",comp_team,"espir3");
			esent_3=BuildObject("ivscout",comp_team,"esent3");
			esent_4=BuildObject("ivscout",comp_team,"esent4");
			ClearObjectives();
			AddObjective("isdf20a.otf",WHITE,10.0f);
			Patrol(esent_1,"esentpath1");
			Follow(esent_2,esent_1);
			after_briefing= GetTime()+20.0f;
			slide1=GetHandle("unnamed_reslida1");
			//Vector temp=GetPosition(slide1);
			RemoveObject(slide1);

			nav=BuildObject("ibnav",1,"lung2");
			SetObjectiveOn(nav);
			TranslateString2(tempstr, sizeof(tempstr), "Mission2002");  // Rebel Base
			SetObjectiveName(nav,tempstr);
			// SetPosition(slide2??

			/*
				So the mission isn't too slow. 
			*/
			AddHealth(espir_1,-3000);
			AddHealth(espir_2,-3000);
			mission_state++;
			audio=AudioMessage("isdf2021.wav");
			CameraReady();
			break;
		case 1:
			CameraPath("camera1",200,200,player);

//			CameraObject(espir_1,30,20,20,espir_1);
			if (IsAudioMessageDone(audio))
			{
				audio=AudioMessage("isdf2022.wav");
				mission_state++;	
			}
			break;
		case 2 :
			CameraPath("camera2",200,200,espir_2);
			if (IsAudioMessageDone(audio))
			{	
				AudioMessage("isdf2001.wav");
				CameraFinish();
				mission_state++;
			}
			break;
		case 3:  //the attack begins
			
				// after the opening briefing, AI squadron drives to fight sentry units on their own
				if (GetTime() > after_briefing)
				{
				//	Goto(mbike_1,"front_ambush");
				//	Goto(mbike_2,"front_ambush");
				//	Goto(mbike_3,"front_ambush");
				//	Goto(rckt_1,"front_ambush");
				//	Goto(rckt_2,"front_ambush");
					Handle temp=BuildObject("ivscout",comp_team,"lung2");
					Attack(temp,player);
					mission_state++;
				}
			
			break;
		case 4: // Kill the sentries

  			// AI squadron engages sentry units
			if ((GetDistance(tank_1,"front_ambush")<200.0f)  ||
			      (GetDistance(tank_2,"front_ambush")<200.0f)  ||
					(GetDistance(rckt_1,"front_ambush")<200.0f)  ||
					(GetDistance(rckt_2,"front_ambush")<200.0f)  ||
					(GetDistance(player,"front_ambush")<200.0f) )
			{
				/*
				Attack(mbike_1,esent_1);
				Attack(mbike_2,esent_2);
				Attack(mbike_3,esent_1);
				*/
				SetObjectiveOn(esent_1);

				TranslateString2(tempstr, sizeof(tempstr), "Mission2001");  // Rebel
				SetObjectiveName(esent_1,tempstr);
				SetObjectiveOn(esent_2);
				SetObjectiveName(esent_2,tempstr);
		//		Attack(rckt_1,esent_2);
		//		Attack(rckt_2,esent_1);
			}
// once the sentrys are destroyed, AI squadron heads to enemy gun tower and stops
			if ((!IsAlive(esent_1))  &&  (!IsAlive(esent_2)))
			{
				/*
				Goto(mbike_1,"front_ambush");
				Goto(mbike_2,"front_ambush");
				Goto(mbike_3,"front_ambush");
				*/
		//		Goto(rckt_1,"front_ambush");
		//		Goto(rckt_2,"front_ambush");
		//		temp=BuildObject("ivscout",2,"lung2");
		//		Attack(temp,serv_1);
				mission_state++;
			}
			break;
		case 5:  // wait till they get to the tower
			if ((
				(GetDistance(tank_1,"front_ambush")<75.0f)  ||
				(GetDistance(rckt_2,"front_ambush")<75.0f)  ||
				(GetDistance(player,"front_ambush")<75.0f)))
				{
					Handle temp=BuildObject("ivscout",comp_team,"lung2");
					Attack(temp,player);
					AudioMessage("isdf2002.wav"); // use your assault tanks
					ClearObjectives();
					AddObjective("isdf2002.otf",WHITE,20.0f);
					SetObjectiveOn(espir_1);
				TranslateString2(tempstr, sizeof(tempstr), "Mission2003");  // Gun Tower
					SetObjectiveName(espir_1,tempstr);
					//temp=BuildObject("ivscout",2,"lung2");
					//Attack(temp,player);
					mission_state++;
				}
			break;
		case 6: // destroy the tower
// once you destroy the gun tower, AI squadron heads to next gun tower and stops
				if (!IsAlive(espir_1))  
				{
					Goto(mbike_1,"exit1");
					Goto(mbike_2,"exit1");
					Goto(mbike_3,"exit1");
		//			AudioMessage("isdf2003.wav"); // now let's press on to the base
		//			Goto(rckt_1,"exit1");
		//			Goto(rckt_2,"exit1");
		//			temp=BuildObject("ivscout",2,"lung2");
		//			Attack(temp,serv_1);
					mission_state++;
  
				}			
			break;
		case 7:  // now go to the next tower
			if (((GetDistance(tank_1,"exit1")<50.0f)  ||
				(GetDistance(rckt_1,"exit1")<50.0f)  ||
				(GetDistance(player,"exit1")<50.0f))) 
			{
				ClearObjectives();
				AddObjective("isdf2003.otf",WHITE,20.0f);
				AudioMessage("isdf2003.wav");
				mission_state++;
			}
			break;
		case 8:  // until enemy spire is dead
			if (!IsAlive(espir_2))	
			{
//				Attack(mbike_1,base_1);
//				Attack(mbike_2,base_1);
//				Attack(mbike_3,base_1);
				Attack(rckt_1,base_1,0);
				Attack(rckt_2,base_1,0);
				mission_state++;
			}
			break;
		case 9:
			if (!IsAlive(base_1)) 
			{
//				Attack(mbike_1,base_2);
//				Attack(mbike_2,base_2);
//				Attack(mbike_3,base_2);
				AudioMessage("isdf2004.wav");
				Attack(rckt_1,base_2,0);
				Attack(rckt_2,base_2,0);
				mission_state++;
			}

			break;
		case 10:
			if (!IsAlive(base_2))
			{
//				Attack(mbike_1,base_3);
//				Attack(mbike_2,base_3);
//				Attack(mbike_3,base_3);
				Attack(rckt_1,base_3,0);
				Attack(rckt_2,base_3,0);
				mission_state++;
			}
			break;
		case 11:// is the third base dead?
			if (!IsAlive(base_3))  
			{
/*
				Goto(mbike_1,"homebase");
				Goto(mbike_2,"homebase");
				Goto(mbike_3,"homebase");
*/
				Goto(rckt_1,"homebase",0);
				Goto(rckt_2,"homebase",0);
				// keep the player bunched up
				Follow(tank_1,player,0);
				Follow(tank_2,player,0);

				ClearObjectives();
				AddObjective("isdf2004.otf",WHITE,20.0f);
				SetObjectiveOff(nav);
				nav=BuildObject("ibnav",1,"scav2");
				TranslateString2(tempstr, sizeof(tempstr), "Mission2004");  // Rencezvous
				SetObjectiveName(nav,tempstr);
				SetObjectiveOn(nav);
				AudioMessage("isdf2005.wav");
				mission_state++;
			}
			break;
		case 12:
// first ambush launches as soon as you exit enemy base after destroying it
// second ambush comes in from behind
			if  (GetDistance(player,"exit1")<125.0f)
			{		
	  
				  ambush_delay=GetTime()+15.0f;
				  mission_state++;
			}
			break;
		case 13:
			if (GetTime()>ambush_delay) 
			{
				eatank_1=BuildObject("ivtank",comp_team,"eatank1");
				eatank_2=BuildObject("ivtank",comp_team,"eatank2");
				eatank_3=BuildObject("ivmbike",comp_team,"eatank3");
				SetSkill(eatank_1,2);
				SetSkill(eatank_2,2);
				SetSkill(eatank_3,2);
				Attack(eatank_1,player);
				Attack(eatank_2,player);
				Attack(eatank_3,player);
				etank_1=BuildObject("ivtank",comp_team,"etank1");
				etank_2=BuildObject("ivtank",comp_team,"etank2");
				etank_3=BuildObject("ivmbike",comp_team,"etank3");
				earch_1=BuildObject("ivtank",comp_team,"earch1");
				earch_2=BuildObject("ivtank",comp_team,"earch2");
				earch_3=BuildObject("ivmisl",comp_team,"earch3");
				manson= BuildObject("ivatank",comp_team,"manson");
				Attack(etank_1,player);
				Attack(etank_2,player);
				Attack(etank_3,player);
				Attack(earch_1,player);
				Attack(earch_2,player);
				Attack(earch_3,player);
				Attack(manson,player);
				uhoh= GetTime()+20.0f;
				mission_state++;
			}
			break;			
		case 14:
			if (GetTime() > uhoh) 
			{
				AudioMessage("isdf2006.wav");
				AudioMessage("isdf2007.wav");
				ClearObjectives();
				AddObjective("isdf2005.otf",WHITE,20.0f);
				Handle temp=BuildObject("ivapc",comp_team,"lung2");  // now you are screwed
				Attack(temp,player);
//				temp=BuildObject("ivapc",2,"lung2");
//				Attack(temp,player);
				mission_state++;
			}
			break;
		case 15:
			// how do you win??
			if ((!seen_manson) && (GetDistance(player,manson)<200.0f))
			{
				seen_manson=true;
				SetObjectiveOn(manson);
			}
			if (!IsAlive(manson))
			{
				AudioMessage("isdf2010.wav");	
				SucceedMission(GetTime()+10.0f,"isdf20w1.txt");
				mission_state++;
			}

			break;
	}  // switch (mission_state)
	PeriodicAttack();











// once you destroy the second gun tower, AI squadron enters enemy base and levels it

// infinite health and ammo
//    SetCurAmmo(player, 1200);
//    SetCurHealth(player, 3000);

// tells player to head back to base
//  if ((!IsAlive(enemybase))  &&  (!go_home))
//  {
//    AudioMessage("wahoo.wav");
//    go_home=true;
//  }

 

}
Exemple #29
0
void isdf07Mission::Execute(void) {

	
/* The following is needed for editing cineractives. */	
	if (BeginCin == true) {
		BeginCin = PlayMove();
	}

	if (BeginSeq == true) {
		char temp[20] = "***";
		BeginSeq = PlayMovie(temp);
	}
	if (IFace_GetFloat("script.cin.edit") == 1.0) {
//		cinToolSetup();
		IFace_SetFloat("script.cin.edit", 0.0);
	}
/* The above is needed for editing cineractives. */



	
	player = GetPlayerHandle();

	//This section evaluates what has happened.
	checkWing(shabayev, player); //Did we hurt our friendly instructor.
	switch (missionState) {
		case 0: //This will do the setup for the mission.
			spawn1 = GetHandle("spawn_1");
			spawn2 = GetHandle("spawn_2");
			spawn3 = GetHandle("spawn_3");
			creature1=BuildObject("mcjak01",0,"creature1");
			creature2=BuildObject("mcjak01",0,"creature2");
			creature3=BuildObject("mcjak01",0,"creature3");
			creature4=BuildObject("mcjak01",0,"creature4");

			shabayev = BuildObject("ivtank",3,"spawn_shab");
			recy = GetHandle("recycler");
			ruins = GetHandle("ruins");
			SetScrap(1, 40);
//			playerEnemy1 = BuildObject("fvtank", 2, spawn3);
//			Attack(playerEnemy1, player, 1);
			CommandShab();
			AudioMessage("isdf0701.wav");
			AudioMessage("isdf0740.wav");
			AudioMessage("isdf0702.wav");
			AudioMessage("isdf0703.wav");
			SetSkill(shabayev,3);
			SendEnemies(0,player);
			{
				// brad added
				int poolHandle = GetHandle(288);
				SpawnBirds(1, 5, "mcwing01", 0, poolHandle, poolHandle);
			}
			missionState++;
			break;
		case 1: //Check to see if the player has deployed their recycler.
			if (!getNewOrder) {
				ClearObjectives();
				AudioMessage("isdf0704.wav");
				AddObjective("isdf0701.otf", WHITE);
				reminderTimer = (GetTime() + 60.0f);
				if (!IsAlive(animal1)) {
					animal1 = BuildObject("mcjak01", 2, spawn3); //This will be changed to the animal
					Goto(animal1, recy);
					SetIndependence(animal1, 0);
				}
				getNewOrder = true;
			}

			//	recyDeployed = IsDeployed(recy);
			if (recyDeployed) {
				AudioMessage("isdf0706.wav");
				missionState++;
				getNewOrder = false;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", comp_team, spawn3);
				Attack(playerEnemy1, player, 1);
			}
			break;
		case 2: //Check to see if the player has built a scavenger.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0702.otf", WHITE);
				reminderTimer = (GetTime() + 60.0f);
				AudioMessage("isdf0708.wav");
				getNewOrder = true;
			}
			if (scavBuilt) {
				AudioMessage("isdf0707.wav");
				reminderTimer = (GetTime() + 30.0f);
				missionState++;
				getNewOrder = false;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", 2, spawn3);
				Attack(playerEnemy1, player, 1);
			}

			break;
		case 3: //Check to see if the player has built a construction rig.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0703.otf", WHITE);
				AudioMessage("isdf0710.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if ((IsAlive(playerEnemy1)) && (!enemy1deployed) &&
				(GetDistance(recy,playerEnemy1)<100.0f))
			{
				enemy1deployed=true;
			}
			if (constBuilt) {
				missionState++;
				getNewOrder = false;
			}
			break;
		case 4: //Check to see if the player has built a power plant.
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0704.otf", WHITE);
				AudioMessage("isdf0714.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (powerBuilt) {
				missionState++;
				getNewOrder = false;
			}
			if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) {
				playerEnemy1 = BuildObject("fvtank", 2, spawn3);
				Attack(playerEnemy1, player, 1);

			}

			break;
		case 5:  // check to see if the player has built a relay bunker
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0705.otf", WHITE);
				AudioMessage("isdf0716.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (relayBuilt) {
				missionState++;
				getNewOrder = false;
			}

			break;
		case 6: //Check to see if the player has built a gun tower
			if (!getNewOrder) {
				ClearObjectives();
				AddObjective("isdf0706.otf", WHITE);
				AudioMessage("isdf0719.wav");
				reminderTimer = (GetTime() + 60.0f);
				getNewOrder = true;
			}
			if (gunTowBuilt) 
			{
				missionState++;
				artil=BuildObject("fvartl",2,"artil");
				Goto(artil,"artillery");
				Handle temp=BuildObject("fvscout",2,spawn2);
				Follow(temp,artil);
				BuildObject("fvscout",2,spawn3);
				Follow(temp,artil);
				artil_counter=0;
				getNewOrder = false;
			}
			break;
		case 7:  // now they will use artillery
			artil_counter++;
			if (artil_counter==300)
			{
				Attack(artil,gtow);
		//		CameraReady();
			}
			if ((artil_counter>300) & (artil_counter<355))
			{
		//		CameraObject(artil,12,8,3,artil);
			}
			if (artil_counter==355)
			{
		//		CameraFinish();
				missionState++;
			}
			// cheesy code but I am tired
			break;
		case 8:
			if (!IsAlive(artil))
			{
				missionState++;
			}
			break;
	
	}
	float currentTime = GetTime();
	if ((reminderTimer < currentTime) && (getNewOrder)) { //This checks to see if we should remind the player of his order.
		getNewOrder = false;
	}
	harrass_count++;
	if (harrass_count%701==0)
	{
		SendEnemies(1,player);
	}
	CommandShab();
	handlePlayerMistakes();
	if (shabState<3) {
		if ((!IsAlive(shabayev) && (!shab_dead)))	
		{
			AudioMessage("isdf0732.wav");
			ClearObjectives();
			AddObjective("isdf05l1.otf",RED,15.0f);
			FailMission(GetTime()+5.0f,"isdf05l1.otf");
			shab_dead=true;
		}
	}

	if ((!IsAround(recy)) && (!shab_dead))
	{
		FailMission(GetTime()+5.0f,"isdf05l1.otf");
		shab_dead=true;
	}


}
Exemple #30
0
void isdf07Mission::CommandShab() {
	char tempstr[128];
	switch (shabState) {
		case 0: //setup the first batch of enemies
			shabEnemy1 = BuildObject("fvsent", comp_team, spawn1);
			shabEnemy2 = BuildObject("fvsent", comp_team, spawn2);
			Attack(shabEnemy1, shabayev, 1);
			Attack(shabEnemy2, shabayev, 1);
			Attack(shabayev, shabEnemy1, 1);
			shabState++;
			break;
		case 1: //do nothing until the first enemy gets killed
			if (!IsAlive(shabEnemy1)) {
				if (IsAlive(shabEnemy2)) {
					Attack(shabayev, shabEnemy2, 1);
					shabState++;
				}
				else {
					shabState++;
				}
			}

			if (gunTowBuilt) { //If shab can't kill anybody do it for her
				Damage(shabEnemy1, 3000);
				if (IsAlive(shabEnemy2)) {
					Damage(shabEnemy2, 3000);
				}
				ClearObjectives();
				AddObjective("isdf0707.otf", WHITE);
				Goto(shabayev, "tree_point", 1);
				AudioMessage("isdf0728.wav");
				shabState = 3;
				BugFix=GetTime()+60.0f;
			}

			break;
		case 2: //go NEAR the ruin when all of the enemies are killed
			if ((missionState>8) && (IsAlive(shabEnemy2))) { //If shab can't kill anybody do it for her
				Damage(shabEnemy2, 3000);
			}
			if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (!gunTowBuilt)) {
				shabEnemy2 = BuildObject("fvsent", 2, spawn1);
				Attack(shabayev, shabEnemy2, 1);
				Attack(shabEnemy2, shabayev, 1);

			}
			if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (gunTowBuilt)) {
				ClearObjectives();
				AddObjective("isdf0710.otf", WHITE);
				AudioMessage("isdf0728.wav");
				Goto(shabayev, "tree_point", 1);
				BugFix=GetTime()+20.0f;
				shabState++;
			}
			break;
		case 3: //hop out of the vehicle when near the ruin
			if (GetTime()>BugFix)
			{
				Goto(shabayev,"tree_point");
				BugFix=GetTime()+10.0f;	
			}
			if (((GetDistance(shabayev, "tree_point") < 25.0)) && ((!IsAlive(enemy1)) || (!IsAlive(enemy2))))
			{
				ClearObjectives();
				AudioMessage("isdf0725.wav");

				AddObjective("isdf0707.otf", WHITE);
				justHoped = true;
				HopOut(shabayev);
//				SetObjectiveOn(shabOnFoot);
				hunter=	BuildObject("fvsent",comp_team,"hunter");
	//			Patrol(temp,"hunter_path");
				Attack(hunter,shabayev); // blow up shabs craft
				CameraReady();
				reminderTimer=GetTime()+60.0f;
				shabState++;
			}
			break;
		case 4:
			oldPlayer=HoppedOutOf(shabOnFoot);	// because shab becomes 0
			{
				Vector pos;
				pos = GetPosition(oldPlayer);
				CameraObject(oldPlayer,2,5,-7,oldPlayer);		
				LookAt(shabOnFoot, ruins, 1);
				RemoveObject(oldPlayer);
				oldPlayer=BuildObject("petank",1,pos);
			}
			shabState++;
			break;
		case 5:
			if (movie_counter<70)
			{
				CameraObject(oldPlayer,2,2,-7,oldPlayer);
				movie_counter++;
			}
			else
			{
				RemoveObject(oldPlayer);
				Handle temp=BuildObject("ibnav",1,"tree_point");
				TranslateString2(tempstr, sizeof(tempstr), "Mission0701");  // Rescue
				SetObjectiveName(temp,tempstr);
				SetObjectiveOn(temp);
				CameraFinish();
				shabState++;
			}
			break;
		case 6: //order the player to get out of his vehicle once he gets close
			if ((!IsAround(shabayev)) && (!ship_blown_up))
			{
				Patrol(hunter,"hunter_path");
				SetIndependence(hunter,0);
				ship_blown_up=true;

			}

			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}

			if (GetTime()>reminderTimer) {
				AudioMessage("isdf0725.wav");
				reminderTimer=GetTime()+60.0f;
			}
			
			if ((GetDistance(shabOnFoot, player) < 50.0)) {

				//RemoveObject(shabayev);
				Attack(shabEnemy1,shabayev);
				Attack(shabEnemy2,shabayev);
				ClearObjectives();
				AudioMessage("isdf0729.wav");
				AddObjective("isdf0708.otf", WHITE);
				shabState++;
			}
			break;

		case 7: //send shab to get the relic
			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}
			if (playerOnFoot) {
				Attack(shabEnemy1,oldPlayer);
				Attack(shabEnemy2,oldPlayer);
				Goto(shabOnFoot, ruins, 1);
				//we should start the patrols here
				shabState++;
			}
			break;
		case 8: //get shab hurt
			if ((!IsAlive(shabOnFoot) && (!shab_dead)))	
			{
				AudioMessage("isdf0732.wav");
				ClearObjectives();
				AddObjective("isdf05l1.otf",RED,15.0f);
				FailMission(GetTime()+5.0f,"isdf05l1.otf");
				shab_dead=true;
			}

			if ((GetDistance(shabOnFoot, ruins) < 20.0f) || (GetDistance(player,ruins)<10.0f))
			{
				if (winMission == false) {
					AudioMessage("isdf0731.wav"); // wrong file name
					SucceedMission(GetTime()+5.0f,"isdf07w1.txt");
					winMission = true;
				}
			}
			break;
		case 9: //hide shab
			
			break;
		case 10: //play closing cineractive
		// The following is an example of how to play a movie in a script.
			moviePlaying = PlayMovie("temp");
			if (!moviePlaying) {
				missionState++;
				moviePlaying = true;
				//IFace_SetInteger("script.mission.state", 1);
			}
			break;
	}

	if (GetHealth(shabayev) < 0.7f) { //keep shab alive
		AddHealth(shabayev, 100);
	}

	if ((GetAmmo(shabayev)) < 0.5f) {
		AddAmmo(shabayev, 500);
	}
	if ((justHoped) && (!IsAlive(shabOnFoot)))
	{
		int i;
		i=1;
		// Houston we have a problem
	}

}