void level4(double *hold)
{
	double h;
	level5( hold);

	if (*(token) == '^')
	{
		get_token();
		level5( &h);
		arith( '^', hold, &h);
	}
}
Exemple #2
0
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);
	}
}
Exemple #3
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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;
	}
}
Exemple #4
0
/* 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()));


}