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- #include "Aktionen.h"
- #include "Trigger.h"
- #include "Spiel.h"
- Aktion::Aktion( AktionTyp typ )
- : Variable( AKTION )
- {
- this->typ = typ;
- }
- Aktion::~Aktion()
- {}
- KonstantNichts::KonstantNichts()
- : Aktion( KONSTANT_NICHTS )
- {}
- bool KonstantNichts::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", new Variable( NICHTS ) );
- return 1;
- }
- KonstantInteger::KonstantInteger( int val )
- : Aktion( KONSTANT_INTEGER )
- {
- this->value = val;
- }
- bool KonstantInteger::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", new Integer( value ) );
- return 1;
- }
- KonstantBoolean::KonstantBoolean( bool val )
- : Aktion( KONSTANT_BOOLEAN )
- {
- value = val;
- }
- bool KonstantBoolean::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", new Boolean( value ) );
- return 1;
- }
- KonstantString::KonstantString( Text val )
- : Aktion( KONSTANT_STRING )
- {
- value = val;
- }
- bool KonstantString::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", new String( value ) );
- return 1;
- }
- KonstantFloat::KonstantFloat( float val )
- : Aktion( KONSTANT_FLOAT )
- {
- value = val;
- }
- bool KonstantFloat::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", new Float( value ) );
- return 1;
- }
- KonstantVariable::KonstantVariable( Text name )
- : Aktion( KONSTANT_VARIABLE )
- {
- this->name = name;
- }
- bool KonstantVariable::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( zMemory->zVariable( name ) )
- zMemory->setVar( "__return__", zMemory->getVariable( name ) );
- else if( zEreignis->zParameter( name ) )
- zMemory->setVar( "__return__", zEreignis->zParameter( name ) );
- else if( zSpiel->zVariable( name ) )
- zMemory->setVar( "__return__", zSpiel->getVariable( name ) );
- else
- zMemory->setVar( "__return__", new Variable( NICHTS ) );
- return 1;
- }
- Warten::Warten( Aktion *seconds )
- : Aktion( WARTEN )
- {
- this->seconds = seconds;
- }
- Warten::~Warten()
- {
- seconds->release();
- }
- bool Warten::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- bool finished = seconds->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount );
- if( finished )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- waitCount += ( (Float *)t )->getValue();
- }
- return finished;
- }
- WennDannSonst::WennDannSonst( Aktion *wenn, Aktion *dann, Aktion *sonst )
- : Aktion( WENN_DANN_SONST )
- {
- this->wenn = wenn;
- this->dann = dann;
- this->sonst = sonst;
- }
- WennDannSonst::~WennDannSonst()
- {
- wenn->release();
- if( dann )
- dann->release();
- if( sonst )
- sonst->release();
- }
- bool WennDannSonst::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- bool finished = wenn->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount );
- if( finished )
- {
- Variable *ret = zMemory->zVariable( "__return__" );
- zPC->count();
- if( !isTrue( ret ) )
- {
- zPC->count();
- if( !sonst )
- {
- zPC->stepOut();
- return 1;
- }
- }
- else
- {
- if( !dann )
- {
- zPC->stepOut();
- return 1;
- }
- }
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- bool finished = dann->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount );
- if( finished )
- {
- zPC->stepOut();
- return 1;
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- bool finished = sonst->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount );
- if( finished )
- {
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SetVariable::SetVariable( Text name, Aktion *value )
- : Aktion( SET_VARIABLE )
- {
- this->name = name;
- this->value = value;
- }
- SetVariable::~SetVariable()
- {
- value->release();
- }
- bool SetVariable::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- bool finished = value->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount );
- if( finished )
- {
- if( zMemory->zVariable( name ) || zEreignis->zParameter( name ) || !zSpiel->zVariable( name ) )
- zMemory->setVar( name, zMemory->getVariable( "__return__" ) );
- else
- zSpiel->setVariable( name, zMemory->getVariable( "__return__" ) );
- }
- return finished;
- }
- TriggerAktion::TriggerAktion( Aktion *number, Aktion *triggerName )
- : Aktion( TRIGGER_AKTION )
- {
- this->number = number;
- trigger = triggerName;
- }
- TriggerAktion::~TriggerAktion()
- {
- number->release();
- trigger->release();
- }
- bool TriggerAktion::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( number->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( trigger->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TRIGGER )
- {
- zPC->stepOut();
- return 1;
- }
- int id = ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue();
- if( id >= ( (Trigger *)t )->getAktionAnzahl() )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", ( (Trigger *)t )->getAktion( id ) );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( ( (Aktion *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerNachricht::SpielerNachricht( Aktion *spieler, Aktion *nachricht )
- : Aktion( SPIELER_NACHRICHT )
- {
- this->spieler = spieler;
- this->nachricht = nachricht;
- }
- SpielerNachricht::~SpielerNachricht()
- {
- spieler->release();
- nachricht->release();
- }
- bool SpielerNachricht::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( nachricht->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( t->getVariableTyp() != STRING )
- {
- zPC->stepOut();
- return 1;
- }
- // this is handeld on client side directly (no need to send the message to the player)
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- DisplayText::DisplayText( Aktion *x, Aktion *y, Aktion *f, Aktion *dauer, Aktion *nachricht )
- : Aktion( DISPLAY_TEXT )
- {
- this->x = x;
- this->y = y;
- this->color = f;
- this->dauer = dauer;
- this->nachricht = nachricht;
- }
- DisplayText::~DisplayText()
- {
- x->release();
- y->release();
- color->release();
- dauer->release();
- nachricht->release();
- }
- bool DisplayText::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( dauer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R2__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 3 && waitCount <= 0 )
- {
- if( color->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || ( t->getVariableTyp() != INTEGER ) )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R3__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 4 && waitCount <= 0 )
- {
- if( color->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || ( t->getVariableTyp() != STRING ) )
- {
- zPC->stepOut();
- return 1;
- }
- //Float *xv = (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" );
- //Float *yv = (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" );
- //Float *dauerv = (Float *)zMemory->zVariable( zPC->getUniqueString() + "R2__" );
- //Integer *farbev = (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R3__" );
- // do nothing because the server does not need to show text
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielPause::SpielPause( Aktion *paused )
- : Aktion( SPIEL_PAUSE )
- {
- this->paused = paused;
- }
- SpielPause::~SpielPause()
- {
- paused->release();
- }
- bool SpielPause::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( paused->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || ( t->getVariableTyp() != BOOLEAN ) )
- return 1;
- zSpiel->setPausiert( ( (Boolean *)t )->getValue() );
- return 1;
- }
- return 0;
- }
- SpielEnde::SpielEnde( Aktion *gewinnerTeam )
- : Aktion( SPIEL_ENDE )
- {
- this->gewinnerTeam = gewinnerTeam;
- }
- SpielEnde::~SpielEnde()
- {
- gewinnerTeam->release();
- }
- bool SpielEnde::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( gewinnerTeam->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || ( t->getVariableTyp() != TEAM && t->getVariableTyp() != NICHTS ) )
- return 1;
- zSpiel->setEnde( t->getVariableTyp() == NICHTS ? 0 : (Team *)t );
- return 1;
- }
- return 0;
- }
- SpielerSetLevel::SpielerSetLevel( Aktion *level, Aktion *spieler )
- : Aktion( SPIELER_SET_LEVEL )
- {
- this->level = level;
- this->spieler = spieler;
- }
- SpielerSetLevel::~SpielerSetLevel()
- {
- level->release();
- spieler->release();
- }
- bool SpielerSetLevel::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( level->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setLevel( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerGiveItem::SpielerGiveItem( Aktion *item, Aktion *anzahl, Aktion *spieler )
- : Aktion( SPIELER_GIVE_ITEM )
- {
- this->item = item;
- this->anzahl = anzahl;
- this->spieler = spieler;
- }
- SpielerGiveItem::~SpielerGiveItem()
- {}
- bool SpielerGiveItem::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( item->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GEGENSTAND_TYP )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( anzahl->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->addItem( ( (GegenstandTypVar *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue(),
- ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue(), zSpiel );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerRemoveItem::SpielerRemoveItem( Aktion *item, Aktion *anzahl, Aktion *spieler )
- : Aktion( SPIELER_REMOVE_ITEM )
- {
- this->item = item;
- this->anzahl = anzahl;
- this->spieler = spieler;
- }
- SpielerRemoveItem::~SpielerRemoveItem()
- {
- item->release();
- anzahl->release();
- spieler->release();
- }
- bool SpielerRemoveItem::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( item->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GEGENSTAND_TYP )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( anzahl->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->removeItem( ( (GegenstandTypVar *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue(),
- ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetPosition::SpielerSetPosition( Aktion *x, Aktion *y, Aktion *spieler )
- : Aktion( SPIELER_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->spieler = spieler;
- }
- SpielerSetPosition::~SpielerSetPosition()
- {
- x->release();
- y->release();
- spieler->release();
- }
- bool SpielerSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Spieler *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetLeben::SpielerSetLeben( Aktion *leben, Aktion *spieler )
- : Aktion( SPIELER_SET_LEBEN )
- {
- this->leben = leben;
- this->spieler = spieler;
- }
- SpielerSetLeben::~SpielerSetLeben()
- {
- leben->release();
- spieler->release();
- }
- bool SpielerSetLeben::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( leben->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setLeben( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetMaxLeben::SpielerSetMaxLeben( Aktion *leben, Aktion *spieler )
- : Aktion( SPIELER_SET_LEBEN )
- {
- this->leben = leben;
- this->spieler = spieler;
- }
- SpielerSetMaxLeben::~SpielerSetMaxLeben()
- {
- leben->release();
- spieler->release();
- }
- bool SpielerSetMaxLeben::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( leben->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setMaxLeben( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetErfahrung::SpielerSetErfahrung( Aktion *erfahrung, Aktion *spieler )
- : Aktion( SPIELER_SET_ERFAHRUNG )
- {
- this->erfahrung = erfahrung;
- this->spieler = spieler;
- }
- SpielerSetErfahrung::~SpielerSetErfahrung()
- {}
- bool SpielerSetErfahrung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( erfahrung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setErfahrung( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetMaxErfahrung::SpielerSetMaxErfahrung( Aktion *erfahrung, Aktion *spieler )
- : Aktion( SPIELER_SET_MAX_ERFAHRUNG )
- {
- this->erfahrung = erfahrung;
- this->spieler = spieler;
- }
- SpielerSetMaxErfahrung::~SpielerSetMaxErfahrung()
- {
- erfahrung->release();
- spieler->release();
- }
- bool SpielerSetMaxErfahrung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( erfahrung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setMaxErfahrung( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetTempo::SpielerSetTempo( Aktion *tempo, Aktion *spieler )
- : Aktion( SPIELER_SET_TEMPO )
- {
- this->tempo = tempo;
- this->spieler = spieler;
- }
- SpielerSetTempo::~SpielerSetTempo()
- {
- tempo->release();
- spieler->release();
- }
- bool SpielerSetTempo::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( tempo->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setLaufTempo( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetWaffenTempo::SpielerSetWaffenTempo( Aktion *tempo, Aktion *spieler )
- : Aktion( SPIELER_SET_GESCHOSS_TEMPO )
- {
- this->tempo = tempo;
- this->spieler = spieler;
- }
- SpielerSetWaffenTempo::~SpielerSetWaffenTempo()
- {
- tempo->release();
- spieler->release();
- }
- bool SpielerSetWaffenTempo::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( tempo->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setGeschossTempo( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetArmor::SpielerSetArmor( Aktion *armor, Aktion *spieler )
- : Aktion( SPIELER_SET_ARMOR )
- {
- this->armor = armor;
- this->spieler = spieler;
- }
- SpielerSetArmor::~SpielerSetArmor()
- {
- armor->release();
- spieler->release();
- }
- bool SpielerSetArmor::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( armor->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setArmor( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetSchadenBonus::SpielerSetSchadenBonus( Aktion *bonus, Aktion *spieler )
- : Aktion( SPIELER_SET_SCHADEN_BONUS )
- {
- this->bonus = bonus;
- this->spieler = spieler;
- }
- SpielerSetSchadenBonus::~SpielerSetSchadenBonus()
- {
- bonus->release();
- spieler->release();
- }
- bool SpielerSetSchadenBonus::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( bonus->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setSchadenBonus( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetLebensraub::SpielerSetLebensraub( Aktion *lebensraub, Aktion *spieler )
- : Aktion( SPIELER_SET_LEBENSRAUB )
- {
- this->lebensraub = lebensraub;
- this->spieler = spieler;
- }
- SpielerSetLebensraub::~SpielerSetLebensraub()
- {
- lebensraub->release();
- spieler->release();
- }
- bool SpielerSetLebensraub::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( lebensraub->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setLebensRaub( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetLebensregeneration::SpielerSetLebensregeneration( Aktion *regeneration, Aktion *spieler )
- : Aktion( SPIELER_SET_LEBENSRAUB )
- {
- this->regeneration = regeneration;
- this->spieler = spieler;
- }
- SpielerSetLebensregeneration::~SpielerSetLebensregeneration()
- {
- regeneration->release();
- spieler->release();
- }
- bool SpielerSetLebensregeneration::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( regeneration->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setLebensRegeneration( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SpielerSetAbklingzeitverringerung::SpielerSetAbklingzeitverringerung( Aktion *verringerung, Aktion *spieler )
- : Aktion( SPIELER_SET_ABKLINGZEITVERRINGERUNG )
- {
- this->verringerung = verringerung;
- this->spieler = spieler;
- }
- SpielerSetAbklingzeitverringerung::~SpielerSetAbklingzeitverringerung()
- {
- verringerung->release();
- spieler->release();
- }
- bool SpielerSetAbklingzeitverringerung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( verringerung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( spieler->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Spieler *)t )->setAbklingZeitVerringerung( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- DropSetTime::DropSetTime( Aktion *time, Aktion *drop )
- : Aktion( DROP_SET_TIME )
- {
- this->time = time;
- this->drop = drop;
- }
- DropSetTime::~DropSetTime()
- {
- time->release();
- drop->release();
- }
- bool DropSetTime::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( time->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( drop->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != DROP )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Drop *)t )->setTime( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- DropSetMaxTime::DropSetMaxTime( Aktion *time, Aktion *drop )
- : Aktion( DROP_SET_MAX_TIME )
- {
- this->time = time;
- this->drop = drop;
- }
- DropSetMaxTime::~DropSetMaxTime()
- {
- time->release();
- drop->release();
- }
- bool DropSetMaxTime::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( time->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( drop->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != DROP )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Drop *)t )->setMaxTime( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- DropSetArea::DropSetArea( Aktion *minX, Aktion *maxX, Aktion *minY, Aktion *maxY, Aktion *drop )
- : Aktion( DROP_SET_AREA )
- {
- this->minX = minX;
- this->maxX = maxX;
- this->minY = minY;
- this->maxY = maxY;
- this->drop = drop;
- }
- DropSetArea::~DropSetArea()
- {
- minX->release();
- maxX->release();
- minY->release();
- maxY->release();
- drop->release();
- }
- bool DropSetArea::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( minX->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( maxX->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( minY->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R2__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 3 && waitCount <= 0 )
- {
- if( maxY->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R3__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 4 && waitCount <= 0 )
- {
- if( drop->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != DROP )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Drop *)t )->setMinX( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Drop *)t )->setMaxX( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- ( (Drop *)t )->setMinY( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R2__" ) )->getValue() );
- ( (Drop *)t )->setMaxY( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R3__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- DropDoDrop::DropDoDrop( Aktion *drop )
- : Aktion( DROP_DO_DROP )
- {
- this->drop = drop;
- }
- DropDoDrop::~DropDoDrop()
- {}
- bool DropDoDrop::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( drop->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != DROP )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Drop *)t )->doDrop( zSpiel );
- return 1;
- }
- return 0;
- }
- BariereBewegung::BariereBewegung( Aktion *bariere )
- : Aktion( BARIERE_BEWEGUNG )
- {
- this->bariere = bariere;
- }
- BariereBewegung::~BariereBewegung()
- {
- bariere->release();
- }
- bool BariereBewegung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( bariere->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BARIERE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Bariere *)t )->startAutoVerschiebung( zSpiel );
- return 1;
- }
- return 0;
- }
- BariereSetEingeschaltet::BariereSetEingeschaltet( Aktion *eingeschaltet, Aktion *bariere )
- : Aktion( BARIERE_SET_EINGESCHALTET )
- {
- this->eingeschaltet = eingeschaltet;
- this->bariere = bariere;
- }
- BariereSetEingeschaltet::~BariereSetEingeschaltet()
- {
- eingeschaltet->release();
- bariere->release();
- }
- bool BariereSetEingeschaltet::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( eingeschaltet->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( bariere->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BARIERE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Bariere *)t )->setEingeschaltet( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- BariereSetPosition::BariereSetPosition( Aktion *x, Aktion *y, Aktion *bariere )
- : Aktion( BARIERE_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->bariere = bariere;
- }
- BariereSetPosition::~BariereSetPosition()
- {
- x->release();
- y->release();
- bariere->release();
- }
- bool BariereSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( bariere->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BARIERE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Bariere *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Bariere *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- BariereSetTeam::BariereSetTeam( Aktion *team, Aktion *bariere )
- : Aktion( BARIERE_SET_TEAM )
- {
- this->team = team;
- this->bariere = bariere;
- }
- BariereSetTeam::~BariereSetTeam()
- {
- team->release();
- bariere->release();
- }
- bool BariereSetTeam::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( team->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TEAM )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( bariere->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BARIERE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Bariere *)t )->setTeam( ( (Team *)zMemory->getVariable( zPC->getUniqueString() + "R0__" ) ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SchalterSetPosition::SchalterSetPosition( Aktion *x, Aktion *y, Aktion *schalter )
- : Aktion( SCHALTER_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->schalter = schalter;
- }
- SchalterSetPosition::~SchalterSetPosition()
- {
- x->release();
- y->release();
- schalter->release();
- }
- bool SchalterSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( schalter->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SCHALTER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Schalter *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Schalter *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SchalterSetErlaubt::SchalterSetErlaubt( Aktion *erlaubt, Aktion *schalter )
- : Aktion( SCHALTER_SET_ERLAUBT )
- {
- this->erlaubt = erlaubt;
- this->schalter = schalter;
- }
- SchalterSetErlaubt::~SchalterSetErlaubt()
- {
- erlaubt->release();
- schalter->release();
- }
- bool SchalterSetErlaubt::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( erlaubt->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( schalter->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SCHALTER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Schalter *)t )->setAktive( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- SchalterAktivieren::SchalterAktivieren( Aktion *schalter )
- : Aktion( SCHALTER_AKTIVIEREN )
- {
- this->schalter = schalter;
- }
- SchalterAktivieren::~SchalterAktivieren()
- {
- schalter->release();
- }
- bool SchalterAktivieren::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( schalter->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SCHALTER )
- {
- zPC->stepOut();
- return 1;
- }
- zSpiel->activateShalter( ( (Schalter *)t )->getId() );
- return 1;
- }
- return 0;
- }
- TunnelSetPosition::TunnelSetPosition( Aktion *x, Aktion *y, Aktion *tunnel )
- : Aktion( TUNNEL_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->tunnel = tunnel;
- }
- TunnelSetPosition::~TunnelSetPosition()
- {
- x->release();
- y->release();
- tunnel->release();
- }
- bool TunnelSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( tunnel->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TUNNEL )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Tunnel *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Tunnel *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TunnelSetZielPosition::TunnelSetZielPosition( Aktion *x, Aktion *y, Aktion *tunnel )
- : Aktion( TUNNEL_SET_ZIEL_POSITION )
- {
- this->x = x;
- this->y = y;
- this->tunnel = tunnel;
- }
- TunnelSetZielPosition::~TunnelSetZielPosition()
- {
- x->release();
- y->release();
- tunnel->release();
- }
- bool TunnelSetZielPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( tunnel->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TUNNEL )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Tunnel *)t )->setZielX( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Tunnel *)t )->setZielY( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TunnelSetErlaubt::TunnelSetErlaubt( Aktion *erlaubt, Aktion *tunnel )
- : Aktion( TUNNEL_SET_ERLAUBT )
- {
- this->erlaubt = erlaubt;
- this->tunnel = tunnel;
- }
- TunnelSetErlaubt::~TunnelSetErlaubt()
- {
- erlaubt->release();
- tunnel->release();
- }
- bool TunnelSetErlaubt::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( erlaubt->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( tunnel->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TUNNEL )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Tunnel *)t )->setAktiv( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- UmlenkungSetPosition::UmlenkungSetPosition( Aktion *x, Aktion *y, Aktion *umlenkung )
- : Aktion( UMLENKUNG_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->umlenkung = umlenkung;
- }
- UmlenkungSetPosition::~UmlenkungSetPosition()
- {
- x->release();
- y->release();
- umlenkung->release();
- }
- bool UmlenkungSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( umlenkung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != UMLENKUNG )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Umlenkung *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Umlenkung *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- UmlenkungSetRichtung::UmlenkungSetRichtung( Aktion *richtung, Aktion *umlenkung )
- : Aktion( UMLENKUNG_SET_RICHTUNG )
- {
- this->richtung = richtung;
- this->umlenkung = umlenkung;
- }
- UmlenkungSetRichtung::~UmlenkungSetRichtung()
- {
- richtung->release();
- umlenkung->release();
- }
- bool UmlenkungSetRichtung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( richtung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != RICHTUNG )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( umlenkung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != UMLENKUNG )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Umlenkung *)t )->setRichtung( getRichtungFromString( ( (String *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- UmlenkungSetMaxAbk::UmlenkungSetMaxAbk( Aktion *abk, Aktion *umlenkung )
- : Aktion( UMLENKUNG_SET_MAX_ABK )
- {
- this->abk = abk;
- this->umlenkung = umlenkung;
- }
- UmlenkungSetMaxAbk::~UmlenkungSetMaxAbk()
- {
- abk->release();
- umlenkung->release();
- }
- bool UmlenkungSetMaxAbk::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( abk->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( umlenkung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != UMLENKUNG )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Umlenkung *)t )->setMaxAbklingzeit( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- UmlenkungSetEnabled::UmlenkungSetEnabled( Aktion *enabled, Aktion *umlenkung )
- : Aktion( UMLENKUNG_SET_ERLAUBT )
- {
- this->enabled = enabled;
- this->umlenkung = umlenkung;
- }
- UmlenkungSetEnabled::~UmlenkungSetEnabled()
- {
- enabled->release();
- umlenkung->release();
- }
- bool UmlenkungSetEnabled::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( enabled->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( umlenkung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != UMLENKUNG )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Umlenkung *)t )->setAktiv( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- BaseSetPosition::BaseSetPosition( Aktion *x, Aktion *y, Aktion *base )
- : Aktion( BASE_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->base = base;
- }
- BaseSetPosition::~BaseSetPosition()
- {
- x->release();
- y->release();
- base->release();
- }
- bool BaseSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( base->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BASE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Base *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Base *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- BaseSetTeam::BaseSetTeam( Aktion *team, Aktion *base )
- : Aktion( BASE_SET_TEAM )
- {
- this->team = team;
- this->base = base;
- }
- BaseSetTeam::~BaseSetTeam()
- {
- team->release();
- base->release();
- }
- bool BaseSetTeam::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( team->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TEAM )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( base->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BASE )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Base *)t )->setTeam( ( (Team *)zMemory->getVariable( zPC->getUniqueString() + "R0__" ) ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TriggerRunStart::TriggerRunStart( Aktion *trigger )
- : Aktion( TRIGGER_RUN_START )
- {
- this->trigger = trigger;
- }
- TriggerRunStart::~TriggerRunStart()
- {
- trigger->release();
- }
- bool TriggerRunStart::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( trigger->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TRIGGER )
- {
- zPC->stepOut();
- return 1;
- }
- zSpiel->addTriggerRun( ( (Trigger *)t )->runTrigger( zEreignis->getThis(), zSpiel ) );
- zPC->stepOut();
- return 1;
- }
- return 0;
- }
- TriggerSetEnabled::TriggerSetEnabled( Aktion *enabled, Aktion *trigger )
- : Aktion( TRIGGER_SET_ENABLED )
- {
- this->enabled = enabled;
- this->trigger = trigger;
- }
- TriggerSetEnabled::~TriggerSetEnabled()
- {
- enabled->release();
- trigger->release();
- }
- bool TriggerSetEnabled::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( enabled->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( trigger->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TRIGGER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Trigger *)t )->setAktiv( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TeamSetPunkte::TeamSetPunkte( Aktion *punkte, Aktion *team )
- : Aktion( TEAM_SET_PUNKTE )
- {
- this->punkte = punkte;
- this->team = team;
- }
- TeamSetPunkte::~TeamSetPunkte()
- {
- punkte->release();
- team->release();
- }
- bool TeamSetPunkte::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( punkte->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( team->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TEAM )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Team *)t )->setPunkte( ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TimerSetPosition::TimerSetPosition( Aktion *x, Aktion *y, Aktion *timer )
- : Aktion( TIMER_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->timer = timer;
- }
- TimerSetPosition::~TimerSetPosition()
- {
- x->release();
- y->release();
- timer->release();
- }
- bool TimerSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( timer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TIMER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Timer *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Timer *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TimerSetPause::TimerSetPause( Aktion *pause, Aktion *timer )
- : Aktion( TIMER_SET_PAUSE )
- {
- this->pause = pause;
- this->timer = timer;
- }
- TimerSetPause::~TimerSetPause()
- {
- pause->release();
- timer->release();
- }
- bool TimerSetPause::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( pause->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( timer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TIMER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Timer *)t )->setPause( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TimerStart::TimerStart( Aktion *timer )
- : Aktion( TIMER_START )
- {
- this->timer = timer;
- }
- TimerStart::~TimerStart()
- {
- timer->release();
- }
- bool TimerStart::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- if( timer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TIMER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Timer *)t )->start( zSpiel );
- zPC->stepOut();
- return 1;
- }
- return 0;
- }
- TimerSetZeit::TimerSetZeit( Aktion *zeit, Aktion *timer )
- : Aktion( TIMER_SET_ZEIT )
- {
- this->zeit = zeit;
- this->timer = timer;
- }
- TimerSetZeit::~TimerSetZeit()
- {
- zeit->release();
- timer->release();
- }
- bool TimerSetZeit::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( zeit->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( timer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TIMER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Timer *)t )->setZeit( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TimerSetSichtbar::TimerSetSichtbar( Aktion *sichtbar, Aktion *timer )
- : Aktion( TIMER_SET_SICHTBAR )
- {
- this->sichtbar = sichtbar;
- this->timer = timer;
- }
- TimerSetSichtbar::~TimerSetSichtbar()
- {
- sichtbar->release();
- timer->release();
- }
- bool TimerSetSichtbar::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( sichtbar->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != BOOLEAN )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( timer->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != TIMER )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Timer *)t )->setSichtbar( ( (Boolean *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossNeu::GeschossNeu( Aktion *x, Aktion *y, Aktion *typ, Aktion *richtung )
- : Aktion( GESCHOSS_NEU )
- {
- this->x = x;
- this->y = y;
- this->typ = typ;
- this->richtung = richtung;
- }
- GeschossNeu::~GeschossNeu()
- {
- x->release();
- y->release();
- typ->release();
- richtung->release();
- }
- bool GeschossNeu::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( typ->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS_TYP )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R2__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 3 && waitCount <= 0 )
- {
- if( richtung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != RICHTUNG )
- {
- zPC->stepOut();
- return 1;
- }
- Geschoss *g = new Geschoss( zSpiel->getNextId(), 0,
- getGeschossTypFromString( ( (String *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() ),
- getRichtungFromString( ( (String *)t )->getValue() ),
- ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue(),
- ( (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue(), 0 );
- zSpiel->addGeschoss( (Geschoss *)g->getThis() );
- zMemory->setVar( "__return__", g );
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossSetPosition::GeschossSetPosition( Aktion *x, Aktion *y, Aktion *geschoss )
- : Aktion( GESCHOSS_SET_POSITION )
- {
- this->x = x;
- this->y = y;
- this->geschoss = geschoss;
- }
- GeschossSetPosition::~GeschossSetPosition()
- {
- x->release();
- y->release();
- geschoss->release();
- }
- bool GeschossSetPosition::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( x->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( y->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 2 && waitCount <= 0 )
- {
- if( geschoss->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Geschoss *)t )->setX( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- ( (Geschoss *)t )->setY( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R1__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossSetSpeed::GeschossSetSpeed( Aktion *speed, Aktion *geschoss )
- : Aktion( GESCHOSS_SET_SPEED )
- {
- this->speed = speed;
- this->geschoss = geschoss;
- }
- GeschossSetSpeed::~GeschossSetSpeed()
- {
- speed->release();
- geschoss->release();
- }
- bool GeschossSetSpeed::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( speed->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != FLOAT )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( geschoss->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Geschoss *)t )->setSpeed( ( (Float *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossSetPlayer::GeschossSetPlayer( Aktion *player, Aktion *geschoss )
- : Aktion( GESCHOSS_SET_PLAYER )
- {
- this->player = player;
- this->geschoss = geschoss;
- }
- GeschossSetPlayer::~GeschossSetPlayer()
- {
- player->release();
- geschoss->release();
- }
- bool GeschossSetPlayer::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( player->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != SPIELER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( geschoss->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Geschoss *)t )->setBesitzer( ( (Spieler *)zMemory->getVariable( zPC->getUniqueString() + "R0__" ) ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossSetRichtung::GeschossSetRichtung( Aktion *richtung, Aktion *geschoss )
- : Aktion( GESCHOSS_SET_RICHTUNG )
- {
- this->richtung = richtung;
- this->geschoss = geschoss;
- }
- GeschossSetRichtung::~GeschossSetRichtung()
- {
- richtung->release();
- geschoss->release();
- }
- bool GeschossSetRichtung::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( richtung->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != RICHTUNG )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( geschoss->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Geschoss *)t )->setRichtung( getRichtungFromString( ( (String *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- GeschossSetType::GeschossSetType( Aktion *type, Aktion *geschoss )
- : Aktion( GESCHOSS_SET_TYPE )
- {
- this->type = type;
- this->geschoss = geschoss;
- }
- GeschossSetType::~GeschossSetType()
- {
- type->release();
- geschoss->release();
- }
- bool GeschossSetType::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- if( zPC->currentPosition() == 0 )
- {
- if( type->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS_TYP )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( geschoss->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != GESCHOSS )
- {
- zPC->stepOut();
- return 1;
- }
- ( (Geschoss *)t )->setTyp( getGeschossTypFromString( ( (String *)zMemory->zVariable( zPC->getUniqueString() + "R0__" ) )->getValue() ) );
- zPC->stepOut();
- return 1;
- }
- }
- zPC->stepOut();
- return 0;
- }
- TriggerZufall::TriggerZufall()
- : Aktion( TRIGGER_ZUFALL )
- {}
- bool TriggerZufall::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getRandomTrigger() );
- return 1;
- }
- TriggerLastRunned::TriggerLastRunned()
- : Aktion( TRIGGER_LAST_RUNNED )
- {}
- bool TriggerLastRunned::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getLastRunnedTrigger() );
- return 1;
- }
- BariereZufall::BariereZufall()
- : Aktion( BARIERE_ZUFALL )
- {}
- bool BariereZufall::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getRandomBariere() );
- return 1;
- }
- BariereZuletztEingeschaltet::BariereZuletztEingeschaltet()
- : Aktion( BARIERE_ZULETZT_EINGESCHALTET )
- {}
- bool BariereZuletztEingeschaltet::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getZuletztEingeschalteteBariere() );
- return 1;
- }
- BariereZuletztAusgeschaltet::BariereZuletztAusgeschaltet()
- : Aktion( BARIERE_ZULETZT_AUSGESCHALTET )
- {}
- bool BariereZuletztAusgeschaltet::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getZuletztAusgeschalteteBariere() );
- return 1;
- }
- BariereZuletztBewegt::BariereZuletztBewegt()
- : Aktion( BARIERE_ZULETZT_BEWEGT )
- {}
- bool BariereZuletztBewegt::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getZuletztBewegteBariere() );
- return 1;
- }
- BaseZufall::BaseZufall()
- : Aktion( BASE_ZUFALL )
- {}
- bool BaseZufall::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getRandomBase() );
- return 1;
- }
- BaseZuletztBesitzerGewechselt::BaseZuletztBesitzerGewechselt()
- : Aktion( BASE_ZULETZT_BESITZER_GEWECHSELT )
- {}
- bool BaseZuletztBesitzerGewechselt::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getLastTeamChangedBase() );
- return 1;
- }
- DropZufall::DropZufall()
- : Aktion( DROP_ZUFALL )
- {}
- bool DropZufall::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getRandomDrop() );
- return 1;
- }
- DropZuletztGedropt::DropZuletztGedropt()
- : Aktion( DROP_ZULETZT_GEDROPT )
- {}
- bool DropZuletztGedropt::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zMemory->setVar( "__return__", zSpiel->getLastDrop() );
- return 1;
- }
- IntegerRechnen::IntegerRechnen( Aktion *left, Aktion *right, Operator op )
- : Aktion( INTEGER_RECHNEN )
- {
- this->left = left;
- this->right = right;
- this->op = op;
- }
- IntegerRechnen::~IntegerRechnen()
- {
- left->release();
- right->release();
- }
- bool IntegerRechnen::runNext( Spiel *zSpiel, Ereignis *zEreignis, LocalMemory *zMemory, ProgramCounter *zPC, double &waitCount )
- {
- zPC->stepIn();
- bool finished = 0;
- if( zPC->currentPosition() == 0 )
- {
- if( left->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R0__", t->getThis() );
- if( !isBinary( op ) )
- finished = 1;
- else
- zPC->count();
- }
- }
- if( zPC->currentPosition() == 1 && waitCount <= 0 )
- {
- if( right->runNext( zSpiel, zEreignis, zMemory, zPC, waitCount ) )
- {
- Variable *t = zMemory->zVariable( "__return__" );
- if( !t || t->getVariableTyp() != INTEGER )
- {
- zPC->stepOut();
- return 1;
- }
- zMemory->setVar( zPC->getUniqueString() + "R1__", t->getThis() );
- finished = 1;
- }
- }
- if( finished )
- {
- Integer *l = (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R0__" );
- Integer *r = (Integer *)zMemory->zVariable( zPC->getUniqueString() + "R1__" );
- switch( op )
- {
- case PLUS:
- zMemory->setVar( "__return__", new Integer( l->getValue() + r->getValue() ) );
- break;
- case MINUS:
- zMemory->setVar( "__return__", new Integer( l->getValue() - r->getValue() ) );
- break;
- case MAHL:
- zMemory->setVar( "__return__", new Integer( l->getValue() * r->getValue() ) );
- break;
- case GETEILT:
- zMemory->setVar( "__return__", new Integer( l->getValue() / r->getValue() ) );
- break;
- case HOCH:
- zMemory->setVar( "__return__", new Integer( (int)pow( l->getValue(), r->getValue() ) ) );
- break;
- case WURZEL:
- zMemory->setVar( "__return__", new Integer( (int)pow( l->getValue(), 1.0 / r->getValue() ) ) );
- break;
- case BIT_ODER:
- zMemory->setVar( "__return__", new Integer( l->getValue() | r->getValue() ) );
- break;
- case BIT_UND:
- zMemory->setVar( "__return__", new Integer( l->getValue() & r->getValue() ) );
- break;
- case BIT_XOR:
- zMemory->setVar( "__return__", new Integer( l->getValue() ^ r->getValue() ) );
- break;
- case BIT_FLIP:
- zMemory->setVar( "__return__", new Integer( ~l->getValue() ) );
- break;
- case BIT_SHIFT_LEFT:
- zMemory->setVar( "__return__", new Integer( l->getValue() << r->getValue() ) );
- break;
- case BIT_SHIFT_RIGHT:
- zMemory->setVar( "__return__", new Integer( l->getValue() >> r->getValue() ) );
- break;
- case INVERT_SIGN:
- zMemory->setVar( "__return__", new Integer( -l->getValue() ) );
- break;
- case PLUS_PLUS_LEFT:
- l->setValue( l->getValue() + 1 );
- zMemory->setVar( "__return__", new Integer( l->getValue() ) );
- break;
- case PLUS_PLUS_RIGHT:
- {
- int tmp = l->getValue();
- l->setValue( l->getValue() + 1 );
- zMemory->setVar( "__return__", new Integer( tmp ) );
- break;
- }
- case MINUS_MINUS_LEFT:
- l->setValue( l->getValue() - 1 );
- zMemory->setVar( "__return__", new Integer( l->getValue() ) );
- break;
- case MINUS_MINUS_RIGHT:
- {
- int tmp = l->getValue();
- l->setValue( l->getValue() - 1 );
- zMemory->setVar( "__return__", new Integer( tmp ) );
- break;
- }
- case LOGARITHM:
- zMemory->setVar( "__return__", new Integer( log( l->getValue() ) / log( r->getValue() ) ) );
- break;
- case MODULO:
- zMemory->setVar( "__return__", new Integer( l->getValue() % r->getValue() ) );
- break;
- }
- zPC->stepOut();
- return 1;
- }
- zPC->stepOut();
- return 0;
- }
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