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< html >
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< meta name = "generator" content = "ZealOS V1.07" >
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< style type = "text/css" >
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< / style >
< / head >
< body >
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< pre style = "font-family:monospace;font-size:12pt" >
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< a name = "l1" > < / a > < span class = cF0 > #< / span > < span class = cF1 > define< / span > < span class = cF0 > MAP_WIDTH < / span > < span class = cFE > 640< / span > < span class = cF0 > < / span > < span class = cF2 > //Change this, if you like.< / span > < span class = cF0 >
< a name = "l2" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > UNITS_NUM < / span > < span class = cFE > 32< / span > < span class = cF0 > < / span > < span class = cF2 > //Change this, if you like.< / span > < span class = cF0 >
< a name = "l3" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > HEX_SIDE < / span > < span class = cFE > 11< / span > < span class = cF0 >
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< a name = "l4" > < / a >
< a name = "l5" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > InitDefines()
< a name = "l6" > < / a > {
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< a name = "l7" > < / a > < / span > < span class = cF5 > DefinePrint< / span > < span class = cF0 > (< / span > < span class = cF6 > " MAP_HEIGHT" < / span > < span class = cF0 > , < / span > < span class = cF6 > " %d" < / span > < span class = cF0 > , < / span > < span class = cF7 > (< / span > < span class = cF3 > GR_HEIGHT< / span > < span class = cF0 > - < / span > < span class = cF3 > FONT_HEIGHT< / span > < span class = cF0 > * < / span > < span class = cFE > 2< / span > < span class = cF7 > )< / span > < span class = cF0 > * MAP_WIDTH / < / span > < span class = cF3 > GR_WIDTH< / span > < span class = cF0 > );
< a name = "l8" > < / a > < / span > < span class = cF5 > DefinePrint< / span > < span class = cF0 > (< / span > < span class = cF6 > " DCOS" < / span > < span class = cF0 > , < / span > < span class = cF6 > " %12.9f" < / span > < span class = cF0 > , HEX_SIDE * < / span > < span class = cF5 > Cos< / span > < span class = cF7 > (< / span > < span class = cFE > 60< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > / < / span > < span class = cFE > 180< / span > < span class = cF0 > * < / span > < span class = cF3 > pi< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l9" > < / a > < / span > < span class = cF5 > DefinePrint< / span > < span class = cF0 > (< / span > < span class = cF6 > " DSIN" < / span > < span class = cF0 > , < / span > < span class = cF6 > " %12.9f" < / span > < span class = cF0 > , HEX_SIDE * < / span > < span class = cF5 > Sin< / span > < span class = cF7 > (< / span > < span class = cFE > 60< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > / < / span > < span class = cFE > 180< / span > < span class = cF0 > * < / span > < span class = cF3 > pi< / span > < span class = cF7 > )< / span > < span class = cF0 > );
< a name = "l10" > < / a > < / span > < span class = cF5 > DefinePrint< / span > < span class = cF0 > (< / span > < span class = cF6 > " HEX_RADIUS" < / span > < span class = cF0 > , < / span > < span class = cF6 > " %12.9f" < / span > < span class = cF0 > , HEX_SIDE * < / span > < span class = cF5 > Sin< / span > < span class = cF7 > (< / span > < span class = cFE > 60< / span > < span class = cF0 > .< / span > < span class = cFE > 0< / span > < span class = cF0 > / < / span > < span class = cFE > 180< / span > < span class = cF0 > * < / span > < span class = cF3 > pi< / span > < span class = cF7 > )< / span > < span class = cF0 > + < / span > < span class = cFE > 0< / span > < span class = cF0 > .< / span > < span class = cFE > 01< / span > < span class = cF0 > ); < / span > < span class = cF2 > //Slop< / span > < span class = cF0 >
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< a name = "l11" > < / a > } InitDefines;
< a name = "l12" > < / a >
< a name = "l13" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > map_cols = (MAP_WIDTH - DCOS)/(< / span > < span class = cFE > 2< / span > < span class = cF0 > * HEX_SIDE + < / span > < span class = cFE > 2< / span > < span class = cF0 > * DCOS),
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< a name = "l14" > < / a > map_rows = < / span > < span class = cF5 > ToI64< / span > < span class = cF0 > (< / span > < span class = cF7 > (< / span > < span class = cF0 > MAP_HEIGHT - DSIN< / span > < span class = cF7 > )< / span > < span class = cF0 > / DSIN) & ~< / span > < span class = cFE > 1< / span > < span class = cF0 > ,
< a name = "l15" > < / a > map_width = map_cols * (< / span > < span class = cFE > 2< / span > < span class = cF0 > * HEX_SIDE + < / span > < span class = cFE > 2< / span > < span class = cF0 > * DCOS) + DCOS,
< a name = "l16" > < / a > map_height = map_rows * DSIN + DSIN + < / span > < span class = cFE > 1< / span > < span class = cF0 > ,
< a name = "l17" > < / a > x0, y0;
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< a name = "l18" > < / a >
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< a name = "l19" > < / a > < / span > < span class = cF9 > CDC< / span > < span class = cF0 > *map_dc;
< a name = "l20" > < / a > < / span > < span class = cF1 > U8< / span > < span class = cF0 > terrain[map_rows][map_cols];
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< a name = "l21" > < / a >
< a name = "l22" > < / a > < / span > < span class = cF2 > //Centers of hexes< / span > < span class = cF0 >
< a name = "l23" > < / a > < / span > < span class = cF1 > class< / span > < span class = cF0 > Pt
< a name = "l24" > < / a > {
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< a name = "l25" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > x, y;
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< a name = "l26" > < / a > };
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< a name = "l27" > < / a > Pt hex_centers[map_rows][map_cols];
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< a name = "l28" > < / a >
< a name = "l29" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > show_vis_row, show_vis_col;
< a name = "l30" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > roads[map_rows][map_cols],
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< a name = "l31" > < / a > rivers[map_rows][map_cols],
< a name = "l32" > < / a > vis_map[map_rows][map_cols];
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< a name = "l33" > < / a >
< a name = "l34" > < / a > < / span > < span class = cF2 > //Other options for PLAINS are WHITE or YELLOW< / span > < span class = cF0 >
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< a name = "l35" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PLAINS < / span > < span class = cF3 > LTGREEN< / span > < span class = cF0 >
< a name = "l36" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > TREES < / span > < span class = cF3 > GREEN< / span > < span class = cF0 >
< a name = "l37" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > MOUNTAINS < / span > < span class = cF3 > DKGRAY< / span > < span class = cF0 >
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< a name = "l38" > < / a >
< a name = "l39" > < / a > < / span > < span class = cF2 > //These are used to display a range circle when they player< / span > < span class = cF0 >
< a name = "l40" > < / a > < / span > < span class = cF2 > //is firing.< / span > < span class = cF0 >
< a name = "l41" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > fire_radius, fire_radius_x, fire_radius_y;
< a name = "l42" > < / a >
< a name = "l43" > < / a > < / span > < span class = cF2 > //These display " phase" , " turn" and " game over" .< / span > < span class = cF0 >
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< a name = "l44" > < / a > < / span > < span class = cF1 > U8< / span > < span class = cF0 > message_buf[< / span > < span class = cF3 > STR_LEN< / span > < span class = cF0 > ];
< a name = "l45" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > message_off_timeout; < / span > < span class = cF2 > //Jiffies. Goes away after a time.< / span > < span class = cF0 >
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< a name = "l46" > < / a >
< a name = "l47" > < / a > < / span > < span class = cF2 > //Unit types< / span > < span class = cF0 >
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< a name = "l48" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > UT_INFANTRY < / span > < span class = cFE > 0< / span > < span class = cF0 >
< a name = "l49" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > UT_ARTILLERY < / span > < span class = cFE > 1< / span > < span class = cF0 >
< a name = "l50" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > UT_LT_TANK < / span > < span class = cFE > 2< / span > < span class = cF0 >
< a name = "l51" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > UT_MD_TANK < / span > < span class = cFE > 3< / span > < span class = cF0 >
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< a name = "l52" > < / a >
< a name = "l53" > < / a > < / span > < span class = cF1 > class< / span > < span class = cF0 > Unit
< a name = "l54" > < / a > {
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< a name = "l55" > < / a > < / span > < span class = cF1 > U8< / span > < span class = cF0 > *img;
< a name = "l56" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > num, row, col,
< a name = "l57" > < / a > armored_attack, unarmored_attack, armor;
< a name = "l58" > < / a > < / span > < span class = cF1 > I8< / span > < span class = cF0 > type, player, facing, movement, life,
< a name = "l59" > < / a > range, remaining_movement, accuracy;
< a name = "l60" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > vis[< / span > < span class = cFE > 2< / span > < span class = cF0 > ], fired, infantry, indirect_fire, pad[< / span > < span class = cFE > 3< / span > < span class = cF0 > ];
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< a name = "l61" > < / a > };
< a name = "l62" > < / a >
< a name = "l63" > < / a > Unit units[< / span > < span class = cFE > 2< / span > < span class = cF0 > ][UNITS_NUM];
< a name = "l64" > < / a >
< a name = "l65" > < / a > < / span > < span class = cF2 > // Bt(vis_unit_bitmap,player1+player0*((UNITS_NUM+7)& ~7))< / span > < span class = cF0 >
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< a name = "l66" > < / a > < / span > < span class = cF1 > U8< / span > < span class = cF0 > vis_unit_bitmap[< / span > < span class = cFE > 2< / span > < span class = cF0 > ][(< / span > < span class = cF7 > (< / span > < span class = cF0 > (UNITS_NUM + < / span > < span class = cFE > 7< / span > < span class = cF0 > ) & ~< / span > < span class = cFE > 7< / span > < span class = cF7 > )< / span > < span class = cF0 > *UNITS_NUM) > > < / span > < span class = cFE > 3< / span > < span class = cF0 > ];
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< a name = "l67" > < / a >
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< a name = "l68" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_START < / span > < span class = cFE > 0< / span > < span class = cF0 >
< a name = "l69" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_INDIRECT < / span > < span class = cFE > 0< / span > < span class = cF0 >
< a name = "l70" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_INDIRECT0 < / span > < span class = cFE > 0< / span > < span class = cF0 >
< a name = "l71" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_INDIRECT1 < / span > < span class = cFE > 1< / span > < span class = cF0 >
< a name = "l72" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_MOVE < / span > < span class = cFE > 2< / span > < span class = cF0 >
< a name = "l73" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_MOVE0 < / span > < span class = cFE > 2< / span > < span class = cF0 >
< a name = "l74" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_MOVE1 < / span > < span class = cFE > 3< / span > < span class = cF0 >
< a name = "l75" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_DIRECT < / span > < span class = cFE > 4< / span > < span class = cF0 >
< a name = "l76" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_DIRECT0 < / span > < span class = cFE > 4< / span > < span class = cF0 >
< a name = "l77" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_DIRECT1 < / span > < span class = cFE > 5< / span > < span class = cF0 >
< a name = "l78" > < / a > #< / span > < span class = cF1 > define< / span > < span class = cF0 > PHASE_END < / span > < span class = cFE > 6< / span > < span class = cF0 >
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< a name = "l79" > < / a >
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< a name = "l80" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > phase, cur_player, enemy_player, view_player, turn,
< a name = "l81" > < / a > cursor_row, cursor_col, alive_count[< / span > < span class = cFE > 2< / span > < span class = cF0 > ],
< a name = "l82" > < / a > player_indirect[< / span > < span class = cFE > 2< / span > < span class = cF0 > ], player_move[< / span > < span class = cFE > 2< / span > < span class = cF0 > ], player_direct[< / span > < span class = cFE > 2< / span > < span class = cF0 > ];
< a name = "l83" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > animation_delay = < / span > < span class = cFE > 0< / span > < span class = cF0 > .< / span > < span class = cFE > 5< / span > < span class = cF0 > ;
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< a name = "l84" > < / a >
< a name = "l85" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > moving = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
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< a name = "l86" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > move_x, move_y;
< a name = "l87" > < / a > < / span > < span class = cF1 > F64< / span > < span class = cF0 > move_facing;
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< a name = "l88" > < / a > Unit *moving_unit;
< a name = "l89" > < / a >
< a name = "l90" > < / a > < / span > < span class = cF1 > extern< / span > < span class = cF0 > < / span > < span class = cF9 > I64< / span > < span class = cF0 > HexMoveOne(< / span > < span class = cF9 > I64< / span > < span class = cF0 > *_row, < / span > < span class = cF9 > I64< / span > < span class = cF0 > *_col, < / span > < span class = cF1 > F64< / span > < span class = cF0 > x, < / span > < span class = cF1 > F64< / span > < span class = cF0 > y);
< a name = "l91" > < / a >
< a name = "l92" > < / a > < / span > < span class = cF1 > class< / span > < span class = cF0 > IndirectOrders
< a name = "l93" > < / a > {
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< a name = "l94" > < / a > IndirectOrders *next, *last;
< a name = "l95" > < / a > Unit *attacker;
< a name = "l96" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > row, col;
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< a name = "l97" > < / a >
< a name = "l98" > < / a > } indirect_head;
< a name = "l99" > < / a >
< a name = "l100" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > firing = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l101" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > fire_x, fire_y;
< a name = "l102" > < / a > Unit *target_unit;
< a name = "l103" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > target_hit;
< a name = "l104" > < / a >
< a name = "l105" > < / a > < / span > < span class = cF1 > Bool< / span > < span class = cF0 > indirect_explosion = < / span > < span class = cF3 > FALSE< / span > < span class = cF0 > ;
< a name = "l106" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > indirect_row, indirect_col;
< a name = "l107" > < / a >
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< a name = "l108" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > row_offsets[< / span > < span class = cFE > 7< / span > < span class = cF0 > ] = {-< / span > < span class = cFE > 1< / span > < span class = cF0 > , -< / span > < span class = cFE > 2< / span > < span class = cF0 > , -< / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 2< / span > < span class = cF0 > , < / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > };
< a name = "l109" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > col_offsets_even[< / span > < span class = cFE > 7< / span > < span class = cF0 > ] = {-< / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , -< / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > };
< a name = "l110" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > col_offsets_odd [< / span > < span class = cFE > 7< / span > < span class = cF0 > ] = { < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > };
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< / span > < / pre > < / body >
< / html >