<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
<meta name="generator" content="ZealOS V1.08">
<style type="text/css">
body {background-color:#1f1f1f;}
.cF0{color:#e3e3e3;background-color:#1f1f1f;}
.cF1{color:#4f84a6;background-color:#1f1f1f;}
.cF2{color:#73a255;background-color:#1f1f1f;}
.cF3{color:#297582;background-color:#1f1f1f;}
.cF4{color:#b34f4b;background-color:#1f1f1f;}
.cF5{color:#8a52c3;background-color:#1f1f1f;}
.cF6{color:#b7822f;background-color:#1f1f1f;}
.cF7{color:#444444;background-color:#1f1f1f;}
.cF8{color:#6d6d6d;background-color:#1f1f1f;}
.cF9{color:#94bfde;background-color:#1f1f1f;}
.cFA{color:#a1ce97;background-color:#1f1f1f;}
.cFB{color:#6db4be;background-color:#1f1f1f;}
.cFC{color:#e88e88;background-color:#1f1f1f;}
.cFD{color:#ca94e8;background-color:#1f1f1f;}
.cFE{color:#d4b475;background-color:#1f1f1f;}
.cFF{color:#1f1f1f;background-color:#1f1f1f;}
</style>
</head>
<body>
<pre style="font-family:monospace;font-size:12pt">
<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>
<a name="l4"></a>
<a name="l5"></a></span><span class=cF1>U0</span><span class=cF0> InitDefines()
<a name="l6"></a>{
<a name="l7"></a>    </span><span class=cF5>DefinePrint</span><span class=cF0>(</span><span class=cF6>&quot;MAP_HEIGHT&quot;</span><span class=cF0>,   </span><span class=cF6>&quot;%d&quot;</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>&quot;DCOS&quot;</span><span class=cF0>,         </span><span class=cF6>&quot;%12.9f&quot;</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>&quot;DSIN&quot;</span><span class=cF0>,         </span><span class=cF6>&quot;%12.9f&quot;</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>&quot;HEX_RADIUS&quot;</span><span class=cF0>,   </span><span class=cF6>&quot;%12.9f&quot;</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>
<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), 
<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) &amp; ~</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;
<a name="l18"></a>
<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];
<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>{
<a name="l25"></a>    </span><span class=cF1>F64</span><span class=cF0> x, y;
<a name="l26"></a>};
<a name="l27"></a>Pt   hex_centers[map_rows][map_cols];
<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], 
<a name="l31"></a>     rivers[map_rows][map_cols], 
<a name="l32"></a>     vis_map[map_rows][map_cols];
<a name="l33"></a>
<a name="l34"></a></span><span class=cF2>//Other options for PLAINS are WHITE or YELLOW</span><span class=cF0>
<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>
<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 &quot;phase&quot;, &quot;turn&quot; and &quot;game over&quot;.</span><span class=cF0>
<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>
<a name="l46"></a>
<a name="l47"></a></span><span class=cF2>//Unit types</span><span class=cF0>
<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>
<a name="l52"></a>
<a name="l53"></a></span><span class=cF1>class</span><span class=cF0> Unit
<a name="l54"></a>{
<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>];
<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)&amp;~7))</span><span class=cF0>
<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>) &amp; ~</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0>*UNITS_NUM) &gt;&gt; </span><span class=cFE>3</span><span class=cF0>];
<a name="l67"></a>
<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>
<a name="l79"></a>
<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>;
<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>;
<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;
<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>{
<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;
<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>
<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>};
</span></pre></body>
</html>