mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-31 17:56:30 +00:00
1b75d91002
Add arg to SATARep to specify drive types to show. Add checks in AHCIPortInit to verify port signatures, add helper method to get signatures from port.
203 lines
24 KiB
HTML
Executable file
203 lines
24 KiB
HTML
Executable file
<!DOCTYPE HTML>
|
|
<html>
|
|
<head>
|
|
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
|
|
<meta name="generator" content="ZealOS V0.13">
|
|
<style type="text/css">
|
|
body {background-color:#fef1f0;}
|
|
.cF0{color:#000000;background-color:#fef1f0;}
|
|
.cF1{color:#0148a4;background-color:#fef1f0;}
|
|
.cF2{color:#3b7901;background-color:#fef1f0;}
|
|
.cF3{color:#057c7e;background-color:#fef1f0;}
|
|
.cF4{color:#bb2020;background-color:#fef1f0;}
|
|
.cF5{color:#9e42ae;background-color:#fef1f0;}
|
|
.cF6{color:#b57901;background-color:#fef1f0;}
|
|
.cF7{color:#b2b6af;background-color:#fef1f0;}
|
|
.cF8{color:#555753;background-color:#fef1f0;}
|
|
.cF9{color:#678fbb;background-color:#fef1f0;}
|
|
.cFA{color:#82bc49;background-color:#fef1f0;}
|
|
.cFB{color:#0097a2;background-color:#fef1f0;}
|
|
.cFC{color:#e26a6a;background-color:#fef1f0;}
|
|
.cFD{color:#c671bc;background-color:#fef1f0;}
|
|
.cFE{color:#c7ab00;background-color:#fef1f0;}
|
|
.cFF{color:#fef1f0;background-color:#fef1f0;}
|
|
</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> BALLS_NUM </span><span class=cFE>7</span><span class=cF0>
|
|
<a name="l2"></a>#</span><span class=cF1>define</span><span class=cF0> SPRINGS_NUM </span><span class=cFE>3</span><span class=cF0>
|
|
<a name="l3"></a>
|
|
<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> STRETCH </span><span class=cFE>500</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
|
|
<a name="l5"></a>#</span><span class=cF1>define</span><span class=cF0> GRAVITY </span><span class=cFE>50</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> </span><span class=cF2>//not really gravity</span><span class=cF0>
|
|
<a name="l6"></a>#</span><span class=cF1>define</span><span class=cF0> BALL_RADIUS </span><span class=cFE>5</span><span class=cF0>
|
|
<a name="l7"></a>#</span><span class=cF1>define</span><span class=cF0> BASE_SIZE </span><span class=cFE>10</span><span class=cF0>
|
|
<a name="l8"></a>
|
|
<a name="l9"></a></span><span class=cF9>CMass</span><span class=cF0> balls[BALLS_NUM];
|
|
<a name="l10"></a></span><span class=cF9>CSpring</span><span class=cF0> springs[SPRINGS_NUM];
|
|
<a name="l11"></a></span><span class=cF1>F64</span><span class=cF0> collision_t;
|
|
<a name="l12"></a>
|
|
<a name="l13"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l14"></a>{
|
|
<a name="l15"></a> </span><span class=cF9>I64</span><span class=cF0> i, cx = task->pix_width >> </span><span class=cFE>1</span><span class=cF0>, cy = task->pix_height >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l16"></a> </span><span class=cF1>Bool</span><span class=cF0> sound_on = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l17"></a>
|
|
<a name="l18"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l19"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"Protect your base."</span><span class=cF0>);
|
|
<a name="l20"></a> </span><span class=cF5>GrRect</span><span class=cF0>(dc, cx - BASE_SIZE, cy - BASE_SIZE, BASE_SIZE * </span><span class=cFE>2</span><span class=cF0>, BASE_SIZE * </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l21"></a> dc->color = </span><span class=cF3>CYAN</span><span class=cF0>;
|
|
<a name="l22"></a> </span><span class=cF5>GrRect</span><span class=cF0>(dc, cx - BASE_SIZE + </span><span class=cFE>2</span><span class=cF0>, cy - BASE_SIZE + </span><span class=cFE>2</span><span class=cF0>, BASE_SIZE * </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>4</span><span class=cF0>, BASE_SIZE * </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>4</span><span class=cF0>);
|
|
<a name="l23"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l24"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, balls[</span><span class=cFE>0</span><span class=cF0>].x, balls[</span><span class=cFE>0</span><span class=cF0>].y,
|
|
<a name="l25"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x,
|
|
<a name="l26"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y);
|
|
<a name="l27"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < SPRINGS_NUM; i++)
|
|
<a name="l28"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, springs[i].end1->x, springs[i].end1->y, springs[i].end2->x, springs[i].end2->y);
|
|
<a name="l29"></a>
|
|
<a name="l30"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l31"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, balls[</span><span class=cFE>0</span><span class=cF0>].x, balls[</span><span class=cFE>0</span><span class=cF0>].y, BALL_RADIUS);
|
|
<a name="l32"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc, balls[</span><span class=cFE>0</span><span class=cF0>].x, balls[</span><span class=cFE>0</span><span class=cF0>].y, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l33"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l34"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, balls[</span><span class=cFE>0</span><span class=cF0>].x, balls[</span><span class=cFE>0</span><span class=cF0>].y, BALL_RADIUS);
|
|
<a name="l35"></a>
|
|
<a name="l36"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < BALLS_NUM; i++)
|
|
<a name="l37"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l38"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l39"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, balls[i].x, balls[i].y, BALL_RADIUS);
|
|
<a name="l40"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc, balls[i].x, balls[i].y, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> ( cx - BASE_SIZE - BALL_RADIUS <= balls[i].x <= cx + BASE_SIZE + BALL_RADIUS &&
|
|
<a name="l42"></a> cy - BASE_SIZE - BALL_RADIUS <= balls[i].y <= cy + BASE_SIZE + BALL_RADIUS)
|
|
<a name="l43"></a> sound_on = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l44"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l45"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, balls[i].x, balls[i].y, BALL_RADIUS);
|
|
<a name="l46"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l47"></a> </span><span class=cF1>if</span><span class=cF0> (sound_on)
|
|
<a name="l48"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l49"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l50"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l51"></a>}
|
|
<a name="l52"></a>
|
|
<a name="l53"></a></span><span class=cF1>U0</span><span class=cF0> MyDerivative(</span><span class=cF9>CMathODE</span><span class=cF0> *ode, </span><span class=cF1>F64</span><span class=cF0> t, </span><span class=cF9>COrder2D3</span><span class=cF0> *, </span><span class=cF9>COrder2D3</span><span class=cF0> *)
|
|
<a name="l54"></a>{
|
|
<a name="l55"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l56"></a> </span><span class=cF1>F64</span><span class=cF0> d, dd;
|
|
<a name="l57"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p2;
|
|
<a name="l58"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = ode->win_task;
|
|
<a name="l59"></a>
|
|
<a name="l60"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(</span><span class=cF5>D3Equ</span><span class=cF7>(</span><span class=cF0>&p2,
|
|
<a name="l61"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x,
|
|
<a name="l62"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y, </span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>, &balls[</span><span class=cFE>0</span><span class=cF0>].state->x);
|
|
<a name="l63"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&balls[</span><span class=cFE>0</span><span class=cF0>].DstateDt->DxDt, </span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF0>&p2, STRETCH</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l64"></a>
|
|
<a name="l65"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&p2, task->pix_width >> </span><span class=cFE>1</span><span class=cF0>, task->pix_height >> </span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l66"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < BALLS_NUM; i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l67"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &p2, &balls[i].state->x);
|
|
<a name="l68"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF0>&p</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l69"></a> {
|
|
<a name="l70"></a> </span><span class=cF2>//Gravity would be /(d*d*d), but that's too exponential.</span><span class=cF0>
|
|
<a name="l71"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, GRAVITY/d);
|
|
<a name="l72"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&balls[i].DstateDt->DxDt, &p);
|
|
<a name="l73"></a> }
|
|
<a name="l74"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l75"></a>
|
|
<a name="l76"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < BALLS_NUM; i++)
|
|
<a name="l77"></a> </span><span class=cF1>for</span><span class=cF0> (j = i + </span><span class=cFE>1</span><span class=cF0>; j < BALLS_NUM; j++)
|
|
<a name="l78"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l79"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &balls[j].state->x, &balls[i].state->x);
|
|
<a name="l80"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p);
|
|
<a name="l81"></a> </span><span class=cF1>if</span><span class=cF0> (dd <= </span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * BALL_RADIUS</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * BALL_RADIUS</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l82"></a> {
|
|
<a name="l83"></a> </span><span class=cF1>if</span><span class=cF0> (t-collision_t > </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>05</span><span class=cF0>)
|
|
<a name="l84"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l85"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>50</span><span class=cF0>, </span><span class=cFE>102</span><span class=cF0>, </span><span class=cFE>105</span><span class=cF0>);
|
|
<a name="l86"></a> collision_t = t;
|
|
<a name="l87"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l88"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(dd) + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0001</span><span class=cF0>;
|
|
<a name="l89"></a> dd = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * BALL_RADIUS) * (</span><span class=cFE>2</span><span class=cF0> * BALL_RADIUS) - dd</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l90"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, dd / d);
|
|
<a name="l91"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&balls[j].DstateDt->DxDt, &p);
|
|
<a name="l92"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&balls[i].DstateDt->DxDt, &p);
|
|
<a name="l93"></a> }
|
|
<a name="l94"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l95"></a>
|
|
<a name="l96"></a> d = balls[</span><span class=cFE>0</span><span class=cF0>].state->x;
|
|
<a name="l97"></a> </span><span class=cF1>if</span><span class=cF0> (d - BALL_RADIUS < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l98"></a> balls[</span><span class=cFE>0</span><span class=cF0>].DstateDt->DxDt += </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d - BALL_RADIUS)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l99"></a> </span><span class=cF1>if</span><span class=cF0> (d + BALL_RADIUS > task->pix_width)
|
|
<a name="l100"></a> balls[</span><span class=cFE>0</span><span class=cF0>].DstateDt->DxDt -= </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d + BALL_RADIUS</span><span class=cF7>)</span><span class=cF0> - task->pix_width)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l101"></a>
|
|
<a name="l102"></a> d = balls[</span><span class=cFE>0</span><span class=cF0>].state->y;
|
|
<a name="l103"></a> </span><span class=cF1>if</span><span class=cF0> (d - BALL_RADIUS < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l104"></a> balls[</span><span class=cFE>0</span><span class=cF0>].DstateDt->DyDt += </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d - BALL_RADIUS)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l105"></a> </span><span class=cF1>if</span><span class=cF0> (d + BALL_RADIUS > task->pix_height)
|
|
<a name="l106"></a> balls[</span><span class=cFE>0</span><span class=cF0>].DstateDt->DyDt -= </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d + BALL_RADIUS</span><span class=cF7>)</span><span class=cF0> - task->pix_height)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l107"></a>}
|
|
<a name="l108"></a>
|
|
<a name="l109"></a></span><span class=cF1>U0</span><span class=cF0> Whap()
|
|
<a name="l110"></a>{
|
|
<a name="l111"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l112"></a> </span><span class=cF9>CMathODE</span><span class=cF0> *ode = </span><span class=cF5>ODENew</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>e-</span><span class=cFE>2</span><span class=cF0>, </span><span class=cF3>ODEF_HAS_MASSES</span><span class=cF0>);
|
|
<a name="l113"></a>
|
|
<a name="l114"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l115"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l116"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l117"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l118"></a>
|
|
<a name="l119"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l120"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l121"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l122"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l123"></a> );
|
|
<a name="l124"></a> ode->derive = &MyDerivative;
|
|
<a name="l125"></a> ode->drag_v2 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>002</span><span class=cF0>;
|
|
<a name="l126"></a> ode->drag_v3 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>00001</span><span class=cF0>;
|
|
<a name="l127"></a> ode->acceleration_limit = </span><span class=cFE>5</span><span class=cF0>e3;
|
|
<a name="l128"></a> </span><span class=cF5>MemSet</span><span class=cF0>(balls, </span><span class=cFE>0</span><span class=cF0>, BALLS_NUM * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l129"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&balls[</span><span class=cFE>0</span><span class=cF0>].x, </span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l130"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < BALLS_NUM; i++)
|
|
<a name="l131"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&balls[i].x, </span><span class=cF5>RandI16</span><span class=cF0> % </span><span class=cFE>500</span><span class=cF0> + </span><span class=cF5>Fs</span><span class=cF0>->pix_width >> </span><span class=cFE>1</span><span class=cF0>, </span><span class=cF5>RandI16</span><span class=cF0> % </span><span class=cFE>500</span><span class=cF0> + </span><span class=cF5>Fs</span><span class=cF0>->pix_height >> </span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l132"></a> balls[</span><span class=cFE>0</span><span class=cF0>].x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - </span><span class=cF5>Fs</span><span class=cF0>->pix_left - </span><span class=cF5>Fs</span><span class=cF0>->scroll_x;
|
|
<a name="l133"></a> balls[</span><span class=cFE>0</span><span class=cF0>].y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - </span><span class=cF5>Fs</span><span class=cF0>->pix_top - </span><span class=cF5>Fs</span><span class=cF0>->scroll_y;
|
|
<a name="l134"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < BALLS_NUM; i++)
|
|
<a name="l135"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l136"></a> balls[i].mass = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l137"></a> balls[i].drag_profile_factor = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l138"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&balls[i], ode->last_mass);
|
|
<a name="l139"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l140"></a> balls[</span><span class=cFE>2</span><span class=cF0>].x = balls[</span><span class=cFE>1</span><span class=cF0>].x + </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l141"></a> balls[</span><span class=cFE>2</span><span class=cF0>].y = balls[</span><span class=cFE>1</span><span class=cF0>].y;
|
|
<a name="l142"></a> balls[</span><span class=cFE>3</span><span class=cF0>].x = balls[</span><span class=cFE>1</span><span class=cF0>].x;
|
|
<a name="l143"></a> balls[</span><span class=cFE>3</span><span class=cF0>].y = balls[</span><span class=cFE>1</span><span class=cF0>].y + </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l144"></a> </span><span class=cF5>MemSet</span><span class=cF0>(springs, </span><span class=cFE>0</span><span class=cF0>, SPRINGS_NUM * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CSpring</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l145"></a> springs[</span><span class=cFE>0</span><span class=cF0>].end1 = &balls[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l146"></a> springs[</span><span class=cFE>0</span><span class=cF0>].end2 = &balls[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l147"></a> springs[</span><span class=cFE>0</span><span class=cF0>].rest_len = </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l148"></a> springs[</span><span class=cFE>0</span><span class=cF0>].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l149"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&springs[</span><span class=cFE>0</span><span class=cF0>], ode->last_spring);
|
|
<a name="l150"></a> springs[</span><span class=cFE>1</span><span class=cF0>].end1 = &balls[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l151"></a> springs[</span><span class=cFE>1</span><span class=cF0>].end2 = &balls[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l152"></a> springs[</span><span class=cFE>1</span><span class=cF0>].rest_len = </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l153"></a> springs[</span><span class=cFE>1</span><span class=cF0>].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l154"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&springs[</span><span class=cFE>1</span><span class=cF0>], ode->last_spring);
|
|
<a name="l155"></a> springs[</span><span class=cFE>2</span><span class=cF0>].end1 = &balls[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l156"></a> springs[</span><span class=cFE>2</span><span class=cF0>].end2 = &balls[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l157"></a> springs[</span><span class=cFE>2</span><span class=cF0>].rest_len = </span><span class=cF3>sqrt2</span><span class=cF0> * </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l158"></a> springs[</span><span class=cFE>2</span><span class=cF0>].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l159"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&springs[</span><span class=cFE>2</span><span class=cF0>], ode->last_spring);
|
|
<a name="l160"></a>
|
|
<a name="l161"></a> collision_t = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l162"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(ode, </span><span class=cF5>Fs</span><span class=cF0>->last_ode);
|
|
<a name="l163"></a>
|
|
<a name="l164"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l165"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l166"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l167"></a> </span><span class=cF5>CharGet</span><span class=cF0>;
|
|
<a name="l168"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l169"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(ode);
|
|
<a name="l170"></a> </span><span class=cF5>ODEDel</span><span class=cF0>(ode);
|
|
<a name="l171"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l172"></a>}
|
|
<a name="l173"></a>
|
|
<a name="l174"></a>Whap;
|
|
</span></pre></body>
|
|
</html>
|