ZealOS/docs/Apps/ToTheFront/TTFInit.CC.html
TomAwezome 1b75d91002 Fix Mount AHCI Port selection.
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.
2021-08-02 16:40:05 -04:00

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<a name="l1"></a><span class=cF2>/*</span><span class=cF0>
<a name="l2"></a></span><span class=cF2>Terry got tricky by not defining a color</span><span class=cF0>
<a name="l3"></a></span><span class=cF2>right away in these </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/Gr.HH.html#l157"><span class=cF4>CSprite</span></a><span class=cF2>s so they can</span><span class=cF0>
<a name="l4"></a></span><span class=cF2>work for both players by setting dc-&gt;color</span><span class=cF0>
<a name="l5"></a></span><span class=cF2>before drawing them. He actually made these</span><span class=cF0>
<a name="l6"></a></span><span class=cF2>graphics by defining a color in the &lt;CTRL-r&gt;</span><span class=cF0>
<a name="l7"></a></span><span class=cF2>menu, drawing the unit and deleting the color.</span><span class=cF0>
<a name="l8"></a>
<a name="l9"></a></span><span class=cF2>He had to leave a gap between the tank tread</span><span class=cF0>
<a name="l10"></a></span><span class=cF2>and body because of how it is rendered when rotated.</span><span class=cF0>
<a name="l11"></a></span><span class=cF2>*/</span><span class=cF0>
<a name="l12"></a></span><span class=cFA>
<a name="l13"></a>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l14"></a></span><span class=cFA>
<a name="l15"></a>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l16"></a>
<a name="l17"></a></span><span class=cF2>//This is an infantry.</span><span class=cF0>
<a name="l18"></a></span><span class=cFA>
<a name="l19"></a>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l20"></a></span><span class=cFA>
<a name="l21"></a>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l22"></a>
<a name="l23"></a>
<a name="l24"></a></span><span class=cF1>U0</span><span class=cF0> DrawHexes()
<a name="l25"></a>{
<a name="l26"></a> </span><span class=cF1>F64</span><span class=cF0> dx = </span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS, dy = </span><span class=cFE>2</span><span class=cF0> * DSIN, x, y, x1, y1, x2, y2;
<a name="l27"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l28"></a>
<a name="l29"></a> map_dc-&gt;color = </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l30"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, map_dc-&gt;width, map_dc-&gt;height);
<a name="l31"></a> map_dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l32"></a> y = </span><span class=cFE>0</span><span class=cF0>;
<a name="l33"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j += </span><span class=cFE>2</span><span class=cF0>)
<a name="l34"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l35"></a> x = DCOS;
<a name="l36"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x, y, x - DCOS, y + DSIN);
<a name="l37"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x - DCOS, y + DSIN, x, y + </span><span class=cFE>2</span><span class=cF0> * DSIN);
<a name="l38"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l39"></a> {
<a name="l40"></a> x1 = x;
<a name="l41"></a> y1 = y;
<a name="l42"></a> x2 = x1 + HEX_SIDE;
<a name="l43"></a> y2 = y1;
<a name="l44"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l45"></a> x1 = x2;
<a name="l46"></a> y1 = y2;
<a name="l47"></a> x2 += DCOS;
<a name="l48"></a> y2 += DSIN;
<a name="l49"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l50"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 - DCOS, y2 + DSIN);
<a name="l51"></a> x1 = x2;
<a name="l52"></a> y1 = y2;
<a name="l53"></a> x2 += HEX_SIDE;
<a name="l54"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l55"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 + DCOS, y2 + DSIN);
<a name="l56"></a> x1 = x2;
<a name="l57"></a> y1 = y2;
<a name="l58"></a> x2 += DCOS;
<a name="l59"></a> y2 -= DSIN;
<a name="l60"></a> </span><span class=cF1>if</span><span class=cF0> (j || i &lt; map_cols - </span><span class=cFE>1</span><span class=cF0>)
<a name="l61"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l62"></a> x += dx;
<a name="l63"></a> }
<a name="l64"></a> y += dy;
<a name="l65"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l66"></a> x = DCOS;
<a name="l67"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l68"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l69"></a> x1 = x;
<a name="l70"></a> y1 = y;
<a name="l71"></a> x2 = x1 + HEX_SIDE;
<a name="l72"></a> y2 = y1;
<a name="l73"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l74"></a> x1 = x2;
<a name="l75"></a> y1 = y2;
<a name="l76"></a> x2 += DCOS;
<a name="l77"></a> y2 += DSIN;
<a name="l78"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l79"></a> x1 = x2;
<a name="l80"></a> y1 = y2;
<a name="l81"></a> x2 += HEX_SIDE;
<a name="l82"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l83"></a> x1 = x2;
<a name="l84"></a> y1 = y2;
<a name="l85"></a> x2 += DCOS;
<a name="l86"></a> y2 -= DSIN;
<a name="l87"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
<a name="l88"></a> x += dx;
<a name="l89"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l90"></a>}
<a name="l91"></a>
<a name="l92"></a></span><span class=cF1>U0</span><span class=cF0> MakeTerrain(</span><span class=cF1>U8</span><span class=cF0> color, </span><span class=cF9>I64</span><span class=cF0> count, </span><span class=cF9>I64</span><span class=cF0> clus_lo, </span><span class=cF9>I64</span><span class=cF0> clus_hi)
<a name="l93"></a>{
<a name="l94"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, l, row, col;
<a name="l95"></a>
<a name="l96"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; count; i++)
<a name="l97"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l98"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
<a name="l99"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
<a name="l100"></a> l = clus_lo + </span><span class=cF5>RandU16</span><span class=cF0> % (clus_hi - clus_lo + </span><span class=cFE>1</span><span class=cF0>);
<a name="l101"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; l; j++)
<a name="l102"></a> {
<a name="l103"></a> terrain[row][col] = color;
<a name="l104"></a> Toward(&amp;row, &amp;col, </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>);
<a name="l105"></a> col = </span><span class=cF5>ClampI64</span><span class=cF0>(col, </span><span class=cFE>0</span><span class=cF0>, map_cols - </span><span class=cFE>1</span><span class=cF0>);
<a name="l106"></a> row = </span><span class=cF5>ClampI64</span><span class=cF0>(row, </span><span class=cFE>0</span><span class=cF0>, map_rows - </span><span class=cFE>1</span><span class=cF0>);
<a name="l107"></a> }
<a name="l108"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l109"></a>}
<a name="l110"></a>
<a name="l111"></a></span><span class=cF1>U0</span><span class=cF0> MakeRivers()
<a name="l112"></a>{
<a name="l113"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
<a name="l114"></a>
<a name="l115"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>4</span><span class=cF0>; i++)
<a name="l116"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l117"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
<a name="l118"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
<a name="l119"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
<a name="l120"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l121"></a> {
<a name="l122"></a> rivers[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l123"></a> Toward(&amp;row, &amp;col, direction);
<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> &lt;= row &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= col &lt; map_cols</span><span class=cF7>)</span><span class=cF0>)
<a name="l125"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l126"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> &amp; </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
<a name="l127"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
<a name="l128"></a> }
<a name="l129"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l130"></a>}
<a name="l131"></a>
<a name="l132"></a></span><span class=cF1>U0</span><span class=cF0> MakeRoads()
<a name="l133"></a>{
<a name="l134"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
<a name="l135"></a>
<a name="l136"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>5</span><span class=cF0>; i++)
<a name="l137"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l138"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
<a name="l139"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
<a name="l140"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
<a name="l141"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l142"></a> {
<a name="l143"></a> roads[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l144"></a> Toward(&amp;row, &amp;col, direction);
<a name="l145"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> &lt;= row &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= col &lt; map_cols</span><span class=cF7>)</span><span class=cF0>)
<a name="l146"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l147"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
<a name="l148"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
<a name="l149"></a> }
<a name="l150"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l151"></a>}
<a name="l152"></a>
<a name="l153"></a></span><span class=cF1>U0</span><span class=cF0> DrawTerrain()
<a name="l154"></a>{
<a name="l155"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l156"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
<a name="l157"></a>
<a name="l158"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j++)
<a name="l159"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l160"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l161"></a> map_dc-&gt;color = terrain[j][i];
<a name="l162"></a> RowCol2XY(&amp;x, &amp;y, j, i);
<a name="l163"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map_dc, x, y);
<a name="l164"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l165"></a>}
<a name="l166"></a>
<a name="l167"></a></span><span class=cF1>U0</span><span class=cF0> DrawRivers()
<a name="l168"></a>{
<a name="l169"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
<a name="l170"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
<a name="l171"></a>
<a name="l172"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j++)
<a name="l173"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l174"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l175"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[j][i])
<a name="l176"></a> {
<a name="l177"></a> RowCol2XY(&amp;x1, &amp;y1, j, i);
<a name="l178"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k &lt; </span><span class=cFE>6</span><span class=cF0>; k++)
<a name="l179"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l180"></a> r = j;
<a name="l181"></a> c = i;
<a name="l182"></a> Toward(&amp;r, &amp;c, k);
<a name="l183"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= r &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= c &lt; map_cols &amp;&amp; rivers[r][c])
<a name="l184"></a> {
<a name="l185"></a> RowCol2XY(&amp;x2, &amp;y2, r, c);
<a name="l186"></a> map_dc-&gt;color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
<a name="l187"></a> map_dc-&gt;thick = </span><span class=cFE>4</span><span class=cF0>;
<a name="l188"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
<a name="l189"></a> map_dc-&gt;color = </span><span class=cF3>BLUE</span><span class=cF0>;
<a name="l190"></a> map_dc-&gt;thick = </span><span class=cFE>2</span><span class=cF0>;
<a name="l191"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
<a name="l192"></a> }
<a name="l193"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l194"></a> }
<a name="l195"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l196"></a>}
<a name="l197"></a>
<a name="l198"></a></span><span class=cF1>U0</span><span class=cF0> DrawRoads()
<a name="l199"></a>{
<a name="l200"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
<a name="l201"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
<a name="l202"></a>
<a name="l203"></a> map_dc-&gt;color = </span><span class=cF3>RED</span><span class=cF0>;
<a name="l204"></a> map_dc-&gt;thick = </span><span class=cFE>3</span><span class=cF0>;
<a name="l205"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j++)
<a name="l206"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l207"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l208"></a> </span><span class=cF1>if</span><span class=cF0> (roads[j][i])
<a name="l209"></a> {
<a name="l210"></a> RowCol2XY(&amp;x1, &amp;y1, j, i);
<a name="l211"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k &lt; </span><span class=cFE>6</span><span class=cF0>; k++)
<a name="l212"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l213"></a> r = j;
<a name="l214"></a> c = i;
<a name="l215"></a> Toward(&amp;r, &amp;c, k);
<a name="l216"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= r &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= c &lt; map_cols &amp;&amp; roads[r][c])
<a name="l217"></a> {
<a name="l218"></a> RowCol2XY(&amp;x2, &amp;y2, r, c);
<a name="l219"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
<a name="l220"></a> }
<a name="l221"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l222"></a> }
<a name="l223"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l224"></a>}
<a name="l225"></a>
<a name="l226"></a></span><span class=cF1>U0</span><span class=cF0> DrawDots()
<a name="l227"></a>{
<a name="l228"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l229"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
<a name="l230"></a>
<a name="l231"></a> map_dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j++)
<a name="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l235"></a> RowCol2XY(&amp;x, &amp;y, j, i);
<a name="l236"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(map_dc, x, y);
<a name="l237"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l238"></a>}
<a name="l239"></a>
<a name="l240"></a></span><span class=cF1>U0</span><span class=cF0> HexCentersCalc()
<a name="l241"></a>{
<a name="l242"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l243"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
<a name="l244"></a>
<a name="l245"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; map_rows; j++)
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; map_cols; i++)
<a name="l247"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l248"></a> x = (</span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS) * i + HEX_SIDE / </span><span class=cFE>2</span><span class=cF0> + DCOS;
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (j &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l250"></a> x += HEX_SIDE + DCOS;
<a name="l251"></a> y = DSIN * (j + </span><span class=cFE>1</span><span class=cF0>);
<a name="l252"></a> hex_centers[j][i].x = x;
<a name="l253"></a> hex_centers[j][i].y = y;
<a name="l254"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l255"></a>}
<a name="l256"></a>
<a name="l257"></a></span><span class=cF1>U0</span><span class=cF0> InitMap()
<a name="l258"></a>{
<a name="l259"></a> HexCentersCalc;
<a name="l260"></a> DrawHexes;
<a name="l261"></a> </span><span class=cF5>MemSet</span><span class=cF0>(terrain, PLAINS, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>terrain</span><span class=cF7>)</span><span class=cF0>);
<a name="l262"></a> </span><span class=cF5>MemSet</span><span class=cF0>(roads, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>roads</span><span class=cF7>)</span><span class=cF0>);
<a name="l263"></a> </span><span class=cF5>MemSet</span><span class=cF0>(rivers, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>rivers</span><span class=cF7>)</span><span class=cF0>);
<a name="l264"></a> </span><span class=cF5>MemSet</span><span class=cF0>(vis_map, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>vis_map</span><span class=cF7>)</span><span class=cF0>);
<a name="l265"></a> MakeTerrain(MOUNTAINS, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
<a name="l266"></a> MakeTerrain(TREES, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
<a name="l267"></a> DrawTerrain;
<a name="l268"></a> MakeRivers;
<a name="l269"></a> DrawRivers;
<a name="l270"></a> MakeRoads;
<a name="l271"></a> DrawRoads;
<a name="l272"></a> DrawDots;
<a name="l273"></a>}
<a name="l274"></a>
<a name="l275"></a></span><span class=cF1>U0</span><span class=cF0> InitUnits()
<a name="l276"></a>{
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, row, col, type;
<a name="l278"></a> Unit *tmpu;
<a name="l279"></a>
<a name="l280"></a> </span><span class=cF5>MemSet</span><span class=cF0>(units, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>units</span><span class=cF7>)</span><span class=cF0>);
<a name="l281"></a> alive_count[</span><span class=cFE>0</span><span class=cF0>] = alive_count[</span><span class=cFE>1</span><span class=cF0>]=UNITS_NUM;
<a name="l282"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>2</span><span class=cF0>; j++)
<a name="l283"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; alive_count[j]; i++)
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l285"></a> tmpu = &amp;units[j][i];
<a name="l286"></a> tmpu-&gt;player = j;
<a name="l287"></a> tmpu-&gt;num = i;
<a name="l288"></a> tmpu-&gt;life = </span><span class=cFE>100</span><span class=cF0>;
<a name="l289"></a> tmpu-&gt;facing = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
<a name="l290"></a> </span><span class=cF1>if</span><span class=cF0> (!j)
<a name="l291"></a> {
<a name="l292"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
<a name="l293"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
<a name="l295"></a> type = UT_ARTILLERY;
<a name="l296"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l297"></a> type = UT_INFANTRY;
<a name="l298"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l299"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l300"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l301"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
<a name="l302"></a> type = UT_MD_TANK;
<a name="l303"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l304"></a> type = UT_LT_TANK;
<a name="l305"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l306"></a> }
<a name="l307"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l308"></a> {
<a name="l309"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
<a name="l310"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l311"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
<a name="l312"></a> type = UT_ARTILLERY;
<a name="l313"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l314"></a> type = UT_INFANTRY;
<a name="l315"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l316"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l317"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l318"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
<a name="l319"></a> type=UT_MD_TANK;
<a name="l320"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l321"></a> type=UT_LT_TANK;
<a name="l322"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l323"></a> }
<a name="l324"></a> tmpu-&gt;type=type;
<a name="l325"></a> </span><span class=cF1>switch</span><span class=cF0> (type)
<a name="l326"></a> {
<a name="l327"></a> </span><span class=cF1>case</span><span class=cF0> UT_INFANTRY:
<a name="l328"></a> tmpu-&gt;infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l329"></a> tmpu-&gt;indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l330"></a> tmpu-&gt;armor = </span><span class=cFE>0</span><span class=cF0>;
<a name="l331"></a> tmpu-&gt;armored_attack = </span><span class=cFE>15</span><span class=cF0>;
<a name="l332"></a> tmpu-&gt;unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
<a name="l333"></a> tmpu-&gt;accuracy = </span><span class=cFE>45</span><span class=cF0>;
<a name="l334"></a> tmpu-&gt;range = </span><span class=cFE>5</span><span class=cF0>;
<a name="l335"></a> tmpu-&gt;movement = </span><span class=cFE>4</span><span class=cF0>;
<a name="l336"></a> tmpu-&gt;img = </span><span class=cFA>&lt;1&gt;</span><span class=cF0>;
<a name="l337"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l338"></a>
<a name="l339"></a> </span><span class=cF1>case</span><span class=cF0> UT_ARTILLERY:
<a name="l340"></a> tmpu-&gt;infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l341"></a> tmpu-&gt;indirect_fire = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l342"></a> tmpu-&gt;armor = </span><span class=cFE>0</span><span class=cF0>;
<a name="l343"></a> tmpu-&gt;armored_attack = </span><span class=cFE>60</span><span class=cF0>;
<a name="l344"></a> tmpu-&gt;unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
<a name="l345"></a> tmpu-&gt;accuracy = </span><span class=cFE>25</span><span class=cF0>;
<a name="l346"></a> tmpu-&gt;range = </span><span class=cFE>20</span><span class=cF0>;
<a name="l347"></a> tmpu-&gt;movement = </span><span class=cFE>2</span><span class=cF0>;
<a name="l348"></a> tmpu-&gt;img = </span><span class=cFA>&lt;2&gt;</span><span class=cF0>;
<a name="l349"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l350"></a>
<a name="l351"></a> </span><span class=cF1>case</span><span class=cF0> UT_LT_TANK:
<a name="l352"></a> tmpu-&gt;infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l353"></a> tmpu-&gt;indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l354"></a> tmpu-&gt;armor = </span><span class=cFE>30</span><span class=cF0>;
<a name="l355"></a> tmpu-&gt;armored_attack = </span><span class=cFE>40</span><span class=cF0>;
<a name="l356"></a> tmpu-&gt;unarmored_attack = </span><span class=cFE>60</span><span class=cF0>;
<a name="l357"></a> tmpu-&gt;accuracy = </span><span class=cFE>25</span><span class=cF0>;
<a name="l358"></a> tmpu-&gt;range = </span><span class=cFE>8</span><span class=cF0>;
<a name="l359"></a> tmpu-&gt;movement = </span><span class=cFE>24</span><span class=cF0>;
<a name="l360"></a> tmpu-&gt;img = </span><span class=cFA>&lt;3&gt;</span><span class=cF0>;
<a name="l361"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l362"></a>
<a name="l363"></a> </span><span class=cF1>case</span><span class=cF0> UT_MD_TANK:
<a name="l364"></a> tmpu-&gt;infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l365"></a> tmpu-&gt;indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l366"></a> tmpu-&gt;armor = </span><span class=cFE>60</span><span class=cF0>;
<a name="l367"></a> tmpu-&gt;armored_attack = </span><span class=cFE>60</span><span class=cF0>;
<a name="l368"></a> tmpu-&gt;unarmored_attack = </span><span class=cFE>80</span><span class=cF0>;
<a name="l369"></a> tmpu-&gt;accuracy = </span><span class=cFE>25</span><span class=cF0>;
<a name="l370"></a> tmpu-&gt;range = </span><span class=cFE>12</span><span class=cF0>;
<a name="l371"></a> tmpu-&gt;movement = </span><span class=cFE>16</span><span class=cF0>;
<a name="l372"></a> tmpu-&gt;img = </span><span class=cFA>&lt;4&gt;</span><span class=cF0>;
<a name="l373"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l374"></a> }
<a name="l375"></a> </span><span class=cF1>do</span><span class=cF0>
<a name="l376"></a> {
<a name="l377"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
<a name="l378"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % (map_cols / </span><span class=cFE>3</span><span class=cF0>);
<a name="l379"></a> </span><span class=cF1>if</span><span class=cF0> (j)
<a name="l380"></a> col += </span><span class=cFE>2</span><span class=cF0> * map_cols / </span><span class=cFE>3</span><span class=cF0>;
<a name="l381"></a> }
<a name="l382"></a> </span><span class=cF1>while</span><span class=cF0> (UnitFind</span><span class=cF7>(</span><span class=cF0>row, col</span><span class=cF7>)</span><span class=cF0>);
<a name="l383"></a>
<a name="l384"></a> tmpu-&gt;row = row;
<a name="l385"></a> tmpu-&gt;col = col;
<a name="l386"></a> </span><span class=cF5>LBts</span><span class=cF0>(&amp;tmpu-&gt;vis[cur_player], </span><span class=cFE>0</span><span class=cF0>);
<a name="l387"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l388"></a>}
<a name="l389"></a>
<a name="l390"></a></span><span class=cF1>U0</span><span class=cF0> ViewPlayerSet(</span><span class=cF1>I8</span><span class=cF0> p)
<a name="l391"></a>{
<a name="l392"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
<a name="l393"></a>
<a name="l394"></a> view_player = p;
<a name="l395"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;View/Player1&quot;</span><span class=cF7>)</span><span class=cF0>)
<a name="l396"></a> tmpse-&gt;checked = view_player == </span><span class=cFE>0</span><span class=cF0>;
<a name="l397"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;View/Player2&quot;</span><span class=cF7>)</span><span class=cF0>)
<a name="l398"></a> tmpse-&gt;checked = view_player == </span><span class=cFE>1</span><span class=cF0>;
<a name="l399"></a>}
<a name="l400"></a>
<a name="l401"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l402"></a>{
<a name="l403"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l404"></a> </span><span class=cF6>&quot;GameSeed(0x%X)\n&quot;</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cF5>PopUpI64Get</span><span class=cF7>(</span><span class=cF6>&quot;GameSeed(0x%X):&quot;</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF7>)</span><span class=cF0>);
<a name="l405"></a> moving_unit = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l406"></a> InitMap;
<a name="l407"></a> ViewPlayerSet(cur_player = </span><span class=cFE>0</span><span class=cF0>);
<a name="l408"></a> enemy_player = </span><span class=cFE>1</span><span class=cF0>;
<a name="l409"></a> </span><span class=cF1>if</span><span class=cF0> (map_width &lt; </span><span class=cF3>GR_WIDTH</span><span class=cF0>)
<a name="l410"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l411"></a> x0 = (MAP_WIDTH - map_width) &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l412"></a> y0 = (MAP_HEIGHT - map_height) &gt;&gt; </span><span class=cFE>1</span><span class=cF0> + </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
<a name="l413"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l414"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l415"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l416"></a> x0 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l417"></a> y0 = </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
<a name="l418"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l419"></a> InitUnits;
<a name="l420"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&amp;indirect_head);
<a name="l421"></a> turn = </span><span class=cFE>0</span><span class=cF0>;
<a name="l422"></a> fire_radius = </span><span class=cFE>0</span><span class=cF0>;
<a name="l423"></a> show_vis_row = -</span><span class=cFE>1</span><span class=cF0>;
<a name="l424"></a> show_vis_col = -</span><span class=cFE>1</span><span class=cF0>;
<a name="l425"></a> *message_buf = </span><span class=cFE>0</span><span class=cF0>;
<a name="l426"></a> message_off_timeout = </span><span class=cFE>0</span><span class=cF0>;
<a name="l427"></a> phase = PHASE_END;
<a name="l428"></a>}
<a name="l429"></a>
<a name="l430"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
<a name="l431"></a>{
<a name="l432"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&amp;indirect_head, </span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l433"></a>}
<a name="l434"></a>
<a name="l435"></a></span><span class=cF1>U0</span><span class=cF0> PlayerPick(</span><span class=cF1>U8</span><span class=cF0> *dirname, </span><span class=cF9>I64</span><span class=cF0> player)
<a name="l436"></a>{
<a name="l437"></a> </span><span class=cF9>I64</span><span class=cF0> i = </span><span class=cFE>0</span><span class=cF0>;
<a name="l438"></a> </span><span class=cF1>U8</span><span class=cF0> *st;
<a name="l439"></a> </span><span class=cF9>CDirEntry</span><span class=cF0> *tmpde, *tmpde1, *tmpde2;
<a name="l440"></a> </span><span class=cF9>CDoc</span><span class=cF0> *doc = </span><span class=cF5>DocNew</span><span class=cF0>;
<a name="l441"></a> </span><span class=cF1>Bool</span><span class=cF0> *old_silent = </span><span class=cF5>Silent</span><span class=cF0>;
<a name="l442"></a>
<a name="l443"></a> st = </span><span class=cF5>MStrPrint</span><span class=cF0>(</span><span class=cF6>&quot;%s/*.CC*&quot;</span><span class=cF0>, dirname);
<a name="l444"></a> tmpde = </span><span class=cF5>FilesFind</span><span class=cF0>(st);
<a name="l445"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
<a name="l446"></a> tmpde2 = </span><span class=cF5>FilesFind</span><span class=cF0>(</span><span class=cF6>&quot;~/ToTheFront/*.CC*&quot;</span><span class=cF0>);
<a name="l447"></a> tmpde1 = tmpde;
<a name="l448"></a> </span><span class=cF5>Silent</span><span class=cF0>(old_silent);
<a name="l449"></a>
<a name="l450"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;Player %d Type\n\n$LTBLUE$&quot;</span><span class=cF0>, player + </span><span class=cFE>1</span><span class=cF0>);
<a name="l451"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
<a name="l452"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l453"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ &amp; </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
<a name="l454"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;\n&quot;</span><span class=cF0>);
<a name="l455"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1-&gt;name);
<a name="l456"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
<a name="l457"></a> tmpde1-&gt;user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;$MU-UL,\&quot;%-10ts\&quot;,LE=%d$ &quot;</span><span class=cF0>, st, tmpde1);
<a name="l458"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
<a name="l459"></a> tmpde1 = tmpde1-&gt;next;
<a name="l460"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l461"></a> tmpde1 = tmpde2;
<a name="l462"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
<a name="l463"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l464"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ &amp; </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
<a name="l465"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;\n&quot;</span><span class=cF0>);
<a name="l466"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1-&gt;name);
<a name="l467"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
<a name="l468"></a> tmpde1-&gt;user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;$MU-UL,\&quot;%-10ts\&quot;,LE=%d$ &quot;</span><span class=cF0>, st, tmpde1);
<a name="l469"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
<a name="l470"></a> tmpde1 = tmpde1-&gt;next;
<a name="l471"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l472"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>&quot;\n\n\n$FG$Create your own AI in ~/ToTheFront.&quot;</span><span class=cF0>);
<a name="l473"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpde1 = </span><span class=cF5>PopUpMenu</span><span class=cF0>(doc)</span><span class=cF7>)</span><span class=cF0> &lt;= </span><span class=cFE>0</span><span class=cF0>);
<a name="l474"></a> </span><span class=cF5>ExeFile</span><span class=cF0>(tmpde1-&gt;full_name);
<a name="l475"></a> </span><span class=cF5>DocDel</span><span class=cF0>(doc);
<a name="l476"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde);
<a name="l477"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde2);
<a name="l478"></a> </span><span class=cF5>ExePrint</span><span class=cF0>(</span><span class=cF6>&quot;player_indirect[%d]=&amp;PlayerIndirect;&quot;</span><span class=cF0>
<a name="l479"></a> </span><span class=cF6>&quot;player_move[%d]=&amp;PlayerMove;&quot;</span><span class=cF0>
<a name="l480"></a> </span><span class=cF6>&quot;player_direct[%d]=&amp;PlayerDirect;&quot;</span><span class=cF0>,
<a name="l481"></a> player, player, player);
<a name="l482"></a>}
</span></pre></body>
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