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https://github.com/Zeal-Operating-System/ZealOS.git
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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.
470 lines
42 KiB
HTML
Executable file
470 lines
42 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V0.13">
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>//Uses </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Lectures/FixedPoint.CC.html#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=c20>
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<a name="l4"></a></span><span class=c2A>
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<a name="l5"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l6"></a>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=c2A>
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<a name="l9"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l10"></a>
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<a name="l11"></a>
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<a name="l12"></a></span><span class=c2A>
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<a name="l13"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l14"></a>
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<a name="l15"></a>
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<a name="l16"></a></span><span class=c2A>
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<a name="l17"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l18"></a>
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<a name="l19"></a>
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<a name="l20"></a></span><span class=c2A>
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<a name="l21"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> FRAMES </span><span class=cFE>6</span><span class=cF0>
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<a name="l25"></a>
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<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[FRAMES] = {</span><span class=cFA><1></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>};
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<a name="l27"></a>
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<a name="l28"></a></span><span class=cF1>F64</span><span class=cF0> fire_end_time;
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<a name="l29"></a>
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<a name="l30"></a></span><span class=cF1>class</span><span class=cF0> Trooper
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<a name="l31"></a>{
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<a name="l32"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, att, def, rng, player;
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<a name="l33"></a> </span><span class=cF1>F64</span><span class=cF0> animate_time_base, fire_end_time;
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<a name="l34"></a> Trooper *target;
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<a name="l35"></a>};
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<a name="l36"></a>
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<a name="l37"></a>#</span><span class=cF1>define</span><span class=cF0> TROOPERS_NUM </span><span class=cFE>100</span><span class=cF0>
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<a name="l38"></a>Trooper tr[</span><span class=cFE>2</span><span class=cF0>][TROOPERS_NUM];
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<a name="l39"></a>
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<a name="l40"></a></span><span class=cF1>Bool</span><span class=cF0> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l41"></a>
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<a name="l42"></a>#</span><span class=cF1>define</span><span class=cF0> TAP_MODE_RADIUS </span><span class=cFE>50</span><span class=cF0>
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<a name="l43"></a></span><span class=cF1>Bool</span><span class=cF0> tap_mode;
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<a name="l44"></a>
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<a name="l45"></a>#</span><span class=cF1>define</span><span class=cF0> AI_NOTHING </span><span class=cFE>0</span><span class=cF0>
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<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> AI_TARGET </span><span class=cFE>1</span><span class=cF0>
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<a name="l47"></a>#</span><span class=cF1>define</span><span class=cF0> AI_RANDOM </span><span class=cFE>2</span><span class=cF0>
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<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> AI_AI_NUM </span><span class=cFE>3</span><span class=cF0>
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<a name="l49"></a></span><span class=cF9>I64</span><span class=cF0> ai_mode;
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> ai_targets[</span><span class=cFE>10</span><span class=cF0>];
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<a name="l52"></a>
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<a name="l53"></a></span><span class=cF1>U0</span><span class=cF0> DrawTrooper(</span><span class=cF9>CTask</span><span class=cF0> *, </span><span class=cF9>CDC</span><span class=cF0> *dc, Trooper *tmpt)
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<a name="l54"></a>{
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<a name="l55"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l56"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, gx, gy;
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<a name="l57"></a> </span><span class=cF1>F64</span><span class=cF0> speed, tt;
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<a name="l58"></a>
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<a name="l59"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l60"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l61"></a> x = tmpt->dx >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l62"></a> y = tmpt->dy >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l63"></a> speed = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * </span><span class=cF5>Sqrt</span><span class=cF0>(x * x + y * y);
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<a name="l64"></a>
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<a name="l65"></a> tt = tmpt->animate_time_base + </span><span class=cF5>tS</span><span class=cF0> * speed;
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<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (time_lapse)
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<a name="l67"></a> {
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<a name="l68"></a> x = (tmpt->x + </span><span class=cFE>500</span><span class=cF0> * tmpt->dx) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l69"></a> y = (tmpt->y + </span><span class=cFE>500</span><span class=cF0> * tmpt->dy) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l70"></a> }
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<a name="l71"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l72"></a> {
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<a name="l73"></a> x = tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l74"></a> y = tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l75"></a> }
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<a name="l76"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target)
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<a name="l77"></a> {
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<a name="l78"></a> gx = x;
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<a name="l79"></a> gy = y;
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<a name="l80"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l81"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l82"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l83"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l84"></a> gx -= </span><span class=cFE>13</span><span class=cF0>;
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<a name="l85"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l86"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l87"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l88"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l89"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l90"></a> gx += </span><span class=cFE>13</span><span class=cF0>;
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<a name="l91"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l92"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l93"></a>
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<a name="l94"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l95"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l96"></a>
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<a name="l97"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l98"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l99"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l100"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l101"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l102"></a>
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<a name="l103"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l104"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l105"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l106"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l107"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l108"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, gx, gy, </span><span class=cFE>0</span><span class=cF0>, tmpt->target->x.i32[</span><span class=cFE>1</span><span class=cF0>], tmpt->target->y.i32[</span><span class=cFE>1</span><span class=cF0>], </span><span class=cFE>0</span><span class=cF0>);
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<a name="l109"></a> }
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<a name="l110"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l111"></a> {
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l114"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l115"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l116"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l117"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l118"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l119"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, imgs[tt % FRAMES], imgs[</span><span class=cF7>(</span><span class=cF0>tt + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0> % FRAMES]);
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<a name="l120"></a>
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<a name="l121"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l122"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l123"></a>
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<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l125"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l126"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l127"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l128"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l129"></a>
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<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
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<a name="l131"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l132"></a> }
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<a name="l133"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l134"></a>}
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<a name="l135"></a>
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<a name="l136"></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)
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<a name="l137"></a>{
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<a name="l138"></a> Trooper *tmpt=tr;
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<a name="l139"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, count[</span><span class=cFE>2</span><span class=cF0>],
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<a name="l140"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x,
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<a name="l141"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y;
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<a name="l142"></a> </span><span class=cF1>Bool</span><span class=cF0> repulsive = </span><span class=cFB>mouse</span><span class=cF0>.pos.z > </span><span class=cFE>0</span><span class=cF0> ^^ </span><span class=cFB>mouse</span><span class=cF0>.rb,
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<a name="l143"></a> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
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<a name="l144"></a>
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<a name="l145"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
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<a name="l146"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l147"></a> count[j] = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l148"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
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<a name="l149"></a> {
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<a name="l150"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l151"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l152"></a> DrawTrooper(task, dc, tmpt);
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<a name="l153"></a> count[j]++;
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<a name="l154"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l155"></a> }
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<a name="l156"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l157"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
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<a name="l158"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l159"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l160"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, TAP_MODE_RADIUS);
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<a name="l161"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l162"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l163"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l164"></a> </span><span class=cF1>if</span><span class=cF0> (repulsive)
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<a name="l165"></a> {
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<a name="l166"></a> </span><span class=cF1>if</span><span class=cF0> (active)
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<a name="l167"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
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<a name="l168"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l169"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
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|
<a name="l170"></a> }
|
|
<a name="l171"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l172"></a> {
|
|
<a name="l173"></a> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l174"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l175"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l176"></a> dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l177"></a> }
|
|
<a name="l178"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cFB>mouse</span><span class=cF0>.pos.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l179"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l180"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l181"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>8</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l182"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l183"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l184"></a>}
|
|
<a name="l185"></a>
|
|
<a name="l186"></a></span><span class=cF1>U0</span><span class=cF0> DoAiTarget()
|
|
<a name="l187"></a>{
|
|
<a name="l188"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l189"></a> Trooper *tmpt1, *tmpt0;
|
|
<a name="l190"></a>
|
|
<a name="l191"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>10</span><span class=cF0>; i++)
|
|
<a name="l192"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l193"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][ai_targets[i]];
|
|
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>10</span><span class=cF0>; j++)
|
|
<a name="l195"></a> {
|
|
<a name="l196"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l197"></a> tmpt1->dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l198"></a> tmpt1->dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l199"></a> }
|
|
<a name="l200"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l201"></a>}
|
|
<a name="l202"></a>
|
|
<a name="l203"></a></span><span class=cF1>U0</span><span class=cF0> UpdatePos()
|
|
<a name="l204"></a>{
|
|
<a name="l205"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l206"></a> Trooper *tmpt = tr;
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l209"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l211"></a> tmpt->x += tmpt->dx;
|
|
<a name="l212"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x >= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l213"></a> tmpt->x -= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l214"></a>
|
|
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l216"></a> tmpt->x += </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l217"></a>
|
|
<a name="l218"></a> tmpt->y += tmpt->dy;
|
|
<a name="l219"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y >= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l220"></a> tmpt->y -= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l221"></a>
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l223"></a> tmpt->y += </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l224"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l225"></a>}
|
|
<a name="l226"></a>
|
|
<a name="l227"></a></span><span class=cF1>U0</span><span class=cF0> ResolveFiring()
|
|
<a name="l228"></a>{
|
|
<a name="l229"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, dx, dy;
|
|
<a name="l230"></a> Trooper *tmpt = tr, *tmpt0, *tmpt1;
|
|
<a name="l231"></a>
|
|
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; 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 < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target && tmpt->fire_end_time < </span><span class=cF5>tS</span><span class=cF0>)
|
|
<a name="l236"></a> {
|
|
<a name="l237"></a> tmpt->target->def -= tmpt->att;
|
|
<a name="l238"></a> tmpt->fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l239"></a> tmpt->target = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l240"></a> }
|
|
<a name="l241"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l242"></a>
|
|
<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++)
|
|
<a name="l244"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l245"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][i];
|
|
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < TROOPERS_NUM; j++)
|
|
<a name="l247"></a> {
|
|
<a name="l248"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][j];
|
|
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt0->def > </span><span class=cFE>0</span><span class=cF0> && tmpt1->def > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l250"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l251"></a> dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l252"></a> dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l253"></a> dd = dx * dx + dy * dy;
|
|
<a name="l254"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt0->rng && !tmpt0->target)
|
|
<a name="l255"></a> {
|
|
<a name="l256"></a> fire_end_time = tmpt0->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l257"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l258"></a> tmpt0->target = tmpt1;
|
|
<a name="l259"></a> }
|
|
<a name="l260"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt1->rng && !tmpt1->target)
|
|
<a name="l261"></a> {
|
|
<a name="l262"></a> fire_end_time = tmpt1->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l263"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l264"></a> tmpt1->target = tmpt0;
|
|
<a name="l265"></a> }
|
|
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l267"></a> }
|
|
<a name="l268"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l269"></a>
|
|
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> >= fire_end_time)
|
|
<a name="l271"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l272"></a>}
|
|
<a name="l273"></a>
|
|
<a name="l274"></a></span><span class=cF1>U0</span><span class=cF0> UpdateHumanVelocities()
|
|
<a name="l275"></a>{
|
|
<a name="l276"></a> </span><span class=cF1>F64</span><span class=cF0> intensity;
|
|
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy, d,
|
|
<a name="l278"></a> 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="l279"></a> 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="l280"></a> </span><span class=cF1>Bool</span><span class=cF0> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
|
|
<a name="l281"></a> Trooper *tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l282"></a>
|
|
<a name="l283"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
|
|
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l285"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l286"></a> {
|
|
<a name="l287"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l288"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l289"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>d = dx * dx + dy * dy</span><span class=cF7>)</span><span class=cF0> && d < TAP_MODE_RADIUS * TAP_MODE_RADIUS)
|
|
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l291"></a> intensity = </span><span class=cF5>SqrI64</span><span class=cF0>(</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(TAP_MODE_RADIUS) - d</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l292"></a> dx = intensity * dx / d;
|
|
<a name="l293"></a> dy = intensity * dy / d;
|
|
<a name="l294"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l295"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l296"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l297"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l298"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l299"></a> tmpt->dx -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dx;
|
|
<a name="l300"></a> tmpt->dy -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dy;
|
|
<a name="l301"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l302"></a> }
|
|
<a name="l303"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l305"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l306"></a> j = </span><span class=cFE>400000000</span><span class=cF0> * </span><span class=cFB>mouse</span><span class=cF0>.pos.z;
|
|
<a name="l307"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.rb)
|
|
<a name="l308"></a> j =-j;
|
|
<a name="l309"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l310"></a> {
|
|
<a name="l311"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l312"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l313"></a> </span><span class=cF1>if</span><span class=cF0> (d = dx * dx + dy * dy)
|
|
<a name="l314"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l315"></a> dx = j * dx / d;
|
|
<a name="l316"></a> dy = j * dy / d;
|
|
<a name="l317"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l318"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l319"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l320"></a> }
|
|
<a name="l321"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l322"></a>}
|
|
<a name="l323"></a>
|
|
<a name="l324"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l325"></a>{
|
|
<a name="l326"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy;
|
|
<a name="l327"></a> Trooper *tmpt;
|
|
<a name="l328"></a>
|
|
<a name="l329"></a> </span><span class=cF5>MouseSet</span><span class=cF0>(,, </span><span class=cFE>25</span><span class=cF0>);
|
|
<a name="l330"></a> tap_mode = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l331"></a> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l332"></a> fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l333"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tr, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>tr</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l334"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>10</span><span class=cF0>; i++)
|
|
<a name="l335"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l336"></a> ai_targets[i] = </span><span class=cF5>RandU16</span><span class=cF0> % TROOPERS_NUM;
|
|
<a name="l337"></a> dx = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l338"></a> dy = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l339"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>10</span><span class=cF0>; j++)
|
|
<a name="l340"></a> {
|
|
<a name="l341"></a> tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l342"></a> tmpt->x = (</span><span class=cF3>GR_WIDTH</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> - i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l343"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l344"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l345"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l346"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l347"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l348"></a> tmpt->player = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l349"></a>
|
|
<a name="l350"></a> tmpt = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l351"></a> tmpt->x = (</span><span class=cFE>100</span><span class=cF0> + i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l352"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l353"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_RANDOM)
|
|
<a name="l354"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l355"></a> tmpt->dx = dx;
|
|
<a name="l356"></a> tmpt->dy = dy;
|
|
<a name="l357"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l358"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l359"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l360"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l361"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l362"></a> tmpt->player = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l363"></a> }
|
|
<a name="l364"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l365"></a> ai_mode = </span><span class=cF5>RandU16</span><span class=cF0> % AI_AI_NUM;
|
|
<a name="l366"></a>}
|
|
<a name="l367"></a>
|
|
<a name="l368"></a></span><span class=cF1>U0</span><span class=cF0> BattleLines()
|
|
<a name="l369"></a>{
|
|
<a name="l370"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l371"></a>
|
|
<a name="l372"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l373"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l374"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l375"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l376"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l377"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l378"></a> </span><span class=cF6>" TimeLapse(,'1');"</span><span class=cF0>
|
|
<a name="l379"></a> </span><span class=cF6>" TapMode(,'2');"</span><span class=cF0>
|
|
<a name="l380"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l381"></a> );
|
|
<a name="l382"></a>
|
|
<a name="l383"></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="l384"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>GREEN</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l385"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l386"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l387"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l388"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l389"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l390"></a> Init;
|
|
<a name="l391"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l392"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"The mouse wheel controls\n"</span><span class=cF0>
|
|
<a name="l393"></a> </span><span class=cF6>"the command force.\n"</span><span class=cF0>
|
|
<a name="l394"></a> </span><span class=cF6>"Attract or repel with\n"</span><span class=cF0>
|
|
<a name="l395"></a> </span><span class=cF6>"left or right bttn.\n\n"</span><span class=cF0>);
|
|
<a name="l396"></a>
|
|
<a name="l397"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
|
|
<a name="l398"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l399"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l400"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l401"></a> {
|
|
<a name="l402"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>CharScan</span><span class=cF0>)
|
|
<a name="l403"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l404"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
|
|
<a name="l405"></a> time_lapse = !time_lapse;
|
|
<a name="l406"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TimeLapse"</span><span class=cF0>);
|
|
<a name="l407"></a> tmpse->checked = time_lapse;
|
|
<a name="l408"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l409"></a>
|
|
<a name="l410"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
|
|
<a name="l411"></a> tap_mode = !tap_mode;
|
|
<a name="l412"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TapMode"</span><span class=cF0>);
|
|
<a name="l413"></a> tmpse->checked = tap_mode;
|
|
<a name="l414"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l415"></a>
|
|
<a name="l416"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l417"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l418"></a> </span><span class=cF1>goto</span><span class=cF0> wg_done;
|
|
<a name="l419"></a>
|
|
<a name="l420"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l421"></a> Init;
|
|
<a name="l422"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l423"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l424"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>40</span><span class=cF0>);
|
|
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_TARGET)
|
|
<a name="l426"></a> DoAiTarget;
|
|
<a name="l427"></a> UpdateHumanVelocities;
|
|
<a name="l428"></a> UpdatePos;
|
|
<a name="l429"></a> ResolveFiring;
|
|
<a name="l430"></a> }
|
|
<a name="l431"></a>wg_done:
|
|
<a name="l432"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l433"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l434"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l435"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l436"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l437"></a>}
|
|
<a name="l438"></a>
|
|
<a name="l439"></a>BattleLines;
|
|
</span></pre></body>
|
|
</html>
|