mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2025-01-01 02:06:32 +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.
695 lines
64 KiB
HTML
Executable file
695 lines
64 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<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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<style type="text/css">
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body {background-color:#fef1f0;}
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.cF0{color:#000000;background-color:#fef1f0;}
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.cF1{color:#0148a4;background-color:#fef1f0;}
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.cFD{color:#c671bc;background-color:#fef1f0;}
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.cFE{color:#c7ab00;background-color:#fef1f0;}
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.cFF{color:#fef1f0;background-color:#fef1f0;}
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</style>
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</head>
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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=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>"ZealOS/CastleFrankenstein"</span><span class=cF0>, </span><span class=cF6>"F64 best_score=9999;\n"</span><span class=cF0>);
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<a name="l4"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"ZealOS/CastleFrankenstein"</span><span class=cF0>);
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<a name="l5"></a>
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<a name="l6"></a></span><span class=cF2>//Set snap to 4 and width to 4</span><span class=cF0>
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<a name="l7"></a></span><span class=cF2>//if you edit this map.</span><span class=cF0>
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<a name="l8"></a>
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<a name="l9"></a></span><span class=cF2>//Don't forget to change the</span><span class=cF0>
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<a name="l10"></a></span><span class=cF2>//starting pos.</span><span class=cF0>
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<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> MAN_START_X </span><span class=cFE>0</span><span class=cF0>
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<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> MAN_START_Y </span><span class=cFE>4</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
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<a name="l13"></a></span><span class=cFA>
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<a name="l14"></a><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l29"></a>#</span><span class=cF1>define</span><span class=cF0> MONSTER_SCALE </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
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<a name="l30"></a>
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<a name="l31"></a> </span><span class=cFA><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l42"></a> </span><span class=cFA><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l51"></a>
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<a name="l52"></a> </span><span class=cFA><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l60"></a>#</span><span class=cF1>define</span><span class=cF0> PLANT_SCALE </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
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<a name="l61"></a>
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<a name="l64"></a> </span><span class=cFA><5>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l78"></a> </span><span class=cFA><6>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l93"></a>#</span><span class=cF1>define</span><span class=cF0> SCREEN_SCALE </span><span class=cFE>512</span><span class=cF0>
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<a name="l94"></a>#</span><span class=cF1>define</span><span class=cF0> PLOT_GRID_WIDTH </span><span class=cFE>24</span><span class=cF0>
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<a name="l95"></a>#</span><span class=cF1>define</span><span class=cF0> PLOT_GRID_HEIGHT </span><span class=cFE>24</span><span class=cF0>
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<a name="l96"></a>#</span><span class=cF1>define</span><span class=cF0> MAN_HEIGHT </span><span class=cFE>125</span><span class=cF0>
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<a name="l97"></a>
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<a name="l98"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_SCALE </span><span class=cFE>4</span><span class=cF0>
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<a name="l99"></a></span><span class=cF9>I64</span><span class=cF0> map_width, map_height;
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<a name="l100"></a></span><span class=cF1>U8</span><span class=cF0> *map = </span><span class=cF3>NULL</span><span class=cF0>, *panels_processed_bitmap = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l101"></a>
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<a name="l102"></a></span><span class=cF9>I64</span><span class=cF0> man_xx, man_yy;
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<a name="l103"></a></span><span class=cF1>F64</span><span class=cF0> man_theta;
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<a name="l104"></a>
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<a name="l105"></a></span><span class=cF1>F64</span><span class=cF0> t0, tf;
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<a name="l106"></a>
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<a name="l107"></a>#</span><span class=cF1>define</span><span class=cF0> MONSTERS_NUM </span><span class=cFE>10</span><span class=cF0>
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<a name="l108"></a></span><span class=cF9>I64</span><span class=cF0> monsters_left;
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<a name="l109"></a></span><span class=cF1>class</span><span class=cF0> Monster
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<a name="l110"></a>{
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<a name="l111"></a> </span><span class=cF9>I64</span><span class=cF0> x, y;
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<a name="l112"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad[</span><span class=cFE>7</span><span class=cF0>];
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<a name="l113"></a>
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<a name="l114"></a>} monsters[MONSTERS_NUM];
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<a name="l115"></a>
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<a name="l116"></a></span><span class=cF1>U0</span><span class=cF0> CFTransform(</span><span class=cF9>CDC</span><span class=cF0> *dc, </span><span class=cF9>I64</span><span class=cF0> *x, </span><span class=cF9>I64</span><span class=cF0> *y, </span><span class=cF9>I64</span><span class=cF0> *z)
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<a name="l117"></a>{
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<a name="l118"></a> </span><span class=cF9>I64</span><span class=cF0> zz;
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<a name="l119"></a>
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<a name="l120"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(dc->r, x, y, z);
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<a name="l121"></a> zz = SCREEN_SCALE / </span><span class=cFE>3</span><span class=cF0> + *z;
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<a name="l122"></a> </span><span class=cF1>if</span><span class=cF0> (zz < </span><span class=cFE>1</span><span class=cF0>)
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<a name="l123"></a> zz = </span><span class=cFE>1</span><span class=cF0>;
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<a name="l124"></a> *x = SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0> * *x / zz;
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<a name="l125"></a> *y = SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0> * (*y + MAN_HEIGHT) / zz;
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<a name="l126"></a> *x += dc->x;
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<a name="l127"></a> *y += dc->y;
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<a name="l128"></a> *z += dc->z;
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<a name="l129"></a>}
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<a name="l130"></a>
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<a name="l131"></a>#</span><span class=cF1>define</span><span class=cF0> LOS_SCALE </span><span class=cFE>4</span><span class=cF0>
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<a name="l132"></a>
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<a name="l133"></a></span><span class=cF1>Bool</span><span class=cF0> LOSPlot(</span><span class=cF1>U8</span><span class=cF0> *, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0>)
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<a name="l134"></a>{
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<a name="l135"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>y / LOS_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + </span><span class=cF7>(</span><span class=cF0>x / LOS_SCALE</span><span class=cF7>)</span><span class=cF0>])
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<a name="l136"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l137"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l138"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l139"></a>}
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<a name="l140"></a>
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<a name="l141"></a></span><span class=cF1>Bool</span><span class=cF0> LOS(</span><span class=cF9>I64</span><span class=cF0> x1, </span><span class=cF9>I64</span><span class=cF0> y1, </span><span class=cF9>I64</span><span class=cF0> x2, </span><span class=cF9>I64</span><span class=cF0> y2)
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<a name="l142"></a>{</span><span class=cF2>//Line of sight</span><span class=cF0>
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<a name="l143"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1 * LOS_SCALE / SCREEN_SCALE, y1 * LOS_SCALE / SCREEN_SCALE, </span><span class=cFE>0</span><span class=cF0>,
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<a name="l144"></a> x2 * LOS_SCALE / SCREEN_SCALE, y2 * LOS_SCALE / SCREEN_SCALE, </span><span class=cFE>0</span><span class=cF0>, &LOSPlot);
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<a name="l145"></a>}
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<a name="l146"></a>
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<a name="l147"></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="l148"></a>{
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<a name="l149"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, *r1, *r2, *r3, *s2w, xx, yy, zz, x, y, x1, y1, z1, c, x1w, y1w, x1h, y1h, xh, yh, zh,
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<a name="l150"></a> cx = task->pix_width / </span><span class=cFE>2</span><span class=cF0>,
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<a name="l151"></a> cy = task->pix_height / </span><span class=cFE>2</span><span class=cF0>;
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<a name="l152"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l153"></a> </span><span class=cF1>F64</span><span class=cF0> tt;
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<a name="l154"></a> </span><span class=cF9>CD3I32</span><span class=cF0> poly[</span><span class=cFE>4</span><span class=cF0>];
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<a name="l155"></a> Monster *tmpm;
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<a name="l156"></a>
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<a name="l157"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
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<a name="l158"></a> </span><span class=cF5>MemSet</span><span class=cF0>(panels_processed_bitmap, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF7>(</span><span class=cF0>map_width * map_height + </span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>3</span><span class=cF0>);
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<a name="l159"></a>
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<a name="l160"></a> </span><span class=cF2>//World to screen</span><span class=cF0>
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<a name="l161"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r, man_theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
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<a name="l162"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(dc->r, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
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<a name="l163"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc, dc->r);
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<a name="l164"></a>
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<a name="l165"></a> xh = -man_xx / SCREEN_SCALE;
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<a name="l166"></a> yh = -man_yy / SCREEN_SCALE;
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<a name="l167"></a> zh = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l168"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(dc->r, &xh, &yh, &zh);
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<a name="l169"></a> </span><span class=cF5>Mat4x4TranslationEqu</span><span class=cF0>(dc->r, xh, yh, zh);
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<a name="l170"></a>
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<a name="l171"></a> </span><span class=cF2>//Screen to world</span><span class=cF0>
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<a name="l172"></a> s2w = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
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<a name="l173"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(s2w, -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
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<a name="l174"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w, -man_theta - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
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<a name="l175"></a> xh = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l176"></a> yh = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l177"></a> zh = SCREEN_SCALE;
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<a name="l178"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(s2w, &xh, &yh, &zh);
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<a name="l179"></a>
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<a name="l180"></a> </span><span class=cF2>//Rotate light source</span><span class=cF0>
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<a name="l181"></a> xx = dc->ls.x;
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<a name="l182"></a> yy = dc->ls.y;
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<a name="l183"></a> zz = -dc->ls.z;
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<a name="l184"></a> (*dc->transform)(dc, &xx, &yy, &zz);
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<a name="l185"></a> dc->ls.x = xx;
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<a name="l186"></a> dc->ls.y = yy;
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<a name="l187"></a> dc->ls.z = zz;
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<a name="l188"></a>
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<a name="l189"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
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<a name="l190"></a> dc->transform = &CFTransform;
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<a name="l191"></a> dc->x = cx;
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<a name="l192"></a> dc->y = cy;
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<a name="l193"></a> r1 = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
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<a name="l194"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r1, -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
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<a name="l195"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r1, </span><span class=cF5>tS</span><span class=cF0>);
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<a name="l196"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r1, MONSTER_SCALE);
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<a name="l197"></a>
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<a name="l198"></a> r2 = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
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<a name="l199"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r2, MONSTER_SCALE);
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<a name="l200"></a>
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<a name="l201"></a> r3 = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
|
|
<a name="l202"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r3, -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l203"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r3, PLANT_SCALE);
|
|
<a name="l204"></a>
|
|
<a name="l205"></a> </span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l206"></a> x1h = man_xx + yh * PLOT_GRID_WIDTH / </span><span class=cFE>2</span><span class=cF0> + xh * (PLOT_GRID_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l207"></a> y1h = man_yy - xh * PLOT_GRID_WIDTH / </span><span class=cFE>2</span><span class=cF0> + yh * (PLOT_GRID_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l208"></a> xh >>= </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l209"></a> yh >>= </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l210"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < PLOT_GRID_HEIGHT * </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l211"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l212"></a> x1w = x1h;
|
|
<a name="l213"></a> y1w = y1h;
|
|
<a name="l214"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < PLOT_GRID_WIDTH * </span><span class=cFE>4</span><span class=cF0>; i++)
|
|
<a name="l215"></a> {
|
|
<a name="l216"></a> xx = x1w / SCREEN_SCALE;
|
|
<a name="l217"></a> yy = y1w / SCREEN_SCALE;
|
|
<a name="l218"></a> x = xx * SCREEN_SCALE - man_xx;
|
|
<a name="l219"></a> y = yy * SCREEN_SCALE - man_yy;
|
|
<a name="l220"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>1</span><span class=cF0> <= xx < map_width - </span><span class=cFE>1</span><span class=cF0> && </span><span class=cFE>1</span><span class=cF0> <= yy < map_height - </span><span class=cFE>1</span><span class=cF0> && !</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>panels_processed_bitmap, yy * map_width + xx</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l221"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>c = map[yy * map_width + xx]</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l223"></a> LOS</span><span class=cF7>(</span><span class=cF0>xx * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, yy * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, man_xx, man_yy</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l224"></a> {
|
|
<a name="l225"></a> </span><span class=cF1>if</span><span class=cF0> (c == </span><span class=cF3>YELLOW</span><span class=cF0>)
|
|
<a name="l226"></a> dc->color = </span><span class=cF3>DKGRAY</span><span class=cF0>;
|
|
<a name="l227"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l228"></a> dc->color = c;
|
|
<a name="l229"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l230"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l231"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l232"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l233"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y;
|
|
<a name="l234"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l235"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l236"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l237"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l238"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x;
|
|
<a name="l239"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l240"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l241"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>4</span><span class=cF0>, poly);
|
|
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (c == </span><span class=cF3>GREEN</span><span class=cF0>)
|
|
<a name="l243"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l244"></a> x1 = x + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l245"></a> y1 = y + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l246"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l247"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc, &x1, &y1, &z1);
|
|
<a name="l248"></a> </span><span class=cF1>if</span><span class=cF0> (z1 > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l249"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, x + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, y + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>, r3);
|
|
<a name="l250"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l251"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (c == </span><span class=cF3>YELLOW</span><span class=cF0>)
|
|
<a name="l252"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l253"></a> x1 = x + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l254"></a> y1 = y + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l255"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l256"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc, &x1, &y1, &z1);
|
|
<a name="l257"></a> </span><span class=cF1>if</span><span class=cF0> (z1 > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l258"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, x + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, y + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><6></span><span class=cF0>, r3);
|
|
<a name="l259"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l260"></a>
|
|
<a name="l261"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>yy + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + xx])
|
|
<a name="l262"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l263"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l264"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l265"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l266"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l267"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l268"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l269"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l270"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l271"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l272"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l273"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x;
|
|
<a name="l274"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l275"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l276"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>4</span><span class=cF0>, poly);
|
|
<a name="l277"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l278"></a> </span><span class=cF1>if</span><span class=cF0> (!map[yy * map_width + xx + </span><span class=cFE>1</span><span class=cF0>])
|
|
<a name="l279"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l280"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l281"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l282"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l283"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l284"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l285"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l286"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l287"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l288"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l289"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l290"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l291"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = y;
|
|
<a name="l292"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l293"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>4</span><span class=cF0>, poly);
|
|
<a name="l294"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l295"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>yy - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + xx])
|
|
<a name="l296"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l297"></a> dc->color =</span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l298"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l299"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l300"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l301"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l302"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y;
|
|
<a name="l303"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l304"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = x + SCREEN_SCALE;
|
|
<a name="l305"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = y;
|
|
<a name="l306"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l307"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x;
|
|
<a name="l308"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = y;
|
|
<a name="l309"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l310"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>4</span><span class=cF0>, poly);
|
|
<a name="l311"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l312"></a> </span><span class=cF1>if</span><span class=cF0> (!map[yy * map_width + xx - </span><span class=cFE>1</span><span class=cF0>])
|
|
<a name="l313"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l314"></a> dc->color =</span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l315"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l316"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l317"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l318"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = x;
|
|
<a name="l319"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l320"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l321"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = x;
|
|
<a name="l322"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = y + SCREEN_SCALE;
|
|
<a name="l323"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l324"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x;
|
|
<a name="l325"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = y;
|
|
<a name="l326"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = SCREEN_SCALE;
|
|
<a name="l327"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>4</span><span class=cF0>, poly);
|
|
<a name="l328"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l329"></a> }
|
|
<a name="l330"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l331"></a> x1w -= yh;
|
|
<a name="l332"></a> y1w += xh;
|
|
<a name="l333"></a> }
|
|
<a name="l334"></a> x1h -= xh;
|
|
<a name="l335"></a> y1h -= yh;
|
|
<a name="l336"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l337"></a>
|
|
<a name="l338"></a> </span><span class=cF2>//Draw Monsters</span><span class=cF0>
|
|
<a name="l339"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i < MONSTERS_NUM; i++, tmpm++)
|
|
<a name="l340"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l341"></a> x = tmpm->x;
|
|
<a name="l342"></a> y = tmpm->y;
|
|
<a name="l343"></a> </span><span class=cF1>if</span><span class=cF0> (LOS</span><span class=cF7>(</span><span class=cF0>x, y, man_xx, man_yy</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l344"></a> {
|
|
<a name="l345"></a> x -= man_xx;
|
|
<a name="l346"></a> y -= man_yy;
|
|
<a name="l347"></a> xx = x;
|
|
<a name="l348"></a> yy = y;
|
|
<a name="l349"></a> zz = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l350"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc, &xx, &yy, &zz);
|
|
<a name="l351"></a> </span><span class=cF1>if</span><span class=cF0> (zz > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l352"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l353"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->dead)
|
|
<a name="l354"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, r2);
|
|
<a name="l355"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l356"></a> {
|
|
<a name="l357"></a> tt = </span><span class=cF5>Tri</span><span class=cF0>(</span><span class=cF5>tS</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l358"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><4></span><span class=cF0>);
|
|
<a name="l359"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, tmps, r1);
|
|
<a name="l360"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
|
|
<a name="l361"></a> }
|
|
<a name="l362"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l363"></a> }
|
|
<a name="l364"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l365"></a> </span><span class=cF5>Free</span><span class=cF0>(r1);
|
|
<a name="l366"></a> </span><span class=cF5>Free</span><span class=cF0>(r2);
|
|
<a name="l367"></a> </span><span class=cF5>Free</span><span class=cF0>(r3);
|
|
<a name="l368"></a>
|
|
<a name="l369"></a> </span><span class=cF2>//Draw Map heads-up display, scaled 2 pixs</span><span class=cF0>
|
|
<a name="l370"></a> </span><span class=cF5>Free</span><span class=cF0>(dc->r);
|
|
<a name="l371"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc, </span><span class=cF5>Mat4x4IdentNew</span><span class=cF7>(</span><span class=cF0>task</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l372"></a> dc->x = task->pix_width - </span><span class=cFE>2</span><span class=cF0> * map_width;
|
|
<a name="l373"></a> dc->y = task->pix_height - </span><span class=cFE>2</span><span class=cF0> * map_height;
|
|
<a name="l374"></a> dc->z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l375"></a> dc->transform = &</span><span class=cF5>DCTransform</span><span class=cF0>;
|
|
<a name="l376"></a> dc->thick = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l377"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_height; i++)
|
|
<a name="l378"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_width; j++)
|
|
<a name="l379"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l380"></a> dc->color = map[(map_height - </span><span class=cFE>1</span><span class=cF0> - i) * map_width + j];
|
|
<a name="l381"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, </span><span class=cFE>2</span><span class=cF0> * j, </span><span class=cFE>2</span><span class=cF0> * i, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l382"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l383"></a>
|
|
<a name="l384"></a> </span><span class=cF2>//Draw Things on heads-up Map</span><span class=cF0>
|
|
<a name="l385"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l386"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i < MONSTERS_NUM; i++, tmpm++)
|
|
<a name="l387"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm->dead)
|
|
<a name="l388"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>tmpm->x / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0>,
|
|
<a name="l389"></a> </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>map_height - </span><span class=cFE>1</span><span class=cF0> - tmpm->y / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l390"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l391"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>man_xx / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>map_height - </span><span class=cFE>1</span><span class=cF0> - man_yy / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l392"></a>
|
|
<a name="l393"></a> </span><span class=cF1>if</span><span class=cF0> (tf)
|
|
<a name="l394"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l395"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l396"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l397"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, cx - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, cy - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>"Game Completed"</span><span class=cF0>);
|
|
<a name="l398"></a> tt = tf;
|
|
<a name="l399"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l400"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l401"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l402"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l403"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, cx - </span><span class=cFE>5</span><span class=cF0>, cy, cx + </span><span class=cFE>5</span><span class=cF0>, cy);
|
|
<a name="l404"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, cx, cy - </span><span class=cFE>5</span><span class=cF0>, cx, cy + </span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l405"></a> tt = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l406"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l407"></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>"Enemy:%d Time:%3.2f Best:%3.2f"</span><span class=cF0>, monsters_left, tt - t0, best_score);
|
|
<a name="l408"></a> </span><span class=cF5>Free</span><span class=cF0>(s2w);
|
|
<a name="l409"></a> </span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l410"></a>}
|
|
<a name="l411"></a>
|
|
<a name="l412"></a></span><span class=cF1>U0</span><span class=cF0> Fire()
|
|
<a name="l413"></a>{
|
|
<a name="l414"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y;
|
|
<a name="l415"></a> </span><span class=cF1>F64</span><span class=cF0> d, dx, dy, xx = </span><span class=cF5>Cos</span><span class=cF0>(man_theta), yy = </span><span class=cF5>Sin</span><span class=cF0>(man_theta);
|
|
<a name="l416"></a> Monster *tmpm;
|
|
<a name="l417"></a>
|
|
<a name="l418"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>53</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l419"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i < MONSTERS_NUM; i++, tmpm++)
|
|
<a name="l420"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l421"></a> x = tmpm->x;
|
|
<a name="l422"></a> y = tmpm->y;
|
|
<a name="l423"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm->dead && LOS</span><span class=cF7>(</span><span class=cF0>x, y, man_xx, man_yy</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l424"></a> {
|
|
<a name="l425"></a> dx = x - man_xx;
|
|
<a name="l426"></a> dy = man_yy - y;
|
|
<a name="l427"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF0>dx * dx + dy * dy</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l428"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l429"></a> dx /= d;
|
|
<a name="l430"></a> dy /= d;
|
|
<a name="l431"></a> </span><span class=cF1>if</span><span class=cF0> (dx * xx + dy * yy > </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>995</span><span class=cF0>)
|
|
<a name="l432"></a> {
|
|
<a name="l433"></a> tmpm->dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l434"></a> </span><span class=cF1>if</span><span class=cF0> (!--monsters_left)
|
|
<a name="l435"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l436"></a> tf = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l437"></a> </span><span class=cF1>if</span><span class=cF0> (tf - t0 < best_score)
|
|
<a name="l438"></a> best_score = tf - t0;
|
|
<a name="l439"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l440"></a> }
|
|
<a name="l441"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l442"></a> }
|
|
<a name="l443"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l444"></a>}
|
|
<a name="l445"></a>
|
|
<a name="l446"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l447"></a>{
|
|
<a name="l448"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y;
|
|
<a name="l449"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc;
|
|
<a name="l450"></a> Monster *tmpm;
|
|
<a name="l451"></a>
|
|
<a name="l452"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l453"></a> </span><span class=cF6>"$BG,BLACK$%h*c"</span><span class=cF0>, </span><span class=cF3>TEXT_ROWS</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>'\n'</span><span class=cF0>;
|
|
<a name="l454"></a>
|
|
<a name="l455"></a> dc = </span><span class=cF5>Sprite2DC</span><span class=cF0>(</span><span class=cFA><1></span><span class=cF0>);
|
|
<a name="l456"></a> map_width = dc->width / MAP_SCALE + </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l457"></a> map_height = dc->height / MAP_SCALE + </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l458"></a> </span><span class=cF5>Free</span><span class=cF0>(map);
|
|
<a name="l459"></a> </span><span class=cF5>Free</span><span class=cF0>(panels_processed_bitmap);
|
|
<a name="l460"></a> map = </span><span class=cF5>CAlloc</span><span class=cF0>(map_width * map_height * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF1>U8</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l461"></a> panels_processed_bitmap = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>map_width * map_height + </span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l462"></a> </span><span class=cF1>for</span><span class=cF0> (y = </span><span class=cFE>0</span><span class=cF0>; y < map_height - </span><span class=cFE>2</span><span class=cF0>; y++)
|
|
<a name="l463"></a> </span><span class=cF1>for</span><span class=cF0> (x = </span><span class=cFE>0</span><span class=cF0>; x < map_width - </span><span class=cFE>2</span><span class=cF0>; x++)
|
|
<a name="l464"></a> map[(map_height - </span><span class=cFE>2</span><span class=cF0> - y) * map_width + x + </span><span class=cFE>1</span><span class=cF0>] = </span><span class=cF5>GrPeek</span><span class=cF0>(dc, x * MAP_SCALE, y * MAP_SCALE);
|
|
<a name="l465"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
|
|
<a name="l466"></a> man_xx = (</span><span class=cFE>1</span><span class=cF0> + MAN_START_X) * SCREEN_SCALE;
|
|
<a name="l467"></a> man_yy = (map_height - </span><span class=cFE>1</span><span class=cF0> - MAN_START_Y) * SCREEN_SCALE;
|
|
<a name="l468"></a> man_theta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l469"></a>
|
|
<a name="l470"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i < MONSTERS_NUM; i++, tmpm++)
|
|
<a name="l471"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l472"></a> tmpm->dead = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l473"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l474"></a> {
|
|
<a name="l475"></a> tmpm->x = </span><span class=cF5>RandU64</span><span class=cF0> % (</span><span class=cF7>(</span><span class=cF0>map_width - </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0> * SCREEN_SCALE) + SCREEN_SCALE;
|
|
<a name="l476"></a> tmpm->y = </span><span class=cF5>RandU64</span><span class=cF0> % (</span><span class=cF7>(</span><span class=cF0>map_height - </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0> * SCREEN_SCALE) + SCREEN_SCALE;
|
|
<a name="l477"></a> }
|
|
<a name="l478"></a> </span><span class=cF1>while</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>tmpm->y / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + tmpm->x / SCREEN_SCALE]);
|
|
<a name="l479"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l480"></a> monsters_left = MONSTERS_NUM;
|
|
<a name="l481"></a> tf = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l482"></a> t0 = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l483"></a>}
|
|
<a name="l484"></a>
|
|
<a name="l485"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l486"></a>{
|
|
<a name="l487"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, dd;
|
|
<a name="l488"></a> Monster *tmpm;
|
|
<a name="l489"></a>
|
|
<a name="l490"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l491"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l492"></a> dd = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0> * SCREEN_SCALE * </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF5>tS</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l493"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i < MONSTERS_NUM; i++, tmpm++)
|
|
<a name="l494"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm->dead)
|
|
<a name="l495"></a> {
|
|
<a name="l496"></a> x = tmpm->x;
|
|
<a name="l497"></a> y = tmpm->y;
|
|
<a name="l498"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l499"></a> x += dd;
|
|
<a name="l500"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l501"></a> y += dd;
|
|
<a name="l502"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= x <= map_width * SCREEN_SCALE &&
|
|
<a name="l503"></a> </span><span class=cFE>0</span><span class=cF0> <= y <= map_height * SCREEN_SCALE &&
|
|
<a name="l504"></a> map[</span><span class=cF7>(</span><span class=cF0>y / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + x / SCREEN_SCALE])
|
|
<a name="l505"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l506"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>y / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + x / SCREEN_SCALE + </span><span class=cFE>1</span><span class=cF0>] &&
|
|
<a name="l507"></a> x - </span><span class=cF5>RoundI64</span><span class=cF7>(</span><span class=cF0>x, SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> > SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0> ||
|
|
<a name="l508"></a> !map[</span><span class=cF7>(</span><span class=cF0>y / SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + x / SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF0>] &&
|
|
<a name="l509"></a> x - </span><span class=cF5>RoundI64</span><span class=cF7>(</span><span class=cF0>x, SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> < SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l510"></a> x = </span><span class=cF5>RoundI64</span><span class=cF0>(x, SCREEN_SCALE) + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l511"></a>
|
|
<a name="l512"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>y / SCREEN_SCALE + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + x / SCREEN_SCALE] &&
|
|
<a name="l513"></a> y - </span><span class=cF5>RoundI64</span><span class=cF7>(</span><span class=cF0>y, SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> > SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0> ||
|
|
<a name="l514"></a> !map[</span><span class=cF7>(</span><span class=cF0>y / SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + x / SCREEN_SCALE] &&
|
|
<a name="l515"></a> y - </span><span class=cF5>RoundI64</span><span class=cF7>(</span><span class=cF0>y, SCREEN_SCALE</span><span class=cF7>)</span><span class=cF0> < SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l516"></a> y = </span><span class=cF5>RoundI64</span><span class=cF0>(y, SCREEN_SCALE) + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l517"></a> tmpm->x = x;
|
|
<a name="l518"></a> tmpm->y = y;
|
|
<a name="l519"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l520"></a> }
|
|
<a name="l521"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>20</span><span class=cF0>);
|
|
<a name="l522"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l523"></a>}
|
|
<a name="l524"></a>
|
|
<a name="l525"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l526"></a>{
|
|
<a name="l527"></a> </span><span class=cF5>Free</span><span class=cF0>(map);
|
|
<a name="l528"></a> </span><span class=cF5>Free</span><span class=cF0>(panels_processed_bitmap);
|
|
<a name="l529"></a> map = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l530"></a> panels_processed_bitmap = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l531"></a>}
|
|
<a name="l532"></a>
|
|
<a name="l533"></a></span><span class=cF1>U0</span><span class=cF0> SongTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l534"></a>{</span><span class=cF2>//Song by Terry A. Davis</span><span class=cF0>
|
|
<a name="l535"></a> </span><span class=cF5>Fs</span><span class=cF0>->task_end_cb = &</span><span class=cF5>SoundTaskEndCB</span><span class=cF0>;
|
|
<a name="l536"></a> </span><span class=cF5>MusicSettingsReset</span><span class=cF0>;
|
|
<a name="l537"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l538"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l539"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"3q.A#eGAeA#qAq.A#eGeAeA#qA"</span><span class=cF0>);
|
|
<a name="l540"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"3q.A#eGA#AqGq.A#eGA#AqG"</span><span class=cF0>);
|
|
<a name="l541"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"4eA#AqGeA#AqGeA#AGAA#AqG"</span><span class=cF0>);
|
|
<a name="l542"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l543"></a>}
|
|
<a name="l544"></a>
|
|
<a name="l545"></a></span><span class=cF1>U0</span><span class=cF0> MoveMan(</span><span class=cF1>F64</span><span class=cF0> theta)
|
|
<a name="l546"></a>{
|
|
<a name="l547"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, color, step=SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l548"></a>
|
|
<a name="l549"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l550"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l551"></a> x = man_xx + step * </span><span class=cF5>Cos</span><span class=cF0>(theta);
|
|
<a name="l552"></a> y = man_yy - step * </span><span class=cF5>Sin</span><span class=cF0>(theta);
|
|
<a name="l553"></a> x = </span><span class=cF5>Clamp</span><span class=cF0>(x, </span><span class=cFE>0</span><span class=cF0>, map_width * SCREEN_SCALE);
|
|
<a name="l554"></a> y = </span><span class=cF5>Clamp</span><span class=cF0>(y, </span><span class=cFE>0</span><span class=cF0>, map_height * SCREEN_SCALE);
|
|
<a name="l555"></a> color = map[y / SCREEN_SCALE * map_width + x / SCREEN_SCALE];
|
|
<a name="l556"></a> </span><span class=cF1>if</span><span class=cF0> (color == </span><span class=cF3>DKGRAY</span><span class=cF0> || color == </span><span class=cF3>GREEN</span><span class=cF0>) {
|
|
<a name="l557"></a> man_xx = x;
|
|
<a name="l558"></a> man_yy = y;
|
|
<a name="l559"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l560"></a> }
|
|
<a name="l561"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l562"></a> step >>= </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l563"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l564"></a> </span><span class=cF1>while</span><span class=cF0> (step);
|
|
<a name="l565"></a>}
|
|
<a name="l566"></a>
|
|
<a name="l567"></a></span><span class=cF2>//#define MICRO_STEPS </span><span class=cF0> </span><span class=cF2>4</span><span class=cF0>
|
|
<a name="l568"></a>#</span><span class=cF1>define</span><span class=cF0> MICRO_STEPS </span><span class=cFE>32</span><span class=cF0>
|
|
<a name="l569"></a></span><span class=cF1>U0</span><span class=cF0> RotateMan(</span><span class=cF1>F64</span><span class=cF0> d)
|
|
<a name="l570"></a>{
|
|
<a name="l571"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l572"></a>
|
|
<a name="l573"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < MICRO_STEPS; i++)
|
|
<a name="l574"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l575"></a> man_theta += d / MICRO_STEPS;
|
|
<a name="l576"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Sleep(15);</span><span class=cF0>
|
|
<a name="l577"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l578"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l579"></a>}
|
|
<a name="l580"></a>
|
|
<a name="l581"></a></span><span class=cF1>U0</span><span class=cF0> CastleFrankenstein()
|
|
<a name="l582"></a>{
|
|
<a name="l583"></a> </span><span class=cF9>I64</span><span class=cF0> sc;
|
|
<a name="l584"></a>
|
|
<a name="l585"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
|
<a name="l586"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l587"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l588"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l589"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l590"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l591"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l592"></a> </span><span class=cF6>" Fwd(,,SC_CURSOR_UP);"</span><span class=cF0>
|
|
<a name="l593"></a> </span><span class=cF6>" Bwd(,,SC_CURSOR_DOWN);"</span><span class=cF0>
|
|
<a name="l594"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l595"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l596"></a> </span><span class=cF6>" Fire(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l597"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l598"></a> );
|
|
<a name="l599"></a>
|
|
<a name="l600"></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="l601"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>DKGRAY</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l602"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l603"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l604"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l605"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l606"></a> Init;
|
|
<a name="l607"></a> </span><span class=cF5>Fs</span><span class=cF0>->animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&AnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>"Animate"</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l608"></a> </span><span class=cF5>Fs</span><span class=cF0>->song_task = </span><span class=cF5>Spawn</span><span class=cF0>(&SongTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>"Song"</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l609"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l610"></a>
|
|
<a name="l611"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l612"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l613"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l614"></a> {
|
|
<a name="l615"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>KeyGet</span><span class=cF7>(</span><span class=cF0>&sc</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l616"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l617"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l618"></a> Fire;
|
|
<a name="l619"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l620"></a>
|
|
<a name="l621"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l622"></a> Init;
|
|
<a name="l623"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l624"></a>
|
|
<a name="l625"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l626"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l627"></a> </span><span class=cF1>goto</span><span class=cF0> fs_done;
|
|
<a name="l628"></a>
|
|
<a name="l629"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l630"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l631"></a> {
|
|
<a name="l632"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l633"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Spawn(&RotateMan, (pi / 32)(I64));</span><span class=cF0>
|
|
<a name="l634"></a> RotateMan(</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>32</span><span class=cF0>);
|
|
<a name="l635"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
|
|
<a name="l636"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l637"></a>
|
|
<a name="l638"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l639"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Spawn(&RotateMan, (-pi / 32)(I64));</span><span class=cF0>
|
|
<a name="l640"></a> RotateMan(-</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>32</span><span class=cF0>);
|
|
<a name="l641"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
|
|
<a name="l642"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l643"></a>
|
|
<a name="l644"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l645"></a> MoveMan(man_theta);
|
|
<a name="l646"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l647"></a>
|
|
<a name="l648"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l649"></a> MoveMan(man_theta + </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l650"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l651"></a> }
|
|
<a name="l652"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l653"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l654"></a> }
|
|
<a name="l655"></a>fs_done:
|
|
<a name="l656"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l657"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l658"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l659"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l660"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l661"></a> CleanUp;
|
|
<a name="l662"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l663"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"ZealOS/CastleFrankenstein"</span><span class=cF0>, </span><span class=cF6>"F64 best_score=%5.4f;\n"</span><span class=cF0>, best_score);
|
|
<a name="l664"></a>}
|
|
<a name="l665"></a>
|
|
<a name="l666"></a>CastleFrankenstein;
|
|
</span></pre></body>
|
|
</html>
|