ZealOS/docs/Demo/Games/RawHide.CC.html
2021-10-27 03:28:16 -04:00

675 lines
69 KiB
HTML
Executable file

<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
<meta name="generator" content="ZealOS V1.04">
<style type="text/css">
body {background-color:#1f1f1f;}
.cF0{color:#e3e3e3;background-color:#1f1f1f;}
.cF1{color:#4f84a6;background-color:#1f1f1f;}
.cF2{color:#73a255;background-color:#1f1f1f;}
.cF3{color:#297582;background-color:#1f1f1f;}
.cF4{color:#b34f4b;background-color:#1f1f1f;}
.cF5{color:#8a52c3;background-color:#1f1f1f;}
.cF6{color:#b7822f;background-color:#1f1f1f;}
.cF7{color:#444444;background-color:#1f1f1f;}
.cF8{color:#6d6d6d;background-color:#1f1f1f;}
.cF9{color:#94bfde;background-color:#1f1f1f;}
.cFA{color:#a1ce97;background-color:#1f1f1f;}
.cFB{color:#6db4be;background-color:#1f1f1f;}
.cFC{color:#e88e88;background-color:#1f1f1f;}
.cFD{color:#ca94e8;background-color:#1f1f1f;}
.cFE{color:#d4b475;background-color:#1f1f1f;}
.cFF{color:#1f1f1f;background-color:#1f1f1f;}
</style>
</head>
<body>
<pre style="font-family:monospace;font-size:12pt">
<a name="l1"></a><span class=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>
<a name="l2"></a>
<a name="l3"></a></span><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/RawHide&quot;</span><span class=cF0>, </span><span class=cF6>&quot;F64 best_score=9999;\n&quot;</span><span class=cF0>);
<a name="l4"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/RawHide&quot;</span><span class=cF0>);
<a name="l5"></a>
<a name="l6"></a></span><span class=cF1>F64</span><span class=cF0> t0, tf;
<a name="l7"></a></span><span class=cF9>I64</span><span class=cF0> outside_count;
<a name="l8"></a>
<a name="l9"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_WIDTH </span><span class=cFE>1000</span><span class=cF0>
<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT </span><span class=cFE>1000</span><span class=cF0>
<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> FENCE_WIDTH </span><span class=cFE>320</span><span class=cF0>
<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> FENCE_HEIGHT </span><span class=cFE>200</span><span class=cF0>
<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_BORDER </span><span class=cFE>3</span><span class=cF0>
<a name="l14"></a></span><span class=cF9>CDC</span><span class=cF0> *map_dc;
<a name="l15"></a>
<a name="l16"></a>#</span><span class=cF1>define</span><span class=cF0> GATE_WIDTH </span><span class=cFE>22</span><span class=cF0>
<a name="l17"></a>#</span><span class=cF1>define</span><span class=cF0> GATE_HEIGHT </span><span class=cFE>7</span><span class=cF0>
<a name="l18"></a></span><span class=cF1>F64</span><span class=cF0> gate_theta, gate_t;
<a name="l19"></a>
<a name="l20"></a>
<a name="l21"></a></span><span class=cFA>
<a name="l22"></a>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0> </span><span class=cFA>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0> </span><span class=cFA>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l23"></a>
<a name="l24"></a></span><span class=cFA>
<a name="l25"></a>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0> </span><span class=cFA>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0> </span><span class=cFA>&lt;6&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l26"></a>
<a name="l27"></a></span><span class=cFA>
<a name="l28"></a>&lt;7&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0> </span><span class=cFA>&lt;8&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l29"></a>
<a name="l30"></a></span><span class=cFA>
<a name="l31"></a>&lt;9&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l32"></a> </span><span class=cFA>&lt;10&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l33"></a>
<a name="l34"></a>
<a name="l35"></a>
<a name="l36"></a>
<a name="l37"></a>
<a name="l38"></a>
<a name="l39"></a>
<a name="l40"></a>
<a name="l41"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMAL_WIDTH </span><span class=cFE>20</span><span class=cF0>
<a name="l42"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMAL_HEIGHT </span><span class=cFE>16</span><span class=cF0>
<a name="l43"></a>
<a name="l44"></a></span><span class=cF1>U8</span><span class=cF0> *cow_imgs[</span><span class=cFE>4</span><span class=cF0>] = {</span><span class=cFA>&lt;1&gt;</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>, </span><span class=cFA>&lt;3&gt;</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>},
<a name="l45"></a> *bull_imgs[</span><span class=cFE>4</span><span class=cF0>] = {</span><span class=cFA>&lt;4&gt;</span><span class=cF0>, </span><span class=cFA>&lt;5&gt;</span><span class=cF0>, </span><span class=cFA>&lt;6&gt;</span><span class=cF0>, </span><span class=cFA>&lt;5&gt;</span><span class=cF0>},
<a name="l46"></a> *horse_imgs[</span><span class=cFE>4</span><span class=cF0>] = {</span><span class=cFA>&lt;7&gt;</span><span class=cF0>, </span><span class=cFA>&lt;8&gt;</span><span class=cF0>, </span><span class=cFA>&lt;7&gt;</span><span class=cF0>, </span><span class=cFA>&lt;8&gt;</span><span class=cF0>};
<a name="l47"></a>
<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMALS_NUM </span><span class=cFE>100</span><span class=cF0>
<a name="l49"></a>
<a name="l50"></a></span><span class=cF1>class</span><span class=cF0> Animal
<a name="l51"></a>{
<a name="l52"></a> </span><span class=cF9>I64</span><span class=cF0> num, x, y, dx, dy;
<a name="l53"></a> </span><span class=cF1>U8</span><span class=cF0> **imgs;
<a name="l54"></a> </span><span class=cF9>U32</span><span class=cF0> buddy;
<a name="l55"></a> </span><span class=cF1>U8</span><span class=cF0> type, frame0;
<a name="l56"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad;
<a name="l57"></a>} *a;
<a name="l58"></a>
<a name="l59"></a></span><span class=cF2>//************************************</span><span class=cF0>
<a name="l60"></a>#</span><span class=cF1>define</span><span class=cF0> WATERFALL_HEIGHT (MAP_HEIGHT / </span><span class=cFE>20</span><span class=cF0>)
<a name="l61"></a>#</span><span class=cF1>define</span><span class=cF0> WATERFALL_DROPS </span><span class=cFE>512</span><span class=cF0>
<a name="l62"></a>#</span><span class=cF1>define</span><span class=cF0> WATERFALL_ACCELERATION </span><span class=cFE>10</span><span class=cF0>
<a name="l63"></a></span><span class=cF9>I32</span><span class=cF0> *r_x, *r_width, *wfd_x;
<a name="l64"></a></span><span class=cF1>F64</span><span class=cF0> *wfd_t0, waterfall_tf;
<a name="l65"></a></span><span class=cF9>I64</span><span class=cF0> waterfall_x, waterfall_y, waterfall_width;
<a name="l66"></a>
<a name="l67"></a></span><span class=cF1>U0</span><span class=cF0> RiverNew()
<a name="l68"></a>{
<a name="l69"></a> r_x = </span><span class=cF5>MAlloc</span><span class=cF0>(MAP_HEIGHT * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>I32</span><span class=cF7>)</span><span class=cF0>);
<a name="l70"></a> r_width = </span><span class=cF5>MAlloc</span><span class=cF0>(MAP_HEIGHT * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>I32</span><span class=cF7>)</span><span class=cF0>);
<a name="l71"></a> wfd_x = </span><span class=cF5>MAlloc</span><span class=cF0>(WATERFALL_DROPS * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>I32</span><span class=cF7>)</span><span class=cF0>);
<a name="l72"></a> wfd_t0 = </span><span class=cF5>MAlloc</span><span class=cF0>(WATERFALL_DROPS * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF1>F64</span><span class=cF7>)</span><span class=cF0>);
<a name="l73"></a> waterfall_tf = </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * WATERFALL_HEIGHT / WATERFALL_ACCELERATION);
<a name="l74"></a>}
<a name="l75"></a>
<a name="l76"></a></span><span class=cF1>U0</span><span class=cF0> RiverMake()
<a name="l77"></a>{
<a name="l78"></a> </span><span class=cF9>I64</span><span class=cF0> i, x = </span><span class=cFE>2</span><span class=cF0> * MAP_WIDTH &lt;&lt; </span><span class=cFE>32</span><span class=cF0> / </span><span class=cFE>3</span><span class=cF0>, y, dx = </span><span class=cFE>0</span><span class=cF0>, w = </span><span class=cFE>15</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l79"></a>
<a name="l80"></a> waterfall_y = (MAP_HEIGHT - WATERFALL_HEIGHT) / </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + (MAP_HEIGHT - WATERFALL_HEIGHT) / </span><span class=cFE>4</span><span class=cF0>;
<a name="l81"></a> </span><span class=cF1>for</span><span class=cF0> (y = MAP_BORDER; y &lt; MAP_HEIGHT-MAP_BORDER; y++)
<a name="l82"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l83"></a> r_x[y] = x.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l84"></a> r_width[y] = w.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l85"></a> </span><span class=cF1>if</span><span class=cF0> (waterfall_y - </span><span class=cFE>5</span><span class=cF0> &lt; y &lt; waterfall_y + WATERFALL_HEIGHT + </span><span class=cFE>5</span><span class=cF0>)
<a name="l86"></a> {
<a name="l87"></a> waterfall_width = r_width[y];
<a name="l88"></a> waterfall_x = r_x[y] - waterfall_width / </span><span class=cFE>2</span><span class=cF0>;
<a name="l89"></a> }
<a name="l90"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l91"></a> {
<a name="l92"></a> dx = </span><span class=cF5>ClampI64</span><span class=cF0>(dx + </span><span class=cF5>RandI32</span><span class=cF0> / </span><span class=cFE>64</span><span class=cF0>, -</span><span class=cF3>I32_MAX</span><span class=cF0>, </span><span class=cF3>I32_MAX</span><span class=cF0>) - </span><span class=cF3>I32_MAX</span><span class=cF0> / </span><span class=cFE>256</span><span class=cF0>;
<a name="l93"></a> w = </span><span class=cF5>ClampI64</span><span class=cF0>(w + </span><span class=cF5>RandI32</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>, </span><span class=cFE>150</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>);
<a name="l94"></a> x += dx;
<a name="l95"></a> }
<a name="l96"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l97"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; WATERFALL_DROPS; i++)
<a name="l98"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l99"></a> wfd_x[i] = </span><span class=cF5>Rand</span><span class=cF0> * waterfall_width + waterfall_x;
<a name="l100"></a> wfd_t0[i] = </span><span class=cF5>tS</span><span class=cF0> - </span><span class=cF5>Rand</span><span class=cF0> * waterfall_tf;
<a name="l101"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l102"></a>
<a name="l103"></a> </span><span class=cF2>//Plot waterfall cliff</span><span class=cF0>
<a name="l104"></a> </span><span class=cF5>Sprite3B</span><span class=cF0>(map_dc, waterfall_x, waterfall_y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;10&gt;</span><span class=cF0>);
<a name="l105"></a>
<a name="l106"></a> </span><span class=cF2>//Plot sand bar</span><span class=cF0>
<a name="l107"></a> x = </span><span class=cFE>0</span><span class=cF0>;
<a name="l108"></a> </span><span class=cF1>for</span><span class=cF0> (y = MAP_BORDER; y &lt; MAP_HEIGHT - MAP_BORDER; y++)
<a name="l109"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l110"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>waterfall_y - </span><span class=cFE>9</span><span class=cF0> &lt; y &lt; waterfall_y + WATERFALL_HEIGHT + </span><span class=cFE>9</span><span class=cF7>)</span><span class=cF0>)
<a name="l111"></a> {
<a name="l112"></a> map_dc-&gt;color = </span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l113"></a> map_dc-&gt;thick = r_width[y] + </span><span class=cFE>10</span><span class=cF0>;
<a name="l114"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(map_dc, r_x[y] + x.i32[</span><span class=cFE>1</span><span class=cF0>], y, </span><span class=cFE>0</span><span class=cF0>);
<a name="l115"></a> }
<a name="l116"></a> x = </span><span class=cF5>ClampI64</span><span class=cF0>(x+</span><span class=cF5>RandI32</span><span class=cF0>, -</span><span class=cFE>6</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>, </span><span class=cFE>6</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>);
<a name="l117"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l118"></a>
<a name="l119"></a> </span><span class=cF2>//Plot water</span><span class=cF0>
<a name="l120"></a> </span><span class=cF1>for</span><span class=cF0> (y = MAP_BORDER; y &lt; MAP_HEIGHT - MAP_BORDER; y++)
<a name="l121"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l122"></a> map_dc-&gt;color = </span><span class=cF3>BLUE</span><span class=cF0>;
<a name="l123"></a> map_dc-&gt;thick = r_width[y];
<a name="l124"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(map_dc, r_x[y], y, </span><span class=cFE>0</span><span class=cF0>);
<a name="l125"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l126"></a>}
<a name="l127"></a>
<a name="l128"></a></span><span class=cF1>U0</span><span class=cF0> RiverDel()
<a name="l129"></a>{
<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(r_x);
<a name="l131"></a> </span><span class=cF5>Free</span><span class=cF0>(r_width);
<a name="l132"></a> </span><span class=cF5>Free</span><span class=cF0>(wfd_x);
<a name="l133"></a> </span><span class=cF5>Free</span><span class=cF0>(wfd_t0);
<a name="l134"></a>}
<a name="l135"></a>
<a name="l136"></a></span><span class=cF2>//************************************</span><span class=cF0>
<a name="l137"></a></span><span class=cF1>class</span><span class=cF0> RiverDrop
<a name="l138"></a>{
<a name="l139"></a> RiverDrop *next, *last;
<a name="l140"></a> </span><span class=cF9>I64</span><span class=cF0> y, dx, dy;
<a name="l141"></a>
<a name="l142"></a>} rd_head;
<a name="l143"></a></span><span class=cF1>Bool</span><span class=cF0> rd_lock;
<a name="l144"></a>
<a name="l145"></a></span><span class=cF1>U0</span><span class=cF0> RiverDropsDel()
<a name="l146"></a>{
<a name="l147"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;rd_lock, </span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>)
<a name="l148"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l149"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&amp;rd_head, </span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l150"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&amp;rd_head);
<a name="l151"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;rd_lock, </span><span class=cFE>0</span><span class=cF0>);
<a name="l152"></a>}
<a name="l153"></a>
<a name="l154"></a></span><span class=cF1>U0</span><span class=cF0> RiverDropsNext(</span><span class=cF9>CTask</span><span class=cF0> *mem_task)
<a name="l155"></a>{
<a name="l156"></a> RiverDrop *tmpr, *tmpr1;
<a name="l157"></a>
<a name="l158"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;rd_lock, </span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>)
<a name="l159"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l160"></a> tmpr = rd_head.next;
<a name="l161"></a> </span><span class=cF1>while</span><span class=cF0> (tmpr != &amp;rd_head)
<a name="l162"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l163"></a> tmpr1 = tmpr-&gt;next;
<a name="l164"></a> </span><span class=cF1>if</span><span class=cF0> (++tmpr-&gt;y &gt;= MAP_HEIGHT - MAP_BORDER)
<a name="l165"></a> {
<a name="l166"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpr);
<a name="l167"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpr);
<a name="l168"></a> }
<a name="l169"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l170"></a> {
<a name="l171"></a> </span><span class=cF1>do</span><span class=cF0>
<a name="l172"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l173"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandU16</span><span class=cF0> &amp; </span><span class=cFE>1</span><span class=cF0> &amp;&amp; </span><span class=cF5>GrPeek</span><span class=cF7>(</span><span class=cF0>map_dc, r_x[tmpr-&gt;y] + tmpr-&gt;dx, tmpr-&gt;y + tmpr-&gt;dy</span><span class=cF7>)</span><span class=cF0> == </span><span class=cF3>BLUE</span><span class=cF0>)
<a name="l174"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l175"></a> tmpr-&gt;dx = </span><span class=cF5>ClampI64</span><span class=cF0>(tmpr-&gt;dx + </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>, -r_width[tmpr-&gt;y] / </span><span class=cFE>2</span><span class=cF0>, r_width[tmpr-&gt;y] / </span><span class=cFE>2</span><span class=cF0>);
<a name="l176"></a> tmpr-&gt;dy = </span><span class=cF5>ClampI64</span><span class=cF0>(tmpr-&gt;dy + </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>, -r_width[tmpr-&gt;y] / </span><span class=cFE>2</span><span class=cF0>, r_width[tmpr-&gt;y] / </span><span class=cFE>2</span><span class=cF0>);
<a name="l177"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l178"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>GrPeek</span><span class=cF7>(</span><span class=cF0>map_dc, r_x[tmpr-&gt;y] + tmpr-&gt;dx, tmpr-&gt;y + tmpr-&gt;dy</span><span class=cF7>)</span><span class=cF0> != </span><span class=cF3>BLUE</span><span class=cF0> &amp;&amp;
<a name="l179"></a> </span><span class=cF5>GrPeek</span><span class=cF7>(</span><span class=cF0>map_dc, r_x[tmpr-&gt;y], tmpr-&gt;y</span><span class=cF7>)</span><span class=cF0> == </span><span class=cF3>BLUE</span><span class=cF0>);</span><span class=cF2>//Might be reiniting</span><span class=cF0>
<a name="l180"></a> }
<a name="l181"></a> tmpr = tmpr1;
<a name="l182"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l183"></a> tmpr = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>RiverDrop</span><span class=cF7>)</span><span class=cF0>, mem_task);
<a name="l184"></a> tmpr-&gt;y = MAP_BORDER;
<a name="l185"></a> tmpr-&gt;dx = </span><span class=cFE>0</span><span class=cF0>;
<a name="l186"></a> tmpr-&gt;dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l187"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpr, rd_head.last);
<a name="l188"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;rd_lock, </span><span class=cFE>0</span><span class=cF0>);
<a name="l189"></a>}
<a name="l190"></a>
<a name="l191"></a></span><span class=cF1>U0</span><span class=cF0> RiverDropsDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc, </span><span class=cF9>I64</span><span class=cF0> cx, </span><span class=cF9>I64</span><span class=cF0> cy)
<a name="l192"></a>{
<a name="l193"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l194"></a> </span><span class=cF1>F64</span><span class=cF0> t = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l195"></a> RiverDrop *tmpr;
<a name="l196"></a>
<a name="l197"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;rd_lock, </span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>)
<a name="l198"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l199"></a> tmpr = rd_head.next;
<a name="l200"></a> dc-&gt;color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
<a name="l201"></a> </span><span class=cF1>while</span><span class=cF0> (tmpr != &amp;rd_head)
<a name="l202"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l203"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, r_x[tmpr-&gt;y] + tmpr-&gt;dx-cx, tmpr-&gt;y + tmpr-&gt;dy-cy);
<a name="l204"></a> tmpr = tmpr-&gt;next;
<a name="l205"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l206"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;rd_lock, </span><span class=cFE>0</span><span class=cF0>);
<a name="l207"></a>
<a name="l208"></a> dc-&gt;color = </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l209"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; WATERFALL_DROPS; i++)
<a name="l210"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, wfd_x[i] - cx,
<a name="l211"></a> waterfall_y + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * WATERFALL_ACCELERATION * </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>waterfall_tf * </span><span class=cF5>Saw</span><span class=cF0>(t - wfd_t0[i], waterfall_tf)</span><span class=cF7>)</span><span class=cF0> - cy);
<a name="l212"></a>}
<a name="l213"></a>
<a name="l214"></a></span><span class=cF2>//************************************</span><span class=cF0>
<a name="l215"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l216"></a>{
<a name="l217"></a> </span><span class=cF1>static</span><span class=cF0> </span><span class=cF9>I64</span><span class=cF0> last_pos_x = </span><span class=cFE>0</span><span class=cF0>;
<a name="l218"></a> </span><span class=cF1>static</span><span class=cF0> </span><span class=cF1>Bool</span><span class=cF0> left = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l219"></a> </span><span class=cF1>F64</span><span class=cF0> t;
<a name="l220"></a> </span><span class=cF9>I64</span><span class=cF0> i, frame=</span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0>,
<a name="l221"></a> cx = (MAP_WIDTH - task-&gt;pix_width) / </span><span class=cFE>2</span><span class=cF0>,
<a name="l222"></a> cy = (MAP_HEIGHT - task-&gt;pix_height) / </span><span class=cFE>2</span><span class=cF0>;
<a name="l223"></a>
<a name="l224"></a> </span><span class=cF1>if</span><span class=cF0> (task-&gt;scroll_x + cx &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l225"></a> task-&gt;scroll_x = -cx;
<a name="l226"></a>
<a name="l227"></a> </span><span class=cF1>if</span><span class=cF0> (task-&gt;scroll_x + cx &gt; MAP_WIDTH - task-&gt;pix_width)
<a name="l228"></a> task-&gt;scroll_x = MAP_WIDTH - task-&gt;pix_width - cx;
<a name="l229"></a>
<a name="l230"></a> </span><span class=cF1>if</span><span class=cF0> (task-&gt;scroll_y + cy &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l231"></a> task-&gt;scroll_y = -cy;
<a name="l232"></a>
<a name="l233"></a> </span><span class=cF1>if</span><span class=cF0> (task-&gt;scroll_y + cy &gt; MAP_HEIGHT - task-&gt;pix_height)
<a name="l234"></a> task-&gt;scroll_y = MAP_HEIGHT - task-&gt;pix_height - cy;
<a name="l235"></a>
<a name="l236"></a> map_dc-&gt;flags |= </span><span class=cF3>DCF_NO_TRANSPARENTS</span><span class=cF0>;
<a name="l237"></a> </span><span class=cF5>GrBlot</span><span class=cF0>(dc, -cx, -cy, map_dc);
<a name="l238"></a>
<a name="l239"></a> RiverDropsDraw(dc, cx, cy);
<a name="l240"></a>
<a name="l241"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; ANIMALS_NUM; i++)
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (!a[i].dead)
<a name="l243"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l244"></a> </span><span class=cF1>if</span><span class=cF0> (a[i].dx &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l245"></a> {
<a name="l246"></a> dc-&gt;flags |= </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0> | </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>;
<a name="l247"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, a[i].x.i32[</span><span class=cFE>1</span><span class=cF0>] - cx, </span><span class=cFE>0</span><span class=cF0>, a[i].x.i32[</span><span class=cFE>1</span><span class=cF0>] - cx, </span><span class=cFE>1</span><span class=cF0>);
<a name="l248"></a> }
<a name="l249"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, a[i].x.i32[</span><span class=cFE>1</span><span class=cF0>] - cx, a[i].y.i32[</span><span class=cFE>1</span><span class=cF0>] - cy, </span><span class=cFE>0</span><span class=cF0>, a[i].imgs[</span><span class=cF7>(</span><span class=cF0>frame + a[i].frame0</span><span class=cF7>)</span><span class=cF0> &amp; </span><span class=cFE>3</span><span class=cF0>]);
<a name="l250"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>|</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>);
<a name="l251"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l252"></a>
<a name="l253"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.pos.x - last_pos_x &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l254"></a> left = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l255"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.pos.x - last_pos_x &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l256"></a> left = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l257"></a> </span><span class=cF1>if</span><span class=cF0> (left)
<a name="l258"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l259"></a> dc-&gt;flags |= </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0> | </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>;
<a name="l260"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x, </span><span class=cFE>0</span><span class=cF0>,
<a name="l261"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x, </span><span class=cFE>1</span><span class=cF0>);
<a name="l262"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l263"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x,
<a name="l264"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task-&gt;pix_top - task-&gt;scroll_y, </span><span class=cFE>0</span><span class=cF0>, horse_imgs[frame &amp; </span><span class=cFE>3</span><span class=cF0>]);
<a name="l265"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>|</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>);
<a name="l266"></a> last_pos_x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x;
<a name="l267"></a>
<a name="l268"></a> </span><span class=cF1>if</span><span class=cF0> (tf)
<a name="l269"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l270"></a> dc-&gt;color = </span><span class=cF3>RED</span><span class=cF0>;
<a name="l271"></a> t = tf - t0;
<a name="l272"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
<a name="l273"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_width - </span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> - task-&gt;scroll_x,
<a name="l274"></a> </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> - task-&gt;scroll_y,
<a name="l275"></a> </span><span class=cF6>&quot;Game Completed&quot;</span><span class=cF0>);
<a name="l276"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l277"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l278"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l279"></a> dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l280"></a> t = </span><span class=cF5>tS</span><span class=cF0> - t0;
<a name="l281"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l282"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task-&gt;scroll_x, -task-&gt;scroll_y, </span><span class=cF6>&quot;Outside:%03d Time:%7.2fs Best:%7.2fs&quot;</span><span class=cF0>, outside_count, t, best_score);
<a name="l283"></a>}
<a name="l284"></a>
<a name="l285"></a></span><span class=cF1>U0</span><span class=cF0> BuddySel(</span><span class=cF9>I64</span><span class=cF0> i)
<a name="l286"></a>{
<a name="l287"></a> </span><span class=cF9>I64</span><span class=cF0> b, best_b = i, score, best_score = </span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l288"></a>
<a name="l289"></a> </span><span class=cF1>for</span><span class=cF0> (b = </span><span class=cFE>0</span><span class=cF0>; b &lt; ANIMALS_NUM; b++)
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l291"></a> </span><span class=cF1>if</span><span class=cF0> (b != i &amp;&amp; !a[b].dead)
<a name="l292"></a> {
<a name="l293"></a> score = </span><span class=cF5>RandU32</span><span class=cF0> % (</span><span class=cFE>512</span><span class=cF0> * </span><span class=cFE>512</span><span class=cF0>) + </span><span class=cF5>SqrI64</span><span class=cF0>(a[b].x.i32[</span><span class=cFE>1</span><span class=cF0>] - a[i].x.i32[</span><span class=cFE>1</span><span class=cF0>]) + </span><span class=cF5>SqrI64</span><span class=cF0>(a[b].y.i32[</span><span class=cFE>1</span><span class=cF0>] - a[i].y.i32[</span><span class=cFE>1</span><span class=cF0>]);
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (score &lt; best_score)
<a name="l295"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l296"></a> best_score = score;
<a name="l297"></a> best_b = b;
<a name="l298"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l299"></a> }
<a name="l300"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l301"></a> a[i].buddy = best_b;
<a name="l302"></a>}
<a name="l303"></a>
<a name="l304"></a>
<a name="l305"></a></span><span class=cF1>U0</span><span class=cF0> RedrawGate()
<a name="l306"></a>{
<a name="l307"></a> </span><span class=cF1>F64</span><span class=cF0> tt = </span><span class=cF5>tS</span><span class=cF0> - gate_t;
<a name="l308"></a> </span><span class=cF9>I64</span><span class=cF0> x1 = FENCE_WIDTH - </span><span class=cFE>63</span><span class=cF0>, y1 = FENCE_HEIGHT - </span><span class=cFE>1</span><span class=cF0>, dx, dy;
<a name="l309"></a>
<a name="l310"></a> </span><span class=cF1>if</span><span class=cF0> (tt &lt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>)
<a name="l311"></a> gate_theta = </span><span class=cF5>Clamp</span><span class=cF0>(gate_theta + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>02</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
<a name="l312"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tt &gt; </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
<a name="l313"></a> gate_theta = </span><span class=cF5>Clamp</span><span class=cF0>(gate_theta - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>02</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
<a name="l314"></a>
<a name="l315"></a> dx = GATE_WIDTH * </span><span class=cF5>Cos</span><span class=cF0>(gate_theta);
<a name="l316"></a> dy = -</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * GATE_WIDTH * </span><span class=cF5>Sin</span><span class=cF0>(gate_theta);
<a name="l317"></a>
<a name="l318"></a> map_dc-&gt;color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l319"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc, x1, y1 - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * GATE_WIDTH - GATE_HEIGHT, </span><span class=cFE>46</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * GATE_WIDTH + GATE_HEIGHT + </span><span class=cFE>3</span><span class=cF0>);
<a name="l320"></a>
<a name="l321"></a> map_dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l322"></a>
<a name="l323"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x1 + dx, y1 + dy);
<a name="l324"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x1, y1 - GATE_HEIGHT);
<a name="l325"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + dx, y1 + dy, x1 + dx, y1 + dy - GATE_HEIGHT);
<a name="l326"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1 - GATE_HEIGHT, x1 + dx, y1 + dy - GATE_HEIGHT);
<a name="l327"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x1 + dx, y1 + dy - GATE_HEIGHT);
<a name="l328"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1 - GATE_HEIGHT, x1 + dx, y1 + dy);
<a name="l329"></a>
<a name="l330"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0>, y1, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy);
<a name="l331"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0>, y1, x1 + </span><span class=cFE>45</span><span class=cF0>, y1 - GATE_HEIGHT);
<a name="l332"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy - GATE_HEIGHT);
<a name="l333"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0>, y1 - GATE_HEIGHT, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy - GATE_HEIGHT);
<a name="l334"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0>, y1, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy - GATE_HEIGHT);
<a name="l335"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1 + </span><span class=cFE>45</span><span class=cF0>, y1 - GATE_HEIGHT, x1 + </span><span class=cFE>45</span><span class=cF0> - dx, y1 + dy);
<a name="l336"></a>}
<a name="l337"></a>
<a name="l338"></a></span><span class=cF1>Bool</span><span class=cF0> CheckMap(</span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y)
<a name="l339"></a>{
<a name="l340"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, c;
<a name="l341"></a>
<a name="l342"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x - (waterfall_x + waterfall_width / </span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y - (waterfall_y + WATERFALL_HEIGHT / </span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>2500</span><span class=cF0>)
<a name="l343"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l344"></a> </span><span class=cF1>for</span><span class=cF0> (j = -</span><span class=cFE>4</span><span class=cF0>; j &lt;= </span><span class=cFE>2</span><span class=cF0>; j++)
<a name="l345"></a> </span><span class=cF1>for</span><span class=cF0> (i = -</span><span class=cFE>4</span><span class=cF0>; i &lt;= </span><span class=cFE>4</span><span class=cF0>; i++)
<a name="l346"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l347"></a> c = </span><span class=cF5>GrPeek</span><span class=cF0>(map_dc, x + i, y + j);
<a name="l348"></a> </span><span class=cF1>if</span><span class=cF0> (c == </span><span class=cF3>LTGRAY</span><span class=cF0> || c == </span><span class=cF3>BLACK</span><span class=cF0>)
<a name="l349"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l350"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l351"></a>
<a name="l352"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l353"></a>}
<a name="l354"></a>
<a name="l355"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>CTask</span><span class=cF0> *parent)
<a name="l356"></a>{
<a name="l357"></a> </span><span class=cF9>I64</span><span class=cF0> i, cx, cy, cursor_x, cursor_y, dd, ddx, ddy, count, max_speed = </span><span class=cF3>I64_MAX</span><span class=cF0>, updates = </span><span class=cFE>0</span><span class=cF0>, my_outside_count;
<a name="l358"></a> </span><span class=cF1>F64</span><span class=cF0> f, d, dx, dy, s, stress;
<a name="l359"></a> Animal *tmpa, *tmpa1;
<a name="l360"></a>
<a name="l361"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l362"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l363"></a> max_speed = </span><span class=cF5>ClampU64</span><span class=cF0>(max_speed, </span><span class=cF3>U32_MAX</span><span class=cF0> / </span><span class=cFE>3</span><span class=cF0>, </span><span class=cFE>200</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>);
<a name="l364"></a> cx = (MAP_WIDTH - parent-&gt;pix_width) / </span><span class=cFE>2</span><span class=cF0>, cy = (MAP_HEIGHT - parent-&gt;pix_height) / </span><span class=cFE>2</span><span class=cF0>;
<a name="l365"></a> cursor_x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x + cx - parent-&gt;pix_left - parent-&gt;scroll_x;
<a name="l366"></a> cursor_y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y + cy - parent-&gt;pix_top - parent-&gt;scroll_y;
<a name="l367"></a> count = </span><span class=cFE>0</span><span class=cF0>;
<a name="l368"></a> stress = </span><span class=cFE>0</span><span class=cF0>;
<a name="l369"></a> my_outside_count = </span><span class=cFE>0</span><span class=cF0>;
<a name="l370"></a> </span><span class=cF1>if</span><span class=cF0> (cursor_x &lt; FENCE_WIDTH &amp;&amp; cursor_y &lt; FENCE_HEIGHT)
<a name="l371"></a> gate_t = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l372"></a> RedrawGate;
<a name="l373"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; ANIMALS_NUM; i++)
<a name="l374"></a> {
<a name="l375"></a> tmpa = &amp;a[i];
<a name="l376"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpa-&gt;dead)
<a name="l377"></a> </span><span class=cF7>{</span><span class=cF2>//Move away from horse</span><span class=cF0>
<a name="l378"></a> ddx = tmpa-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>]-cursor_x;
<a name="l379"></a> ddy = tmpa-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>]-cursor_y;
<a name="l380"></a> </span><span class=cF1>if</span><span class=cF0> (dd = </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>ddx</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>ddy</span><span class=cF7>)</span><span class=cF0>)
<a name="l381"></a> {
<a name="l382"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(dd);
<a name="l383"></a> dx = ddx / d;
<a name="l384"></a> dy = ddy / d;
<a name="l385"></a> f = </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>e2 * </span><span class=cF3>U32_MAX</span><span class=cF0> / dd;
<a name="l386"></a> tmpa-&gt;dx += f * dx;
<a name="l387"></a> tmpa-&gt;dy += f * dy;
<a name="l388"></a> }
<a name="l389"></a>
<a name="l390"></a> </span><span class=cF2>//Resel buddy about every ANIMALS_NUM*10ms=5.12 seconds</span><span class=cF0>
<a name="l391"></a> tmpa1 = &amp;a[tmpa-&gt;buddy];
<a name="l392"></a> </span><span class=cF1>if</span><span class=cF0> (tmpa1-&gt;dead || i == updates % ANIMALS_NUM)
<a name="l393"></a> {
<a name="l394"></a> BuddySel(i);
<a name="l395"></a> tmpa1 = &amp;a[tmpa-&gt;buddy];
<a name="l396"></a> }
<a name="l397"></a>
<a name="l398"></a> </span><span class=cF2>//Move toward buddy</span><span class=cF0>
<a name="l399"></a> ddx = tmpa-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>] - tmpa1-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l400"></a> ddy = tmpa-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>] - tmpa1-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l401"></a> </span><span class=cF1>if</span><span class=cF0> (dd = </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>ddx</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>ddy</span><span class=cF7>)</span><span class=cF0>)
<a name="l402"></a> {
<a name="l403"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(dd);
<a name="l404"></a> s = d ` </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0> - </span><span class=cFE>80</span><span class=cF0>;
<a name="l405"></a> stress += </span><span class=cF5>Abs</span><span class=cF0>(s);
<a name="l406"></a> dx = ddx / d;
<a name="l407"></a> dy = ddy / d;
<a name="l408"></a> f = -</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>001</span><span class=cF0> * s * </span><span class=cF3>U32_MAX</span><span class=cF0>;
<a name="l409"></a> tmpa-&gt;dx += f * dx;
<a name="l410"></a> tmpa-&gt;dy += f * dy;
<a name="l411"></a> }
<a name="l412"></a>
<a name="l413"></a> </span><span class=cF2>//Make velocity similar to buddy</span><span class=cF0>
<a name="l414"></a> tmpa-&gt;dx += </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> * (tmpa1-&gt;dx - tmpa-&gt;dx);
<a name="l415"></a> tmpa-&gt;dy += </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> * (tmpa1-&gt;dy - tmpa-&gt;dy);
<a name="l416"></a>
<a name="l417"></a> </span><span class=cF2>//Add random movement, limit speed and dampen speed</span><span class=cF0>
<a name="l418"></a> tmpa-&gt;dx = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>995</span><span class=cF0> * </span><span class=cF5>ClampI64</span><span class=cF0>(tmpa-&gt;dx + </span><span class=cF5>RandI32</span><span class=cF0> / </span><span class=cFE>32</span><span class=cF0>, -max_speed, max_speed);
<a name="l419"></a> tmpa-&gt;dy = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>995</span><span class=cF0> * </span><span class=cF5>ClampI64</span><span class=cF0>(tmpa-&gt;dy + </span><span class=cF5>RandI32</span><span class=cF0> / </span><span class=cFE>32</span><span class=cF0>, -max_speed, max_speed);
<a name="l420"></a>
<a name="l421"></a> </span><span class=cF2>//Slow in river</span><span class=cF0>
<a name="l422"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>GrPeek</span><span class=cF7>(</span><span class=cF0>map_dc, tmpa-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>], tmpa-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>]</span><span class=cF7>)</span><span class=cF0> != </span><span class=cF3>LTGREEN</span><span class=cF0>)
<a name="l423"></a> {
<a name="l424"></a> tmpa-&gt;dx /= </span><span class=cFE>2</span><span class=cF0>;
<a name="l425"></a> tmpa-&gt;dy /= </span><span class=cFE>2</span><span class=cF0>;
<a name="l426"></a> }
<a name="l427"></a>
<a name="l428"></a> </span><span class=cF1>if</span><span class=cF0> (CheckMap</span><span class=cF7>(</span><span class=cF0>(tmpa-&gt;x + tmpa-&gt;dx) &gt;&gt; </span><span class=cFE>32</span><span class=cF0>, (tmpa-&gt;y + tmpa-&gt;dy) &gt;&gt; </span><span class=cFE>32</span><span class=cF7>)</span><span class=cF0>)
<a name="l429"></a> {
<a name="l430"></a> tmpa-&gt;x += tmpa-&gt;dx;
<a name="l431"></a> tmpa-&gt;y += tmpa-&gt;dy;
<a name="l432"></a> }
<a name="l433"></a>
<a name="l434"></a> </span><span class=cF2>//Keep on map</span><span class=cF0>
<a name="l435"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>MAP_BORDER + ANIMAL_WIDTH / </span><span class=cFE>2</span><span class=cF0> &lt;= tmpa-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>] &lt; MAP_WIDTH - MAP_BORDER - ANIMAL_WIDTH / </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0>)
<a name="l436"></a> {
<a name="l437"></a> tmpa-&gt;x -= tmpa-&gt;dx;
<a name="l438"></a> tmpa-&gt;dx = -tmpa-&gt;dx;
<a name="l439"></a> }
<a name="l440"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>MAP_BORDER + ANIMAL_HEIGHT &lt;= tmpa-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>] &lt; MAP_HEIGHT - MAP_BORDER</span><span class=cF7>)</span><span class=cF0>)
<a name="l441"></a> {
<a name="l442"></a> tmpa-&gt;y -= tmpa-&gt;dy;
<a name="l443"></a> tmpa-&gt;dy = -tmpa-&gt;dy;
<a name="l444"></a> }
<a name="l445"></a> count++;
<a name="l446"></a> </span><span class=cF1>if</span><span class=cF0> (tmpa-&gt;x &gt;&gt; </span><span class=cFE>32</span><span class=cF0> &gt;= FENCE_WIDTH || tmpa-&gt;y &gt;&gt; </span><span class=cFE>32</span><span class=cF0> &gt;= FENCE_HEIGHT)
<a name="l447"></a> my_outside_count++;
<a name="l448"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l449"></a> }
<a name="l450"></a> outside_count = my_outside_count;
<a name="l451"></a>
<a name="l452"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>updates &amp; </span><span class=cFE>15</span><span class=cF7>)</span><span class=cF0>)
<a name="l453"></a> RiverDropsNext(parent);
<a name="l454"></a>
<a name="l455"></a> </span><span class=cF1>if</span><span class=cF0> (!tf &amp;&amp; !outside_count)
<a name="l456"></a> {
<a name="l457"></a> tf = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l458"></a> </span><span class=cFB>music</span><span class=cF0>.mute = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l459"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
<a name="l460"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>200</span><span class=cF0>);
<a name="l461"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l462"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>);
<a name="l463"></a> </span><span class=cF1>if</span><span class=cF0> (tf - t0 &lt; best_score)
<a name="l464"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l465"></a> best_score = tf - t0;
<a name="l466"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
<a name="l467"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>200</span><span class=cF0>);
<a name="l468"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l469"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>);
<a name="l470"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l471"></a> </span><span class=cFB>music</span><span class=cF0>.mute = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l472"></a> }
<a name="l473"></a>
<a name="l474"></a> updates++;
<a name="l475"></a>
<a name="l476"></a> </span><span class=cF1>if</span><span class=cF0> (count)
<a name="l477"></a> stress /= count;
<a name="l478"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l479"></a> stress = </span><span class=cFE>0</span><span class=cF0>;
<a name="l480"></a> </span><span class=cF1>if</span><span class=cF0> (stress &gt; </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
<a name="l481"></a> {
<a name="l482"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l483"></a> max_speed = stress / </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>U32_MAX</span><span class=cF0>; </span><span class=cF2>//Converge faster at start-up</span><span class=cF0>
<a name="l484"></a> }
<a name="l485"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l486"></a> {
<a name="l487"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>10</span><span class=cF0>);
<a name="l488"></a> max_speed = </span><span class=cFE>0</span><span class=cF0>; </span><span class=cF2>//Will be set to normal max speed</span><span class=cF0>
<a name="l489"></a> }
<a name="l490"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l491"></a>}
<a name="l492"></a>
<a name="l493"></a></span><span class=cF1>U0</span><span class=cF0> SongTask(</span><span class=cF9>I64</span><span class=cF0>)
<a name="l494"></a>{</span><span class=cF2>//Randomly generated (by God :-)</span><span class=cF0>
<a name="l495"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;task_end_cb = &amp;</span><span class=cF5>SoundTaskEndCB</span><span class=cF0>;
<a name="l496"></a> </span><span class=cF5>MusicSettingsReset</span><span class=cF0>;
<a name="l497"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l498"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l499"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>&quot;5qC4etG5DC4B5DCECFqFC4sA5D4A5D4qB&quot;</span><span class=cF0>);
<a name="l500"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>&quot;5C4etG5DC4B5DCECFqFC4sA5D4A5D4qB&quot;</span><span class=cF0>);
<a name="l501"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>&quot;4sGAGA5qG4etG5GD4eBBqB5F4eBA5qE&quot;</span><span class=cF0>);
<a name="l502"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>&quot;4sGAGA5qG4etG5GD4eBBqB5F4eBA5qE&quot;</span><span class=cF0>);
<a name="l503"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l504"></a>}
<a name="l505"></a>
<a name="l506"></a></span><span class=cF1>U0</span><span class=cF0> ReInit()
<a name="l507"></a>{
<a name="l508"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l509"></a>
<a name="l510"></a> RiverDropsDel;
<a name="l511"></a> map_dc-&gt;color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l512"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc, </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>2</span><span class=cF0>, MAP_WIDTH - </span><span class=cFE>4</span><span class=cF0>, MAP_HEIGHT - </span><span class=cFE>4</span><span class=cF0>);
<a name="l513"></a>
<a name="l514"></a> RiverMake;
<a name="l515"></a>
<a name="l516"></a> </span><span class=cF2>//Plot fence</span><span class=cF0>
<a name="l517"></a> </span><span class=cF1>for</span><span class=cF0> (i = FENCE_WIDTH; i &gt; </span><span class=cFE>0</span><span class=cF0>; i -= </span><span class=cFE>16</span><span class=cF0>)
<a name="l518"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(map_dc, i, FENCE_HEIGHT, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;9&gt;</span><span class=cF0>);
<a name="l519"></a> map_dc-&gt;thick = </span><span class=cFE>1</span><span class=cF0>;
<a name="l520"></a> map_dc-&gt;color = </span><span class=cF3>BROWN</span><span class=cF0>;
<a name="l521"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; FENCE_HEIGHT - </span><span class=cFE>16</span><span class=cF0>; i += </span><span class=cFE>16</span><span class=cF0>)
<a name="l522"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, FENCE_WIDTH - </span><span class=cFE>1</span><span class=cF0>, i, FENCE_WIDTH - </span><span class=cFE>1</span><span class=cF0>, i + </span><span class=cFE>7</span><span class=cF0>);
<a name="l523"></a> map_dc-&gt;color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l524"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, FENCE_WIDTH, </span><span class=cFE>0</span><span class=cF0>, FENCE_WIDTH, FENCE_HEIGHT - </span><span class=cFE>6</span><span class=cF0>);
<a name="l525"></a> RedrawGate;
<a name="l526"></a>
<a name="l527"></a> map_dc-&gt;thick = MAP_BORDER;
<a name="l528"></a> map_dc-&gt;color = </span><span class=cF3>RED</span><span class=cF0>;
<a name="l529"></a> </span><span class=cF5>GrBorder</span><span class=cF0>(map_dc, MAP_BORDER / </span><span class=cFE>2</span><span class=cF0>, MAP_BORDER / </span><span class=cFE>2</span><span class=cF0>, MAP_WIDTH - </span><span class=cF7>(</span><span class=cF0>MAP_BORDER + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, MAP_HEIGHT - </span><span class=cF7>(</span><span class=cF0>MAP_BORDER + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
<a name="l530"></a>
<a name="l531"></a> </span><span class=cF1>for</span><span class=cF0> (i = MAP_BORDER; i &lt;= MAP_HEIGHT - MAP_BORDER; i++)
<a name="l532"></a> RiverDropsNext(</span><span class=cF5>Fs</span><span class=cF0>);
<a name="l533"></a>
<a name="l534"></a> </span><span class=cF5>MemSet</span><span class=cF0>(a, </span><span class=cFE>0</span><span class=cF0>, ANIMALS_NUM * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Animal</span><span class=cF7>)</span><span class=cF0>);
<a name="l535"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; ANIMALS_NUM; i++)
<a name="l536"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l537"></a> a[i].num = i;
<a name="l538"></a> </span><span class=cF1>do</span><span class=cF0>
<a name="l539"></a> {
<a name="l540"></a> a[i].x = (</span><span class=cFE>64</span><span class=cF0> + </span><span class=cF5>RandU32</span><span class=cF0> % </span><span class=cF7>(</span><span class=cF0>MAP_WIDTH - </span><span class=cFE>128</span><span class=cF7>)</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l541"></a> a[i].y = (</span><span class=cFE>64</span><span class=cF0> + </span><span class=cF5>RandU32</span><span class=cF0> % </span><span class=cF7>(</span><span class=cF0>MAP_WIDTH - </span><span class=cFE>128</span><span class=cF7>)</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l542"></a> }
<a name="l543"></a> </span><span class=cF1>while</span><span class=cF0> (!CheckMap</span><span class=cF7>(</span><span class=cF0>a[i].x &gt;&gt; </span><span class=cFE>32</span><span class=cF0>, a[i].y &gt;&gt; </span><span class=cFE>32</span><span class=cF7>)</span><span class=cF0>);
<a name="l544"></a>
<a name="l545"></a> </span><span class=cF1>if</span><span class=cF0> (i &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l546"></a> a[i].imgs = cow_imgs;
<a name="l547"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l548"></a> a[i].imgs = bull_imgs;
<a name="l549"></a> a[i].frame0 = </span><span class=cF5>RandU16</span><span class=cF0> &amp; </span><span class=cFE>3</span><span class=cF0>;
<a name="l550"></a> BuddySel(i);
<a name="l551"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l552"></a> outside_count = ANIMALS_NUM;
<a name="l553"></a> gate_t = </span><span class=cFE>0</span><span class=cF0>;
<a name="l554"></a> gate_theta = </span><span class=cFE>0</span><span class=cF0>;
<a name="l555"></a> t0 = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l556"></a> tf = </span><span class=cFE>0</span><span class=cF0>;
<a name="l557"></a>}
<a name="l558"></a>
<a name="l559"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l560"></a>{
<a name="l561"></a> RiverNew;
<a name="l562"></a> rd_lock = </span><span class=cFE>0</span><span class=cF0>;
<a name="l563"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&amp;rd_head);
<a name="l564"></a> map_dc = </span><span class=cF5>DCNew</span><span class=cF0>(MAP_WIDTH, MAP_HEIGHT);
<a name="l565"></a> a = </span><span class=cF5>MAlloc</span><span class=cF0>(ANIMALS_NUM * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Animal</span><span class=cF7>)</span><span class=cF0>);
<a name="l566"></a> ReInit;
<a name="l567"></a>}
<a name="l568"></a>
<a name="l569"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
<a name="l570"></a>{
<a name="l571"></a> </span><span class=cF5>DCDel</span><span class=cF0>(map_dc);
<a name="l572"></a> </span><span class=cF5>Free</span><span class=cF0>(a);
<a name="l573"></a> RiverDropsDel;
<a name="l574"></a> RiverDel;
<a name="l575"></a>}
<a name="l576"></a>
<a name="l577"></a></span><span class=cF1>U0</span><span class=cF0> RawHide()
<a name="l578"></a>{
<a name="l579"></a> </span><span class=cF9>I64</span><span class=cF0> message_code, arg1, arg2;
<a name="l580"></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="l581"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
<a name="l582"></a> </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l583"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l584"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l585"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l586"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l587"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l588"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l589"></a> );
<a name="l590"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;song_task = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;SongTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>&quot;Song&quot;</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
<a name="l591"></a>
<a name="l592"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(
<a name="l593"></a> </span><span class=cF6>&quot;Coral the cattle.</span><span class=cF0> </span><span class=cF6>The coral is in the\n&quot;</span><span class=cF0>
<a name="l594"></a> </span><span class=cF6>&quot;upper-left corner if you scroll.\n\n&quot;</span><span class=cF0>
<a name="l595"></a> </span><span class=cF6>&quot;Keep holding the $GREEN$&lt;CTRL&gt;$FG$ key and\n&quot;</span><span class=cF0>
<a name="l596"></a> </span><span class=cF6>&quot;scroll with $GREEN${CTRL-Left Grab}$FG$.&quot;</span><span class=cF0>);
<a name="l597"></a>
<a name="l598"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;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_SELF_GRAB_SCROLL</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
<a name="l599"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l600"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l601"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l602"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l603"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l604"></a> Init;
<a name="l605"></a> </span><span class=cF5>PaletteSetLight</span><span class=cF0>(</span><span class=cF3>FALSE</span><span class=cF0>);
<a name="l606"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;AnimateTask, </span><span class=cF5>Fs</span><span class=cF0>, </span><span class=cF6>&quot;Animate&quot;</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
<a name="l607"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it = &amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l608"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l609"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l610"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l611"></a> {
<a name="l612"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&amp;arg1, &amp;arg2, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0>);
<a name="l613"></a> </span><span class=cF1>switch</span><span class=cF0> (message_code)
<a name="l614"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l615"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0>: </span><span class=cF2>//Doesn't do anything, yet.</span><span class=cF0>
<a name="l616"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l617"></a>
<a name="l618"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0>: </span><span class=cF2>//Doesn't do anything, yet.</span><span class=cF0>
<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=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
<a name="l622"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1)
<a name="l623"></a> {
<a name="l624"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l625"></a> ReInit;
<a name="l626"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l627"></a>
<a name="l628"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l629"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l630"></a> </span><span class=cF1>goto</span><span class=cF0> rh_done;
<a name="l631"></a> }
<a name="l632"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l633"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l634"></a> }
<a name="l635"></a>rh_done:
<a name="l636"></a> </span><span class=cF5>MessageGet</span><span class=cF0>(,, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>);
<a name="l637"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l638"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l639"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l640"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l641"></a> CleanUp;
<a name="l642"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l643"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/RawHide&quot;</span><span class=cF0>, </span><span class=cF6>&quot;F64 best_score=%5.4f;\n&quot;</span><span class=cF0>, best_score);
<a name="l644"></a>}
<a name="l645"></a>
<a name="l646"></a>RawHide;
</span></pre></body>
</html>