mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2025-01-07 21:26:30 +00:00
dbf8647d59
Added top & right borders to RawDr. Improved spacing in some debug and compiler reporting. Fixed RawPutChar and EdLite tab width. Fixed Ui missing '0x' prefix syntax highlighter bug. Added 32BitPaint demo.
434 lines
41 KiB
HTML
Executable file
434 lines
41 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V0.08">
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<style type="text/css">
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body {background-color:#000000;}
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.cF0{color:#ffffff;background-color:#000000;}
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.cF1{color:#3465a4;background-color:#000000;}
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.cF2{color:#4e9a06;background-color:#000000;}
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.cF3{color:#06989a;background-color:#000000;}
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.cF4{color:#a24444;background-color:#000000;}
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.cF5{color:#75507b;background-color:#000000;}
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.cF6{color:#ce982f;background-color:#000000;}
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.cF7{color:#bcc0b9;background-color:#000000;}
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.cF8{color:#555753;background-color:#000000;}
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.cF9{color:#729fcf;background-color:#000000;}
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.cFA{color:#82bc49;background-color:#000000;}
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.cFB{color:#34e2e2;background-color:#000000;}
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.cFC{color:#ac3535;background-color:#000000;}
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.cFD{color:#ad7fa8;background-color:#000000;}
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.cFE{color:#fce94f;background-color:#000000;}
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.cFF{color:#000000;background-color:#000000;}
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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=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>"ZealOS/BomberGolf"</span><span class=cF0>, </span><span class=cF6>"I64 best_score=99999;\n"</span><span class=cF0>);
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<a name="l2"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"ZealOS/BomberGolf"</span><span class=cF0>);
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<a name="l3"></a>
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<a name="l4"></a>
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<a name="l5"></a>
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<a name="l6"></a> </span><span class=cFA><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l7"></a>
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<a name="l8"></a>
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<a name="l9"></a>
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<a name="l10"></a>
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<a name="l11"></a> </span><span class=cFA><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l12"></a>
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<a name="l13"></a>
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<a name="l14"></a>
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<a name="l15"></a> </span><span class=cFA><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l16"></a>
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<a name="l17"></a>
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<a name="l18"></a> </span><span class=cFA><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l19"></a>
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<a name="l20"></a>
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<a name="l21"></a> </span><span class=cFA><5>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a>
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<a name="l25"></a> </span><span class=cFA><6>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l26"></a>
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<a name="l27"></a>
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<a name="l28"></a>
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<a name="l29"></a>
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<a name="l30"></a> </span><span class=cFA><7>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l31"></a>
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<a name="l32"></a>
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<a name="l33"></a>
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<a name="l34"></a>
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<a name="l35"></a> </span><span class=cFA><8>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l36"></a>
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<a name="l37"></a>
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<a name="l38"></a>
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<a name="l39"></a>
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<a name="l40"></a> </span><span class=cFA><9>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l41"></a>
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<a name="l42"></a>
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<a name="l43"></a>
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<a name="l44"></a>
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<a name="l45"></a> </span><span class=cFA><10>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l46"></a>
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<a name="l47"></a>
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<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_WIDTH </span><span class=cFE>600</span><span class=cF0>
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<a name="l49"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT </span><span class=cFE>600</span><span class=cF0>
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<a name="l50"></a>
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<a name="l51"></a>#</span><span class=cF1>define</span><span class=cF0> TREES_NUM </span><span class=cFE>64</span><span class=cF0>
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<a name="l52"></a></span><span class=cF1>class</span><span class=cF0> Tree
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<a name="l53"></a>{
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<a name="l54"></a> </span><span class=cF9>I64</span><span class=cF0> x, y;
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<a name="l55"></a>
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<a name="l56"></a>} trees[TREES_NUM];
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<a name="l57"></a>
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<a name="l58"></a>
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<a name="l59"></a></span><span class=cF9>I64</span><span class=cF0> target_count, key_count;
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<a name="l60"></a>
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<a name="l61"></a>
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<a name="l62"></a>#</span><span class=cF1>define</span><span class=cF0> TARGETS_NUM </span><span class=cFE>10</span><span class=cF0>
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<a name="l63"></a>
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<a name="l64"></a>#</span><span class=cF1>define</span><span class=cF0> MDF_TANK </span><span class=cFE>0</span><span class=cF0>
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<a name="l65"></a>#</span><span class=cF1>define</span><span class=cF0> MDF_BUNKER </span><span class=cFE>1</span><span class=cF0>
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<a name="l66"></a>
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<a name="l67"></a>#</span><span class=cF1>define</span><span class=cF0> TANK_V </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
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<a name="l68"></a>
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<a name="l69"></a></span><span class=cF1>class</span><span class=cF0> Target
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<a name="l70"></a>{
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<a name="l71"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta;
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<a name="l72"></a> </span><span class=cF1>U8</span><span class=cF0> *alive_img, *dead_img1, *dead_img2;
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<a name="l73"></a> </span><span class=cF1>U8</span><span class=cF0> type;
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<a name="l74"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad[</span><span class=cFE>6</span><span class=cF0>];
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<a name="l75"></a>
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<a name="l76"></a>} targets[TARGETS_NUM];
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<a name="l77"></a>
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<a name="l78"></a>#</span><span class=cF1>define</span><span class=cF0> FALL_TIME </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>00</span><span class=cF0>
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<a name="l79"></a>#</span><span class=cF1>define</span><span class=cF0> EXPLODE_TIME </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>
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<a name="l80"></a></span><span class=cF1>class</span><span class=cF0> Bomb
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<a name="l81"></a>{
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<a name="l82"></a> Bomb *next, *last;
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<a name="l83"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, t;
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<a name="l84"></a> </span><span class=cF1>Bool</span><span class=cF0> exploding;
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<a name="l85"></a>
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<a name="l86"></a>} bomb_head;
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<a name="l87"></a>
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<a name="l88"></a></span><span class=cF1>F64</span><span class=cF0> v, x, y, theta, thetaf; </span><span class=cF2>//thetaf is the final theta. theta is gradually changed until it reaches thetaf.</span><span class=cF0>
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<a name="l89"></a>
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<a name="l90"></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="l91"></a>{
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<a name="l92"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
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<a name="l93"></a> Bomb *tmpb;
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<a name="l94"></a> Target *tmpt;
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<a name="l95"></a> </span><span class=cF1>F64</span><span class=cF0> ts = </span><span class=cF5>tS</span><span class=cF0>, dx, dy;
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<a name="l96"></a>
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<a name="l97"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0>|</span><span class=cF3>BROWN</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l98"></a> </span><span class=cF5>GrRect3</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=cFE>0</span><span class=cF0>, dc->width, dc->height);
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<a name="l99"></a>
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<a name="l100"></a> dc->x = task->pix_width >> </span><span class=cFE>1</span><span class=cF0>;
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<a name="l101"></a> dc->y = task->pix_height >> </span><span class=cFE>1</span><span class=cF0>;
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<a name="l102"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
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<a name="l103"></a> </span><span class=cF5>Mat4x4TranslationEqu</span><span class=cF0>(dc->r, x, y, </span><span class=cFE>0</span><span class=cF0>);
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<a name="l104"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r, theta);
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<a name="l105"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l106"></a> </span><span class=cF5>GrBorder</span><span class=cF0>(dc, -MAP_WIDTH >> </span><span class=cFE>1</span><span class=cF0>, -MAP_HEIGHT >> </span><span class=cFE>1</span><span class=cF0>, MAP_WIDTH >> </span><span class=cFE>1</span><span class=cF0>, MAP_HEIGHT >> </span><span class=cFE>1</span><span class=cF0>);
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<a name="l107"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TARGETS_NUM; i++)
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<a name="l108"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l109"></a> tmpt = &targets[i];
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<a name="l110"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dead)
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<a name="l111"></a> {
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
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<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l114"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l115"></a> </span><span class=cF5>DCSymmetry3Set</span><span class=cF0>(dc, tmpt->x, tmpt->y, </span><span class=cFE>0</span><span class=cF0>,
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<a name="l116"></a> tmpt->x, tmpt->y, </span><span class=cFE>1</span><span class=cF0>,
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<a name="l117"></a> tmpt->x + </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpt->theta</span><span class=cF7>)</span><span class=cF0>, tmpt->y + </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpt->theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
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<a name="l118"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l119"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>15</span><span class=cF7>)</span><span class=cF0>)
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<a name="l120"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt->x, tmpt->y, </span><span class=cFE>0</span><span class=cF0>, tmpt->dead_img1, tmpt->theta);
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<a name="l121"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l122"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt->x, tmpt->y, </span><span class=cFE>0</span><span class=cF0>, tmpt->dead_img2, tmpt->theta);
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<a name="l123"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l124"></a> }
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<a name="l125"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l126"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt->x, tmpt->y, </span><span class=cFE>0</span><span class=cF0>, tmpt->alive_img, tmpt->theta);
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<a name="l127"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l128"></a>
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<a name="l129"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TREES_NUM; i++)
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<a name="l130"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, trees[i].x, trees[i].y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>);
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<a name="l131"></a>
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<a name="l132"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TARGETS_NUM; i++)
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<a name="l133"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l134"></a> tmpt = &targets[i];
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<a name="l135"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dead)
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<a name="l136"></a> {
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<a name="l137"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>40</span><span class=cF0>; j++)
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<a name="l138"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l139"></a> dc->thick = </span><span class=cFE>4</span><span class=cF0>;
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<a name="l140"></a> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>1</span><span class=cF0>)
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<a name="l141"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> | </span><span class=cF3>LTGRAY</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l142"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l143"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> | </span><span class=cF3>DKGRAY</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>LTGRAY</span><span class=cF0>;
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<a name="l144"></a> dx = </span><span class=cFE>15</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(ts / </span><span class=cFE>4</span><span class=cF0> + j << </span><span class=cFE>6</span><span class=cF0>) + j >> </span><span class=cFE>2</span><span class=cF0>;
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<a name="l145"></a> dy = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>FullTri</span><span class=cF0>(ts / </span><span class=cFE>3</span><span class=cF0> + j / </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>20</span><span class=cF0>) + j >> </span><span class=cFE>2</span><span class=cF0>;
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<a name="l146"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, tmpt->x + </span><span class=cFE>5</span><span class=cF0> + dx + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * dy, tmpt->y + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * dx + dy, </span><span class=cFE>0</span><span class=cF0>);
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<a name="l147"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l148"></a> }
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<a name="l149"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l150"></a>
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<a name="l151"></a> tmpb = bomb_head.next;
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<a name="l152"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb != &bomb_head)
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<a name="l153"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l154"></a> </span><span class=cF1>if</span><span class=cF0> (tmpb->t + FALL_TIME < </span><span class=cF5>tS</span><span class=cF0>)
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<a name="l155"></a> {
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<a name="l156"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>)
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<a name="l157"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, tmpb->x, tmpb->y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><9></span><span class=cF0>);
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<a name="l158"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l159"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, tmpb->x, tmpb->y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><10></span><span class=cF0>);
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<a name="l160"></a> }
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<a name="l161"></a> tmpb = tmpb->next;
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<a name="l162"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l163"></a>
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<a name="l164"></a> dc->flags &= ~</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
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<a name="l165"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, task->pix_width >> </span><span class=cFE>1</span><span class=cF0>, task->pix_height >> </span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><1></span><span class=cF0>);
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<a name="l166"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
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<a name="l167"></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>"Targets:%02d</span><span class=cF0> </span><span class=cF6>KeyStrokes:%04d Best:%04d"</span><span class=cF0>, target_count, key_count, best_score);
|
|
<a name="l168"></a> </span><span class=cF1>if</span><span class=cF0> (!target_count && </span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l169"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->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> >> </span><span class=cFE>1</span><span class=cF0>,
|
|
<a name="l170"></a> </span><span class=cF7>(</span><span class=cF0>task->pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>32</span><span class=cF0>, </span><span class=cF6>"Game Completed"</span><span class=cF0>);
|
|
<a name="l171"></a>}
|
|
<a name="l172"></a>
|
|
<a name="l173"></a></span><span class=cF1>U0</span><span class=cF0> BombHit(Bomb *tmpb)
|
|
<a name="l174"></a>{
|
|
<a name="l175"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l176"></a>
|
|
<a name="l177"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TARGETS_NUM; i++)
|
|
<a name="l178"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l179"></a> </span><span class=cF1>if</span><span class=cF0> (!targets[i].dead && </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>tmpb->x - targets[i].x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>tmpb->y - targets[i].y</span><span class=cF7>)</span><span class=cF0> < </span><span class=cFE>20</span><span class=cF0> * </span><span class=cFE>20</span><span class=cF0>)
|
|
<a name="l180"></a> {
|
|
<a name="l181"></a> targets[i].dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l182"></a> target_count--;
|
|
<a name="l183"></a> }
|
|
<a name="l184"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l185"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpb);
|
|
<a name="l186"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpb);
|
|
<a name="l187"></a>}
|
|
<a name="l188"></a>
|
|
<a name="l189"></a></span><span class=cF1>U0</span><span class=cF0> BombDrop(</span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
|
|
<a name="l190"></a>{
|
|
<a name="l191"></a> Bomb *tmpb = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Bomb</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l192"></a>
|
|
<a name="l193"></a> tmpb->x = x;
|
|
<a name="l194"></a> tmpb->y = y;
|
|
<a name="l195"></a> tmpb->t = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l196"></a> tmpb->exploding = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l197"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpb, bomb_head.last);
|
|
<a name="l198"></a> </span><span class=cF5>Sweep</span><span class=cF0>(FALL_TIME * </span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>);
|
|
<a name="l199"></a>}
|
|
<a name="l200"></a>
|
|
<a name="l201"></a></span><span class=cF9>I64</span><span class=cF0> AnimateTask(</span><span class=cF9>CTask</span><span class=cF0> *)
|
|
<a name="l202"></a>{
|
|
<a name="l203"></a> </span><span class=cF1>F64</span><span class=cF0> last_t = </span><span class=cF5>tS</span><span class=cF0>, dt;
|
|
<a name="l204"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l205"></a> Bomb *tmpb, *tmpb1;
|
|
<a name="l206"></a> Target *tmpt;
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l209"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l210"></a> dt = </span><span class=cF5>tS</span><span class=cF0> - last_t;
|
|
<a name="l211"></a> last_t = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l212"></a>
|
|
<a name="l213"></a> </span><span class=cF1>if</span><span class=cF0> (bomb_head.next == &bomb_head)
|
|
<a name="l214"></a> {
|
|
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (target_count)
|
|
<a name="l216"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cF5>Freq2Ona</span><span class=cF7>(</span><span class=cFE>100</span><span class=cF0> + </span><span class=cFE>60</span><span class=cF0> * </span><span class=cF5>Clamp</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> * </span><span class=cF7>(</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> + </span><span class=cF5>Abs</span><span class=cF0>(</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>thetaf - theta, -</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> ` </span><span class=cFE>4</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, -</span><span class=cFE>3</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l217"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (key_count < best_score)
|
|
<a name="l218"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l219"></a> best_score = key_count;
|
|
<a name="l220"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
|
|
<a name="l221"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l222"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
|
|
<a name="l223"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l224"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
|
|
<a name="l225"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l226"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
|
|
<a name="l227"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l228"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l229"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l230"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l231"></a> }
|
|
<a name="l232"></a>
|
|
<a name="l233"></a> theta += dt * (thetaf - theta);
|
|
<a name="l234"></a> x += dt * v * </span><span class=cF5>Sin</span><span class=cF0>(theta);
|
|
<a name="l235"></a> y += dt * v * </span><span class=cF5>Cos</span><span class=cF0>(theta);
|
|
<a name="l236"></a>
|
|
<a name="l237"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TARGETS_NUM; i++)
|
|
<a name="l238"></a> {
|
|
<a name="l239"></a> tmpt = &targets[i];
|
|
<a name="l240"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->dead && tmpt->type == MDF_TANK)
|
|
<a name="l241"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l242"></a> tmpt->x += dt * TANK_V * </span><span class=cF5>Cos</span><span class=cF0>(tmpt->theta);
|
|
<a name="l243"></a> tmpt->y += dt * TANK_V * </span><span class=cF5>Sin</span><span class=cF0>(tmpt->theta);
|
|
<a name="l244"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l245"></a> tmpt->theta += dt * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l246"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l247"></a> tmpt->theta -= dt * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l248"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l249"></a> }
|
|
<a name="l250"></a>
|
|
<a name="l251"></a> tmpb = bomb_head.next;
|
|
<a name="l252"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb != &bomb_head)
|
|
<a name="l253"></a> {
|
|
<a name="l254"></a> tmpb1 = tmpb->next;
|
|
<a name="l255"></a> </span><span class=cF1>if</span><span class=cF0> (tmpb->t + FALL_TIME + EXPLODE_TIME < </span><span class=cF5>tS</span><span class=cF0>)
|
|
<a name="l256"></a> BombHit(tmpb);
|
|
<a name="l257"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpb->t + FALL_TIME < </span><span class=cF5>tS</span><span class=cF0> && !tmpb->exploding)
|
|
<a name="l258"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l259"></a> </span><span class=cF5>Noise</span><span class=cF0>(EXPLODE_TIME * </span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l260"></a> tmpb->exploding = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l261"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l262"></a> tmpb = tmpb1;
|
|
<a name="l263"></a> }
|
|
<a name="l264"></a>
|
|
<a name="l265"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>10</span><span class=cF0>);
|
|
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l267"></a>
|
|
<a name="l268"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l269"></a>}
|
|
<a name="l270"></a>
|
|
<a name="l271"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l272"></a>{
|
|
<a name="l273"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l274"></a> Target *tmpt;
|
|
<a name="l275"></a>
|
|
<a name="l276"></a> v = </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l277"></a> x = -MAP_WIDTH >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l278"></a> y = -MAP_HEIGHT >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l279"></a> thetaf = theta = </span><span class=cFE>1</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l280"></a>
|
|
<a name="l281"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&bomb_head);
|
|
<a name="l282"></a>
|
|
<a name="l283"></a> </span><span class=cF5>MemSet</span><span class=cF0>(trees, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>trees</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l284"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TREES_NUM; i++)
|
|
<a name="l285"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l286"></a> trees[i].x = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_WIDTH - MAP_WIDTH >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l287"></a> trees[i].y = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_HEIGHT - MAP_HEIGHT >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l288"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l289"></a>
|
|
<a name="l290"></a> </span><span class=cF5>MemSet</span><span class=cF0>(targets, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>targets</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l291"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TARGETS_NUM; i++)
|
|
<a name="l292"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l293"></a> tmpt = &targets[i];
|
|
<a name="l294"></a> tmpt->x = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_WIDTH - MAP_WIDTH >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l295"></a> tmpt->y = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_HEIGHT - MAP_HEIGHT >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l296"></a> </span><span class=cF1>if</span><span class=cF0> (i < TARGETS_NUM / </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l297"></a> {
|
|
<a name="l298"></a> tmpt->type = MDF_BUNKER;
|
|
<a name="l299"></a> tmpt->theta = (</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>3</span><span class=cF0>) * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l300"></a> tmpt->alive_img = </span><span class=cFA><6></span><span class=cF0>;
|
|
<a name="l301"></a> tmpt->dead_img1 = </span><span class=cFA><7></span><span class=cF0>;
|
|
<a name="l302"></a> tmpt->dead_img2 = </span><span class=cFA><8></span><span class=cF0>;
|
|
<a name="l303"></a> }
|
|
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l305"></a> {
|
|
<a name="l306"></a> tmpt->type = MDF_TANK;
|
|
<a name="l307"></a> tmpt->theta = </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>;
|
|
<a name="l308"></a> tmpt->alive_img = </span><span class=cFA><3></span><span class=cF0>;
|
|
<a name="l309"></a> tmpt->dead_img1 = </span><span class=cFA><4></span><span class=cF0>;
|
|
<a name="l310"></a> tmpt->dead_img2 = </span><span class=cFA><5></span><span class=cF0>;
|
|
<a name="l311"></a> }
|
|
<a name="l312"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l313"></a> key_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l314"></a> target_count = TARGETS_NUM;
|
|
<a name="l315"></a>}
|
|
<a name="l316"></a>
|
|
<a name="l317"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l318"></a>{
|
|
<a name="l319"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&bomb_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l320"></a>}
|
|
<a name="l321"></a>
|
|
<a name="l322"></a></span><span class=cF1>U0</span><span class=cF0> BomberGolf()
|
|
<a name="l323"></a>{
|
|
<a name="l324"></a> </span><span class=cF9>I64</span><span class=cF0> sc;
|
|
<a name="l325"></a>
|
|
<a name="l326"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l327"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l328"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l329"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l330"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l331"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l332"></a> </span><span class=cF6>" Faster(,,SC_CURSOR_UP);"</span><span class=cF0>
|
|
<a name="l333"></a> </span><span class=cF6>" Slower(,,SC_CURSOR_DOWN);"</span><span class=cF0>
|
|
<a name="l334"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l335"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l336"></a> </span><span class=cF6>" Bomb(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l337"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l338"></a> );
|
|
<a name="l339"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l340"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l341"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l342"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l343"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l344"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l345"></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=cF5>Fs</span><span class=cF0>, </span><span class=cF6>"Animate"</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l346"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l347"></a> Init;
|
|
<a name="l348"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l349"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l350"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l351"></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="l352"></a> {
|
|
<a name="l353"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l354"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l355"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l356"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l357"></a> v += </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l358"></a> </span><span class=cF1>if</span><span class=cF0> (v > </span><span class=cFE>300</span><span class=cF0>)
|
|
<a name="l359"></a> v = </span><span class=cFE>300</span><span class=cF0>;
|
|
<a name="l360"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l361"></a>
|
|
<a name="l362"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l363"></a> v -= </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l364"></a> </span><span class=cF1>if</span><span class=cF0> (v < </span><span class=cFE>20</span><span class=cF0>)
|
|
<a name="l365"></a> v = </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l366"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l367"></a>
|
|
<a name="l368"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l369"></a> key_count++;
|
|
<a name="l370"></a> thetaf += </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>Wrap</span><span class=cF0>(thetaf - theta, -</span><span class=cF3>pi</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l371"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l372"></a>
|
|
<a name="l373"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l374"></a> key_count++;
|
|
<a name="l375"></a> thetaf -= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>Wrap</span><span class=cF0>(thetaf - theta, -</span><span class=cF3>pi</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l376"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l377"></a>
|
|
<a name="l378"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l379"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l380"></a>
|
|
<a name="l381"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l382"></a> key_count++;
|
|
<a name="l383"></a> BombDrop(-x - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * FALL_TIME * v * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, -y - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * FALL_TIME * v * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l384"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l385"></a>
|
|
<a name="l386"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l387"></a> CleanUp;
|
|
<a name="l388"></a> Init;
|
|
<a name="l389"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l390"></a>
|
|
<a name="l391"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l392"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l393"></a> </span><span class=cF1>goto</span><span class=cF0> bm_done;
|
|
<a name="l394"></a> }
|
|
<a name="l395"></a>bm_done:
|
|
<a name="l396"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l397"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l398"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l399"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l400"></a> CleanUp;
|
|
<a name="l401"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l402"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"ZealOS/BomberGolf"</span><span class=cF0>, </span><span class=cF6>"I64 best_score=%d;\n"</span><span class=cF0>, best_score);
|
|
<a name="l403"></a>}
|
|
<a name="l404"></a>
|
|
<a name="l405"></a>BomberGolf;
|
|
</span></pre></body>
|
|
</html>
|