mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2025-01-06 04:36:32 +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.
1068 lines
104 KiB
HTML
Executable file
1068 lines
104 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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.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=cF0>#</span><span class=cF1>define</span><span class=cF0> GAME_SPEED_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=cF1>F64</span><span class=cF0> game_speed,
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<a name="l4"></a> launch_unit_x1, launch_unit_y1, launch_unit_x2, launch_unit_y2, launch_t,
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<a name="l5"></a> return_unit_x1, return_unit_y1, return_unit_x2, return_unit_y2, return_t,
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<a name="l6"></a> set_theta_unit_x1, set_theta_unit_y1, set_theta_unit_x2, set_theta_unit_y2, set_theta_t,
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<a name="l7"></a> next_noise;
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<a name="l8"></a></span><span class=cF9>CTask</span><span class=cF0> *main_task;
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<a name="l9"></a>
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<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> OT_CARRIER </span><span class=cFE>0</span><span class=cF0>
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<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> OT_CRUISER </span><span class=cFE>1</span><span class=cF0>
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<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> OT_FIGHTER </span><span class=cFE>2</span><span class=cF0>
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<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> OT_TYPES_NUM </span><span class=cFE>3</span><span class=cF0>
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<a name="l14"></a>
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<a name="l15"></a>#</span><span class=cF1>define</span><span class=cF0> OF_SHIP </span><span class=cFE>1</span><span class=cF0>
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<a name="l16"></a>#</span><span class=cF1>define</span><span class=cF0> OF_ACTIVE </span><span class=cFE>2</span><span class=cF0>
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<a name="l17"></a>#</span><span class=cF1>define</span><span class=cF0> OF_RETURNING </span><span class=cFE>4</span><span class=cF0>
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<a name="l18"></a>#</span><span class=cF1>define</span><span class=cF0> OF_SHOOTING </span><span class=cFE>8</span><span class=cF0>
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<a name="l19"></a>
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<a name="l20"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_WIDTH </span><span class=cFE>56</span><span class=cF0>
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<a name="l21"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_HEIGHT </span><span class=cFE>16</span><span class=cF0>
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<a name="l22"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_X_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
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<a name="l23"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_Y_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
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<a name="l24"></a>
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<a name="l25"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_COLORS </span><span class=cFE>16</span><span class=cF0>
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<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> fire_colors[FIRE_COLORS] = {</span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>LTRED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>BLACK</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>RED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>,
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<a name="l27"></a> </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>BLACK</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>LTRED</span><span class=cF0>, </span><span class=cF3>RED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>DKGRAY</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>};
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<a name="l28"></a>
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<a name="l29"></a></span><span class=cF1>class</span><span class=cF0> Obj
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<a name="l30"></a>{
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<a name="l31"></a> Obj *next, *last;
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<a name="l32"></a> Obj *next_in_squadron, *last_in_squadron;
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<a name="l33"></a> Obj *host;
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<a name="l34"></a> </span><span class=cF1>U8</span><span class=cF0> player, type;
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<a name="l35"></a> </span><span class=cF9>U16</span><span class=cF0> flags;
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<a name="l36"></a> </span><span class=cF9>I16</span><span class=cF0> squadron, member_num;
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<a name="l37"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta, dtheta,
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<a name="l38"></a> speed, turn_rate,
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<a name="l39"></a> life_percent,
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<a name="l40"></a> target_x, target_y,
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<a name="l41"></a> ship_guns, ship_guns_range,
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<a name="l42"></a> air_guns, air_guns_range,
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<a name="l43"></a> fuel, max_fuel, fuel_burn_rate,
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<a name="l44"></a> death_time, next_action_time;
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<a name="l45"></a> </span><span class=cF9>I32</span><span class=cF0> torpedos, max_torpedos;
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<a name="l46"></a> </span><span class=cF1>F64</span><span class=cF0> torpedos_range;
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<a name="l47"></a> </span><span class=cF1>U8</span><span class=cF0> fire[(FIRE_WIDTH * FIRE_HEIGHT + </span><span class=cFE>7</span><span class=cF0>) / </span><span class=cFE>8</span><span class=cF0>];
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<a name="l48"></a>
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<a name="l49"></a>} obj_head;
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF1>class</span><span class=cF0> Torpedo
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<a name="l52"></a>{
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<a name="l53"></a> Torpedo *next, *last;
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<a name="l54"></a> Obj *target;
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<a name="l55"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta, speed, timeout;
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<a name="l56"></a>
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<a name="l57"></a>} torpedo_head;
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<a name="l58"></a>
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<a name="l59"></a>#</span><span class=cF1>define</span><span class=cF0> SA_PARKED </span><span class=cFE>0</span><span class=cF0>
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<a name="l60"></a>#</span><span class=cF1>define</span><span class=cF0> SA_LAUNCHING </span><span class=cFE>1</span><span class=cF0>
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<a name="l61"></a>#</span><span class=cF1>define</span><span class=cF0> SA_FLYING </span><span class=cFE>2</span><span class=cF0>
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<a name="l62"></a>#</span><span class=cF1>define</span><span class=cF0> SA_SET_theta </span><span class=cFE>3</span><span class=cF0>
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<a name="l63"></a>#</span><span class=cF1>define</span><span class=cF0> SA_RETURNING </span><span class=cFE>4</span><span class=cF0>
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<a name="l64"></a>#</span><span class=cF1>define</span><span class=cF0> SA_DEAD </span><span class=cFE>5</span><span class=cF0>
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<a name="l65"></a>
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<a name="l66"></a></span><span class=cF1>class</span><span class=cF0> Squadron : Obj
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<a name="l67"></a>{
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<a name="l68"></a> </span><span class=cF9>I64</span><span class=cF0> action, dead_mask, total_mask;
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<a name="l69"></a>
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<a name="l70"></a>} *squadrons;
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<a name="l71"></a>
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<a name="l72"></a></span><span class=cF1>U0</span><span class=cF0> SquadronIns(Obj *o, Obj *pred)
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<a name="l73"></a>{
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<a name="l74"></a> Obj *succ = pred->next_in_squadron;
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<a name="l75"></a>
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<a name="l76"></a> o->next_in_squadron = succ;
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<a name="l77"></a> o->last_in_squadron = pred;
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<a name="l78"></a> pred->next_in_squadron = o;
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<a name="l79"></a> succ->last_in_squadron = o;
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<a name="l80"></a>}
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<a name="l81"></a>
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<a name="l82"></a></span><span class=cF1>U0</span><span class=cF0> SquadronRemove(Obj *o)
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<a name="l83"></a>{
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<a name="l84"></a> Obj *pred = o->last_in_squadron, *succ = o->next_in_squadron;
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<a name="l85"></a>
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<a name="l86"></a> pred->next_in_squadron = succ;
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<a name="l87"></a> succ->last_in_squadron = pred;
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<a name="l88"></a>}
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<a name="l89"></a>
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<a name="l90"></a>#</span><span class=cF1>define</span><span class=cF0> PLAYERS_NUM </span><span class=cFE>2</span><span class=cF0>
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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> num_carriers[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
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<a name="l93"></a> num_cruisers[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
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<a name="l94"></a> num_planes_per_squadron[PLAYERS_NUM] = {</span><span class=cFE>6</span><span class=cF0>, </span><span class=cFE>5</span><span class=cF0>},
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<a name="l95"></a> num_squadrons_per_carrier[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
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<a name="l96"></a> num_alive[PLAYERS_NUM],
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<a name="l97"></a> num_squadrons;
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<a name="l98"></a>
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<a name="l99"></a>Obj *ObjFind(</span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y,
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<a name="l100"></a> </span><span class=cF9>I64</span><span class=cF0> flag_mask=OF_ACTIVE|OF_RETURNING, </span><span class=cF9>I64</span><span class=cF0> flag_val=OF_ACTIVE,
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<a name="l101"></a> </span><span class=cF9>I64</span><span class=cF0> type_mask=-</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF9>I64</span><span class=cF0> player_mask=-</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> *_d=</span><span class=cF3>NULL</span><span class=cF0>)
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<a name="l102"></a>{
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<a name="l103"></a> Obj *tmpo = obj_head.next, *best = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l104"></a> </span><span class=cF1>F64</span><span class=cF0> dd, best_dd = </span><span class=cF3>F64_MAX</span><span class=cF0>;
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<a name="l105"></a>
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<a name="l106"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
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<a name="l107"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l108"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & flag_mask == flag_val && </span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&type_mask, tmpo->type</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&player_mask, tmpo->player</span><span class=cF7>)</span><span class=cF0>)
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<a name="l109"></a> {
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<a name="l110"></a> dd = </span><span class=cF5>Sqr</span><span class=cF0>(tmpo->x - x) + </span><span class=cF5>Sqr</span><span class=cF0>(tmpo->y - y);
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<a name="l111"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
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<a name="l112"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l113"></a> best = tmpo;
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<a name="l114"></a> best_dd = dd;
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<a name="l115"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l116"></a> }
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<a name="l117"></a> tmpo = tmpo->next;
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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> (_d)
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<a name="l120"></a> *_d = </span><span class=cF5>Sqrt</span><span class=cF0>(best_dd);
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<a name="l121"></a>
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<a name="l122"></a> </span><span class=cF1>return</span><span class=cF0> best;
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<a name="l123"></a>}
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<a name="l124"></a>
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<a name="l125"></a></span><span class=cF1>U0</span><span class=cF0> ObjDel(Obj *tmpo)
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<a name="l126"></a>{
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<a name="l127"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo)
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<a name="l128"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l129"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> < tmpo->death_time)
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<a name="l130"></a> tmpo->flags &= ~OF_ACTIVE;
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<a name="l131"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l132"></a> {
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<a name="l133"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
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<a name="l134"></a> SquadronRemove(tmpo);
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<a name="l135"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpo);
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<a name="l136"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
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<a name="l137"></a> </span><span class=cF5>LBts</span><span class=cF0>(&squadrons[tmpo->squadron].dead_mask, tmpo->member_num);
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<a name="l138"></a> num_alive[tmpo->player]--;
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<a name="l139"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpo);
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<a name="l140"></a> }
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<a name="l141"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l142"></a>}
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<a name="l143"></a></span><span class=c10>
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<a name="l144"></a>
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<a name="l145"></a></span><span class=c1A>
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<a name="l146"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l147"></a>
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<a name="l148"></a>
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<a name="l149"></a>
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<a name="l150"></a></span><span class=c1A>
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<a name="l151"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l152"></a>
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<a name="l153"></a></span><span class=c1A>
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<a name="l154"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l155"></a>
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<a name="l156"></a>
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<a name="l157"></a></span><span class=c1A>
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<a name="l158"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l159"></a>
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<a name="l160"></a>
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<a name="l161"></a>
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<a name="l162"></a></span><span class=c1A>
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<a name="l163"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l164"></a>
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<a name="l165"></a></span><span class=c1A>
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<a name="l166"></a><6>/* Graphics Not Rendered in HTML */</span><span class=c10>
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<a name="l167"></a></span><span class=cF0>
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<a name="l168"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[PLAYERS_NUM][OT_TYPES_NUM] = {</span><span class=cF7>{</span><span class=cFA><1></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF7>}</span><span class=cF0>, </span><span class=cF7>{</span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>, </span><span class=cFA><6></span><span class=cF7>}</span><span class=cF0>};
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<a name="l169"></a>
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<a name="l170"></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="l171"></a>{
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<a name="l172"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k;
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<a name="l173"></a> </span><span class=cF1>F64</span><span class=cF0> d, cur_time = </span><span class=cF5>tS</span><span class=cF0>;
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<a name="l174"></a> Obj *tmpo;
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<a name="l175"></a> Torpedo *tmpt;
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<a name="l176"></a>
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<a name="l177"></a> tmpt = torpedo_head.next;
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<a name="l178"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &torpedo_head)
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<a name="l179"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l180"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l181"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpt->x, tmpt->y);
|
|
<a name="l182"></a> tmpt = tmpt->next;
|
|
<a name="l183"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l184"></a>
|
|
<a name="l185"></a> tmpo = obj_head.next;
|
|
<a name="l186"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l187"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l188"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && tmpo->flags & OF_SHIP)
|
|
<a name="l189"></a> {
|
|
<a name="l190"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpo->x, tmpo->y, </span><span class=cFE>0</span><span class=cF0>, imgs[tmpo->player][tmpo->type], tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l191"></a>
|
|
<a name="l192"></a> k = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l193"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < FIRE_HEIGHT; j++)
|
|
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < FIRE_WIDTH; i++)
|
|
<a name="l195"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>tmpo->fire, k++</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l196"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l197"></a> dc->color = fire_colors[</span><span class=cF5>ToI64</span><span class=cF0>(k + </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0>) & (FIRE_COLORS - </span><span class=cFE>1</span><span class=cF0>)];
|
|
<a name="l198"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpo->x + FIRE_X_SCALE * </span><span class=cF7>(</span><span class=cF0>i - FIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>11</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + i) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l199"></a> </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0> - FIRE_Y_SCALE * </span><span class=cF7>(</span><span class=cF0>j - FIRE_HEIGHT / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>12</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + j) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0>,
|
|
<a name="l200"></a> tmpo->y + FIRE_Y_SCALE * </span><span class=cF7>(</span><span class=cF0>j - FIRE_HEIGHT / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>19</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + j) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l201"></a> </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0> + FIRE_X_SCALE * </span><span class=cF7>(</span><span class=cF0>i - FIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>13</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + i) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l202"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l203"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l204"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l205"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l206"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, tmpo->y);
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l209"></a> {
|
|
<a name="l210"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent < </span><span class=cFE>33</span><span class=cF0>)
|
|
<a name="l211"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l212"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent < </span><span class=cFE>66</span><span class=cF0>)
|
|
<a name="l213"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l214"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l215"></a> dc->color = </span><span class=cF3>GREEN</span><span class=cF0>;
|
|
<a name="l216"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0> * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>, tmpo->y);
|
|
<a name="l217"></a> }
|
|
<a name="l218"></a>
|
|
<a name="l219"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l220"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l221"></a> d = tmpo->fuel * </span><span class=cFE>100</span><span class=cF0> / tmpo->max_fuel;
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l223"></a> {
|
|
<a name="l224"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>33</span><span class=cF0>)
|
|
<a name="l225"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l226"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>66</span><span class=cF0>)
|
|
<a name="l227"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l228"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l229"></a> dc->color = </span><span class=cF3>GREEN</span><span class=cF0>;
|
|
<a name="l230"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0> * d / </span><span class=cFE>100</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l231"></a> }
|
|
<a name="l232"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l233"></a> }
|
|
<a name="l234"></a> tmpo = tmpo->next;
|
|
<a name="l235"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l236"></a>
|
|
<a name="l237"></a> tmpo = obj_head.next;
|
|
<a name="l238"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l239"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l240"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_SHIP</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l241"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpo->x, tmpo->y, </span><span class=cFE>0</span><span class=cF0>, imgs[tmpo->player][tmpo->type], tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_SHOOTING)
|
|
<a name="l243"></a> {
|
|
<a name="l244"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l245"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x, tmpo->y, tmpo->target_x, tmpo->target_y, </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l246"></a> }
|
|
<a name="l247"></a> tmpo = tmpo->next;
|
|
<a name="l248"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l249"></a>
|
|
<a name="l250"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l251"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time < launch_t)
|
|
<a name="l252"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l253"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l254"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, launch_unit_x1, launch_unit_y1, </span><span class=cFE>0</span><span class=cF0>, launch_unit_x2, launch_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l255"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l256"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time < return_t)
|
|
<a name="l257"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l258"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l259"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, return_unit_x1, return_unit_y1, </span><span class=cFE>0</span><span class=cF0>, return_unit_x2, return_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l260"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l261"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time<set_theta_t)
|
|
<a name="l262"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l263"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l264"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, set_theta_unit_x1, set_theta_unit_y1, </span><span class=cFE>0</span><span class=cF0>, set_theta_unit_x2, set_theta_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l265"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l266"></a>
|
|
<a name="l267"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l268"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y, </span><span class=cF6>"Game Speed: %5.2f"</span><span class=cF0>, game_speed);
|
|
<a name="l269"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l270"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y + </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>, </span><span class=cF6>"Player 1: %d"</span><span class=cF0>, num_alive[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l271"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l272"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>, </span><span class=cF6>"Player 2: %d"</span><span class=cF0>, num_alive[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l273"></a>
|
|
<a name="l274"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>!num_alive[</span><span class=cFE>0</span><span class=cF0>] || !num_alive[</span><span class=cFE>1</span><span class=cF0>]</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l275"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l276"></a> </span><span class=cF1>if</span><span class=cF0> (!num_alive[</span><span class=cFE>1</span><span class=cF0>])
|
|
<a name="l277"></a> {
|
|
<a name="l278"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l279"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, task->pix_width >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_x,
|
|
<a name="l280"></a> task->pix_height >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_y, </span><span class=cF6>"Game Completed"</span><span class=cF0>);
|
|
<a name="l281"></a> }
|
|
<a name="l282"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l283"></a> {
|
|
<a name="l284"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l285"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, task->pix_width >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>9</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_x,
|
|
<a name="l286"></a> task->pix_height >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_y, </span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l287"></a> }
|
|
<a name="l288"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l289"></a>}
|
|
<a name="l290"></a>
|
|
<a name="l291"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l292"></a>{
|
|
<a name="l293"></a> </span><span class=cF9>I64</span><span class=cF0> i, fighter, ship, player, squadron,
|
|
<a name="l294"></a> w = </span><span class=cF5>Fs</span><span class=cF0>->pix_width, h = </span><span class=cF5>Fs</span><span class=cF0>->pix_height;
|
|
<a name="l295"></a> Squadron *tmps;
|
|
<a name="l296"></a> Obj *tmpo, *tmpo1;
|
|
<a name="l297"></a>
|
|
<a name="l298"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&obj_head);
|
|
<a name="l299"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&torpedo_head);
|
|
<a name="l300"></a>
|
|
<a name="l301"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l302"></a> </span><span class=cF5>Fs</span><span class=cF0>->scroll_x = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l303"></a> </span><span class=cF5>Fs</span><span class=cF0>->scroll_y = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l304"></a> game_speed = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l305"></a> launch_t = return_t = set_theta_t = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l306"></a> main_task = </span><span class=cF5>Fs</span><span class=cF0>;
|
|
<a name="l307"></a> num_squadrons = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l308"></a> </span><span class=cF1>for</span><span class=cF0> (player = </span><span class=cFE>0</span><span class=cF0>; player < PLAYERS_NUM; player++)
|
|
<a name="l309"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l310"></a> num_alive[player] = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l311"></a> </span><span class=cF1>for</span><span class=cF0> (ship = </span><span class=cFE>0</span><span class=cF0>; ship < num_cruisers[player]; ship++)
|
|
<a name="l312"></a> {
|
|
<a name="l313"></a> tmpo1 = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l314"></a> num_alive[player]++;
|
|
<a name="l315"></a> tmpo1->type = OT_CRUISER;
|
|
<a name="l316"></a> tmpo1->player = player;
|
|
<a name="l317"></a> tmpo1->squadron = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l318"></a> tmpo1->member_num = ship;
|
|
<a name="l319"></a> tmpo1->flags = OF_ACTIVE|OF_SHIP;
|
|
<a name="l320"></a> tmpo1->x = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * w * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + w >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l321"></a> tmpo1->y = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * h * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + h >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l322"></a> tmpo1->host = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l323"></a> tmpo1->speed = </span><span class=cFE>35</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l324"></a> tmpo1->turn_rate = </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l325"></a> tmpo1->theta = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l326"></a> tmpo1->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l327"></a> tmpo1->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l328"></a> tmpo1->fuel = tmpo1->max_fuel = </span><span class=cFE>100000</span><span class=cF0>;
|
|
<a name="l329"></a> tmpo1->fuel_burn_rate = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l330"></a> tmpo1->air_guns = </span><span class=cFE>5000</span><span class=cF0>;
|
|
<a name="l331"></a> tmpo1->air_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l332"></a> tmpo1->ship_guns = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l333"></a> tmpo1->ship_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l334"></a> tmpo1->torpedos = tmpo1->max_torpedos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l335"></a> tmpo1->torpedos_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l336"></a> tmpo1->next_action_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l337"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo1, obj_head.last);
|
|
<a name="l338"></a> }
|
|
<a name="l339"></a>
|
|
<a name="l340"></a> </span><span class=cF1>for</span><span class=cF0> (ship = </span><span class=cFE>0</span><span class=cF0>; ship < num_carriers[player]; ship++)
|
|
<a name="l341"></a> {
|
|
<a name="l342"></a> tmpo1 = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l343"></a> num_alive[player]++;
|
|
<a name="l344"></a> tmpo1->type = OT_CARRIER;
|
|
<a name="l345"></a> tmpo1->player = player;
|
|
<a name="l346"></a> tmpo1->squadron = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l347"></a> tmpo1->member_num = ship;
|
|
<a name="l348"></a> tmpo1->flags = OF_ACTIVE|OF_SHIP;
|
|
<a name="l349"></a> tmpo1->x = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * w * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + w >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l350"></a> tmpo1->y = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * h * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + h >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l351"></a> tmpo1->host = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l352"></a> tmpo1->speed = </span><span class=cFE>28</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l353"></a> tmpo1->turn_rate = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l354"></a> tmpo1->theta = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l355"></a> tmpo1->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l356"></a> tmpo1->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l357"></a> tmpo1->fuel = tmpo1->max_fuel = </span><span class=cFE>750000</span><span class=cF0>;
|
|
<a name="l358"></a> tmpo1->fuel_burn_rate = </span><span class=cFE>500</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l359"></a> tmpo1->air_guns = </span><span class=cFE>5000</span><span class=cF0>;
|
|
<a name="l360"></a> tmpo1->air_guns_range = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l361"></a> tmpo1->ship_guns = </span><span class=cFE>2000</span><span class=cF0>;
|
|
<a name="l362"></a> tmpo1->ship_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l363"></a> tmpo1->torpedos = tmpo1->max_torpedos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l364"></a> tmpo1->torpedos_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l365"></a> tmpo1->next_action_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l366"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo1, obj_head.last);
|
|
<a name="l367"></a>
|
|
<a name="l368"></a> </span><span class=cF1>for</span><span class=cF0> (squadron = </span><span class=cFE>0</span><span class=cF0>; squadron < num_squadrons_per_carrier[player]; squadron++, num_squadrons++)
|
|
<a name="l369"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l370"></a> </span><span class=cF1>for</span><span class=cF0> (fighter = </span><span class=cFE>0</span><span class=cF0>; fighter < num_planes_per_squadron[player]; fighter++)
|
|
<a name="l371"></a> {
|
|
<a name="l372"></a> tmpo = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l373"></a> num_alive[player]++;
|
|
<a name="l374"></a> tmpo->type = OT_FIGHTER;
|
|
<a name="l375"></a> tmpo->player = player;
|
|
<a name="l376"></a> tmpo->squadron = num_squadrons;
|
|
<a name="l377"></a> tmpo->member_num = fighter;
|
|
<a name="l378"></a> tmpo->flags = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l379"></a> tmpo->host = tmpo1;
|
|
<a name="l380"></a> tmpo->speed = </span><span class=cFE>300</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l381"></a> tmpo->turn_rate = </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l382"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l383"></a> tmpo->fuel = tmpo->max_fuel = </span><span class=cFE>1000</span><span class=cF0>;
|
|
<a name="l384"></a> tmpo->fuel_burn_rate = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l385"></a> tmpo->air_guns = </span><span class=cFE>35000</span><span class=cF0>;
|
|
<a name="l386"></a> tmpo->air_guns_range = </span><span class=cFE>8</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l387"></a> tmpo->ship_guns = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l388"></a> tmpo->ship_guns_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l389"></a> tmpo->torpedos = tmpo->max_torpedos = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l390"></a> tmpo->torpedos_range = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l391"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo, obj_head.last);
|
|
<a name="l392"></a> }
|
|
<a name="l393"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l394"></a> }
|
|
<a name="l395"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l396"></a> squadrons = </span><span class=cF5>CAlloc</span><span class=cF0>(num_squadrons * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Squadron</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l397"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmps = squadrons; i < num_squadrons; i++, tmps++)
|
|
<a name="l398"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l399"></a> tmps->next_in_squadron = tmps->last_in_squadron = tmps;
|
|
<a name="l400"></a> tmps->squadron = i;
|
|
<a name="l401"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l402"></a> tmpo = obj_head.next;
|
|
<a name="l403"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l404"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l405"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l406"></a> {
|
|
<a name="l407"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l408"></a> tmps->host = tmpo->host;
|
|
<a name="l409"></a> tmps->player = tmpo->player;
|
|
<a name="l410"></a> tmps->total_mask = </span><span class=cFE>1</span><span class=cF0> << num_planes_per_squadron[tmpo->player] - </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l411"></a> SquadronIns(tmpo, tmps->last_in_squadron);
|
|
<a name="l412"></a> }
|
|
<a name="l413"></a> tmpo = tmpo->next;
|
|
<a name="l414"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l415"></a>}
|
|
<a name="l416"></a>
|
|
<a name="l417"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l418"></a>{
|
|
<a name="l419"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&obj_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l420"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&torpedo_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l421"></a> </span><span class=cF5>Free</span><span class=cF0>(squadrons);
|
|
<a name="l422"></a>}
|
|
<a name="l423"></a>
|
|
<a name="l424"></a>Obj *ObjLaunch(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF9>I64</span><span class=cF0> squadron=-</span><span class=cFE>1</span><span class=cF0>, Obj *host=</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l425"></a>{
|
|
<a name="l426"></a> Obj *tmpo;
|
|
<a name="l427"></a> </span><span class=cF1>F64</span><span class=cF0> cur_time = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l428"></a>
|
|
<a name="l429"></a> </span><span class=cF1>if</span><span class=cF0> (!host)
|
|
<a name="l430"></a> host = ObjFind(x, y,,, </span><span class=cFE>1</span><span class=cF0> << OT_CARRIER, </span><span class=cFE>1</span><span class=cF0> << player);
|
|
<a name="l431"></a> </span><span class=cF1>if</span><span class=cF0> (host && cur_time>host->next_action_time)
|
|
<a name="l432"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l433"></a> </span><span class=cF1>if</span><span class=cF0> (theta == </span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l434"></a> theta = </span><span class=cF5>Arg</span><span class=cF0>(x - host->x, y - host->y);
|
|
<a name="l435"></a> tmpo = obj_head.next;
|
|
<a name="l436"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l437"></a> {
|
|
<a name="l438"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host == host && </span><span class=cF7>(</span><span class=cF0>squadron < </span><span class=cFE>0</span><span class=cF0> || tmpo->squadron == squadron</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l439"></a> !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l440"></a> </span><span class=cF7>(</span><span class=cF0>tmpo->squadron < </span><span class=cFE>0</span><span class=cF0> || squadrons[tmpo->squadron].action == SA_PARKED ||
|
|
<a name="l441"></a> squadrons[tmpo->squadron].action == SA_LAUNCHING</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l442"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l443"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->fuel <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l444"></a></span><span class=cF2>//When low on fuel, not zero, gets launched and captured.</span><span class=cF0>
|
|
<a name="l445"></a> </span><span class=cF5>LBts</span><span class=cF0>(&squadrons[tmpo->squadron].dead_mask, tmpo->member_num);
|
|
<a name="l446"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l447"></a> {
|
|
<a name="l448"></a> tmpo->flags = tmpo->flags & ~OF_RETURNING | OF_ACTIVE;
|
|
<a name="l449"></a> tmpo->theta = host->theta;
|
|
<a name="l450"></a> </span><span class=cF1>if</span><span class=cF0> (x == </span><span class=cF3>F64_MAX</span><span class=cF0> || y == </span><span class=cF3>F64_MAX</span><span class=cF0> || </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>x - host->x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>y - host->y</span><span class=cF7>)</span><span class=cF0> > </span><span class=cFE>3</span><span class=cF0> * </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l451"></a> tmpo->dtheta = </span><span class=cF5>Wrap</span><span class=cF0>(theta - tmpo->theta, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l452"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l453"></a> tmpo->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l454"></a> tmpo->x = host->x;
|
|
<a name="l455"></a> tmpo->y = host->y;
|
|
<a name="l456"></a> host->next_action_time = cur_time + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0> / game_speed;
|
|
<a name="l457"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l458"></a> }
|
|
<a name="l459"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l460"></a> tmpo = tmpo->next;
|
|
<a name="l461"></a> }
|
|
<a name="l462"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l463"></a>
|
|
<a name="l464"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l465"></a>}
|
|
<a name="l466"></a>
|
|
<a name="l467"></a>Squadron *SquadronLaunch(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l468"></a>{
|
|
<a name="l469"></a> Squadron *tmps;
|
|
<a name="l470"></a> Obj *tmpo;
|
|
<a name="l471"></a>
|
|
<a name="l472"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjLaunch</span><span class=cF7>(</span><span class=cF0>player,,, x, y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l473"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l474"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l475"></a> {
|
|
<a name="l476"></a> launch_unit_x1 = tmpo->x;
|
|
<a name="l477"></a> launch_unit_y1 = tmpo->y;
|
|
<a name="l478"></a> launch_unit_x2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - main_task->pix_left - main_task->scroll_x;
|
|
<a name="l479"></a> launch_unit_y2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - main_task->pix_top - main_task->scroll_y;
|
|
<a name="l480"></a> launch_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l481"></a> }
|
|
<a name="l482"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l483"></a> {
|
|
<a name="l484"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l485"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_PARKED)
|
|
<a name="l486"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l487"></a> tmps->action = SA_LAUNCHING;
|
|
<a name="l488"></a> tmps->theta = tmpo->theta + tmpo->dtheta;
|
|
<a name="l489"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l490"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l491"></a> }
|
|
<a name="l492"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l493"></a>
|
|
<a name="l494"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l495"></a>}
|
|
<a name="l496"></a>
|
|
<a name="l497"></a>Obj *ObjReturn(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
|
|
<a name="l498"></a>{
|
|
<a name="l499"></a> Obj *tmpo;
|
|
<a name="l500"></a>
|
|
<a name="l501"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjFind</span><span class=cF7>(</span><span class=cF0>x, y, OF_ACTIVE, OF_ACTIVE, </span><span class=cFE>1</span><span class=cF0> << OT_FIGHTER, </span><span class=cFE>1</span><span class=cF0> << player</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l502"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l503"></a>
|
|
<a name="l504"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l505"></a>}
|
|
<a name="l506"></a>
|
|
<a name="l507"></a>Squadron *SquadronReturn(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
|
|
<a name="l508"></a>{
|
|
<a name="l509"></a> Squadron *tmps;
|
|
<a name="l510"></a> Obj *tmpo;
|
|
<a name="l511"></a>
|
|
<a name="l512"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjReturn</span><span class=cF7>(</span><span class=cF0>player, x, y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l513"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l514"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l515"></a> {
|
|
<a name="l516"></a> return_unit_x1 = tmpo->x;
|
|
<a name="l517"></a> return_unit_y1 = tmpo->y;
|
|
<a name="l518"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host)
|
|
<a name="l519"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l520"></a> return_unit_x2 = tmpo->host->x;
|
|
<a name="l521"></a> return_unit_y2 = tmpo->host->y;
|
|
<a name="l522"></a> return_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l523"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l524"></a> }
|
|
<a name="l525"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l526"></a> {
|
|
<a name="l527"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l528"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_FLYING)
|
|
<a name="l529"></a> tmps->action = SA_RETURNING;
|
|
<a name="l530"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l531"></a> }
|
|
<a name="l532"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l533"></a>
|
|
<a name="l534"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l535"></a>}
|
|
<a name="l536"></a>
|
|
<a name="l537"></a>Obj *ObjSettheta(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l538"></a>{
|
|
<a name="l539"></a> Obj *tmpo;
|
|
<a name="l540"></a>
|
|
<a name="l541"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpo = ObjFind(x, y,,,, </span><span class=cFE>1</span><span class=cF0> << player)</span><span class=cF7>)</span><span class=cF0> && tmpo->flags & OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_RETURNING</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l542"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l543"></a> </span><span class=cF1>if</span><span class=cF0> (theta == </span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l544"></a> theta = </span><span class=cF5>Arg</span><span class=cF0>(x - tmpo->x, y - tmpo->y);
|
|
<a name="l545"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(theta - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l546"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l547"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l548"></a>
|
|
<a name="l549"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l550"></a>}
|
|
<a name="l551"></a>
|
|
<a name="l552"></a>Squadron *SquadronSettheta(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l553"></a>{
|
|
<a name="l554"></a> Squadron *tmps;
|
|
<a name="l555"></a> Obj *tmpo;
|
|
<a name="l556"></a>
|
|
<a name="l557"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjSettheta</span><span class=cF7>(</span><span class=cF0>player, x, y, theta</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l558"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l559"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l560"></a> {
|
|
<a name="l561"></a> set_theta_unit_x1 = tmpo->x;
|
|
<a name="l562"></a> set_theta_unit_y1 = tmpo->y;
|
|
<a name="l563"></a> set_theta_unit_x2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - main_task->pix_left - main_task->scroll_x;
|
|
<a name="l564"></a> set_theta_unit_y2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - main_task->pix_top - main_task->scroll_y;
|
|
<a name="l565"></a> set_theta_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l566"></a> }
|
|
<a name="l567"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l568"></a> {
|
|
<a name="l569"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l570"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_FLYING)
|
|
<a name="l571"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l572"></a> tmps->action = SA_SET_theta;
|
|
<a name="l573"></a> tmps->theta = tmpo->theta + tmpo->dtheta;
|
|
<a name="l574"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l575"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l576"></a> }
|
|
<a name="l577"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l578"></a>
|
|
<a name="l579"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l580"></a>}
|
|
<a name="l581"></a>
|
|
<a name="l582"></a></span><span class=cF1>U0</span><span class=cF0> SquadronActions()
|
|
<a name="l583"></a>{
|
|
<a name="l584"></a> </span><span class=cF9>I64</span><span class=cF0> i, completed_mask;
|
|
<a name="l585"></a> Obj *tmpo;
|
|
<a name="l586"></a> Squadron *tmps;
|
|
<a name="l587"></a>
|
|
<a name="l588"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmps = squadrons; i < num_squadrons; i++, tmps++)
|
|
<a name="l589"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l590"></a> completed_mask = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l591"></a> </span><span class=cF1>switch</span><span class=cF0> (tmps->action)
|
|
<a name="l592"></a> {
|
|
<a name="l593"></a> </span><span class=cF1>case</span><span class=cF0> SA_LAUNCHING:
|
|
<a name="l594"></a> ObjLaunch(tmps->player, i, tmps->host,,, tmps->theta);
|
|
<a name="l595"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l596"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l597"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l598"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, tmpo->flags & OF_ACTIVE);
|
|
<a name="l599"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l600"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l601"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l602"></a> tmps->action = SA_FLYING;
|
|
<a name="l603"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l604"></a>
|
|
<a name="l605"></a> </span><span class=cF1>case</span><span class=cF0> SA_FLYING:
|
|
<a name="l606"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l607"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l608"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l609"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l610"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l611"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l612"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l613"></a> tmps->action = SA_PARKED;
|
|
<a name="l614"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l615"></a>
|
|
<a name="l616"></a> </span><span class=cF1>case</span><span class=cF0> SA_SET_theta:
|
|
<a name="l617"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l618"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l619"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l620"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(tmps->theta - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l621"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l622"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l623"></a> tmps->action = SA_FLYING;
|
|
<a name="l624"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l625"></a>
|
|
<a name="l626"></a> </span><span class=cF1>case</span><span class=cF0> SA_RETURNING:
|
|
<a name="l627"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l628"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l629"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l630"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l631"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l632"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l633"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l634"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l635"></a> tmps->action = SA_PARKED;
|
|
<a name="l636"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l637"></a> }
|
|
<a name="l638"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->dead_mask == tmps->total_mask)
|
|
<a name="l639"></a> tmps->action=SA_DEAD;
|
|
<a name="l640"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l641"></a>}
|
|
<a name="l642"></a>
|
|
<a name="l643"></a></span><span class=cF1>U0</span><span class=cF0> AI(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> period)
|
|
<a name="l644"></a>{
|
|
<a name="l645"></a> Obj *tmpo;
|
|
<a name="l646"></a>
|
|
<a name="l647"></a> tmpo = obj_head.next;
|
|
<a name="l648"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l649"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l650"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->player == player)
|
|
<a name="l651"></a> {
|
|
<a name="l652"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_CARRIER && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>5</span><span class=cF0> * period)
|
|
<a name="l653"></a> SquadronLaunch(player, tmpo->x, tmpo->y);
|
|
<a name="l654"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags&OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags&OF_RETURNING</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l655"></a> SquadronSettheta(player, tmpo->x, tmpo->y, tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l656"></a> }
|
|
<a name="l657"></a> tmpo = tmpo->next;
|
|
<a name="l658"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l659"></a>}
|
|
<a name="l660"></a>
|
|
<a name="l661"></a></span><span class=cF1>U0</span><span class=cF0> ShipDamage(Obj *tmpo, </span><span class=cF1>F64</span><span class=cF0> d)
|
|
<a name="l662"></a>{
|
|
<a name="l663"></a> </span><span class=cF9>I64</span><span class=cF0> i, x = </span><span class=cF5>Rand</span><span class=cF0> * FIRE_WIDTH, y = </span><span class=cF5>Rand</span><span class=cF0> * FIRE_HEIGHT;
|
|
<a name="l664"></a>
|
|
<a name="l665"></a> tmpo->life_percent -= d;
|
|
<a name="l666"></a> </span><span class=cF1>while</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l667"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l668"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>Bts</span><span class=cF7>(</span><span class=cF0>tmpo->fire, y * FIRE_WIDTH + x</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l669"></a> d -= </span><span class=cFE>500</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l670"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l671"></a> d -= </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l672"></a> i = </span><span class=cF5>RandI16</span><span class=cF0> & </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l673"></a> x += </span><span class=cFB>gr_x_offsets</span><span class=cF0>[i];
|
|
<a name="l674"></a> y += </span><span class=cFB>gr_y_offsets</span><span class=cF0>[i];
|
|
<a name="l675"></a> </span><span class=cF1>while</span><span class=cF0> (x >= FIRE_WIDTH)
|
|
<a name="l676"></a> x -= FIRE_WIDTH;
|
|
<a name="l677"></a>
|
|
<a name="l678"></a> </span><span class=cF1>while</span><span class=cF0> (x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l679"></a> x += FIRE_WIDTH;
|
|
<a name="l680"></a>
|
|
<a name="l681"></a> </span><span class=cF1>while</span><span class=cF0> (y >= FIRE_HEIGHT)
|
|
<a name="l682"></a> y -= FIRE_HEIGHT;
|
|
<a name="l683"></a>
|
|
<a name="l684"></a> </span><span class=cF1>while</span><span class=cF0> (y < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l685"></a> y += FIRE_HEIGHT;
|
|
<a name="l686"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l687"></a>}
|
|
<a name="l688"></a>
|
|
<a name="l689"></a></span><span class=cF1>U0</span><span class=cF0> ShipFix(Obj *tmpo, </span><span class=cF1>F64</span><span class=cF0> d)
|
|
<a name="l690"></a>{
|
|
<a name="l691"></a> tmpo->life_percent += d;
|
|
<a name="l692"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent >= </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l693"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l694"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l695"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tmpo->fire, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj.fire</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l696"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l697"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l698"></a> </span><span class=cF1>while</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l699"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>tmpo->fire, FIRE_WIDTH * FIRE_HEIGHT * </span><span class=cF5>Rand</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l700"></a> d -= </span><span class=cFE>400</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l701"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l702"></a> d -= </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l703"></a>}
|
|
<a name="l704"></a>
|
|
<a name="l705"></a></span><span class=cF1>U0</span><span class=cF0> MyNoise(</span><span class=cF9>I64</span><span class=cF0> mS, </span><span class=cF1>F64</span><span class=cF0> min_ona, </span><span class=cF1>F64</span><span class=cF0> max_ona)
|
|
<a name="l706"></a>{</span><span class=cF2>//Make white noise for given number of mS.</span><span class=cF0>
|
|
<a name="l707"></a></span><span class=cF2>// See </span><span class=cF4><u>Noise</u></span><span class=cF2>. On bare-metal, Spawn() hogs CPU.</span><span class=cF0>
|
|
<a name="l708"></a> </span><span class=cF9>CSoundEffectFrame</span><span class=cF0> *ns;
|
|
<a name="l709"></a>
|
|
<a name="l710"></a> </span><span class=cF1>if</span><span class=cF0> (mS > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l711"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l712"></a> ns = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CSoundEffectFrame</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l713"></a> ns->type = </span><span class=cF3>SE_NOISE</span><span class=cF0>;
|
|
<a name="l714"></a> ns->duration = mS / </span><span class=cFE>1000</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l715"></a> ns->ona1 = min_ona;
|
|
<a name="l716"></a> ns->ona2 = max_ona;
|
|
<a name="l717"></a> </span><span class=cFB>music</span><span class=cF0>.mute++;
|
|
<a name="l718"></a> </span><span class=cF5>SoundEffectTask</span><span class=cF0>(ns);
|
|
<a name="l719"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l720"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l721"></a>
|
|
<a name="l722"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l723"></a>}
|
|
<a name="l724"></a>
|
|
<a name="l725"></a></span><span class=cF1>U0</span><span class=cF0> Combat(</span><span class=cF1>F64</span><span class=cF0> period)
|
|
<a name="l726"></a>{
|
|
<a name="l727"></a> </span><span class=cF1>F64</span><span class=cF0> d;
|
|
<a name="l728"></a> Obj *tmpo, *tmpo1;
|
|
<a name="l729"></a> Torpedo *tmpt;
|
|
<a name="l730"></a>
|
|
<a name="l731"></a> tmpo = obj_head.next;
|
|
<a name="l732"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l733"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l734"></a> tmpo->flags &= ~OF_SHOOTING;
|
|
<a name="l735"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE &&
|
|
<a name="l736"></a> </span><span class=cF7>(</span><span class=cF0>tmpo1 = ObjFind(tmpo->x, tmpo->y, OF_ACTIVE, OF_ACTIVE,, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF7>(</span><span class=cF0>tmpo->player ^ </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>, &d)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l737"></a> {
|
|
<a name="l738"></a> tmpo->target_x = tmpo1->x;
|
|
<a name="l739"></a> tmpo->target_y = tmpo1->y;
|
|
<a name="l740"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo1->flags & OF_SHIP)
|
|
<a name="l741"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l742"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->torpedos && d < tmpo->torpedos_range && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>125</span><span class=cF0> * period)
|
|
<a name="l743"></a> {
|
|
<a name="l744"></a> tmpo->torpedos--;
|
|
<a name="l745"></a> tmpt = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Torpedo</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l746"></a> tmpt->x = tmpo->x;
|
|
<a name="l747"></a> tmpt->y = tmpo->y;
|
|
<a name="l748"></a> tmpt->speed = </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l749"></a> d /= tmpt->speed * (GAME_SPEED_SCALE * game_speed);
|
|
<a name="l750"></a> tmpo1->death_time = tmpt->timeout = </span><span class=cF5>tS</span><span class=cF0> + d;
|
|
<a name="l751"></a> tmpt->target = tmpo1;
|
|
<a name="l752"></a> tmpt->theta = </span><span class=cF5>Arg</span><span class=cF0>(tmpo1->x - tmpo->x, tmpo1->y - tmpo->y);
|
|
<a name="l753"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpt, torpedo_head.last);
|
|
<a name="l754"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>2000</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>, </span><span class=cFE>53</span><span class=cF0>);
|
|
<a name="l755"></a> }
|
|
<a name="l756"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->ship_guns > </span><span class=cFE>0</span><span class=cF0> && d < tmpo->ship_guns_range)
|
|
<a name="l757"></a> {
|
|
<a name="l758"></a> tmpo->flags |= OF_SHOOTING;
|
|
<a name="l759"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>125</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l760"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l761"></a> ShipDamage(tmpo1, tmpo->ship_guns * </span><span class=cF5>Rand</span><span class=cF0> * period);
|
|
<a name="l762"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l763"></a> tmpo1->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l764"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l765"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > next_noise)
|
|
<a name="l766"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l767"></a> MyNoise(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>29</span><span class=cF0>, </span><span class=cFE>46</span><span class=cF0>);
|
|
<a name="l768"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l769"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l770"></a> }
|
|
<a name="l771"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l772"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l773"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l774"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->air_guns > </span><span class=cFE>0</span><span class=cF0> && d < tmpo->air_guns_range)
|
|
<a name="l775"></a> {
|
|
<a name="l776"></a> tmpo->flags |= OF_SHOOTING;
|
|
<a name="l777"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><</span><span class=cFE>125</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l778"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l779"></a> tmpo1->life_percent -= tmpo->air_guns * </span><span class=cF5>Rand</span><span class=cF0> * period;
|
|
<a name="l780"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l781"></a> tmpo1->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l782"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l783"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > next_noise)
|
|
<a name="l784"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l785"></a> MyNoise(</span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l786"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>025</span><span class=cF0>;
|
|
<a name="l787"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l788"></a> }
|
|
<a name="l789"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l790"></a> }
|
|
<a name="l791"></a> tmpo = tmpo->next;
|
|
<a name="l792"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l793"></a> tmpo = obj_head.next;
|
|
<a name="l794"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l795"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l796"></a> tmpo1 = tmpo->next;
|
|
<a name="l797"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_FIGHTER &&
|
|
<a name="l798"></a> </span><span class=cF7>(</span><span class=cF0>tmpo->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> || tmpo->flags & OF_ACTIVE && tmpo->fuel <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> || tmpo->host &&
|
|
<a name="l799"></a> !(tmpo->flags & OF_ACTIVE) && tmpo->host->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l800"></a> ObjDel(tmpo);
|
|
<a name="l801"></a> tmpo = tmpo1;
|
|
<a name="l802"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l803"></a> tmpo = obj_head.next;
|
|
<a name="l804"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l805"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l806"></a> tmpo1 = tmpo->next;
|
|
<a name="l807"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l808"></a> ObjDel(tmpo);
|
|
<a name="l809"></a> tmpo = tmpo1;
|
|
<a name="l810"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l811"></a>}
|
|
<a name="l812"></a>
|
|
<a name="l813"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMATE_FREQ </span><span class=cFE>50</span><span class=cF0>
|
|
<a name="l814"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l815"></a>{
|
|
<a name="l816"></a> Obj *tmpo;
|
|
<a name="l817"></a> Torpedo *tmpt, *tmpt1;
|
|
<a name="l818"></a> </span><span class=cF1>F64</span><span class=cF0> d, period;
|
|
<a name="l819"></a>
|
|
<a name="l820"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l821"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l822"></a> period = GAME_SPEED_SCALE * game_speed / ANIMATE_FREQ;
|
|
<a name="l823"></a> SquadronActions;
|
|
<a name="l824"></a>
|
|
<a name="l825"></a> tmpo = obj_head.next;
|
|
<a name="l826"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l827"></a> {
|
|
<a name="l828"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && tmpo->fuel > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l829"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l830"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->dtheta)
|
|
<a name="l831"></a> {
|
|
<a name="l832"></a> d = tmpo->dtheta;
|
|
<a name="l833"></a> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->turn_rate * period)
|
|
<a name="l834"></a> d = tmpo->turn_rate * period;
|
|
<a name="l835"></a> </span><span class=cF1>if</span><span class=cF0> (d < -tmpo->turn_rate * period)
|
|
<a name="l836"></a> d = -tmpo->turn_rate * period;
|
|
<a name="l837"></a> tmpo->theta += d;
|
|
<a name="l838"></a> tmpo->dtheta -= d;
|
|
<a name="l839"></a> }
|
|
<a name="l840"></a> tmpo->x += tmpo->speed * </span><span class=cF5>Cos</span><span class=cF0>(tmpo->theta) * period * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l841"></a> tmpo->y += tmpo->speed * </span><span class=cF5>Sin</span><span class=cF0>(tmpo->theta) * period * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l842"></a> tmpo->fuel -= tmpo->speed * tmpo->fuel_burn_rate * period;
|
|
<a name="l843"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l844"></a> tmpo = tmpo->next;
|
|
<a name="l845"></a> }
|
|
<a name="l846"></a>
|
|
<a name="l847"></a> tmpt = torpedo_head.next;
|
|
<a name="l848"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &torpedo_head)
|
|
<a name="l849"></a> {
|
|
<a name="l850"></a> tmpt1 = tmpt->next;
|
|
<a name="l851"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpt->timeout)
|
|
<a name="l852"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l853"></a> tmpo = tmpt->target;
|
|
<a name="l854"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>333333</span><span class=cF0>)
|
|
<a name="l855"></a> {
|
|
<a name="l856"></a> ShipDamage(tmpo, </span><span class=cFE>150</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>);
|
|
<a name="l857"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>333333</span><span class=cF0>)
|
|
<a name="l858"></a> tmpo->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l859"></a> }
|
|
<a name="l860"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpt);
|
|
<a name="l861"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpt);
|
|
<a name="l862"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l863"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l864"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l865"></a> tmpt->x += tmpt->speed * </span><span class=cF5>Cos</span><span class=cF0>(tmpt->theta) * period;
|
|
<a name="l866"></a> tmpt->y += tmpt->speed * </span><span class=cF5>Sin</span><span class=cF0>(tmpt->theta) * period;
|
|
<a name="l867"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l868"></a> tmpt = tmpt1;
|
|
<a name="l869"></a> }
|
|
<a name="l870"></a>
|
|
<a name="l871"></a> tmpo = obj_head.next;
|
|
<a name="l872"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l873"></a> {
|
|
<a name="l874"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l875"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l876"></a> tmpo->x = tmpo->host->x;
|
|
<a name="l877"></a> tmpo->y = tmpo->host->y;
|
|
<a name="l878"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l879"></a> tmpo = tmpo->next;
|
|
<a name="l880"></a> }
|
|
<a name="l881"></a>
|
|
<a name="l882"></a> tmpo = obj_head.next;
|
|
<a name="l883"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l884"></a> {
|
|
<a name="l885"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE)
|
|
<a name="l886"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l887"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host)
|
|
<a name="l888"></a> {
|
|
<a name="l889"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpo->x - tmpo->host->x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpo->y - tmpo->host->y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l890"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>8</span><span class=cF0> && tmpo->max_fuel - tmpo->fuel > </span><span class=cFE>30</span><span class=cF0>)
|
|
<a name="l891"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l892"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l893"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host->fuel > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l894"></a> {
|
|
<a name="l895"></a> d = tmpo->max_fuel - tmpo->fuel;
|
|
<a name="l896"></a> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->host->fuel)
|
|
<a name="l897"></a> d = tmpo->host->fuel;
|
|
<a name="l898"></a> tmpo->host->fuel -= d;
|
|
<a name="l899"></a> tmpo->fuel += d;
|
|
<a name="l900"></a> }
|
|
<a name="l901"></a> tmpo->torpedos = tmpo->max_torpedos;
|
|
<a name="l902"></a> tmpo->x = tmpo->host->x;
|
|
<a name="l903"></a> tmpo->y = tmpo->host->y;
|
|
<a name="l904"></a> tmpo->flags &= ~OF_ACTIVE;
|
|
<a name="l905"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l906"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->fuel - </span><span class=cFE>250</span><span class=cF0>)
|
|
<a name="l907"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l908"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_RETURNING)
|
|
<a name="l909"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(</span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpo->host->x - tmpo->x, tmpo->host->y - tmpo->y</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l910"></a> }
|
|
<a name="l911"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_CARRIER)
|
|
<a name="l912"></a> ShipFix(tmpo, </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * period);
|
|
<a name="l913"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l914"></a> tmpo = tmpo->next;
|
|
<a name="l915"></a> }
|
|
<a name="l916"></a>
|
|
<a name="l917"></a> AI(</span><span class=cFE>1</span><span class=cF0>, period);
|
|
<a name="l918"></a> Combat(period);
|
|
<a name="l919"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> / ANIMATE_FREQ);
|
|
<a name="l920"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l921"></a>}
|
|
<a name="l922"></a>
|
|
<a name="l923"></a></span><span class=cF1>U0</span><span class=cF0> FlatTops()
|
|
<a name="l924"></a>{
|
|
<a name="l925"></a> </span><span class=cF9>I64</span><span class=cF0> arg1, arg2;
|
|
<a name="l926"></a>
|
|
<a name="l927"></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="l928"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>BLUE</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l929"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l930"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l931"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l932"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l933"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l934"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"$GREEN${Left-Mouse}$FG$\t\tChange Course\n"</span><span class=cF0>
|
|
<a name="l935"></a> </span><span class=cF6>"$GREEN${Right-Mouse}$FG$\t\tLaunch Squadron\n"</span><span class=cF0>
|
|
<a name="l936"></a> </span><span class=cF6>"$GREEN${Right-Double-Mouse}$FG$\tReturn Squadron\n"</span><span class=cF0>
|
|
<a name="l937"></a> </span><span class=cF6>"$GREEN${Ctrl-Left Grab}$FG$\tScroll Screen\n"</span><span class=cF0>);
|
|
<a name="l938"></a>
|
|
<a name="l939"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l940"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l941"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l942"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l943"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l944"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l945"></a> </span><span class=cF6>" Faster(,'+');"</span><span class=cF0>
|
|
<a name="l946"></a> </span><span class=cF6>" Slower(,'-');"</span><span class=cF0>
|
|
<a name="l947"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l948"></a> );
|
|
<a name="l949"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit |= </span><span class=cF3>WIF_SELF_MS_L</span><span class=cF0> | </span><span class=cF3>WIF_SELF_MS_R</span><span class=cF0>;
|
|
<a name="l950"></a> Init;
|
|
<a name="l951"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l952"></a> </span><span class=cF5>Fs</span><span class=cF0>->animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&AnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>"Animate"</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l953"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l954"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l955"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l956"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>MessageGet</span><span class=cF7>(</span><span class=cF0>&arg1, &arg2,
|
|
<a name="l957"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_D_UP</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l958"></a> {
|
|
<a name="l959"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
|
|
<a name="l960"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1)
|
|
<a name="l961"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l962"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l963"></a> CleanUp;
|
|
<a name="l964"></a> Init;
|
|
<a name="l965"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l966"></a>
|
|
<a name="l967"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l968"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l969"></a> </span><span class=cF1>goto</span><span class=cF0> nv_done;
|
|
<a name="l970"></a>
|
|
<a name="l971"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'+'</span><span class=cF0>:
|
|
<a name="l972"></a> game_speed *= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l973"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l974"></a>
|
|
<a name="l975"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'-'</span><span class=cF0>:
|
|
<a name="l976"></a> game_speed /= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l977"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l978"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l979"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l980"></a>
|
|
<a name="l981"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>:
|
|
<a name="l982"></a> SquadronSettheta(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l983"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l984"></a>
|
|
<a name="l985"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>:
|
|
<a name="l986"></a> SquadronLaunch(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l987"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l988"></a>
|
|
<a name="l989"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_D_UP</span><span class=cF0>:
|
|
<a name="l990"></a> SquadronReturn(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l991"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l992"></a> }
|
|
<a name="l993"></a>nv_done:
|
|
<a name="l994"></a> </span><span class=cF5>MessageGet</span><span class=cF0>(,, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>);
|
|
<a name="l995"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l996"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l997"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l998"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l999"></a> CleanUp;
|
|
<a name="l1000"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1001"></a>}
|
|
<a name="l1002"></a>
|
|
<a name="l1003"></a>FlatTops;
|
|
<a name="l1004"></a>
|
|
<a name="l1005"></a>
|
|
<a name="l1006"></a>
|
|
<a name="l1007"></a>
|
|
<a name="l1008"></a>
|
|
<a name="l1009"></a>
|
|
<a name="l1010"></a>
|
|
<a name="l1011"></a>
|
|
<a name="l1012"></a>
|
|
<a name="l1013"></a>
|
|
<a name="l1014"></a>
|
|
<a name="l1015"></a>
|
|
<a name="l1016"></a>
|
|
<a name="l1017"></a>
|
|
<a name="l1018"></a>
|
|
<a name="l1019"></a>
|
|
<a name="l1020"></a>
|
|
<a name="l1021"></a></span><span class=cF2>//Maybe use this in the future</span><span class=cF0> </span><span class=cFA><7>/* Graphics Not Rendered in HTML */</span><span class=cF0>
|
|
<a name="l1022"></a>
|
|
<a name="l1023"></a>
|
|
<a name="l1024"></a>
|
|
<a name="l1025"></a>
|
|
<a name="l1026"></a>
|
|
<a name="l1027"></a>
|
|
<a name="l1028"></a>
|
|
<a name="l1029"></a>
|
|
<a name="l1030"></a>
|
|
<a name="l1031"></a>
|
|
<a name="l1032"></a>
|
|
<a name="l1033"></a>
|
|
<a name="l1034"></a>
|
|
<a name="l1035"></a>
|
|
<a name="l1036"></a>
|
|
<a name="l1037"></a>
|
|
</span></pre></body>
|
|
</html>
|