mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-28 08:16:31 +00:00
456 lines
37 KiB
HTML
Executable file
456 lines
37 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 V1.01">
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<style type="text/css">
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body {background-color:#fef1f0;}
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.cF0{color:#000000;background-color:#fef1f0;}
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.cF1{color:#0148a4;background-color:#fef1f0;}
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.cF2{color:#3b7901;background-color:#fef1f0;}
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.cF3{color:#057c7e;background-color:#fef1f0;}
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.cF4{color:#bb2020;background-color:#fef1f0;}
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.cF5{color:#9e42ae;background-color:#fef1f0;}
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.cF6{color:#b57901;background-color:#fef1f0;}
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.cF7{color:#b2b6af;background-color:#fef1f0;}
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.cF8{color:#555753;background-color:#fef1f0;}
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.cF9{color:#678fbb;background-color:#fef1f0;}
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.cFA{color:#82bc49;background-color:#fef1f0;}
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.cFB{color:#0097a2;background-color:#fef1f0;}
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.cFC{color:#e26a6a;background-color:#fef1f0;}
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.cFD{color:#c671bc;background-color:#fef1f0;}
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.cFE{color:#c7ab00;background-color:#fef1f0;}
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.cFF{color:#fef1f0;background-color:#fef1f0;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>/*Sprites were created with <CTRL-r></span><span class=cF0>
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<a name="l2"></a></span><span class=cF2>and can be edited by moving the</span><span class=cF0>
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<a name="l3"></a></span><span class=cF2>cursor on top and pressing <CTRL-r>.</span><span class=cF0>
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<a name="l4"></a>
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<a name="l5"></a></span><span class=cF2><CTRL-t> to see the num of the sprite</span><span class=cF0>
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<a name="l6"></a></span><span class=cF2>and <CTRL-t> again to get back. Nums</span><span class=cF0>
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<a name="l7"></a></span><span class=cF2>are assigned by the editor.</span><span class=cF0>
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<a name="l8"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l16"></a> </span><span class=cFA><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l24"></a> </span><span class=cFA><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l37"></a> </span><span class=cFA><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l41"></a> </span><span class=cFA><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l49"></a> </span><span class=cFA><5>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l53"></a> </span><span class=cFA><6>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l54"></a>
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<a name="l55"></a></span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/Credits.DD.html#l1"><span class=cF4>::/Doc/Credits.DD</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l59"></a> </span><span class=cFA><7>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l66"></a> </span><span class=cFA><8>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l139"></a> </span><span class=cFA><9>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l140"></a>
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<a name="l141"></a></span><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>"ZealOS/BlackDiamond"</span><span class=cF0>, </span><span class=cF6>"I64 best_score=9999;\n"</span><span class=cF0>);
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<a name="l142"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"ZealOS/BlackDiamond"</span><span class=cF0>);
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<a name="l143"></a>
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<a name="l144"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT </span><span class=cFE>3000</span><span class=cF0>
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<a name="l145"></a>#</span><span class=cF1>define</span><span class=cF0> OBJS_NUM </span><span class=cFE>128</span><span class=cF0>
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<a name="l146"></a>
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<a name="l147"></a></span><span class=cF9>I64</span><span class=cF0> x, y, screen_top_y, penalty, chair_lift_num;
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<a name="l148"></a></span><span class=cF9>I64</span><span class=cF0> obj_x[OBJS_NUM], obj_y[OBJS_NUM], obj_types[OBJS_NUM], obj_saved_x[OBJS_NUM], obj_saved_y[OBJS_NUM];
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<a name="l149"></a></span><span class=cF1>Bool</span><span class=cF0> game_over;
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<a name="l150"></a>
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<a name="l151"></a>#</span><span class=cF1>define</span><span class=cF0> T_TREE </span><span class=cFE>0</span><span class=cF0>
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<a name="l152"></a>#</span><span class=cF1>define</span><span class=cF0> T_LITTLE_ROCK </span><span class=cFE>1</span><span class=cF0>
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<a name="l153"></a>#</span><span class=cF1>define</span><span class=cF0> T_BIG_ROCK </span><span class=cFE>2</span><span class=cF0>
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<a name="l154"></a>#</span><span class=cF1>define</span><span class=cF0> T_WOLF </span><span class=cFE>3</span><span class=cF0>
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<a name="l155"></a>#</span><span class=cF1>define</span><span class=cF0> T_CHAIR_LIFT </span><span class=cFE>4</span><span class=cF0>
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<a name="l156"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[</span><span class=cFE>5</span><span class=cF0>] = {</span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>, </span><span class=cFA><6></span><span class=cF0>, </span><span class=cFA><9></span><span class=cF0>};
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<a name="l157"></a>
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<a name="l158"></a>#</span><span class=cF1>define</span><span class=cF0> DC_WOLF_WIDTH </span><span class=cFE>48</span><span class=cF0>
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<a name="l159"></a>#</span><span class=cF1>define</span><span class=cF0> DC_WOLF_HEIGHT </span><span class=cFE>38</span><span class=cF0>
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<a name="l160"></a></span><span class=cF1>U0</span><span class=cF0> DrawRunningWolf(</span><span class=cF9>CDC</span><span class=cF0> *dc, </span><span class=cF9>I64</span><span class=cF0> i)
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<a name="l161"></a>{</span><span class=cF2>//Draw wolf on small DC so bottom gets clipped looking like sunk into snow.</span><span class=cF0>
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<a name="l162"></a></span><span class=cF2>//Then, copy onto main DC.</span><span class=cF0>
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<a name="l163"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l164"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc_wolf = </span><span class=cF5>DCNew</span><span class=cF0>(DC_WOLF_WIDTH, DC_WOLF_HEIGHT);
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<a name="l165"></a>
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<a name="l166"></a> </span><span class=cF5>DCFill</span><span class=cF0>(dc_wolf);
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<a name="l167"></a> </span><span class=cF1>if</span><span class=cF0> (x < obj_x[i])
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<a name="l168"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l169"></a> dc_wolf->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l170"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc_wolf, DC_WOLF_WIDTH / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, DC_WOLF_WIDTH / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>);
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<a name="l171"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l172"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>)
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<a name="l173"></a> tmps = </span><span class=cFA><6></span><span class=cF0>;
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<a name="l174"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l175"></a> tmps = </span><span class=cFA><7></span><span class=cF0>;
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<a name="l176"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc_wolf, DC_WOLF_WIDTH / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>85</span><span class=cF0> * DC_WOLF_HEIGHT, </span><span class=cFE>0</span><span class=cF0>, tmps, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF7>)</span><span class=cF0>);
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<a name="l177"></a> </span><span class=cF5>GrBlot</span><span class=cF0>(dc, obj_x[i] - DC_WOLF_WIDTH / </span><span class=cFE>2</span><span class=cF0>, obj_y[i] - screen_top_y - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>85</span><span class=cF0> * DC_WOLF_HEIGHT, dc_wolf);
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<a name="l178"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc_wolf);
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<a name="l179"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= </span><span class=cF7>(</span><span class=cF0>obj_y[i] - screen_top_y</span><span class=cF7>)</span><span class=cF0> < </span><span class=cF3>GR_HEIGHT</span><span class=cF0>)
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<a name="l180"></a> obj_x[i] += </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF5>SignI64</span><span class=cF0>(x - obj_x[i]);
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<a name="l181"></a>}
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<a name="l182"></a>
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<a name="l183"></a></span><span class=cF1>U0</span><span class=cF0> DrawMan(</span><span class=cF9>CDC</span><span class=cF0> *dc)
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<a name="l184"></a>{
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<a name="l185"></a> </span><span class=cF1>if</span><span class=cF0> (dc->collision_count)
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<a name="l186"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y - screen_top_y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>); </span><span class=cF2>//Red man</span><span class=cF0>
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<a name="l187"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l188"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y - screen_top_y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><1></span><span class=cF0>); </span><span class=cF2>//Normal man</span><span class=cF0>
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<a name="l189"></a>}
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<a name="l190"></a>
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<a name="l191"></a>#</span><span class=cF1>define</span><span class=cF0> WIRE_HEIGHT </span><span class=cFE>595</span><span class=cF0>
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<a name="l192"></a>#</span><span class=cF1>define</span><span class=cF0> WIRE_WIDTH </span><span class=cFE>121</span><span class=cF0>
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<a name="l193"></a>#</span><span class=cF1>define</span><span class=cF0> WIRE_DIP </span><span class=cFE>800</span><span class=cF0>
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<a name="l194"></a>#</span><span class=cF1>define</span><span class=cF0> PULLY_WIDTH </span><span class=cFE>13</span><span class=cF0>
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<a name="l195"></a></span><span class=cF1>U0</span><span class=cF0> DrawUpperChairLift(</span><span class=cF9>CDC</span><span class=cF0> *dc)
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<a name="l196"></a>{
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<a name="l197"></a> </span><span class=cF9>I64</span><span class=cF0> i = chair_lift_num, x, x1, y = obj_y[i] - screen_top_y - WIRE_HEIGHT, y1;
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<a name="l198"></a>
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<a name="l199"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, obj_x[i], y + </span><span class=cFE>13</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><8></span><span class=cF0>);
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<a name="l200"></a> dc->thick = </span><span class=cFE>2</span><span class=cF0>;
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<a name="l201"></a> </span><span class=cF1>for</span><span class=cF0> (x = -WIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x < </span><span class=cF3>GR_WIDTH</span><span class=cF0> + WIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x += </span><span class=cFE>2</span><span class=cF0>)
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<a name="l202"></a> </span><span class=cF7>{</span><span class=cF0> </span><span class=cF2>//Pen width is 2, step 2.</span><span class=cF0>
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<a name="l203"></a> x1 = x - obj_x[i];
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<a name="l204"></a> y1 = y - WIRE_DIP / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cF5>Cosh</span><span class=cF0>(</span><span class=cF5>Ln</span><span class=cF7>(</span><span class=cF0>WIRE_DIP</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF7>(</span><span class=cF5>Abs</span><span class=cF0>(x1) - PULLY_WIDTH</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>10000</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>) + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> * x1;
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<a name="l205"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>-PULLY_WIDTH < x1 < PULLY_WIDTH</span><span class=cF7>)</span><span class=cF0>)
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<a name="l206"></a> {
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|
<a name="l207"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, x - WIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0>, y1, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l208"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, x + WIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0>, y1, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l209"></a> }
|
|
<a name="l210"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l211"></a> dc->thick = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l212"></a>}
|
|
<a name="l213"></a>
|
|
<a name="l214"></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> *, </span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l215"></a>{
|
|
<a name="l216"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l217"></a> </span><span class=cF1>Bool</span><span class=cF0> man_drawn = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l218"></a>
|
|
<a name="l219"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < OBJS_NUM; i++)
|
|
<a name="l220"></a> </span><span class=cF1>if</span><span class=cF0> (obj_y[i] - </span><span class=cFE>32</span><span class=cF0> <= y <= obj_y[i])
|
|
<a name="l221"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (obj_types[i] == T_WOLF && </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>x - obj_x[i]</span><span class=cF7>)</span><span class=cF0> > </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l223"></a> DrawRunningWolf(dc, i);
|
|
<a name="l224"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l225"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, obj_x[i], obj_y[i] - screen_top_y, </span><span class=cFE>0</span><span class=cF0>, imgs[obj_types[i]]);
|
|
<a name="l226"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l227"></a>
|
|
<a name="l228"></a> dc->collision_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l229"></a> dc->color = </span><span class=cF3>ROP_COLLISION</span><span class=cF0>;
|
|
<a name="l230"></a> dc->bkcolor = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l231"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y - screen_top_y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><1></span><span class=cF0>);
|
|
<a name="l232"></a> </span><span class=cF1>if</span><span class=cF0> (!game_over)
|
|
<a name="l233"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l234"></a> </span><span class=cF1>if</span><span class=cF0> (dc->collision_count)
|
|
<a name="l235"></a> {
|
|
<a name="l236"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>58</span><span class=cF0>);
|
|
<a name="l237"></a> penalty++; </span><span class=cF2>//Time is irregular. Scoring is imperfect. 60fps more or less.</span><span class=cF0>
|
|
<a name="l238"></a> }
|
|
<a name="l239"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l240"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l241"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l242"></a>
|
|
<a name="l243"></a> dc->color = </span><span class=cF3>ROP_EQU</span><span class=cF0>;
|
|
<a name="l244"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < OBJS_NUM; i++)
|
|
<a name="l245"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l246"></a> </span><span class=cF1>if</span><span class=cF0> (!man_drawn && obj_y[i] >= y)
|
|
<a name="l247"></a> {
|
|
<a name="l248"></a> DrawMan(dc);
|
|
<a name="l249"></a> man_drawn = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l250"></a> }
|
|
<a name="l251"></a> </span><span class=cF1>if</span><span class=cF0> (obj_types[i] == T_WOLF && </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>x - obj_x[i]</span><span class=cF7>)</span><span class=cF0> > </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l252"></a> DrawRunningWolf(dc, i);
|
|
<a name="l253"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l254"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, obj_x[i], obj_y[i] - screen_top_y, </span><span class=cFE>0</span><span class=cF0>, imgs[obj_types[i]]);
|
|
<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> (!man_drawn)
|
|
<a name="l257"></a> DrawMan(dc);
|
|
<a name="l258"></a> DrawUpperChairLift(dc);
|
|
<a name="l259"></a>
|
|
<a name="l260"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l261"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"Penalty:%d Best:%d"</span><span class=cF0>, penalty, best_score);
|
|
<a name="l262"></a> </span><span class=cF1>if</span><span class=cF0> (game_over && </span><span class=cF5>Blink</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l263"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l264"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_width - </span><span class=cFE>9</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l265"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l266"></a>}
|
|
<a name="l267"></a>
|
|
<a name="l268"></a></span><span class=cF9>I64</span><span class=cF0> Compare(</span><span class=cF9>I64</span><span class=cF0> e1, </span><span class=cF9>I64</span><span class=cF0> e2)
|
|
<a name="l269"></a>{
|
|
<a name="l270"></a> </span><span class=cF1>return</span><span class=cF0> e1 - e2;
|
|
<a name="l271"></a>}
|
|
<a name="l272"></a>
|
|
<a name="l273"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l274"></a>{
|
|
<a name="l275"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l276"></a>
|
|
<a name="l277"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < OBJS_NUM; i++)
|
|
<a name="l278"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l279"></a> obj_saved_y[i] = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_HEIGHT;
|
|
<a name="l280"></a> obj_saved_x[i] = </span><span class=cF5>RandU32</span><span class=cF0> % </span><span class=cF3>GR_WIDTH</span><span class=cF0>;
|
|
<a name="l281"></a> j = </span><span class=cF5>RandU16</span><span class=cF0>;
|
|
<a name="l282"></a> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>7</span><span class=cF0>)
|
|
<a name="l283"></a> obj_types[i] = T_TREE;
|
|
<a name="l284"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>31</span><span class=cF0>)
|
|
<a name="l285"></a> obj_types[i] = T_LITTLE_ROCK;
|
|
<a name="l286"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>63</span><span class=cF0>)
|
|
<a name="l287"></a> obj_types[i] = T_BIG_ROCK;
|
|
<a name="l288"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l289"></a> obj_types[i] = T_WOLF;
|
|
<a name="l290"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l291"></a> </span><span class=cF5>QuickSortI64</span><span class=cF0>(obj_saved_y, OBJS_NUM, &Compare); </span><span class=cF2>//Break associations. Doesn't matter.</span><span class=cF0>
|
|
<a name="l292"></a>
|
|
<a name="l293"></a> chair_lift_num = </span><span class=cF5>RandU16</span><span class=cF0> % OBJS_NUM;
|
|
<a name="l294"></a> obj_types[chair_lift_num] = T_CHAIR_LIFT;
|
|
<a name="l295"></a>}
|
|
<a name="l296"></a>
|
|
<a name="l297"></a></span><span class=cF1>U0</span><span class=cF0> BlackDiamond()
|
|
<a name="l298"></a>{
|
|
<a name="l299"></a> </span><span class=cF9>I64</span><span class=cF0> ch, sc;
|
|
<a name="l300"></a>
|
|
<a name="l301"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
|
<a name="l302"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l303"></a> </span><span class=cF6>" New(,'\n');"</span><span class=cF0>
|
|
<a name="l304"></a> </span><span class=cF6>" Restart(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l305"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l306"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l307"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l308"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l309"></a> </span><span class=cF6>" Up(,,SC_CURSOR_UP);"</span><span class=cF0>
|
|
<a name="l310"></a> </span><span class=cF6>" Down(,,SC_CURSOR_DOWN);"</span><span class=cF0>
|
|
<a name="l311"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l312"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l313"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l314"></a> );
|
|
<a name="l315"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l316"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l317"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l318"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l319"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l320"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l321"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l322"></a>
|
|
<a name="l323"></a> Init;
|
|
<a name="l324"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l325"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l326"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l327"></a> {
|
|
<a name="l328"></a>bd_restart:
|
|
<a name="l329"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(obj_x, obj_saved_x, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>obj_x</span><span class=cF7>)</span><span class=cF0>); </span><span class=cF2>//Wolves move. We must reset the</span><span class=cF0>
|
|
<a name="l330"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(obj_y, obj_saved_y, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>obj_y</span><span class=cF7>)</span><span class=cF0>); </span><span class=cF2>//wolves if running same game.</span><span class=cF0>
|
|
<a name="l331"></a>
|
|
<a name="l332"></a> game_over = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l333"></a> screen_top_y = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l334"></a> x = </span><span class=cF5>Fs</span><span class=cF0>->pix_width >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l335"></a> y = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l336"></a> penalty = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l337"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l338"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l339"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>KeyScan</span><span class=cF7>(</span><span class=cF0>&ch, &sc</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l340"></a> {
|
|
<a name="l341"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
|
|
<a name="l342"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l343"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l344"></a> </span><span class=cF1>if</span><span class=cF0> (!game_over)
|
|
<a name="l345"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l346"></a> {
|
|
<a name="l347"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l348"></a> x += </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l349"></a> </span><span class=cF1>if</span><span class=cF0> (x >= </span><span class=cF5>Fs</span><span class=cF0>->pix_width)
|
|
<a name="l350"></a> x -= </span><span class=cF5>Fs</span><span class=cF0>->pix_width;
|
|
<a name="l351"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l352"></a>
|
|
<a name="l353"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l354"></a> x -= </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l355"></a> </span><span class=cF1>if</span><span class=cF0> (x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l356"></a> x += </span><span class=cF5>Fs</span><span class=cF0>->pix_width;
|
|
<a name="l357"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l358"></a>
|
|
<a name="l359"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l360"></a> y -= </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l361"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l362"></a>
|
|
<a name="l363"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l364"></a> y += </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l365"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l366"></a> }
|
|
<a name="l367"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l368"></a>
|
|
<a name="l369"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l370"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l371"></a> </span><span class=cF1>goto</span><span class=cF0> bd_done;
|
|
<a name="l372"></a>
|
|
<a name="l373"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l374"></a> Init;
|
|
<a name="l375"></a> </span><span class=cF1>goto</span><span class=cF0> bd_restart;
|
|
<a name="l376"></a>
|
|
<a name="l377"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l378"></a> game_over = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l379"></a> </span><span class=cF1>while</span><span class=cF0> (screen_top_y > </span><span class=cFE>0</span><span class=cF0> || y > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l380"></a> {</span><span class=cF2>//Animate going back to top.</span><span class=cF0>
|
|
<a name="l381"></a> screen_top_y = </span><span class=cF5>MaxI64</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>, screen_top_y - </span><span class=cFE>4</span><span class=cF0>);
|
|
<a name="l382"></a> y = </span><span class=cF5>MaxI64</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>, y - </span><span class=cFE>4</span><span class=cF0>);
|
|
<a name="l383"></a> x += </span><span class=cF5>SignI64</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->pix_width >> </span><span class=cFE>1</span><span class=cF0> - x);
|
|
<a name="l384"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l385"></a> }
|
|
<a name="l386"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l387"></a> </span><span class=cF1>goto</span><span class=cF0> bd_restart;
|
|
<a name="l388"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l389"></a></span><span class=cF2>//Don't want keystrokes building-up in the buf.</span><span class=cF0>
|
|
<a name="l390"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
|
|
<a name="l391"></a> }
|
|
<a name="l392"></a> </span><span class=cF1>if</span><span class=cF0> (!game_over)
|
|
<a name="l393"></a> {
|
|
<a name="l394"></a> y += </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l395"></a> screen_top_y++;
|
|
<a name="l396"></a> </span><span class=cF1>if</span><span class=cF0> (y - screen_top_y > </span><span class=cF5>Fs</span><span class=cF0>->pix_height)
|
|
<a name="l397"></a> </span><span class=cF7>{</span><span class=cF2>//Animate scrolling screen.</span><span class=cF0>
|
|
<a name="l398"></a> </span><span class=cF1>while</span><span class=cF0> (y - screen_top_y > </span><span class=cF5>Fs</span><span class=cF0>->pix_height >> </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l399"></a> {
|
|
<a name="l400"></a> screen_top_y += </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l401"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l402"></a> }
|
|
<a name="l403"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l404"></a> </span><span class=cF1>if</span><span class=cF0> (y >= MAP_HEIGHT)
|
|
<a name="l405"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l406"></a> game_over = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l407"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l408"></a> </span><span class=cF1>if</span><span class=cF0> (penalty <= best_score)
|
|
<a name="l409"></a> {
|
|
<a name="l410"></a> best_score = penalty;
|
|
<a name="l411"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l412"></a> }
|
|
<a name="l413"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l414"></a> }
|
|
<a name="l415"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>10</span><span class=cF0>);
|
|
<a name="l416"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l417"></a> }
|
|
<a name="l418"></a>bd_done:
|
|
<a name="l419"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l420"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l421"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l422"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l423"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l424"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"ZealOS/BlackDiamond"</span><span class=cF0>, </span><span class=cF6>"I64 best_score=%d;\n"</span><span class=cF0>, best_score);
|
|
<a name="l425"></a>}
|
|
<a name="l426"></a>
|
|
<a name="l427"></a>BlackDiamond; </span><span class=cF2>//Start game when #included.</span><span class=cF0>
|
|
</span></pre></body>
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