mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-28 16:26:35 +00:00
1107 lines
106 KiB
HTML
Executable file
1107 lines
106 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 V1.07">
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<style type="text/css">
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body {background-color:#1f1f1f;}
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.cE0{color:#e3e3e3;background-color:#d4b475;}
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.cE1{color:#4f84a6;background-color:#d4b475;}
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.cEA{color:#a1ce97;background-color:#d4b475;}
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.cEE{color:#d4b475;background-color:#d4b475;}
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.cF0{color:#e3e3e3;background-color:#1f1f1f;}
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.cF1{color:#4f84a6;background-color:#1f1f1f;}
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.cF2{color:#73a255;background-color:#1f1f1f;}
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.cF3{color:#297582;background-color:#1f1f1f;}
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.cF5{color:#8a52c3;background-color:#1f1f1f;}
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.cF6{color:#b7822f;background-color:#1f1f1f;}
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.cF7{color:#444444;background-color:#1f1f1f;}
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.cF8{color:#6d6d6d;background-color:#1f1f1f;}
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.cF9{color:#94bfde;background-color:#1f1f1f;}
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.cFA{color:#a1ce97;background-color:#1f1f1f;}
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.cFB{color:#6db4be;background-color:#1f1f1f;}
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.cFC{color:#e88e88;background-color:#1f1f1f;}
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.cFD{color:#ca94e8;background-color:#1f1f1f;}
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.cFE{color:#d4b475;background-color:#1f1f1f;}
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.cFF{color:#1f1f1f;background-color:#1f1f1f;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>"ZealOS/Titanium"</span><span class=cF0>,</span><span class=cF6>"I64 best_score=0;\n"</span><span class=cF0>);
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<a name="l2"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"ZealOS/Titanium"</span><span class=cF0>);
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<a name="l3"></a>
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<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT </span><span class=cFE>4096</span><span class=cF0>
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<a name="l5"></a>
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<a name="l6"></a>#</span><span class=cF1>define</span><span class=cF0> B_LEN </span><span class=cFE>10</span><span class=cF0>
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<a name="l7"></a>#</span><span class=cF1>define</span><span class=cF0> B_SPEED </span><span class=cFE>5</span><span class=cF0>
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<a name="l8"></a>#</span><span class=cF1>define</span><span class=cF0> B_NUM </span><span class=cFE>128</span><span class=cF0>
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<a name="l9"></a></span><span class=cF1>class</span><span class=cF0> Bullet
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<a name="l10"></a>{
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<a name="l11"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, dx2, dy2;
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<a name="l12"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, missile, pad[</span><span class=cFE>6</span><span class=cF0>];
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<a name="l13"></a>
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<a name="l14"></a>} b[B_NUM];
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<a name="l15"></a></span><span class=cF9>I64</span><span class=cF0> bullets_fired, missile_bmp;
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<a name="l16"></a>
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<a name="l17"></a></span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, finish_line;
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<a name="l18"></a></span><span class=cF1>F64</span><span class=cF0> theta, t0, tf, sound_timeout;
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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> PHASES_GROUPS </span><span class=cFE>8</span><span class=cF0>
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<a name="l21"></a>#</span><span class=cF1>define</span><span class=cF0> HACK_DIST </span><span class=cFE>5</span><span class=cF0>
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<a name="l22"></a>
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<a name="l23"></a>#</span><span class=cF1>define</span><span class=cF0> U_ENEMY_NUM (PHASES_GROUPS * </span><span class=cFE>64</span><span class=cF0>)
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<a name="l24"></a>#</span><span class=cF1>define</span><span class=cF0> U_FRIENDLY_NUM (PHASES_GROUPS * </span><span class=cFE>16</span><span class=cF0>)
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<a name="l25"></a>#</span><span class=cF1>define</span><span class=cF0> U_NUM (U_FRIENDLY_NUM + U_ENEMY_NUM)
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<a name="l26"></a></span><span class=cF1>class</span><span class=cF0> Unit
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<a name="l27"></a>{
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<a name="l28"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, best_dd;
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<a name="l29"></a> </span><span class=cF1>F64</span><span class=cF0> theta, phase;
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<a name="l30"></a> </span><span class=cF1>Bool</span><span class=cF0> friendly, dead, tank, CIA, pad[</span><span class=cFE>4</span><span class=cF0>];
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<a name="l31"></a>
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<a name="l32"></a>} u[U_NUM];
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<a name="l33"></a>
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<a name="l34"></a>#</span><span class=cF1>define</span><span class=cF0> ET_MAN </span><span class=cFE>0</span><span class=cF0>
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<a name="l35"></a>#</span><span class=cF1>define</span><span class=cF0> ET_TANK </span><span class=cFE>1</span><span class=cF0>
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<a name="l36"></a>#</span><span class=cF1>define</span><span class=cF0> ET_MISSILE </span><span class=cFE>2</span><span class=cF0>
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<a name="l37"></a>#</span><span class=cF1>define</span><span class=cF0> ET_BUILDING </span><span class=cFE>3</span><span class=cF0>
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<a name="l38"></a>#</span><span class=cF1>define</span><span class=cF0> E_NUM </span><span class=cFE>512</span><span class=cF0>
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<a name="l39"></a></span><span class=cF1>class</span><span class=cF0> Explosion
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<a name="l40"></a>{
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<a name="l41"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, num, type;
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<a name="l42"></a> </span><span class=cF1>F64</span><span class=cF0> t0, tf;
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<a name="l43"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad[</span><span class=cFE>7</span><span class=cF0>];
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<a name="l44"></a>
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<a name="l45"></a>} e[E_NUM];
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<a name="l46"></a>
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<a name="l47"></a></span><span class=cF9>I64</span><span class=cF0> total_score, friendly_fire, enemy_by_friendly, friendly_left, enemy_left, main_loop_pass;
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<a name="l48"></a></span><span class=cF1>Bool</span><span class=cF0> game_over;
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<a name="l49"></a></span><span class=cE0>
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<a name="l50"></a>
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<a name="l51"></a>
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<a name="l52"></a>
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<a name="l53"></a>
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<a name="l54"></a> </span><span class=cEA><1>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l55"></a>
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<a name="l56"></a>
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<a name="l57"></a>
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<a name="l58"></a>
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<a name="l59"></a>
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<a name="l60"></a> </span><span class=cEA><2>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l61"></a>
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<a name="l62"></a> </span><span class=cEA><3>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l63"></a>
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<a name="l64"></a>
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<a name="l65"></a>
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<a name="l66"></a>
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<a name="l67"></a> </span><span class=cEA><4>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l68"></a>
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<a name="l69"></a>
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<a name="l70"></a>
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<a name="l71"></a> </span><span class=cEA><5>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l72"></a>
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<a name="l73"></a>
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<a name="l74"></a>
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<a name="l75"></a> </span><span class=cEA><6>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l76"></a>
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<a name="l77"></a>
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<a name="l78"></a>
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<a name="l79"></a></span><span class=cE1>U8</span><span class=cE0> *friendly_imgs[</span><span class=cEE>4</span><span class=cE0>] = {</span><span class=cEA><5></span><span class=cE0>, </span><span class=cEA><4></span><span class=cE0>, </span><span class=cEA><5></span><span class=cE0>, </span><span class=cEA><6></span><span class=cE0>};
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<a name="l80"></a>
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<a name="l81"></a>
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<a name="l82"></a>
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<a name="l83"></a>
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<a name="l84"></a> </span><span class=cEA><7>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l85"></a>
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<a name="l86"></a>
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<a name="l87"></a>
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<a name="l88"></a> </span><span class=cEA><8>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l89"></a>
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<a name="l90"></a>
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<a name="l91"></a> </span><span class=cEA><9>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l92"></a>
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<a name="l93"></a>
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<a name="l94"></a>
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<a name="l95"></a></span><span class=cE1>U8</span><span class=cE0> *CIA_neeger_imgs[</span><span class=cEE>4</span><span class=cE0>] = {</span><span class=cEA><8></span><span class=cE0>, </span><span class=cEA><7></span><span class=cE0>, </span><span class=cEA><8></span><span class=cE0>, </span><span class=cEA><9></span><span class=cE0>};
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<a name="l96"></a>
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<a name="l97"></a>
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<a name="l98"></a>
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<a name="l99"></a>
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<a name="l100"></a> </span><span class=cEA><10>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l101"></a>
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<a name="l102"></a>
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<a name="l103"></a>
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<a name="l104"></a>
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<a name="l105"></a> </span><span class=cEA><11>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l106"></a>
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<a name="l107"></a>
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<a name="l108"></a>
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<a name="l109"></a>
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<a name="l110"></a> </span><span class=cEA><12>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l111"></a>
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<a name="l112"></a>
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<a name="l113"></a>
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<a name="l114"></a>
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<a name="l115"></a></span><span class=cE1>U8</span><span class=cE0> *friendly_hacking_imgs[</span><span class=cEE>4</span><span class=cE0>] = {</span><span class=cEA><10></span><span class=cE0>, </span><span class=cEA><11></span><span class=cE0>, </span><span class=cEA><10></span><span class=cE0>, </span><span class=cEA><12></span><span class=cE0>};
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<a name="l116"></a>
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<a name="l117"></a>
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<a name="l118"></a>
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<a name="l119"></a>
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<a name="l120"></a> </span><span class=cEA><13>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l121"></a>
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<a name="l122"></a>
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<a name="l123"></a>
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<a name="l124"></a> </span><span class=cEA><14>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l125"></a>
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<a name="l126"></a>
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<a name="l127"></a>
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<a name="l128"></a> </span><span class=cEA><15>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l129"></a>
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<a name="l130"></a>
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<a name="l131"></a>
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<a name="l132"></a></span><span class=cE1>U8</span><span class=cE0> *enemy_imgs[</span><span class=cEE>4</span><span class=cE0>] = {</span><span class=cEA><14></span><span class=cE0>, </span><span class=cEA><13></span><span class=cE0>, </span><span class=cEA><14></span><span class=cE0>, </span><span class=cEA><15></span><span class=cE0>};
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<a name="l133"></a>
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<a name="l134"></a>
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<a name="l135"></a>
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<a name="l136"></a>
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<a name="l137"></a> </span><span class=cEA><16>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l138"></a>
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<a name="l139"></a>
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<a name="l140"></a>
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<a name="l141"></a>
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<a name="l142"></a> </span><span class=cEA><17>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l143"></a>
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<a name="l144"></a>
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<a name="l145"></a>
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<a name="l146"></a>
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<a name="l147"></a> </span><span class=cEA><18>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l148"></a>
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<a name="l149"></a>
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<a name="l150"></a>
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<a name="l151"></a>
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<a name="l152"></a>
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<a name="l153"></a>
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<a name="l154"></a>
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<a name="l155"></a>
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<a name="l156"></a>
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<a name="l157"></a>
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<a name="l158"></a>
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<a name="l159"></a> </span><span class=cEA><19>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l160"></a>
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<a name="l161"></a>
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<a name="l162"></a>
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<a name="l163"></a>
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<a name="l164"></a>
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<a name="l165"></a>
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<a name="l166"></a>
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<a name="l167"></a>
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<a name="l168"></a>
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<a name="l169"></a></span><span class=cE1>U8</span><span class=cE0> *enemy_hacking_imgs[</span><span class=cEE>4</span><span class=cE0>] = {</span><span class=cEA><17></span><span class=cE0>, </span><span class=cEA><16></span><span class=cE0>, </span><span class=cEA><17></span><span class=cE0>, </span><span class=cEA><18></span><span class=cE0>};
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<a name="l170"></a>
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<a name="l171"></a>
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<a name="l172"></a>
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<a name="l173"></a>
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<a name="l174"></a>
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<a name="l175"></a>
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<a name="l176"></a>
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<a name="l177"></a> </span><span class=cEA><20>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l178"></a>
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<a name="l179"></a>
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<a name="l180"></a>
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<a name="l181"></a>
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<a name="l182"></a> </span><span class=cEA><21>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l183"></a>
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<a name="l184"></a>
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<a name="l185"></a>
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<a name="l186"></a>
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<a name="l187"></a>
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<a name="l188"></a>
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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=cEA><22>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l192"></a>
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<a name="l193"></a>
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<a name="l194"></a>
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<a name="l195"></a>
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<a name="l196"></a> </span><span class=cEA><23>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l197"></a>
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<a name="l198"></a>
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<a name="l199"></a>
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<a name="l200"></a>
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<a name="l201"></a></span><span class=cF0>
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<a name="l202"></a>#</span><span class=cF1>define</span><span class=cF0> LS_APTS_NUM </span><span class=cFE>20</span><span class=cF0>
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<a name="l203"></a>#</span><span class=cF1>define</span><span class=cF0> LS_MOUNTAINS_NUM </span><span class=cFE>3</span><span class=cF0>
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<a name="l204"></a>#</span><span class=cF1>define</span><span class=cF0> LS_NUM </span><span class=cFE>128</span><span class=cF0>
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<a name="l205"></a></span><span class=cF1>class</span><span class=cF0> LandScapeItem
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<a name="l206"></a>{
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<a name="l207"></a> </span><span class=cF9>I64</span><span class=cF0> x, y;
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<a name="l208"></a> </span><span class=cF1>U8</span><span class=cF0> *img;
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<a name="l209"></a>
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<a name="l210"></a>} ls[LS_NUM];
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<a name="l211"></a>
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<a name="l212"></a>#</span><span class=cF1>define</span><span class=cF0> LS_TYPES </span><span class=cFE>4</span><span class=cF0>
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<a name="l213"></a></span><span class=cF1>U8</span><span class=cF0> *landscape_imgs[LS_TYPES] = {</span><span class=cFA><20></span><span class=cF0>, </span><span class=cFA><21></span><span class=cF0>, </span><span class=cFA><22></span><span class=cF0>, </span><span class=cFA><23></span><span class=cF0>};
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<a name="l214"></a>
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<a name="l215"></a></span><span class=cF1>U0</span><span class=cF0> ExplosionDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc, Explosion *tmpe, </span><span class=cF9>I64</span><span class=cF0> y)
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<a name="l216"></a>{
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<a name="l217"></a> </span><span class=cF9>I64</span><span class=cF0> i, n1, n2, n3, n4, n5;
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<a name="l218"></a> </span><span class=cF1>F64</span><span class=cF0> t=(</span><span class=cF5>tS</span><span class=cF0>-tmpe->t0)/(tmpe->tf-tmpe->t0);
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<a name="l219"></a>
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<a name="l220"></a> </span><span class=cF5>Seed</span><span class=cF0>(tmpe->num + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l221"></a>
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<a name="l222"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpe->type)
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<a name="l223"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l224"></a> </span><span class=cF1>case</span><span class=cF0> ET_MAN: n1 = </span><span class=cFE>8</span><span class=cF0>; n2 = </span><span class=cFE>0</span><span class=cF0>; n3 = </span><span class=cFE>0</span><span class=cF0>; n4 = </span><span class=cFE>18</span><span class=cF0>; n5 = </span><span class=cFE>28</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l225"></a> </span><span class=cF1>case</span><span class=cF0> ET_TANK: n1 = </span><span class=cFE>64</span><span class=cF0>; n2 = </span><span class=cFE>14</span><span class=cF0>; n3 = </span><span class=cFE>24</span><span class=cF0>; n4 = </span><span class=cFE>60</span><span class=cF0>; n5 = </span><span class=cFE>90</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l226"></a> </span><span class=cF1>case</span><span class=cF0> ET_MISSILE: n1 = </span><span class=cFE>128</span><span class=cF0>; n2 = </span><span class=cFE>30</span><span class=cF0>; n3 = </span><span class=cFE>60</span><span class=cF0>; n4 = </span><span class=cFE>100</span><span class=cF0>; n5 = </span><span class=cFE>200</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l227"></a> </span><span class=cF1>case</span><span class=cF0> ET_BUILDING: n1 = </span><span class=cFE>128</span><span class=cF0>; n2 = </span><span class=cFE>80</span><span class=cF0>; n3 = </span><span class=cFE>80</span><span class=cF0>; n4 = </span><span class=cFE>200</span><span class=cF0>; n5 = </span><span class=cFE>300</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l228"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l229"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < n1; i++)
|
|
<a name="l230"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l231"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l232"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpe->type)
|
|
<a name="l233"></a> {
|
|
<a name="l234"></a> </span><span class=cF1>case</span><span class=cF0> ET_MAN:
|
|
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l236"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l237"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l238"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l239"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l240"></a>
|
|
<a name="l241"></a> </span><span class=cF1>case</span><span class=cF0> ET_MISSILE:
|
|
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l243"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l244"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l245"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l246"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l247"></a> dc->color = </span><span class=cF3>DKGRAY</span><span class=cF0>;
|
|
<a name="l248"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l249"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l250"></a> dc->color=</span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l251"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l252"></a>
|
|
<a name="l253"></a> </span><span class=cF1>case</span><span class=cF0> ET_TANK:
|
|
<a name="l254"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</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> (i & </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l257"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l258"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l259"></a> dc->color = </span><span class=cF3>DKGRAY</span><span class=cF0>;
|
|
<a name="l260"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l261"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l262"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l263"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l264"></a>
|
|
<a name="l265"></a> </span><span class=cF1>case</span><span class=cF0> ET_BUILDING:
|
|
<a name="l266"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l267"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l268"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l269"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l270"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l271"></a> dc->color = </span><span class=cF3>DKGRAY</span><span class=cF0>;
|
|
<a name="l272"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l273"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l274"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l275"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l276"></a> }
|
|
<a name="l277"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l278"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l279"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l280"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l281"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpe->x + n2 * </span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0> - .</span><span class=cFE>5</span><span class=cF7>)</span><span class=cF0>, y + n3 / </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>, tmpe->x + n4 * t * </span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0> - .</span><span class=cFE>5</span><span class=cF7>)</span><span class=cF0>, y - n5 / </span><span class=cFE>2</span><span class=cF0> * t * </span><span class=cF5>Rand</span><span class=cF0>);
|
|
<a name="l282"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l283"></a>}
|
|
<a name="l284"></a>
|
|
<a name="l285"></a></span><span class=cF9>I64</span><span class=cF0> mp_not_done_flags;
|
|
<a name="l286"></a></span><span class=cF1>U0</span><span class=cF0> MPMenDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc2)
|
|
<a name="l287"></a>{
|
|
<a name="l288"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = dc2->win_task;
|
|
<a name="l289"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc = </span><span class=cF5>DCAlias</span><span class=cF0>(dc2, task);
|
|
<a name="l290"></a> </span><span class=cF9>I64</span><span class=cF0> i, r[</span><span class=cFE>16</span><span class=cF0>], lo = </span><span class=cF5>Gs</span><span class=cF0>->num * U_NUM / </span><span class=cFB>mp_count</span><span class=cF0>, hi = (</span><span class=cF5>Gs</span><span class=cF0>->num + </span><span class=cFE>1</span><span class=cF0>) * U_NUM / </span><span class=cFB>mp_count</span><span class=cF0>,
|
|
<a name="l291"></a> yy, phase, scroll_y = MAP_HEIGHT - </span><span class=cFE>100</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> * (</span><span class=cF5>tS</span><span class=cF0> - t0);
|
|
<a name="l292"></a> Unit *tmpu;
|
|
<a name="l293"></a> Explosion *tmpe;
|
|
<a name="l294"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps, **_tmps;
|
|
<a name="l295"></a> </span><span class=cF1>F64</span><span class=cF0> tt, ts = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l296"></a>
|
|
<a name="l297"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cF5>Gs</span><span class=cF0>->num; i < E_NUM; i += </span><span class=cFB>mp_count</span><span class=cF0>)
|
|
<a name="l298"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l299"></a> tmpe = &e[i];
|
|
<a name="l300"></a> yy = (tmpe->y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l301"></a> </span><span class=cF1>if</span><span class=cF0> (-</span><span class=cFE>32</span><span class=cF0> <= yy <= task->pix_bottom + </span><span class=cFE>32</span><span class=cF0> && !tmpe->dead)
|
|
<a name="l302"></a> {
|
|
<a name="l303"></a> ExplosionDraw(dc, tmpe, yy);
|
|
<a name="l304"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpe->tf)
|
|
<a name="l305"></a> tmpe->dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l306"></a> }
|
|
<a name="l307"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l308"></a> </span><span class=cF1>for</span><span class=cF0> (i = lo; i < hi; i++)
|
|
<a name="l309"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l310"></a> tmpu = &u[i];
|
|
<a name="l311"></a> yy = (tmpu->y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l312"></a> </span><span class=cF1>if</span><span class=cF0> (-</span><span class=cFE>32</span><span class=cF0> <= yy <= task->pix_bottom + </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l313"></a> {
|
|
<a name="l314"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu->dead)
|
|
<a name="l315"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l316"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(r);
|
|
<a name="l317"></a> </span><span class=cF5>Mat4x4RotY</span><span class=cF0>(r, tmpu->theta);
|
|
<a name="l318"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>6</span><span class=cF0>);
|
|
<a name="l319"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l320"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->tank)
|
|
<a name="l321"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, tmpu->x, yy, </span><span class=cF3>GR_Z_ALL</span><span class=cF0>, </span><span class=cFA><19></span><span class=cF0>, r);
|
|
<a name="l322"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l323"></a> {
|
|
<a name="l324"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->best_dd < </span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * HACK_DIST</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * HACK_DIST</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l325"></a> </span><span class=cF7>{</span><span class=cF2>//It's neat so times 2</span><span class=cF0>
|
|
<a name="l326"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->friendly)
|
|
<a name="l327"></a> _tmps = friendly_hacking_imgs;
|
|
<a name="l328"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l329"></a> _tmps = enemy_hacking_imgs;
|
|
<a name="l330"></a> tt = </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>Wrap</span><span class=cF0>(tmpu->phase + </span><span class=cFE>20</span><span class=cF0> * ts, </span><span class=cFE>0</span><span class=cF0>) / (</span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l331"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l332"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l333"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l334"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->friendly)
|
|
<a name="l335"></a> {
|
|
<a name="l336"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->CIA && </span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l337"></a> _tmps = CIA_neeger_imgs;
|
|
<a name="l338"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l339"></a> _tmps = friendly_imgs;
|
|
<a name="l340"></a> }
|
|
<a name="l341"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l342"></a> _tmps = enemy_imgs;
|
|
<a name="l343"></a> tt = </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>Wrap</span><span class=cF0>(tmpu->phase + </span><span class=cFE>5</span><span class=cF0> * ts, </span><span class=cFE>0</span><span class=cF0>) / (</span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l344"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l345"></a> phase = tt;
|
|
<a name="l346"></a> tt %= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l347"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt, _tmps[phase & </span><span class=cFE>3</span><span class=cF0>], _tmps[</span><span class=cF7>(</span><span class=cF0>phase + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> & </span><span class=cFE>3</span><span class=cF0>]);
|
|
<a name="l348"></a> </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc, tmpu->x, yy, </span><span class=cF3>GR_Z_ALL</span><span class=cF0>, tmps, r);
|
|
<a name="l349"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
|
|
<a name="l350"></a> }
|
|
<a name="l351"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l352"></a> }
|
|
<a name="l353"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l354"></a>
|
|
<a name="l355"></a> dc->depth_buf = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l356"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
|
|
<a name="l357"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&mp_not_done_flags, </span><span class=cF5>Gs</span><span class=cF0>->num);
|
|
<a name="l358"></a> </span><span class=cF5>Seed</span><span class=cF0>; </span><span class=cF2>//Return Executive task to timer-based.</span><span class=cF0>
|
|
<a name="l359"></a>}
|
|
<a name="l360"></a>
|
|
<a name="l361"></a></span><span class=cF1>U0</span><span class=cF0> MissilePos(</span><span class=cF9>I64</span><span class=cF0> m, </span><span class=cF1>F64</span><span class=cF0> theta, </span><span class=cF9>I64</span><span class=cF0> *_x, </span><span class=cF9>I64</span><span class=cF0> *_y)
|
|
<a name="l362"></a>{
|
|
<a name="l363"></a> </span><span class=cF9>I64</span><span class=cF0> n;
|
|
<a name="l364"></a>
|
|
<a name="l365"></a> </span><span class=cF1>if</span><span class=cF0> (m < </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l366"></a> n = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l367"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l368"></a> n = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l369"></a> *_x = x + </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(theta) - (</span><span class=cFE>15</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF0>m & </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> << </span><span class=cFE>3</span><span class=cF0>) * </span><span class=cF5>Cos</span><span class=cF0>(theta - n * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l370"></a> *_y = y + </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(theta) - (</span><span class=cFE>15</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF0>m & </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> << </span><span class=cFE>3</span><span class=cF0>) * </span><span class=cF5>Sin</span><span class=cF0>(theta - n * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l371"></a>}
|
|
<a name="l372"></a>
|
|
<a name="l373"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l374"></a>{
|
|
<a name="l375"></a> </span><span class=cF9>I64</span><span class=cF0> i, m, xx, yy, scroll_y = MAP_HEIGHT - </span><span class=cFE>100</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> * (</span><span class=cF5>tS</span><span class=cF0> - t0);
|
|
<a name="l376"></a> </span><span class=cF1>F64</span><span class=cF0> tt, ts = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l377"></a> Bullet *tmpb;
|
|
<a name="l378"></a>
|
|
<a name="l379"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> | </span><span class=cF3>BROWN</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l380"></a> </span><span class=cF5>GrRect3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, dc->width, dc->height);
|
|
<a name="l381"></a>
|
|
<a name="l382"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < LS_NUM; i++)
|
|
<a name="l383"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l384"></a> yy = (ls[i].y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l385"></a> </span><span class=cF1>if</span><span class=cF0> (-</span><span class=cFE>32</span><span class=cF0> <= yy <= task->pix_bottom + </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l386"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, ls[i].x, yy, </span><span class=cFE>0</span><span class=cF0>, ls[i].img);
|
|
<a name="l387"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l388"></a>
|
|
<a name="l389"></a> dc->thick = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l390"></a> dc->color = </span><span class=cF3>BROWN</span><span class=cF0>;
|
|
<a name="l391"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF7>(</span><span class=cF0>finish_line - scroll_y</span><span class=cF7>)</span><span class=cF0> & </span><span class=cF7>(</span><span class=cF0>MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>GR_WIDTH</span><span class=cF0>,
|
|
<a name="l392"></a> </span><span class=cF7>(</span><span class=cF0>finish_line - scroll_y</span><span class=cF7>)</span><span class=cF0> & </span><span class=cF7>(</span><span class=cF0>MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l393"></a>
|
|
<a name="l394"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l395"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpb = b; i < B_NUM; i++, tmpb++)
|
|
<a name="l396"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpb->dead)
|
|
<a name="l397"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l398"></a> </span><span class=cF1>if</span><span class=cF0> (tmpb->missile)
|
|
<a name="l399"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpb->x >> </span><span class=cFE>32</span><span class=cF0>, tmpb->y >> </span><span class=cFE>32</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpb->dx, tmpb->dy</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l400"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l401"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpb->x >> </span><span class=cFE>32</span><span class=cF0>, tmpb->y >> </span><span class=cFE>32</span><span class=cF0>,
|
|
<a name="l402"></a> </span><span class=cF7>(</span><span class=cF0>tmpb->x + tmpb->dy * B_LEN</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>32</span><span class=cF0>,
|
|
<a name="l403"></a> </span><span class=cF7>(</span><span class=cF0>tmpb->y + tmpb->dx * B_LEN</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>32</span><span class=cF0>);
|
|
<a name="l404"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l405"></a>
|
|
<a name="l406"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
|
|
<a name="l407"></a> mp_not_done_flags = </span><span class=cFE>1</span><span class=cF0> << </span><span class=cFB>mp_count</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l408"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFB>mp_count</span><span class=cF0>; i++)
|
|
<a name="l409"></a> </span><span class=cF5>JobQueue</span><span class=cF0>(&MPMenDraw, dc, i);
|
|
<a name="l410"></a> </span><span class=cF1>while</span><span class=cF0> (mp_not_done_flags)
|
|
<a name="l411"></a> </span><span class=cF5>Yield</span><span class=cF0>;
|
|
<a name="l412"></a> </span><span class=cF5>Free</span><span class=cF0>(dc->depth_buf);
|
|
<a name="l413"></a> dc->depth_buf = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l414"></a>
|
|
<a name="l415"></a> </span><span class=cF1>for</span><span class=cF0> (m = </span><span class=cFE>0</span><span class=cF0>; m < </span><span class=cFE>4</span><span class=cF0>; m++)
|
|
<a name="l416"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&missile_bmp, m</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l417"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l418"></a> MissilePos(m, theta, &xx, &yy);
|
|
<a name="l419"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, xx, yy, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, theta);
|
|
<a name="l420"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l421"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><1></span><span class=cF0>, theta);
|
|
<a name="l422"></a>
|
|
<a name="l423"></a> </span><span class=cF1>if</span><span class=cF0> (tf)
|
|
<a name="l424"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l425"></a> tt = tf;
|
|
<a name="l426"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l427"></a> </span><span class=cF1>if</span><span class=cF0> (game_over && </span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l428"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, task->pix_width / </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>9</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, task->pix_height / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l429"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l430"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l431"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l432"></a> tt = ts;
|
|
<a name="l433"></a> </span><span class=cF1>if</span><span class=cF0> (!enemy_left || !friendly_left)
|
|
<a name="l434"></a> game_over = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l435"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l436"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l437"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"Enemy:%d Friends:%d Friendly Fire:%d Time:%6.2f Bullets:%d"</span><span class=cF0>,
|
|
<a name="l438"></a> enemy_left, friendly_left, friendly_fire, tt-t0, bullets_fired);
|
|
<a name="l439"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>8</span><span class=cF0>, </span><span class=cF6>"Total Score:%,d High Score:%,d"</span><span class=cF0>, total_score, best_score);
|
|
<a name="l440"></a>}
|
|
<a name="l441"></a>
|
|
<a name="l442"></a>Explosion *ExplosionNew(</span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y)
|
|
<a name="l443"></a>{
|
|
<a name="l444"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l445"></a>
|
|
<a name="l446"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < E_NUM; i++)
|
|
<a name="l447"></a> </span><span class=cF1>if</span><span class=cF0> (e[i].dead)
|
|
<a name="l448"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l449"></a> e[i].x = x;
|
|
<a name="l450"></a> e[i].y = y;
|
|
<a name="l451"></a> e[i].dead = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l452"></a> </span><span class=cF1>return</span><span class=cF0> &e[i];
|
|
<a name="l453"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l454"></a>
|
|
<a name="l455"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l456"></a>}
|
|
<a name="l457"></a>
|
|
<a name="l458"></a></span><span class=cF1>U0</span><span class=cF0> ManDie(Unit *tmpu, </span><span class=cF1>Bool</span><span class=cF0> by_human)
|
|
<a name="l459"></a>{
|
|
<a name="l460"></a> Explosion *tmpe;
|
|
<a name="l461"></a>
|
|
<a name="l462"></a> tmpu->dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l463"></a> </span><span class=cF1>if</span><span class=cF0> (by_human)
|
|
<a name="l464"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l465"></a> </span><span class=cF1>if</span><span class=cF0> (tmpe = ExplosionNew</span><span class=cF7>(</span><span class=cF0>tmpu->x, tmpu->y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l466"></a> {
|
|
<a name="l467"></a> tmpe->t0 = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l468"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->tank)
|
|
<a name="l469"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l470"></a> tmpe->type = ET_TANK;
|
|
<a name="l471"></a> tmpe->tf = tmpe->t0 + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>40</span><span class=cF0>;
|
|
<a name="l472"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l473"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l474"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l475"></a> tmpe->type = ET_MAN;
|
|
<a name="l476"></a> tmpe->tf = tmpe->t0 + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l477"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l478"></a> }
|
|
<a name="l479"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l480"></a>
|
|
<a name="l481"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->friendly)
|
|
<a name="l482"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l483"></a> friendly_left--;
|
|
<a name="l484"></a> </span><span class=cF1>if</span><span class=cF0> (by_human)
|
|
<a name="l485"></a> friendly_fire++;
|
|
<a name="l486"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l487"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l488"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l489"></a> enemy_left--;
|
|
<a name="l490"></a> </span><span class=cF1>if</span><span class=cF0> (!by_human)
|
|
<a name="l491"></a> enemy_by_friendly++;
|
|
<a name="l492"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l493"></a> </span><span class=cF1>if</span><span class=cF0> (by_human && !sound_timeout)
|
|
<a name="l494"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l495"></a> sound_timeout = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>;
|
|
<a name="l496"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->friendly)
|
|
<a name="l497"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>46</span><span class=cF0>);
|
|
<a name="l498"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l499"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>22</span><span class=cF0>);
|
|
<a name="l500"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l501"></a>}
|
|
<a name="l502"></a>
|
|
<a name="l503"></a></span><span class=cF1>U0</span><span class=cF0> ExplosionDo(</span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0> scroll_y)
|
|
<a name="l504"></a>{
|
|
<a name="l505"></a> </span><span class=cF9>I64</span><span class=cF0> i, x2, y2;
|
|
<a name="l506"></a> Explosion *tmpe;
|
|
<a name="l507"></a> Unit *tmpu;
|
|
<a name="l508"></a>
|
|
<a name="l509"></a> </span><span class=cF1>if</span><span class=cF0> (tmpe = ExplosionNew</span><span class=cF7>(</span><span class=cF0>x, y + scroll_y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l510"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l511"></a> tmpe->t0 = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l512"></a> tmpe->type = ET_MISSILE;
|
|
<a name="l513"></a> tmpe->tf = tmpe->t0 + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l514"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l515"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpu = u; i < U_NUM; i++, tmpu++)
|
|
<a name="l516"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l517"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu->dead)
|
|
<a name="l518"></a> {
|
|
<a name="l519"></a> x2 = tmpu->x;
|
|
<a name="l520"></a> y2 = (tmpu->y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l521"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x - x2</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y - y2</span><span class=cF7>)</span><span class=cF0> < </span><span class=cFE>100</span><span class=cF0> * </span><span class=cFE>100</span><span class=cF0>)
|
|
<a name="l522"></a> ManDie(tmpu, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l523"></a> }
|
|
<a name="l524"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l525"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < LS_APTS_NUM; i++)
|
|
<a name="l526"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l527"></a> x2 = ls[i].x;
|
|
<a name="l528"></a> y2 = (ls[i].y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l529"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x-x2</span><span class=cF7>)</span><span class=cF0>+</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y-y2</span><span class=cF7>)</span><span class=cF0><</span><span class=cFE>100</span><span class=cF0>*</span><span class=cFE>100</span><span class=cF0>)
|
|
<a name="l530"></a> {
|
|
<a name="l531"></a> </span><span class=cF1>if</span><span class=cF0> (tmpe = ExplosionNew</span><span class=cF7>(</span><span class=cF0>x2, y2 + scroll_y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l532"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l533"></a> tmpe->t0 = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l534"></a> tmpe->type = ET_BUILDING;
|
|
<a name="l535"></a> tmpe->tf = tmpe->t0 + </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l536"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l537"></a> }
|
|
<a name="l538"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l539"></a>}
|
|
<a name="l540"></a>
|
|
<a name="l541"></a></span><span class=cF1>U0</span><span class=cF0> CheckCollisions()
|
|
<a name="l542"></a>{
|
|
<a name="l543"></a> </span><span class=cF9>I64</span><span class=cF0> i, n1, x, y, scroll_y = MAP_HEIGHT - </span><span class=cFE>100</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> * (</span><span class=cF5>tS</span><span class=cF0> - t0);
|
|
<a name="l544"></a> Unit *tmpu;
|
|
<a name="l545"></a> Bullet *tmpb;
|
|
<a name="l546"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc2 = </span><span class=cF5>DCNew</span><span class=cF0>(</span><span class=cF3>GR_WIDTH</span><span class=cF0>, </span><span class=cF3>GR_HEIGHT</span><span class=cF0>);
|
|
<a name="l547"></a>
|
|
<a name="l548"></a> dc2->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l549"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpb = b; i < B_NUM; i++, tmpb++)
|
|
<a name="l550"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpb->dead && !tmpb->missile) </span><span class=cF2>//Bullets not missiles</span><span class=cF0>
|
|
<a name="l551"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc2, tmpb->x >> </span><span class=cFE>32</span><span class=cF0>, tmpb->y >> </span><span class=cFE>32</span><span class=cF0>,
|
|
<a name="l552"></a> </span><span class=cF7>(</span><span class=cF0>tmpb->x + tmpb->dx * B_LEN</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>32</span><span class=cF0>,
|
|
<a name="l553"></a> </span><span class=cF7>(</span><span class=cF0>tmpb->y + tmpb->dy * B_LEN</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>32</span><span class=cF0>);
|
|
<a name="l554"></a>
|
|
<a name="l555"></a> dc2->color = </span><span class=cF3>ROP_COLLISION</span><span class=cF0>;
|
|
<a name="l556"></a> dc2->bkcolor = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l557"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpu = u; i < U_NUM; i++, tmpu++)
|
|
<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> (!tmpu->dead)
|
|
<a name="l560"></a> {
|
|
<a name="l561"></a> x = tmpu->x;
|
|
<a name="l562"></a> y = (tmpu->y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l563"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= x < </span><span class=cF3>GR_WIDTH</span><span class=cF0> && </span><span class=cFE>0</span><span class=cF0> <= y < </span><span class=cF3>GR_HEIGHT</span><span class=cF0>)
|
|
<a name="l564"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l565"></a> dc2->collision_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l566"></a> </span><span class=cF5>GrRect</span><span class=cF0>(dc2, x - </span><span class=cFE>3</span><span class=cF0>, y - </span><span class=cFE>9</span><span class=cF0>, </span><span class=cFE>6</span><span class=cF0>, </span><span class=cFE>8</span><span class=cF0>);
|
|
<a name="l567"></a> </span><span class=cF1>if</span><span class=cF0> (dc2->collision_count)
|
|
<a name="l568"></a> ManDie(tmpu, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l569"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l570"></a> }
|
|
<a name="l571"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l572"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc2);
|
|
<a name="l573"></a>
|
|
<a name="l574"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpb = b; i < B_NUM; i++, tmpb++)
|
|
<a name="l575"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpb->dead && tmpb->missile)
|
|
<a name="l576"></a> </span><span class=cF7>{</span><span class=cF0> </span><span class=cF2>//Missiles not bullets</span><span class=cF0>
|
|
<a name="l577"></a> x = tmpb->x >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l578"></a> y = tmpb->y >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l579"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpu = u; i < U_NUM; i++, tmpu++)
|
|
<a name="l580"></a> {
|
|
<a name="l581"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->tank)
|
|
<a name="l582"></a> n1 = </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l583"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l584"></a> n1 = </span><span class=cFE>6</span><span class=cF0>;
|
|
<a name="l585"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu->dead &&
|
|
<a name="l586"></a> </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>x - tmpu->x - n1</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>y - (tmpu->y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>) + n1</span><span class=cF7>)</span><span class=cF0> < n1 << </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l587"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l588"></a> tmpb->dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l589"></a> ExplosionDo(x, y, scroll_y);
|
|
<a name="l590"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l591"></a> }
|
|
<a name="l592"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpb->dead)
|
|
<a name="l593"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < LS_APTS_NUM; i++)
|
|
<a name="l594"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x - ls[i].x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y + </span><span class=cFE>35</span><span class=cF0> - (ls[i].y - scroll_y) & (MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> < </span><span class=cFE>2</span><span class=cF0> * </span><span class=cFE>60</span><span class=cF0> * </span><span class=cFE>60</span><span class=cF0>)
|
|
<a name="l595"></a> {
|
|
<a name="l596"></a> tmpb->dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l597"></a> ExplosionDo(x, y, scroll_y);
|
|
<a name="l598"></a> }
|
|
<a name="l599"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l600"></a>}
|
|
<a name="l601"></a>
|
|
<a name="l602"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l603"></a>{
|
|
<a name="l604"></a> </span><span class=cF9>I64</span><span class=cF0> i, xx, yy, scroll_y = MAP_HEIGHT - </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l605"></a> Unit *tmpu;
|
|
<a name="l606"></a>
|
|
<a name="l607"></a> sound_timeout = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l608"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l609"></a>
|
|
<a name="l610"></a> total_score = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l611"></a> game_over = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l612"></a> main_loop_pass = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l613"></a>
|
|
<a name="l614"></a> x = </span><span class=cF5>Fs</span><span class=cF0>->pix_width >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l615"></a> y = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>9</span><span class=cF0> * </span><span class=cF5>Fs</span><span class=cF0>->pix_height;
|
|
<a name="l616"></a> finish_line = scroll_y + y;
|
|
<a name="l617"></a> dx = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l618"></a> dy = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l619"></a> theta = -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l620"></a>
|
|
<a name="l621"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < LS_NUM; i++)
|
|
<a name="l622"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l623"></a> ls[i].x = (</span><span class=cF5>Fs</span><span class=cF0>->pix_width - </span><span class=cFE>100</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0> + </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l624"></a> ls[i].y = (MAP_HEIGHT - </span><span class=cFE>100</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0> + </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l625"></a> ls[i].img = landscape_imgs[</span><span class=cF5>RandU16</span><span class=cF0> % (LS_TYPES - </span><span class=cFE>2</span><span class=cF0>)];
|
|
<a name="l626"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l627"></a>
|
|
<a name="l628"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < LS_APTS_NUM; i++)
|
|
<a name="l629"></a> ls[i].img = landscape_imgs[LS_TYPES - </span><span class=cFE>1</span><span class=cF0>]; </span><span class=cF2>//Apartment</span><span class=cF0>
|
|
<a name="l630"></a>
|
|
<a name="l631"></a> </span><span class=cF1>for</span><span class=cF0> (; i < LS_APTS_NUM + LS_MOUNTAINS_NUM; i++)
|
|
<a name="l632"></a> ls[i].img = landscape_imgs[LS_TYPES - </span><span class=cFE>2</span><span class=cF0>]; </span><span class=cF2>//mountain</span><span class=cF0>
|
|
<a name="l633"></a>
|
|
<a name="l634"></a> </span><span class=cF5>MemSet</span><span class=cF0>(u, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>u</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l635"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpu = u; i < U_NUM; i++, tmpu++)
|
|
<a name="l636"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l637"></a> </span><span class=cF1>if</span><span class=cF0> (i < U_FRIENDLY_NUM)
|
|
<a name="l638"></a> {
|
|
<a name="l639"></a> tmpu->friendly = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l640"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i & </span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l641"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l642"></a> xx = (</span><span class=cF5>Fs</span><span class=cF0>->pix_width - </span><span class=cFE>200</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0>;
|
|
<a name="l643"></a> yy = (MAP_HEIGHT - </span><span class=cFE>200</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0>;
|
|
<a name="l644"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l645"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i & </span><span class=cFE>63</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l646"></a> tmpu->CIA = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l647"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l648"></a> tmpu->CIA = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l649"></a> }
|
|
<a name="l650"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l651"></a> {
|
|
<a name="l652"></a> tmpu->friendly = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l653"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i & </span><span class=cFE>31</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l654"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l655"></a> xx = (</span><span class=cF5>Fs</span><span class=cF0>->pix_width - </span><span class=cFE>200</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0>;
|
|
<a name="l656"></a> yy = (MAP_HEIGHT - </span><span class=cFE>200</span><span class=cF0>) * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>U32_MAX</span><span class=cF0>;
|
|
<a name="l657"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l658"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i & </span><span class=cFE>15</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l659"></a> tmpu->tank = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l660"></a> }
|
|
<a name="l661"></a> tmpu->dead = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l662"></a> tmpu->x = xx + </span><span class=cFE>64</span><span class=cF0> * </span><span class=cF5>RandI32</span><span class=cF0> / </span><span class=cF3>I32_MAX</span><span class=cF0> + </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l663"></a> tmpu->y = yy + </span><span class=cFE>64</span><span class=cF0> * </span><span class=cF5>RandU32</span><span class=cF0> / </span><span class=cF3>I32_MAX</span><span class=cF0> - </span><span class=cFE>64</span><span class=cF0> + </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l664"></a> tmpu->best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l665"></a> tmpu->theta = </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l666"></a> tmpu->phase = </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>;
|
|
<a name="l667"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l668"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < B_NUM; i++)
|
|
<a name="l669"></a> b[i].dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l670"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < E_NUM; i++)
|
|
<a name="l671"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l672"></a> e[i].dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l673"></a> e[i].num = i;
|
|
<a name="l674"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l675"></a> friendly_left = U_FRIENDLY_NUM;
|
|
<a name="l676"></a> enemy_left = U_ENEMY_NUM;
|
|
<a name="l677"></a> enemy_by_friendly = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l678"></a> bullets_fired =</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l679"></a> missile_bmp = </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l680"></a> friendly_fire = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l681"></a> t0 = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l682"></a> tf = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l683"></a>}
|
|
<a name="l684"></a>
|
|
<a name="l685"></a></span><span class=cF1>U0</span><span class=cF0> FireBullet()
|
|
<a name="l686"></a>{
|
|
<a name="l687"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l688"></a> </span><span class=cF1>F64</span><span class=cF0> a;
|
|
<a name="l689"></a> Bullet *tmpb;
|
|
<a name="l690"></a>
|
|
<a name="l691"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < B_NUM - </span><span class=cFE>1</span><span class=cF0>; i++)
|
|
<a name="l692"></a> </span><span class=cF1>if</span><span class=cF0> (b[i].dead)
|
|
<a name="l693"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l694"></a> tmpb = &b[i];
|
|
<a name="l695"></a>
|
|
<a name="l696"></a> j = x + </span><span class=cFE>28</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(theta);
|
|
<a name="l697"></a> tmpb->x = j << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l698"></a> j = y + </span><span class=cFE>28</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(theta);
|
|
<a name="l699"></a> tmpb->y = j << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l700"></a>
|
|
<a name="l701"></a> tmpb->dx2 = (B_SPEED * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0> + dx) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l702"></a> tmpb->dy2 = B_SPEED * </span><span class=cF5>Sin</span><span class=cF0>(theta) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l703"></a> a = </span><span class=cF5>Arg</span><span class=cF0>(tmpb->dx2, tmpb->dy2);
|
|
<a name="l704"></a> tmpb->dx = </span><span class=cF5>Sin</span><span class=cF0>(a) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l705"></a> tmpb->dy = </span><span class=cF5>Cos</span><span class=cF0>(a) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l706"></a> bullets_fired++;
|
|
<a name="l707"></a> tmpb->dead = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l708"></a> tmpb->missile = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l709"></a> </span><span class=cF1>if</span><span class=cF0> (!sound_timeout)
|
|
<a name="l710"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l711"></a> sound_timeout = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0005</span><span class=cF0>;
|
|
<a name="l712"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l713"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l714"></a>}
|
|
<a name="l715"></a>
|
|
<a name="l716"></a></span><span class=cF1>Bool</span><span class=cF0> FireMissile(</span><span class=cF9>I64</span><span class=cF0> n)
|
|
<a name="l717"></a>{
|
|
<a name="l718"></a> </span><span class=cF9>I64</span><span class=cF0> i, m;
|
|
<a name="l719"></a> </span><span class=cF1>F64</span><span class=cF0> a;
|
|
<a name="l720"></a> Bullet *tmpb;
|
|
<a name="l721"></a> </span><span class=cF1>Bool</span><span class=cF0> res = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l722"></a>
|
|
<a name="l723"></a> m = n;
|
|
<a name="l724"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>&missile_bmp, ++m</span><span class=cF7>)</span><span class=cF0> || </span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>&missile_bmp, ++m</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l725"></a> res = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l726"></a>
|
|
<a name="l727"></a> </span><span class=cF1>if</span><span class=cF0> (res)
|
|
<a name="l728"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l729"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < B_NUM - </span><span class=cFE>1</span><span class=cF0>; i++)
|
|
<a name="l730"></a> </span><span class=cF1>if</span><span class=cF0> (b[i].dead)
|
|
<a name="l731"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l732"></a> tmpb = &b[i];
|
|
<a name="l733"></a>
|
|
<a name="l734"></a> MissilePos(m, theta, &tmpb->x, &tmpb->y);
|
|
<a name="l735"></a> tmpb->x <<= </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l736"></a> tmpb->y <<= </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l737"></a>
|
|
<a name="l738"></a> tmpb->dx2 = (B_SPEED * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0> + dx) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l739"></a> tmpb->dy2 = B_SPEED * </span><span class=cF5>Sin</span><span class=cF0>(theta) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l740"></a> a=</span><span class=cF5>Arg</span><span class=cF0>(tmpb->dx2, tmpb->dy2);
|
|
<a name="l741"></a> tmpb->dx = </span><span class=cF5>Sin</span><span class=cF0>(a) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l742"></a> tmpb->dy = </span><span class=cF5>Cos</span><span class=cF0>(a) * </span><span class=cFE>0x100000000</span><span class=cF0>;
|
|
<a name="l743"></a> tmpb->dead = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l744"></a> tmpb->missile = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l745"></a> </span><span class=cF1>if</span><span class=cF0> (!sound_timeout)
|
|
<a name="l746"></a> {
|
|
<a name="l747"></a> sound_timeout = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0005</span><span class=cF0>;
|
|
<a name="l748"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l749"></a> }
|
|
<a name="l750"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l751"></a>}
|
|
<a name="l752"></a>
|
|
<a name="l753"></a></span><span class=cF1>U0</span><span class=cF0> MenMove(</span><span class=cF9>I64</span><span class=cF0> phase_group)
|
|
<a name="l754"></a>{
|
|
<a name="l755"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, best, best_dd;
|
|
<a name="l756"></a>
|
|
<a name="l757"></a> </span><span class=cF1>for</span><span class=cF0> (i = phase_group; i < U_FRIENDLY_NUM; i += PHASES_GROUPS)
|
|
<a name="l758"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l759"></a> </span><span class=cF1>if</span><span class=cF0> (!u[i].dead)
|
|
<a name="l760"></a> {
|
|
<a name="l761"></a> best = U_FRIENDLY_NUM;
|
|
<a name="l762"></a> best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l763"></a> </span><span class=cF1>for</span><span class=cF0> (j = U_FRIENDLY_NUM; j < U_NUM; j++)
|
|
<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> (!u[j].dead)
|
|
<a name="l766"></a> {
|
|
<a name="l767"></a> dd = </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x - u[j].x) + </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y - u[j].y);
|
|
<a name="l768"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l769"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l770"></a> best_dd = dd;
|
|
<a name="l771"></a> best = j;
|
|
<a name="l772"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l773"></a> }
|
|
<a name="l774"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l775"></a> u[i].best_dd = best_dd;
|
|
<a name="l776"></a> </span><span class=cF1>if</span><span class=cF0> (best_dd != </span><span class=cF3>I64_MAX</span><span class=cF0>)
|
|
<a name="l777"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l778"></a> u[i].x += </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>SignI64</span><span class=cF0>(u[best].x - u[i].x);
|
|
<a name="l779"></a> u[i].y += </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>SignI64</span><span class=cF0>(u[best].y - u[i].y);
|
|
<a name="l780"></a> u[i].theta = </span><span class=cF5>Arg</span><span class=cF0>(u[best].x - u[i].x, u[best].y - u[i].y);
|
|
<a name="l781"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l782"></a> }
|
|
<a name="l783"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l784"></a> </span><span class=cF1>for</span><span class=cF0> (i = U_FRIENDLY_NUM + phase_group; i < U_NUM; i += PHASES_GROUPS)
|
|
<a name="l785"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l786"></a> </span><span class=cF1>if</span><span class=cF0> (!u[i].dead)
|
|
<a name="l787"></a> {
|
|
<a name="l788"></a> best = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l789"></a> best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l790"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < U_FRIENDLY_NUM; j++)
|
|
<a name="l791"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l792"></a> </span><span class=cF1>if</span><span class=cF0> (!u[j].dead)
|
|
<a name="l793"></a> {
|
|
<a name="l794"></a> dd = </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x - u[j].x) + </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y - u[j].y);
|
|
<a name="l795"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l796"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l797"></a> best_dd = dd;
|
|
<a name="l798"></a> best = j;
|
|
<a name="l799"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l800"></a> }
|
|
<a name="l801"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l802"></a> u[i].best_dd = best_dd;
|
|
<a name="l803"></a> </span><span class=cF1>if</span><span class=cF0> (best_dd != </span><span class=cF3>I64_MAX</span><span class=cF0>)
|
|
<a name="l804"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l805"></a> u[i].x += </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>SignI64</span><span class=cF0>(u[best].x - u[i].x);
|
|
<a name="l806"></a> u[i].y += </span><span class=cFE>4</span><span class=cF0> * </span><span class=cF5>SignI64</span><span class=cF0>(u[best].y - u[i].y);
|
|
<a name="l807"></a> u[i].theta = </span><span class=cF5>Arg</span><span class=cF0>(u[best].x - u[i].x, u[best].y - u[i].y);
|
|
<a name="l808"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l809"></a> }
|
|
<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>U0</span><span class=cF0> MenFight(</span><span class=cF9>I64</span><span class=cF0> phase_group)
|
|
<a name="l814"></a>{
|
|
<a name="l815"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, best, best_dd;
|
|
<a name="l816"></a>
|
|
<a name="l817"></a> </span><span class=cF1>for</span><span class=cF0> (i = phase_group; i < U_FRIENDLY_NUM; i += PHASES_GROUPS)
|
|
<a name="l818"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l819"></a> </span><span class=cF1>if</span><span class=cF0> (!u[i].dead)
|
|
<a name="l820"></a> {
|
|
<a name="l821"></a> best = U_FRIENDLY_NUM;
|
|
<a name="l822"></a> best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l823"></a> </span><span class=cF1>for</span><span class=cF0> (j = U_FRIENDLY_NUM; j < U_NUM; j++)
|
|
<a name="l824"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l825"></a> </span><span class=cF1>if</span><span class=cF0> (!u[j].dead && u[i].y - u[j].y < </span><span class=cFE>8</span><span class=cF0>)
|
|
<a name="l826"></a> {
|
|
<a name="l827"></a> dd = </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x - u[j].x) + </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y - u[j].y);
|
|
<a name="l828"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l829"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l830"></a> best_dd = dd;
|
|
<a name="l831"></a> best = j;
|
|
<a name="l832"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l833"></a> }
|
|
<a name="l834"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l835"></a> u[i].best_dd = best_dd;
|
|
<a name="l836"></a> </span><span class=cF1>if</span><span class=cF0> (best_dd < HACK_DIST * HACK_DIST && !</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l837"></a> ManDie(&u[best], </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l838"></a> }
|
|
<a name="l839"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l840"></a> </span><span class=cF1>for</span><span class=cF0> (i = U_FRIENDLY_NUM + phase_group; i < U_NUM; i += PHASES_GROUPS)
|
|
<a name="l841"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l842"></a> </span><span class=cF1>if</span><span class=cF0> (!u[i].dead)
|
|
<a name="l843"></a> {
|
|
<a name="l844"></a> best = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l845"></a> best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l846"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < U_FRIENDLY_NUM; j++)
|
|
<a name="l847"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l848"></a> </span><span class=cF1>if</span><span class=cF0> (!u[j].dead&& u[i].y - u[j].y < </span><span class=cFE>8</span><span class=cF0>)
|
|
<a name="l849"></a> {
|
|
<a name="l850"></a> dd = </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x - u[j].x) + </span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y - u[j].y);
|
|
<a name="l851"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l852"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l853"></a> best_dd = dd;
|
|
<a name="l854"></a> best = j;
|
|
<a name="l855"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l856"></a> }
|
|
<a name="l857"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l858"></a> u[i].best_dd = best_dd;
|
|
<a name="l859"></a> </span><span class=cF1>if</span><span class=cF0> (best_dd < HACK_DIST * HACK_DIST && !</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l860"></a> ManDie(&u[best], </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l861"></a> }
|
|
<a name="l862"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l863"></a>}
|
|
<a name="l864"></a>
|
|
<a name="l865"></a></span><span class=cF1>U0</span><span class=cF0> Titanium()
|
|
<a name="l866"></a>{
|
|
<a name="l867"></a> </span><span class=cF9>I64</span><span class=cF0> i, message_code, ch, sc;
|
|
<a name="l868"></a> </span><span class=cF1>Bool</span><span class=cF0> gun_on;
|
|
<a name="l869"></a>
|
|
<a name="l870"></a> </span><span class=cF9>I64</span><span class=cF0> next_update_jiffy;
|
|
<a name="l871"></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.ZC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l872"></a>
|
|
<a name="l873"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l874"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l875"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l876"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l877"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l878"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l879"></a> </span><span class=cF6>" Fire(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l880"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l881"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l882"></a> </span><span class=cF6>" LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);"</span><span class=cF0>
|
|
<a name="l883"></a> </span><span class=cF6>" RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);"</span><span class=cF0>
|
|
<a name="l884"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l885"></a> );
|
|
<a name="l886"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l887"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l888"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l889"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l890"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l891"></a>
|
|
<a name="l892"></a> </span><span class=cF6>"\nScoring:\n"</span><span class=cF0>
|
|
<a name="l893"></a> </span><span class=cF6>"\tEnemy Killed\t\t+3\n"</span><span class=cF0>
|
|
<a name="l894"></a> </span><span class=cF6>"\tEnemy by Friendly\t+5\n"</span><span class=cF0>
|
|
<a name="l895"></a> </span><span class=cF6>"\tFriendly Fire\t\t-100\n"</span><span class=cF0>
|
|
<a name="l896"></a> </span><span class=cF6>"\tBullets Fired\t\t-1\n"</span><span class=cF0>
|
|
<a name="l897"></a> </span><span class=cF6>"\tGame Time\t\t-10 per second\n"</span><span class=cF0>
|
|
<a name="l898"></a> </span><span class=cF6>"\tSurviving Friendlies\t+250\n\n"</span><span class=cF0>
|
|
<a name="l899"></a> </span><span class=cF6>"Sweep side-to-side while shooting, "</span><span class=cF0>
|
|
<a name="l900"></a> </span><span class=cF6>"holding down $GREEN$<SPACE>$FG$.\n\n"</span><span class=cF0>;
|
|
<a name="l901"></a> </span><span class=cF5>PressAKey</span><span class=cF0>;
|
|
<a name="l902"></a>
|
|
<a name="l903"></a> Init;
|
|
<a name="l904"></a> </span><span class=cF5>PaletteSetLight</span><span class=cF0>(</span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l905"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l906"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l907"></a>
|
|
<a name="l908"></a> gun_on = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l909"></a>
|
|
<a name="l910"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l911"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l912"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l913"></a> {
|
|
<a name="l914"></a> next_update_jiffy = </span><span class=cFB>counts</span><span class=cF0>.jiffies + </span><span class=cF3>JIFFY_FREQ</span><span class=cF0> / </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l915"></a> </span><span class=cF1>while</span><span class=cF0> (message_code = </span><span class=cF5>MessageScan</span><span class=cF7>(</span><span class=cF0>&ch, &sc, </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_KEY_UP</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l916"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l917"></a> </span><span class=cF1>switch</span><span class=cF0> (message_code)
|
|
<a name="l918"></a> {
|
|
<a name="l919"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
|
|
<a name="l920"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
|
|
<a name="l921"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l922"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l923"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l924"></a> {
|
|
<a name="l925"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l926"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_CTRL</span><span class=cF0>)
|
|
<a name="l927"></a> FireMissile(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l928"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l929"></a>
|
|
<a name="l930"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l931"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_CTRL</span><span class=cF0>)
|
|
<a name="l932"></a> FireMissile(-</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l933"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l934"></a> }
|
|
<a name="l935"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l936"></a>
|
|
<a name="l937"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l938"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l939"></a> </span><span class=cF1>goto</span><span class=cF0> to_done;
|
|
<a name="l940"></a>
|
|
<a name="l941"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l942"></a> Init;
|
|
<a name="l943"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l944"></a>
|
|
<a name="l945"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l946"></a> gun_on = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l947"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l948"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l949"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l950"></a>
|
|
<a name="l951"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>:
|
|
<a name="l952"></a> </span><span class=cF1>if</span><span class=cF0> (ch == </span><span class=cF3>CH_SPACE</span><span class=cF0>)
|
|
<a name="l953"></a> gun_on = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l954"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>] == </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0> || sc.u8[</span><span class=cFE>0</span><span class=cF0>] == </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>)
|
|
<a name="l955"></a> theta = -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l956"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l957"></a> }
|
|
<a name="l958"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l959"></a>
|
|
<a name="l960"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < B_NUM; i++)
|
|
<a name="l961"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l962"></a> </span><span class=cF1>if</span><span class=cF0> (!b[i].dead)
|
|
<a name="l963"></a> {
|
|
<a name="l964"></a> b[i].x += b[i].dx2;
|
|
<a name="l965"></a> b[i].y += b[i].dy2;
|
|
<a name="l966"></a> </span><span class=cF1>if</span><span class=cF0> (b[i].y < </span><span class=cFE>0</span><span class=cF0> || b[i].x < </span><span class=cFE>0</span><span class=cF0> || b[i].x >> </span><span class=cFE>32</span><span class=cF0> >= </span><span class=cF5>Fs</span><span class=cF0>->pix_width || b[i].y >> </span><span class=cFE>32</span><span class=cF0> >= </span><span class=cF5>Fs</span><span class=cF0>->pix_height)
|
|
<a name="l967"></a> b[i].dead = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l968"></a> }
|
|
<a name="l969"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l970"></a>
|
|
<a name="l971"></a> dx = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l972"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap, </span><span class=cF3>SC_CTRL</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l973"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l974"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap, </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l975"></a> {
|
|
<a name="l976"></a> theta = -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>15</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l977"></a> dx = -</span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l978"></a> }
|
|
<a name="l979"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap, </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l980"></a> {
|
|
<a name="l981"></a> theta = -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cFE>15</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l982"></a> dx = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l983"></a> }
|
|
<a name="l984"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l985"></a> x += dx;
|
|
<a name="l986"></a> </span><span class=cF1>while</span><span class=cF0> (x >= </span><span class=cF5>Fs</span><span class=cF0>->pix_width)
|
|
<a name="l987"></a> x -= </span><span class=cF5>Fs</span><span class=cF0>->pix_width;
|
|
<a name="l988"></a> </span><span class=cF1>while</span><span class=cF0> (x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l989"></a> x += </span><span class=cF5>Fs</span><span class=cF0>->pix_width;
|
|
<a name="l990"></a>
|
|
<a name="l991"></a> </span><span class=cF2>//It takes too much CPU do do all these all the time.</span><span class=cF0>
|
|
<a name="l992"></a> </span><span class=cF1>switch</span><span class=cF0> [main_loop_pass & </span><span class=cFE>7</span><span class=cF0>]
|
|
<a name="l993"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l994"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l995"></a> </span><span class=cF1>switch</span><span class=cF0> [main_loop_pass >> </span><span class=cFE>3</span><span class=cF0> & </span><span class=cFE>7</span><span class=cF0>]
|
|
<a name="l996"></a> {
|
|
<a name="l997"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l998"></a> </span><span class=cF1>if</span><span class=cF0> (--y < </span><span class=cFE>20</span><span class=cF0>)
|
|
<a name="l999"></a> game_over = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1000"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>:
|
|
<a name="l1001"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>4</span><span class=cF0>:
|
|
<a name="l1002"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>6</span><span class=cF0>:
|
|
<a name="l1003"></a> MenFight(main_loop_pass >> </span><span class=cFE>4</span><span class=cF0> % PHASES_GROUPS);
|
|
<a name="l1004"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1005"></a>
|
|
<a name="l1006"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>:
|
|
<a name="l1007"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>:
|
|
<a name="l1008"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>5</span><span class=cF0>:
|
|
<a name="l1009"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>7</span><span class=cF0>:
|
|
<a name="l1010"></a> MenMove (main_loop_pass >> </span><span class=cFE>4</span><span class=cF0> % PHASES_GROUPS);
|
|
<a name="l1011"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1012"></a> }
|
|
<a name="l1013"></a>
|
|
<a name="l1014"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>4</span><span class=cF0>:
|
|
<a name="l1015"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1016"></a>
|
|
<a name="l1017"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>:
|
|
<a name="l1018"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>6</span><span class=cF0>:
|
|
<a name="l1019"></a> </span><span class=cF1>if</span><span class=cF0> (gun_on)
|
|
<a name="l1020"></a> FireBullet;
|
|
<a name="l1021"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1022"></a>
|
|
<a name="l1023"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>:
|
|
<a name="l1024"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>:
|
|
<a name="l1025"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>5</span><span class=cF0>:
|
|
<a name="l1026"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>7</span><span class=cF0>:
|
|
<a name="l1027"></a> CheckCollisions;
|
|
<a name="l1028"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1029"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1030"></a> main_loop_pass++;
|
|
<a name="l1031"></a>
|
|
<a name="l1032"></a> </span><span class=cF1>if</span><span class=cF0> (sound_timeout && </span><span class=cF5>tS</span><span class=cF0> > sound_timeout)
|
|
<a name="l1033"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1034"></a> sound_timeout = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1035"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1036"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1037"></a> </span><span class=cF5>SleepUntil</span><span class=cF0>(next_update_jiffy);
|
|
<a name="l1038"></a>
|
|
<a name="l1039"></a> total_score = </span><span class=cFE>3</span><span class=cF0> * (U_ENEMY_NUM - enemy_left) +
|
|
<a name="l1040"></a> </span><span class=cFE>5</span><span class=cF0> * enemy_by_friendly - </span><span class=cFE>100</span><span class=cF0> * friendly_fire - </span><span class=cFE>10</span><span class=cF0> * (</span><span class=cF5>tS</span><span class=cF0> - t0) - bullets_fired;
|
|
<a name="l1041"></a> </span><span class=cF1>if</span><span class=cF0> (game_over)
|
|
<a name="l1042"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1043"></a> tf = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l1044"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>750</span><span class=cF0>);
|
|
<a name="l1045"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
|
|
<a name="l1046"></a> </span><span class=cF1>while</span><span class=cF0> (!</span><span class=cF5>KeyScan</span><span class=cF7>(</span><span class=cF0>&ch</span><span class=cF7>)</span><span class=cF0> && friendly_left || </span><span class=cF5>tS</span><span class=cF0> - tf < </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>)
|
|
<a name="l1047"></a> {
|
|
<a name="l1048"></a> total_score += </span><span class=cFE>250</span><span class=cF0>;
|
|
<a name="l1049"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l1050"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
|
|
<a name="l1051"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1052"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>50</span><span class=cF0>);
|
|
<a name="l1053"></a> friendly_left--;
|
|
<a name="l1054"></a> }
|
|
<a name="l1055"></a> total_score += </span><span class=cFE>250</span><span class=cF0> * friendly_left;
|
|
<a name="l1056"></a> </span><span class=cF1>if</span><span class=cF0> (total_score > best_score)
|
|
<a name="l1057"></a> best_score = total_score;
|
|
<a name="l1058"></a> </span><span class=cF1>if</span><span class=cF0> (!ch)
|
|
<a name="l1059"></a> ch = </span><span class=cF5>CharGet</span><span class=cF0>(, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1060"></a> </span><span class=cF1>if</span><span class=cF0> (ch == </span><span class=cF3>CH_ESC</span><span class=cF0> || ch == </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>)
|
|
<a name="l1061"></a> </span><span class=cF1>goto</span><span class=cF0> to_done;
|
|
<a name="l1062"></a> gun_on = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1063"></a> Init;
|
|
<a name="l1064"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1065"></a> }
|
|
<a name="l1066"></a>to_done:
|
|
<a name="l1067"></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="l1068"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1069"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l1070"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l1071"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l1072"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1073"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"ZealOS/Titanium"</span><span class=cF0>, </span><span class=cF6>"I64 best_score=%d;\n"</span><span class=cF0>, best_score);
|
|
<a name="l1074"></a>}
|
|
</span></pre></body>
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|
</html>
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