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1755 lines
186 KiB
HTML
Executable file
1755 lines
186 KiB
HTML
Executable file
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> XMESSAGEF_ANTISPIN </span><span class=cFE>0</span><span class=cF0>
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<a name="l2"></a>#</span><span class=cF1>define</span><span class=cF0> XMESSAGEF_SOLAR_STORM </span><span class=cFE>1</span><span class=cF0>
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<a name="l3"></a>
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<a name="l4"></a></span><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>"ZealOS/XCaliber"</span><span class=cF0>,
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<a name="l5"></a> </span><span class=cF6>"I64 best_score=0;\n"</span><span class=cF0>
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<a name="l6"></a> </span><span class=cF6>"I64 message_flags=0;\n"</span><span class=cF0>);
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<a name="l7"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"ZealOS/XCaliber"</span><span class=cF0>);
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<a name="l8"></a>
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<a name="l9"></a>#</span><span class=cF1>define</span><span class=cF0> MT_HUMAN_SHIP </span><span class=cFE>0</span><span class=cF0>
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<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ENEMY_SHIP </span><span class=cFE>1</span><span class=cF0>
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<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> MT_SOLAR_FLARE </span><span class=cFE>2</span><span class=cF0>
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<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ION </span><span class=cFE>3</span><span class=cF0>
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<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ANTIMATTER_BALL </span><span class=cFE>4</span><span class=cF0>
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<a name="l14"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ANTIMATTER_SPLAT </span><span class=cFE>5</span><span class=cF0>
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<a name="l15"></a>#</span><span class=cF1>define</span><span class=cF0> MT_MISSILE </span><span class=cFE>6</span><span class=cF0>
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<a name="l16"></a>
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<a name="l17"></a></span><span class=cF1>class</span><span class=cF0> MyMass:</span><span class=cF9>CMass</span><span class=cF0>
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<a name="l18"></a>{
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<a name="l19"></a> </span><span class=cF1>F64</span><span class=cF0> temperature, radius, die_timeout;
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<a name="l20"></a> </span><span class=cF9>I64</span><span class=cF0> type;
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<a name="l21"></a> </span><span class=cF1>Bool</span><span class=cF0> no_overlap;
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<a name="l22"></a>};
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF1>class</span><span class=cF0> MySpring:</span><span class=cF9>CSpring</span><span class=cF0>
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<a name="l25"></a>{
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<a name="l26"></a> </span><span class=cF1>F64</span><span class=cF0> strength;
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<a name="l27"></a> </span><span class=cF9>I64</span><span class=cF0> color;
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<a name="l28"></a>};
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<a name="l29"></a>
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<a name="l30"></a>#</span><span class=cF1>define</span><span class=cF0> SPIN_GAIN </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>
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<a name="l31"></a>#</span><span class=cF1>define</span><span class=cF0> MASSES_NUM </span><span class=cFE>8</span><span class=cF0>
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<a name="l32"></a>#</span><span class=cF1>define</span><span class=cF0> SPRINGS_NUM </span><span class=cFE>16</span><span class=cF0>
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<a name="l33"></a>#</span><span class=cF1>define</span><span class=cF0> MISSILES_NUM </span><span class=cFE>2</span><span class=cF0>
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<a name="l34"></a>#</span><span class=cF1>define</span><span class=cF0> ST_HUMAN1 </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> ST_ENEMY1 </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> ST_ENEMY2 </span><span class=cFE>2</span><span class=cF0>
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<a name="l37"></a></span><span class=cF1>extern</span><span class=cF0> </span><span class=cF1>class</span><span class=cF0> Ship;
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<a name="l38"></a>
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<a name="l39"></a>#</span><span class=cF1>define</span><span class=cF0> MISSILE_LEN </span><span class=cFE>5</span><span class=cF0>
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<a name="l40"></a></span><span class=cF1>class</span><span class=cF0> Missile
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<a name="l41"></a>{
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<a name="l42"></a> Missile *next, *last;
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<a name="l43"></a> </span><span class=cF1>F64</span><span class=cF0> tons, fuse_time, die_timeout;
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<a name="l44"></a> MyMass p_front, p_back;
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<a name="l45"></a> MySpring s[</span><span class=cFE>5</span><span class=cF0>];
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<a name="l46"></a> </span><span class=cF1>U8</span><span class=cF0> *img;
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<a name="l47"></a> Ship *owner, *target;
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<a name="l48"></a> </span><span class=cF1>Bool</span><span class=cF0> active, launched, exploding;
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<a name="l49"></a> </span><span class=cF1>U8</span><span class=cF0> label[</span><span class=cFE>5</span><span class=cF0>];
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<a name="l50"></a>
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<a name="l51"></a>} missile_head;
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<a name="l52"></a>
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<a name="l53"></a></span><span class=cF1>class</span><span class=cF0> Ship
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<a name="l54"></a>{
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<a name="l55"></a> Ship *next, *last;
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<a name="l56"></a> </span><span class=cF9>I64</span><span class=cF0> type, masses, springs;
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<a name="l57"></a> MyMass p[MASSES_NUM];
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<a name="l58"></a> MySpring s[SPRINGS_NUM];
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<a name="l59"></a> </span><span class=cF1>F64</span><span class=cF0> fire_rate;
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<a name="l60"></a> </span><span class=cF1>F64</span><span class=cF0> reload_timeout, spacewalk_timeout;
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<a name="l61"></a> </span><span class=cF1>F64</span><span class=cF0> die_time, die_timeout;
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<a name="l62"></a> </span><span class=cF9>I64</span><span class=cF0> spacewalk_side;
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<a name="l63"></a> </span><span class=cF1>F64</span><span class=cF0> laser_temperature;
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<a name="l64"></a> Missile missiles[MISSILES_NUM];
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<a name="l65"></a> </span><span class=cF1>Bool</span><span class=cF0> lasering, exploding, laser_overheat;
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<a name="l66"></a>
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<a name="l67"></a>} ship_head, *human;
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<a name="l68"></a>
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<a name="l69"></a></span><span class=cF1>F64</span><span class=cF0> human_t_left, human_t_right, human_antispin;
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<a name="l70"></a>
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<a name="l71"></a></span><span class=cF1>class</span><span class=cF0> Shot
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<a name="l72"></a>{
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<a name="l73"></a> Shot *next, *last;
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<a name="l74"></a> </span><span class=cF1>F64</span><span class=cF0> radius, fuse_time;
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<a name="l75"></a> </span><span class=cF9>I64</span><span class=cF0> splats;
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<a name="l76"></a> MyMass p;
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<a name="l77"></a>
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<a name="l78"></a>} shot_head;
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<a name="l79"></a>
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<a name="l80"></a></span><span class=cF1>F64</span><span class=cF0> t_solar_storm;
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<a name="l81"></a></span><span class=cF1>Bool</span><span class=cF0> alarm;
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<a name="l82"></a>
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<a name="l83"></a>#</span><span class=cF1>define</span><span class=cF0> THRUST_MAX </span><span class=cFE>200</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
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<a name="l84"></a>#</span><span class=cF1>define</span><span class=cF0> ANTISPIN_MAX </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
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<a name="l85"></a>#</span><span class=cF1>define</span><span class=cF0> SPACEWALK_TIME </span><span class=cFE>7</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
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<a name="l86"></a>
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<a name="l87"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_NULL </span><span class=cFE>0</span><span class=cF0>
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<a name="l88"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_SPIN_LEFT </span><span class=cFE>1</span><span class=cF0>
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<a name="l89"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_SPIN_RIGHT </span><span class=cFE>2</span><span class=cF0>
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<a name="l90"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_THRUST </span><span class=cFE>3</span><span class=cF0>
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<a name="l91"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_FIRE </span><span class=cFE>4</span><span class=cF0>
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<a name="l92"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_EXIT </span><span class=cFE>5</span><span class=cF0>
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<a name="l93"></a>
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<a name="l94"></a></span><span class=cF1>Bool</span><span class=cF0> game_over, show_level_message;
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<a name="l95"></a>
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<a name="l96"></a>#</span><span class=cF1>define</span><span class=cF0> STARS_NUM </span><span class=cFE>100</span><span class=cF0>
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<a name="l97"></a></span><span class=cF9>I64</span><span class=cF0> stars_x[STARS_NUM], stars_y[STARS_NUM];
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<a name="l98"></a>
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<a name="l99"></a></span><span class=cF9>CMathODE</span><span class=cF0> *ode = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l100"></a></span><span class=cF9>I64</span><span class=cF0> level, score, remaining;
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<a name="l101"></a>
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<a name="l102"></a></span><span class=c0A>
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<a name="l103"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l104"></a></span><span class=c0A>
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<a name="l105"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l106"></a></span><span class=c0A>
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<a name="l107"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l108"></a></span><span class=c0A>
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<a name="l109"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l110"></a>
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<a name="l111"></a></span><span class=c0A>
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<a name="l112"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l113"></a></span><span class=c0A>
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<a name="l114"></a><6>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l115"></a></span><span class=c0A>
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<a name="l116"></a><7>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l117"></a></span><span class=c0A>
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<a name="l118"></a><8>/* Graphics Not Rendered in HTML */</span><span class=c00>
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<a name="l119"></a>
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<a name="l120"></a></span><span class=cF0>
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<a name="l121"></a></span><span class=cF2>//********************************** Ship</span><span class=cF0>
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<a name="l122"></a></span><span class=cF1>Bool</span><span class=cF0> CheckOverlap()
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<a name="l123"></a>{
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<a name="l124"></a> </span><span class=cF9>CD3</span><span class=cF0> p;
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<a name="l125"></a> MyMass *tmpm, *tmpm1;
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<a name="l126"></a>
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<a name="l127"></a> tmpm = ode->next_mass;
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<a name="l128"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
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<a name="l129"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l130"></a> tmpm1 = ode->next_mass;
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<a name="l131"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
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<a name="l132"></a> {
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<a name="l133"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm != tmpm1 && !tmpm->no_overlap && !tmpm1->no_overlap)
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<a name="l134"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l135"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm->x, &tmpm1->x);
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<a name="l136"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&p</span><span class=cF7>)</span><span class=cF0> <= </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm->radius + tmpm1->radius</span><span class=cF7>)</span><span class=cF0>)
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<a name="l137"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l138"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l139"></a> tmpm1 = tmpm1->next;
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<a name="l140"></a> }
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<a name="l141"></a> tmpm = tmpm->next;
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<a name="l142"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l143"></a>
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<a name="l144"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
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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=cF1>U0</span><span class=cF0> MissileNew(Ship *tmpsp, </span><span class=cF9>I64</span><span class=cF0> n)
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<a name="l148"></a>{
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<a name="l149"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l150"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
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<a name="l151"></a> Missile *tmpmi = &tmpsp->missiles[n];
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<a name="l152"></a>
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<a name="l153"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tmpmi, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Missile</span><span class=cF7>)</span><span class=cF0>);
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<a name="l154"></a>
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<a name="l155"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&tmpmi->p_front.x,
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<a name="l156"></a> </span><span class=cF7>(</span><span class=cF0>tmpsp->p[n + </span><span class=cFE>1</span><span class=cF0>].x + tmpsp->p[n + </span><span class=cFE>3</span><span class=cF0>].x</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>,
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<a name="l157"></a> </span><span class=cF7>(</span><span class=cF0>tmpsp->p[n + </span><span class=cFE>1</span><span class=cF0>].y + tmpsp->p[n + </span><span class=cFE>3</span><span class=cF0>].y</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
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<a name="l158"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmpmi->p_back.x, &tmpmi->p_front.x);
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<a name="l159"></a>
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<a name="l160"></a> </span><span class=cF1>if</span><span class=cF0> (n & </span><span class=cFE>1</span><span class=cF0>)
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<a name="l161"></a> </span><span class=cF5>StrCopy</span><span class=cF0>(tmpmi->label, </span><span class=cF6>"L"</span><span class=cF0>);
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<a name="l162"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l163"></a> </span><span class=cF5>StrCopy</span><span class=cF0>(tmpmi->label, </span><span class=cF6>"R"</span><span class=cF0>);
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<a name="l164"></a> tmpmi->owner = tmpsp;
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<a name="l165"></a> tmpmi->tons = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
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<a name="l166"></a> tmpmi->p_front.mass = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
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<a name="l167"></a> tmpmi->p_front.type = MT_MISSILE;
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<a name="l168"></a> tmpmi->p_back.mass = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
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<a name="l169"></a> tmpmi->p_back.type = MT_MISSILE;
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<a name="l170"></a> tmpmi->p_front.radius = </span><span class=cFE>2</span><span class=cF0>;
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<a name="l171"></a> tmpmi->p_back.radius = </span><span class=cFE>2</span><span class=cF0>;
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<a name="l172"></a> tmpmi->p_front.no_overlap = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l173"></a> tmpmi->p_back.no_overlap = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l174"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x);
|
|
<a name="l175"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x);
|
|
<a name="l176"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l177"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpmi->p_front.x, </span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&p1, &p), MISSILE_LEN / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l178"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&tmpmi->p_back.x , </span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&p1, &p), MISSILE_LEN / </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l179"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmpmi->p_front.DxDt, &tmpsp->p[n].DxDt);
|
|
<a name="l180"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmpmi->p_back.DxDt, &tmpsp->p[n].DxDt);
|
|
<a name="l181"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpmi->p_front, ode->last_mass);
|
|
<a name="l182"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpmi->p_back, ode->last_mass);
|
|
<a name="l183"></a>
|
|
<a name="l184"></a> tmpmi->s[</span><span class=cFE>0</span><span class=cF0>].end1 = &tmpmi->p_front;
|
|
<a name="l185"></a> tmpmi->s[</span><span class=cFE>0</span><span class=cF0>].end2 = &tmpmi->p_back;
|
|
<a name="l186"></a> tmpmi->s[</span><span class=cFE>1</span><span class=cF0>].end1 = &tmpmi->p_front;
|
|
<a name="l187"></a> tmpmi->s[</span><span class=cFE>1</span><span class=cF0>].end2 = &tmpsp->p[n + </span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l188"></a> tmpmi->s[</span><span class=cFE>2</span><span class=cF0>].end1 = &tmpmi->p_back;
|
|
<a name="l189"></a> tmpmi->s[</span><span class=cFE>2</span><span class=cF0>].end2 = &tmpsp->p[n + </span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l190"></a> tmpmi->s[</span><span class=cFE>3</span><span class=cF0>].end1 = &tmpmi->p_front;
|
|
<a name="l191"></a> tmpmi->s[</span><span class=cFE>3</span><span class=cF0>].end2 = &tmpsp->p[n + </span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l192"></a> tmpmi->s[</span><span class=cFE>4</span><span class=cF0>].end1 = &tmpmi->p_back;
|
|
<a name="l193"></a> tmpmi->s[</span><span class=cFE>4</span><span class=cF0>].end2 = &tmpsp->p[n + </span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l194"></a>
|
|
<a name="l195"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>5</span><span class=cF0>; i++)
|
|
<a name="l196"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l197"></a> tmpmi->s[i].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l198"></a> tmpmi->s[i].strength = </span><span class=cFE>20000</span><span class=cF0>;
|
|
<a name="l199"></a> tmpmi->s[i].color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l200"></a> tmpmi->s[i].rest_len = </span><span class=cF5>D3Dist</span><span class=cF0>(&tmpmi->s[i].end1->x, &tmpmi->s[i].end2->x);
|
|
<a name="l201"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpmi->s[i], ode->last_spring);
|
|
<a name="l202"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l203"></a> tmpmi->img = </span><span class=cFA><7></span><span class=cF0>;
|
|
<a name="l204"></a> tmpmi->active = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l205"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpmi, missile_head.last);
|
|
<a name="l206"></a>}
|
|
<a name="l207"></a>
|
|
<a name="l208"></a>Ship *ShipNew(</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> type)
|
|
<a name="l209"></a>{
|
|
<a name="l210"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l211"></a> Ship *tmpsp = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Ship</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l212"></a>
|
|
<a name="l213"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpsp->type=type)
|
|
<a name="l214"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l215"></a> </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
|
|
<a name="l216"></a> tmpsp->fire_rate = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l217"></a> tmpsp->masses = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l218"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l219"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l220"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x = x + </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l221"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].y = y + </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l222"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x = x - </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l223"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].y = y + </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l224"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].x = x + </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l225"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].y = y + </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l226"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].x = x - </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l227"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].y = y + </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l228"></a>
|
|
<a name="l229"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l230"></a> {
|
|
<a name="l231"></a> tmpsp->p[i].mass = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l232"></a> tmpsp->p[i].type = MT_HUMAN_SHIP;
|
|
<a name="l233"></a> </span><span class=cF1>if</span><span class=cF0> (i < </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l234"></a> tmpsp->p[i].radius = </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l235"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l236"></a> tmpsp->p[i].radius = </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l237"></a> tmpsp->p[i].drag_profile_factor = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l238"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->p[i], ode->last_mass);
|
|
<a name="l239"></a> }
|
|
<a name="l240"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].mass /= </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l241"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].mass /= </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l242"></a>
|
|
<a name="l243"></a> tmpsp->springs = </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l244"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l245"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l246"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l247"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l248"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l249"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l250"></a> tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l251"></a> tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l252"></a> tmpsp->s[</span><span class=cFE>4</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l253"></a> tmpsp->s[</span><span class=cFE>4</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l254"></a> tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l255"></a> tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>4</span><span class=cF0>];
|
|
<a name="l256"></a> tmpsp->s[</span><span class=cFE>6</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l257"></a> tmpsp->s[</span><span class=cFE>6</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>4</span><span class=cF0>];
|
|
<a name="l258"></a>
|
|
<a name="l259"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l260"></a> {
|
|
<a name="l261"></a> tmpsp->s[i].rest_len = </span><span class=cF5>D3Dist</span><span class=cF0>(&tmpsp->s[i].end1->x, &tmpsp->s[i].end2->x);
|
|
<a name="l262"></a> tmpsp->s[i].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l263"></a> tmpsp->s[i].strength = </span><span class=cFE>30000</span><span class=cF0>;
|
|
<a name="l264"></a> </span><span class=cF1>if</span><span class=cF0> (i <= </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l265"></a> tmpsp->s[i].color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l266"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l267"></a> tmpsp->s[i].color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l268"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->s[i], ode->last_spring);
|
|
<a name="l269"></a> }
|
|
<a name="l270"></a> MissileNew(tmpsp, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l271"></a> MissileNew(tmpsp, </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l272"></a> remaining = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l273"></a>
|
|
<a name="l274"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l275"></a>
|
|
<a name="l276"></a> </span><span class=cF1>case</span><span class=cF0> ST_ENEMY1:
|
|
<a name="l277"></a> tmpsp->fire_rate = </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l278"></a> tmpsp->masses = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l279"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l280"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l281"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x = x + </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l282"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].y = y;
|
|
<a name="l283"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x = x;
|
|
<a name="l284"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].y = y + </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l285"></a>
|
|
<a name="l286"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l287"></a> {
|
|
<a name="l288"></a> tmpsp->p[i].mass = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l289"></a> tmpsp->p[i].type = MT_ENEMY_SHIP;
|
|
<a name="l290"></a> tmpsp->p[i].radius = </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l291"></a> tmpsp->p[i].drag_profile_factor = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l292"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->p[i], ode->last_mass);
|
|
<a name="l293"></a> }
|
|
<a name="l294"></a>
|
|
<a name="l295"></a> tmpsp->springs = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l296"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l297"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l298"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l299"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l300"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l301"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l302"></a>
|
|
<a name="l303"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l304"></a> {
|
|
<a name="l305"></a> tmpsp->s[i].rest_len = </span><span class=cF5>D3Dist</span><span class=cF0>(&tmpsp->s[i].end1->x, &tmpsp->s[i].end2->x);
|
|
<a name="l306"></a> tmpsp->s[i].const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l307"></a> tmpsp->s[i].strength = </span><span class=cFE>20000</span><span class=cF0>;
|
|
<a name="l308"></a> tmpsp->s[i].color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l309"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->s[i], ode->last_spring);
|
|
<a name="l310"></a> }
|
|
<a name="l311"></a> remaining++;
|
|
<a name="l312"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l313"></a>
|
|
<a name="l314"></a> </span><span class=cF1>case</span><span class=cF0> ST_ENEMY2:
|
|
<a name="l315"></a> tmpsp->fire_rate = </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l316"></a> tmpsp->masses = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l317"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x = x;
|
|
<a name="l318"></a> tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y = y;
|
|
<a name="l319"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x = x - </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l320"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].y = y + </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l321"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x = x + </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l322"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].y = y + </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l323"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].x = x - </span><span class=cFE>14</span><span class=cF0>;
|
|
<a name="l324"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].y = y + </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l325"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].x = x + </span><span class=cFE>14</span><span class=cF0>;
|
|
<a name="l326"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].y = y + </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l327"></a>
|
|
<a name="l328"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l329"></a> {
|
|
<a name="l330"></a> tmpsp->p[i].mass = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l331"></a> tmpsp->p[i].type = MT_ENEMY_SHIP;
|
|
<a name="l332"></a> tmpsp->p[i].radius = </span><span class=cFE>6</span><span class=cF0>;
|
|
<a name="l333"></a> tmpsp->p[i].drag_profile_factor = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l334"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->p[i], ode->last_mass);
|
|
<a name="l335"></a> }
|
|
<a name="l336"></a>
|
|
<a name="l337"></a> tmpsp->springs = </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l338"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l339"></a> tmpsp->s[</span><span class=cFE>0</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l340"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l341"></a> tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l342"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l343"></a> tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l344"></a> tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l345"></a> tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l346"></a> tmpsp->s[</span><span class=cFE>4</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l347"></a> tmpsp->s[</span><span class=cFE>4</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>4</span><span class=cF0>];
|
|
<a name="l348"></a> tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>];
|
|
<a name="l349"></a> tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l350"></a> tmpsp->s[</span><span class=cFE>6</span><span class=cF0>].end1 = &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l351"></a> tmpsp->s[</span><span class=cFE>6</span><span class=cF0>].end2 = &tmpsp->p[</span><span class=cFE>4</span><span class=cF0>];
|
|
<a name="l352"></a>
|
|
<a name="l353"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l354"></a> {
|
|
<a name="l355"></a> tmpsp->s[i].rest_len = </span><span class=cF5>D3Dist</span><span class=cF0>(&tmpsp->s[i].end1->x, &tmpsp->s[i].end2->x);
|
|
<a name="l356"></a> tmpsp->s[i].const = </span><span class=cFE>40000</span><span class=cF0>;
|
|
<a name="l357"></a> tmpsp->s[i].strength = </span><span class=cFE>75000</span><span class=cF0>;
|
|
<a name="l358"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l359"></a> tmpsp->s[i].color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l360"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l361"></a> tmpsp->s[i].color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l362"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmpsp->s[i], ode->last_spring);
|
|
<a name="l363"></a> }
|
|
<a name="l364"></a> remaining++;
|
|
<a name="l365"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l366"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l367"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpsp, ship_head.last);
|
|
<a name="l368"></a>
|
|
<a name="l369"></a> </span><span class=cF1>return</span><span class=cF0> tmpsp;
|
|
<a name="l370"></a>}
|
|
<a name="l371"></a>
|
|
<a name="l372"></a></span><span class=cF1>U0</span><span class=cF0> MissileDel(Missile *tmpmi)
|
|
<a name="l373"></a>{
|
|
<a name="l374"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l375"></a>
|
|
<a name="l376"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->active)
|
|
<a name="l377"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l378"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpmi);
|
|
<a name="l379"></a> </span><span class=cF1>for</span><span class=cF0>(i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>5</span><span class=cF0>; i++)
|
|
<a name="l380"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmpmi->s[i]);
|
|
<a name="l381"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmpmi->p_front);
|
|
<a name="l382"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmpmi->p_back);
|
|
<a name="l383"></a> tmpmi->active = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l384"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l385"></a>}
|
|
<a name="l386"></a>
|
|
<a name="l387"></a></span><span class=cF1>U0</span><span class=cF0> ShipDel(Ship *tmpsp)
|
|
<a name="l388"></a>{
|
|
<a name="l389"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l390"></a>
|
|
<a name="l391"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpsp)
|
|
<a name="l392"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l393"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l394"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmpsp->p[i]);
|
|
<a name="l395"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l396"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmpsp->s[i]);
|
|
<a name="l397"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>2</span><span class=cF0>; i++)
|
|
<a name="l398"></a> MissileDel(&tmpsp->missiles[i]);
|
|
<a name="l399"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpsp);
|
|
<a name="l400"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpsp);
|
|
<a name="l401"></a> remaining--;
|
|
<a name="l402"></a>}
|
|
<a name="l403"></a>
|
|
<a name="l404"></a></span><span class=cF1>U0</span><span class=cF0> PlaceShip(</span><span class=cF9>I64</span><span class=cF0> type)
|
|
<a name="l405"></a>{
|
|
<a name="l406"></a> Ship *tmpsp;
|
|
<a name="l407"></a>
|
|
<a name="l408"></a> </span><span class=cF1>if</span><span class=cF0> (CheckOverlap)
|
|
<a name="l409"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l410"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l411"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l412"></a> tmpsp = ShipNew(</span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_width - </span><span class=cFE>20</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_height - </span><span class=cFE>20</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, type);
|
|
<a name="l413"></a> </span><span class=cF1>if</span><span class=cF0> (CheckOverlap)
|
|
<a name="l414"></a> ShipDel(tmpsp);
|
|
<a name="l415"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l416"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l417"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l418"></a>}
|
|
<a name="l419"></a>
|
|
<a name="l420"></a></span><span class=cF2>//********************************** Human Ship</span><span class=cF0>
|
|
<a name="l421"></a>
|
|
<a name="l422"></a></span><span class=cF9>I64</span><span class=cF0> Tweaked()
|
|
<a name="l423"></a>{
|
|
<a name="l424"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (human)
|
|
<a name="l426"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l427"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>1</span><span class=cF0>].x);
|
|
<a name="l428"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>2</span><span class=cF0>].x);
|
|
<a name="l429"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l430"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>3</span><span class=cF0>].x);
|
|
<a name="l431"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>4</span><span class=cF0>].x);
|
|
<a name="l432"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&p1);
|
|
<a name="l433"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&p2);
|
|
<a name="l434"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>3</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&p, &p1</span><span class=cF7>)</span><span class=cF0> > </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cFE>20</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l435"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l436"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>5</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&p, &p2</span><span class=cF7>)</span><span class=cF0> > </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cFE>20</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l437"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l438"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l439"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l440"></a>}
|
|
<a name="l441"></a>
|
|
<a name="l442"></a></span><span class=cF1>U0</span><span class=cF0> AllDel(</span><span class=cF9>CMathODE</span><span class=cF0> *ode)
|
|
<a name="l443"></a>{
|
|
<a name="l444"></a> Ship *tmpsp, *tmpsp1;
|
|
<a name="l445"></a>
|
|
<a name="l446"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(ode);
|
|
<a name="l447"></a> tmpsp = ship_head.next;
|
|
<a name="l448"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l449"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l450"></a> tmpsp1 = tmpsp->next;
|
|
<a name="l451"></a> ShipDel(tmpsp);
|
|
<a name="l452"></a> tmpsp = tmpsp1;
|
|
<a name="l453"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l454"></a> human = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l455"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&shot_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l456"></a> </span><span class=cF5>ODEDel</span><span class=cF0>(ode);
|
|
<a name="l457"></a>}
|
|
<a name="l458"></a>
|
|
<a name="l459"></a></span><span class=cF1>Bool</span><span class=cF0> LaserPlot(</span><span class=cF9>CDC</span><span class=cF0> *dc, </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>)
|
|
<a name="l460"></a>{
|
|
<a name="l461"></a> </span><span class=cF9>I64</span><span class=cF0> c;
|
|
<a name="l462"></a>
|
|
<a name="l463"></a> c = </span><span class=cF5>GrPeek</span><span class=cF0>(dc, x, y);
|
|
<a name="l464"></a> </span><span class=cF1>if</span><span class=cF0> (c != </span><span class=cF3>BLACK</span><span class=cF0> && c != </span><span class=cF3>WHITE</span><span class=cF0>)
|
|
<a name="l465"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l466"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l467"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l468"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, x, y);
|
|
<a name="l469"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l470"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l471"></a>}
|
|
<a name="l472"></a>
|
|
<a name="l473"></a></span><span class=cF2>//**********************************</span><span class=cF0>
|
|
<a name="l474"></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="l475"></a>{
|
|
<a name="l476"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l477"></a> </span><span class=cF1>F64</span><span class=cF0> arg;
|
|
<a name="l478"></a> Ship *tmpsp;
|
|
<a name="l479"></a> Shot *tmps;
|
|
<a name="l480"></a> Missile *tmpmi;
|
|
<a name="l481"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l482"></a> </span><span class=cF1>F64</span><span class=cF0> t_left, t_right, spin, d, x, y;
|
|
<a name="l483"></a> MySpring *tmpsps;
|
|
<a name="l484"></a> MyMass *tmpm;
|
|
<a name="l485"></a> </span><span class=cF1>U8</span><span class=cF0> *img;
|
|
<a name="l486"></a> </span><span class=cF1>Bool</span><span class=cF0> draw_laser_line = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l487"></a>
|
|
<a name="l488"></a> </span><span class=cF1>if</span><span class=cF0> (ode != task->last_ode)
|
|
<a name="l489"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l490"></a>
|
|
<a name="l491"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l492"></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>"Level:%d Score:%d High Score:%d"</span><span class=cF0>, level, score, best_score);
|
|
<a name="l493"></a> </span><span class=cF1>if</span><span class=cF0> (game_over)
|
|
<a name="l494"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l495"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l496"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->pix_width - </span><span class=cFE>9</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>,
|
|
<a name="l497"></a> </span><span class=cF7>(</span><span class=cF0>task->pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l498"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l499"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (show_level_message)
|
|
<a name="l500"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l501"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l502"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->pix_width - </span><span class=cFE>8</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>,
|
|
<a name="l503"></a> </span><span class=cF7>(</span><span class=cF0>task->pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cFE>50</span><span class=cF0>, </span><span class=cF6>"Level %d"</span><span class=cF0>, level);
|
|
<a name="l504"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l505"></a>
|
|
<a name="l506"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < STARS_NUM; i++)
|
|
<a name="l507"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, stars_x[i], stars_y[i]);
|
|
<a name="l508"></a>
|
|
<a name="l509"></a> tmpm = ode->next_mass;
|
|
<a name="l510"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l511"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l512"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_ANTIMATTER_SPLAT)
|
|
<a name="l513"></a> {
|
|
<a name="l514"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l515"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpm->x, tmpm->y);
|
|
<a name="l516"></a> }
|
|
<a name="l517"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_ION)
|
|
<a name="l518"></a> {
|
|
<a name="l519"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l520"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpm->x, tmpm->y);
|
|
<a name="l521"></a> }
|
|
<a name="l522"></a> tmpm = tmpm->next;
|
|
<a name="l523"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l524"></a>
|
|
<a name="l525"></a> tmpsps = ode->next_spring;
|
|
<a name="l526"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsps != &ode->next_spring)
|
|
<a name="l527"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l528"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsps->flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> && tmpsps->color)
|
|
<a name="l529"></a> {
|
|
<a name="l530"></a> dc->color = tmpsps->color;
|
|
<a name="l531"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpsps->end1->x, tmpsps->end1->y, tmpsps->end2->x, tmpsps->end2->y);
|
|
<a name="l532"></a> }
|
|
<a name="l533"></a> tmpsps = tmpsps->next;
|
|
<a name="l534"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l535"></a>
|
|
<a name="l536"></a> tmpmi = missile_head.next;
|
|
<a name="l537"></a> </span><span class=cF1>while</span><span class=cF0> (tmpmi != &missile_head)
|
|
<a name="l538"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l539"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->active)
|
|
<a name="l540"></a> {
|
|
<a name="l541"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->launched && tmpmi->exploding)
|
|
<a name="l542"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l543"></a> d = (</span><span class=cF5>tS</span><span class=cF0>-tmpmi->fuse_time) / (tmpmi->die_timeout - tmpmi->fuse_time);
|
|
<a name="l544"></a> d = </span><span class=cFE>70</span><span class=cF0> *</span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF3>pi</span><span class=cF0> * d) * tmpmi->tons + </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l545"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < d; i++)
|
|
<a name="l546"></a> {
|
|
<a name="l547"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l548"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l549"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l550"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l551"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpmi->p_front.x, tmpmi->p_front.y, i);
|
|
<a name="l552"></a> }
|
|
<a name="l553"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l554"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l555"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>tmpmi->p_front.x + tmpmi->p_back.x</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>,
|
|
<a name="l556"></a> </span><span class=cF7>(</span><span class=cF0>tmpmi->p_front.y + tmpmi->p_back.y</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, tmpmi->img,
|
|
<a name="l557"></a> </span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpmi->p_front.x - tmpmi->p_back.x,
|
|
<a name="l558"></a> tmpmi->p_front.y - tmpmi->p_back.y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l559"></a> }
|
|
<a name="l560"></a> tmpmi = tmpmi->next;
|
|
<a name="l561"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l562"></a>
|
|
<a name="l563"></a> tmpsp = ship_head.next;
|
|
<a name="l564"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l565"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l566"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpsp->exploding)
|
|
<a name="l567"></a> {
|
|
<a name="l568"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpsp->type)
|
|
<a name="l569"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l570"></a> </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
|
|
<a name="l571"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->spacewalk_side)
|
|
<a name="l572"></a> {
|
|
<a name="l573"></a> t_left = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l574"></a> t_right = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l575"></a> }
|
|
<a name="l576"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l577"></a> {
|
|
<a name="l578"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l579"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l580"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].DxDt, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].DxDt);
|
|
<a name="l581"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l582"></a> spin = p.z / d;
|
|
<a name="l583"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l584"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l585"></a> spin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l586"></a> t_left = </span><span class=cF5>Clamp</span><span class=cF0>(human_t_left + SPIN_GAIN * spin * human_antispin, </span><span class=cFE>0</span><span class=cF0>, THRUST_MAX);
|
|
<a name="l587"></a>
|
|
<a name="l588"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l589"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l590"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].DxDt, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].DxDt);
|
|
<a name="l591"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l592"></a> spin = p.z / d;
|
|
<a name="l593"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l594"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l595"></a> spin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l596"></a> t_right = </span><span class=cF5>Clamp</span><span class=cF0>(human_t_right - SPIN_GAIN * spin * human_antispin, </span><span class=cFE>0</span><span class=cF0>, THRUST_MAX);
|
|
<a name="l597"></a> }
|
|
<a name="l598"></a>
|
|
<a name="l599"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l600"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l601"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l602"></a>
|
|
<a name="l603"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l604"></a> {
|
|
<a name="l605"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l606"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3Mul</span><span class=cF7>(</span><span class=cF0>&p1, t_left / </span><span class=cFE>25</span><span class=cF0>, &p</span><span class=cF7>)</span><span class=cF0>, &tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].x);
|
|
<a name="l607"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].y, p1.x, p1.y);
|
|
<a name="l608"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p.x, p.y);
|
|
<a name="l609"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><thruster></span><span class=cF0>, arg);
|
|
<a name="l610"></a> }
|
|
<a name="l611"></a>
|
|
<a name="l612"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l613"></a> {
|
|
<a name="l614"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l615"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3Mul</span><span class=cF7>(</span><span class=cF0>&p2, t_right / </span><span class=cFE>25</span><span class=cF0>, &p</span><span class=cF7>)</span><span class=cF0>, &tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].x);
|
|
<a name="l616"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].y, p2.x, p2.y);
|
|
<a name="l617"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p.x, p.y);
|
|
<a name="l618"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><thruster></span><span class=cF0>, arg);
|
|
<a name="l619"></a> }
|
|
<a name="l620"></a>
|
|
<a name="l621"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpsp->reload_timeout)
|
|
<a name="l622"></a> img = </span><span class=cFA><gun_ready></span><span class=cF0>;
|
|
<a name="l623"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l624"></a> img = </span><span class=cFA><gun_busy></span><span class=cF0>;
|
|
<a name="l625"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p.x, p.y);
|
|
<a name="l626"></a> </span><span class=cF1>switch</span><span class=cF0> (level)
|
|
<a name="l627"></a> {
|
|
<a name="l628"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>:
|
|
<a name="l629"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l630"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l631"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l632"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l633"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>:
|
|
<a name="l634"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>1</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l635"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l636"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>2</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l637"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l638"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>:
|
|
<a name="l639"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l640"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l641"></a>
|
|
<a name="l642"></a> </span><span class=cF1>default</span><span class=cF0>:
|
|
<a name="l643"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><Laser></span><span class=cF0>, arg);
|
|
<a name="l644"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->lasering && !tmpsp->laser_overheat)
|
|
<a name="l645"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l646"></a> draw_laser_line = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l647"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
|
|
<a name="l648"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l649"></a> }
|
|
<a name="l650"></a>
|
|
<a name="l651"></a> ctrl_panel.laser_temperature = tmpsp->laser_temperature;
|
|
<a name="l652"></a>
|
|
<a name="l653"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->spacewalk_side)
|
|
<a name="l654"></a> {
|
|
<a name="l655"></a> d = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - (tmpsp->spacewalk_timeout - </span><span class=cF5>tS</span><span class=cF0>) / SPACEWALK_TIME;
|
|
<a name="l656"></a> </span><span class=cF1>if</span><span class=cF0> (d > </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l657"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l658"></a> tmpsp->spacewalk_side = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l659"></a> ctrl_panel.spacewalk = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l660"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l661"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l662"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l663"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>)
|
|
<a name="l664"></a> {
|
|
<a name="l665"></a> d = d * </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l666"></a> x = tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x * (</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - d) + tmpsp->p[tmpsp->spacewalk_side].x * (d);
|
|
<a name="l667"></a> y = tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y * (</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - d) + tmpsp->p[tmpsp->spacewalk_side].y * (d);
|
|
<a name="l668"></a> }
|
|
<a name="l669"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l670"></a> {
|
|
<a name="l671"></a> d = (d - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) * </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l672"></a> x = tmpsp->p[tmpsp->spacewalk_side].x * (</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - d) + tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x * (d);
|
|
<a name="l673"></a> y = tmpsp->p[tmpsp->spacewalk_side].y * (</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - d) + tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y * (d);
|
|
<a name="l674"></a> }
|
|
<a name="l675"></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><spacewalk></span><span class=cF0>, arg + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF5>tS</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l676"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l677"></a> }
|
|
<a name="l678"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l679"></a> {
|
|
<a name="l680"></a> </span><span class=cF1>if</span><span class=cF0> (ctrl_panel.spacewalk)
|
|
<a name="l681"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l682"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->spacewalk_side = Tweaked)
|
|
<a name="l683"></a> tmpsp->spacewalk_timeout = </span><span class=cF5>tS</span><span class=cF0> + SPACEWALK_TIME;
|
|
<a name="l684"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l685"></a> ctrl_panel.spacewalk = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l686"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l687"></a> }
|
|
<a name="l688"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l689"></a>
|
|
<a name="l690"></a> </span><span class=cF1>case</span><span class=cF0> ST_ENEMY2:
|
|
<a name="l691"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>3</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l692"></a> {
|
|
<a name="l693"></a> dc->color = </span><span class=cF3>PURPLE</span><span class=cF0>;
|
|
<a name="l694"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpsp->p[i].x, tmpsp->p[i].y, tmpsp->p[i].radius);
|
|
<a name="l695"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc, tmpsp->p[i].x, tmpsp->p[i].y + </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l696"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l697"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpsp->p[i].x, tmpsp->p[i].y, tmpsp->p[i].radius);
|
|
<a name="l698"></a> }
|
|
<a name="l699"></a>
|
|
<a name="l700"></a> </span><span class=cF1>case</span><span class=cF0> ST_ENEMY1:
|
|
<a name="l701"></a> </span><span class=cF5>D3DivEqu</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&p1, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l702"></a> </span><span class=cF5>D3DivEqu</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&p2, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l703"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l704"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpsp->reload_timeout)
|
|
<a name="l705"></a> img = </span><span class=cFA><gun_ready></span><span class=cF0>;
|
|
<a name="l706"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l707"></a> img = </span><span class=cFA><gun_busy></span><span class=cF0>;
|
|
<a name="l708"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p.x, p.y);
|
|
<a name="l709"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y, </span><span class=cFE>0</span><span class=cF0>, img, arg);
|
|
<a name="l710"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p1.x, p1.y);
|
|
<a name="l711"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x + p1.x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y + p1.y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><EnemySide></span><span class=cF0>, arg);
|
|
<a name="l712"></a> arg = </span><span class=cF5>Arg</span><span class=cF0>(p2.x, p2.y);
|
|
<a name="l713"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x + p2.x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y + p2.y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><EnemySide></span><span class=cF0>, arg);
|
|
<a name="l714"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l715"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l716"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l717"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l718"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l719"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->p[i].temperature >= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l720"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpsp->p[i].x, tmpsp->p[i].y, tmpsp->p[i].temperature);
|
|
<a name="l721"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l722"></a> }
|
|
<a name="l723"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpsp->die_time <= </span><span class=cF5>tS</span><span class=cF0> <= tmpsp->die_timeout)
|
|
<a name="l724"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < tmpsp->masses; j++)
|
|
<a name="l725"></a> {
|
|
<a name="l726"></a> d = (</span><span class=cF5>tS</span><span class=cF0> - tmpsp->die_time) / (tmpsp->die_timeout - tmpsp->die_time);
|
|
<a name="l727"></a> d = </span><span class=cFE>7</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF3>pi</span><span class=cF0> * d) * (</span><span class=cFE>6</span><span class=cF0> + j) + </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l728"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < d; i++)
|
|
<a name="l729"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l730"></a> </span><span class=cF1>if</span><span class=cF0> (i & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l731"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l732"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l733"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l734"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpsp->p[j].x, tmpsp->p[j].y, i);
|
|
<a name="l735"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l736"></a> }
|
|
<a name="l737"></a> tmpsp = tmpsp->next;
|
|
<a name="l738"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l739"></a>
|
|
<a name="l740"></a> tmps = shot_head.next;
|
|
<a name="l741"></a> </span><span class=cF1>while</span><span class=cF0> (tmps != &shot_head)
|
|
<a name="l742"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l743"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->radius < </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l744"></a> {
|
|
<a name="l745"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l746"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmps->p.x, tmps->p.y);
|
|
<a name="l747"></a> }
|
|
<a name="l748"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l749"></a> {
|
|
<a name="l750"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l751"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmps->p.x, tmps->p.y, tmps->radius);
|
|
<a name="l752"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->radius >= </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l753"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc, tmps->p.x, tmps->p.y, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l754"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l755"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmps->p.x, tmps->p.y, tmps->radius);
|
|
<a name="l756"></a> }
|
|
<a name="l757"></a> tmps = tmps->next;
|
|
<a name="l758"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l759"></a>
|
|
<a name="l760"></a> </span><span class=cF1>if</span><span class=cF0> (human && draw_laser_line)
|
|
<a name="l761"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l762"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>1</span><span class=cF0>].x, &human->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l763"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &human->p[</span><span class=cFE>2</span><span class=cF0>].x, &human->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l764"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l765"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l766"></a> </span><span class=cF5>Line</span><span class=cF0>(dc, human->p[</span><span class=cFE>0</span><span class=cF0>].x - </span><span class=cFE>10</span><span class=cF0> * p.x, human->p[</span><span class=cFE>0</span><span class=cF0>].y - </span><span class=cFE>10</span><span class=cF0> * p.y, </span><span class=cFE>0</span><span class=cF0>,
|
|
<a name="l767"></a> human->p[</span><span class=cFE>0</span><span class=cF0>].x - </span><span class=cFE>800</span><span class=cF0> * p.x, human->p[</span><span class=cFE>0</span><span class=cF0>].y - </span><span class=cFE>800</span><span class=cF0> * p.y, </span><span class=cFE>0</span><span class=cF0>, &LaserPlot);
|
|
<a name="l768"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l769"></a>
|
|
<a name="l770"></a> tmpmi = missile_head.next;
|
|
<a name="l771"></a> </span><span class=cF1>while</span><span class=cF0> (tmpmi != &missile_head)
|
|
<a name="l772"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l773"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp = tmpmi->target)
|
|
<a name="l774"></a> {
|
|
<a name="l775"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l776"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y, </span><span class=cFE>10</span><span class=cF0>);
|
|
<a name="l777"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x + </span><span class=cFE>12</span><span class=cF0>, tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].y - </span><span class=cFE>4</span><span class=cF0>, tmpmi->label);
|
|
<a name="l778"></a> }
|
|
<a name="l779"></a> tmpmi = tmpmi->next;
|
|
<a name="l780"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l781"></a>}
|
|
<a name="l782"></a>
|
|
<a name="l783"></a></span><span class=cF1>U0</span><span class=cF0> Explosion(MyMass *tmpm1, MyMass *tmpm2, </span><span class=cF1>F64</span><span class=cF0> tons)
|
|
<a name="l784"></a>{
|
|
<a name="l785"></a> MyMass *tmpm;
|
|
<a name="l786"></a> </span><span class=cF9>CD3</span><span class=cF0> p1;
|
|
<a name="l787"></a> </span><span class=cF1>F64</span><span class=cF0> d;
|
|
<a name="l788"></a>
|
|
<a name="l789"></a> tmpm = ode->next_mass;
|
|
<a name="l790"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<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> (tmpm != tmpm1 && tmpm != tmpm2)
|
|
<a name="l793"></a> {
|
|
<a name="l794"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpm->state->x, &tmpm1->state->x);
|
|
<a name="l795"></a> d=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&p1) - tmpm->radius * tmpm->radius;
|
|
<a name="l796"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l797"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l798"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l799"></a> d = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l800"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l801"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(d);
|
|
<a name="l802"></a> d = </span><span class=cFE>250000</span><span class=cF0> * tons / d ` </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l803"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p1, d);
|
|
<a name="l804"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpm->DstateDt->DxDt, &p1);
|
|
<a name="l805"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l806"></a> }
|
|
<a name="l807"></a> tmpm = tmpm->next;
|
|
<a name="l808"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l809"></a>}
|
|
<a name="l810"></a>
|
|
<a name="l811"></a>Ship TargetGet(Missile *tmpmi)
|
|
<a name="l812"></a>{
|
|
<a name="l813"></a> Ship *tmpsp, *res = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l814"></a> </span><span class=cF1>F64</span><span class=cF0> dd, best_dd = </span><span class=cF3>F64_MAX</span><span class=cF0>;
|
|
<a name="l815"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l816"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l817"></a>
|
|
<a name="l818"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&p, &tmpmi->p_front.state->x, &tmpmi->p_back.state->x</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l819"></a> tmpsp = ship_head.next;
|
|
<a name="l820"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l821"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l822"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpsp->exploding && tmpsp != tmpmi->owner)
|
|
<a name="l823"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l824"></a> {
|
|
<a name="l825"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[i].state->x, &tmpmi->p_front.state->x);
|
|
<a name="l826"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Copy</span><span class=cF7>(</span><span class=cF0>&p2, &p1</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l827"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p1, &p, &p2);
|
|
<a name="l828"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&p, &p2</span><span class=cF7>)</span><span class=cF0> > </span><span class=cFE>0</span><span class=cF0> && </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF0>&p1</span><span class=cF7>)</span><span class=cF0> <= </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>16</span><span class=cF0>)
|
|
<a name="l829"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l830"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p1);
|
|
<a name="l831"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l832"></a> {
|
|
<a name="l833"></a> best_dd = dd;
|
|
<a name="l834"></a> res = tmpsp;
|
|
<a name="l835"></a> }
|
|
<a name="l836"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l837"></a> }
|
|
<a name="l838"></a> tmpsp = tmpsp->next;
|
|
<a name="l839"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l840"></a>
|
|
<a name="l841"></a> </span><span class=cF1>return</span><span class=cF0> res;
|
|
<a name="l842"></a>}
|
|
<a name="l843"></a>
|
|
<a name="l844"></a></span><span class=cF1>U0</span><span class=cF0> MyDerivative(</span><span class=cF9>CMathODE</span><span class=cF0> *ode, </span><span class=cF1>F64</span><span class=cF0>, </span><span class=cF9>COrder2D3</span><span class=cF0> *, </span><span class=cF9>COrder2D3</span><span class=cF0> *)
|
|
<a name="l845"></a>{
|
|
<a name="l846"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l847"></a> </span><span class=cF1>F64</span><span class=cF0> d, dd, dd2, spin, t_left, t_right, theta_err, theta_thrust, DthetaDt;
|
|
<a name="l848"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = ode->win_task;
|
|
<a name="l849"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l850"></a> Ship *tmpsp;
|
|
<a name="l851"></a> Missile *tmpmi;
|
|
<a name="l852"></a> MyMass *tmpm, *tmpm1;
|
|
<a name="l853"></a>
|
|
<a name="l854"></a> tmpm = ode->next_mass;
|
|
<a name="l855"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l856"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l857"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type != MT_SOLAR_FLARE && tmpm->type != MT_ION)
|
|
<a name="l858"></a> {
|
|
<a name="l859"></a> d = tmpm->state->x;
|
|
<a name="l860"></a> </span><span class=cF1>if</span><span class=cF0> (d - tmpm->radius < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l861"></a> tmpm->DstateDt->DxDt += </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d - tmpm->radius)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l862"></a>
|
|
<a name="l863"></a> </span><span class=cF1>if</span><span class=cF0> (d + tmpm->radius > task->pix_width)
|
|
<a name="l864"></a> tmpm->DstateDt->DxDt -= </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d + tmpm->radius</span><span class=cF7>)</span><span class=cF0> - task->pix_width)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l865"></a>
|
|
<a name="l866"></a> d = tmpm->state->y;
|
|
<a name="l867"></a> </span><span class=cF1>if</span><span class=cF0> (d - tmpm->radius < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l868"></a> tmpm->DstateDt->DyDt += </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d - tmpm->radius)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l869"></a>
|
|
<a name="l870"></a> </span><span class=cF1>if</span><span class=cF0> (d + tmpm->radius > task->pix_height)
|
|
<a name="l871"></a> tmpm->DstateDt->DyDt -= </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d + tmpm->radius</span><span class=cF7>)</span><span class=cF0> - task->pix_height)</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l872"></a> }
|
|
<a name="l873"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type != MT_ION && tmpm->type != MT_ANTIMATTER_SPLAT)
|
|
<a name="l874"></a> {
|
|
<a name="l875"></a> tmpm1 = ode->next_mass;
|
|
<a name="l876"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
|
|
<a name="l877"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l878"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm != tmpm1)
|
|
<a name="l879"></a> {
|
|
<a name="l880"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm1->type == MT_ANTIMATTER_SPLAT)
|
|
<a name="l881"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l882"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_HUMAN_SHIP || tmpm->type == MT_ENEMY_SHIP)
|
|
<a name="l883"></a> {
|
|
<a name="l884"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm->state->x, &tmpm1->state->x);
|
|
<a name="l885"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p) + </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l886"></a> </span><span class=cF1>if</span><span class=cF0> (dd < </span><span class=cFE>100000</span><span class=cF0>)
|
|
<a name="l887"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l888"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, </span><span class=cFE>100000</span><span class=cF0> / dd);
|
|
<a name="l889"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpm1->DstateDt->DxDt, &p);
|
|
<a name="l890"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l891"></a> }
|
|
<a name="l892"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l893"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm1->type != MT_ION)
|
|
<a name="l894"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l895"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm->state->x, &tmpm1->state->x);
|
|
<a name="l896"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p);
|
|
<a name="l897"></a> dd2 = </span><span class=cF5>Sqr</span><span class=cF0>(tmpm->radius+tmpm1->radius);
|
|
<a name="l898"></a> </span><span class=cF1>if</span><span class=cF0> (dd <= dd2)
|
|
<a name="l899"></a> {
|
|
<a name="l900"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(dd) + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0001</span><span class=cF0>;
|
|
<a name="l901"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(dd2 - dd)</span><span class=cF7>)</span><span class=cF0> / d);
|
|
<a name="l902"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpm ->DstateDt->DxDt, &p);
|
|
<a name="l903"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&tmpm1->DstateDt->DxDt, &p);
|
|
<a name="l904"></a> }
|
|
<a name="l905"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l906"></a> }
|
|
<a name="l907"></a> tmpm1 = tmpm1->next;
|
|
<a name="l908"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l909"></a> }
|
|
<a name="l910"></a> tmpm = tmpm->next;
|
|
<a name="l911"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l912"></a>
|
|
<a name="l913"></a> tmpsp = ship_head.next;
|
|
<a name="l914"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l915"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l916"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->exploding && tmpsp->die_time <= </span><span class=cF5>tS</span><span class=cF0> <= tmpsp->die_timeout)
|
|
<a name="l917"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l918"></a> Explosion(&tmpsp->p[i], </span><span class=cF3>NULL</span><span class=cF0>, tmpsp->p[i].radius / </span><span class=cFE>250</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l919"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpsp->type)
|
|
<a name="l920"></a> {
|
|
<a name="l921"></a> </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
|
|
<a name="l922"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpsp->exploding)
|
|
<a name="l923"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l924"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->spacewalk_side)
|
|
<a name="l925"></a> {
|
|
<a name="l926"></a> t_left = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l927"></a> t_right = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l928"></a> d = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - (tmpsp->spacewalk_timeout - </span><span class=cF5>tS</span><span class=cF0>) / SPACEWALK_TIME;
|
|
<a name="l929"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>485</span><span class=cF0> < d < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>515</span><span class=cF0>)
|
|
<a name="l930"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l931"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&p, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].state->x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].state->x</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l932"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->spacewalk_side == </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l933"></a> {
|
|
<a name="l934"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].DstateDt->DxDt -= </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.x;
|
|
<a name="l935"></a> tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].DstateDt->DyDt -= </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.y;
|
|
<a name="l936"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].DstateDt->DxDt += </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.x;
|
|
<a name="l937"></a> tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].DstateDt->DyDt += </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.y;
|
|
<a name="l938"></a> }
|
|
<a name="l939"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l940"></a> {
|
|
<a name="l941"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].DstateDt->DxDt += </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.x;
|
|
<a name="l942"></a> tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].DstateDt->DyDt += </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.y;
|
|
<a name="l943"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].DstateDt->DxDt -= </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.x;
|
|
<a name="l944"></a> tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].DstateDt->DyDt -= </span><span class=cFE>10</span><span class=cF0> * THRUST_MAX * p.y;
|
|
<a name="l945"></a> }
|
|
<a name="l946"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l947"></a> }
|
|
<a name="l948"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l949"></a> {
|
|
<a name="l950"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].state->x)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l951"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l952"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->DxDt, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].state->DxDt);
|
|
<a name="l953"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l954"></a> spin = p.z / d;
|
|
<a name="l955"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l956"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l957"></a> spin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l958"></a> t_left = </span><span class=cF5>Clamp</span><span class=cF0>(human_t_left + SPIN_GAIN * spin * human_antispin, </span><span class=cFE>0</span><span class=cF0>, THRUST_MAX);
|
|
<a name="l959"></a>
|
|
<a name="l960"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].state->x)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l961"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l962"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->DxDt, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].state->DxDt);
|
|
<a name="l963"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l964"></a> spin = p.z / d;
|
|
<a name="l965"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l966"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l967"></a> spin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l968"></a> t_right = </span><span class=cF5>Clamp</span><span class=cF0>(human_t_right - SPIN_GAIN * spin * human_antispin, </span><span class=cFE>0</span><span class=cF0>, THRUST_MAX);
|
|
<a name="l969"></a>
|
|
<a name="l970"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].state->x);
|
|
<a name="l971"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].state->x);
|
|
<a name="l972"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l973"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>3</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l974"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l975"></a> </span><span class=cF5>D3Mul</span><span class=cF0>(&p1, t_left, &p);
|
|
<a name="l976"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpsp->p[</span><span class=cFE>3</span><span class=cF0>].DstateDt->DxDt, &p1);
|
|
<a name="l977"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l978"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp->s[</span><span class=cFE>5</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l979"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l980"></a> </span><span class=cF5>D3Mul</span><span class=cF0>(&p2, t_right, &p);
|
|
<a name="l981"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpsp->p[</span><span class=cFE>4</span><span class=cF0>].DstateDt->DxDt, &p2);
|
|
<a name="l982"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l983"></a> }
|
|
<a name="l984"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l985"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l986"></a> }
|
|
<a name="l987"></a> tmpsp = tmpsp->next;
|
|
<a name="l988"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l989"></a>
|
|
<a name="l990"></a> tmpmi = missile_head.next;
|
|
<a name="l991"></a> </span><span class=cF1>while</span><span class=cF0> (tmpmi != &missile_head)
|
|
<a name="l992"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l993"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->active)
|
|
<a name="l994"></a> {
|
|
<a name="l995"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->launched)
|
|
<a name="l996"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l997"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->exploding)
|
|
<a name="l998"></a> Explosion(&tmpmi->p_front, &tmpmi->p_back, tmpmi->tons);
|
|
<a name="l999"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1000"></a> {</span><span class=cF2>//Guide missile</span><span class=cF0>
|
|
<a name="l1001"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp = tmpmi->target)
|
|
<a name="l1002"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1003"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&p, &tmpmi->p_front.state->x, &tmpmi->p_back.state->x</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1004"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].state->x, &tmpmi->p_front.state->x);
|
|
<a name="l1005"></a> d =</span><span class=cF5>D3Norm</span><span class=cF0>(&p1);
|
|
<a name="l1006"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&p1);
|
|
<a name="l1007"></a> theta_err = </span><span class=cF5>D3Dot</span><span class=cF0>(&p, &p1);
|
|
<a name="l1008"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpmi->p_front.state->DxDt, &tmpmi->p_back.state->DxDt);
|
|
<a name="l1009"></a> </span><span class=cF5>D3Cross</span><span class=cF0>(&p2, &p, &p1);
|
|
<a name="l1010"></a> DthetaDt = </span><span class=cF5>D3Norm</span><span class=cF0>(&p2);
|
|
<a name="l1011"></a> </span><span class=cF1>if</span><span class=cF0> (p2.z < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1012"></a> DthetaDt = -DthetaDt;
|
|
<a name="l1013"></a> theta_thrust = </span><span class=cF5>Clamp</span><span class=cF0>(</span><span class=cFE>200</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>theta_err + </span><span class=cFE>2</span><span class=cF0> * DthetaDt</span><span class=cF7>)</span><span class=cF0> / </span><span class=cF7>(</span><span class=cF0>d + </span><span class=cFE>200</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>);
|
|
<a name="l1014"></a> p2.x = p.x * </span><span class=cF5>Cos</span><span class=cF0>(theta_thrust) - p.y * </span><span class=cF5>Sin</span><span class=cF0>(theta_thrust);
|
|
<a name="l1015"></a> p2.y = p.y * </span><span class=cF5>Cos</span><span class=cF0>(theta_thrust) + p.x * </span><span class=cF5>Sin</span><span class=cF0>(theta_thrust);
|
|
<a name="l1016"></a> p2.z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1017"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpmi->p_back.DstateDt->DxDt, </span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF0>&p2, THRUST_MAX</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1018"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1019"></a> }
|
|
<a name="l1020"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1021"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1022"></a> tmpmi->target = TargetGet(tmpmi);
|
|
<a name="l1023"></a> }
|
|
<a name="l1024"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1025"></a> tmpmi->target = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1026"></a> tmpmi = tmpmi->next;
|
|
<a name="l1027"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1028"></a>}
|
|
<a name="l1029"></a>
|
|
<a name="l1030"></a></span><span class=cF1>U0</span><span class=cF0> CheckDamage()
|
|
<a name="l1031"></a>{
|
|
<a name="l1032"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, death_score;
|
|
<a name="l1033"></a> Ship *tmpsp, *tmpsp1;
|
|
<a name="l1034"></a> MyMass *tmpm, *tmpm1, *best_mass;
|
|
<a name="l1035"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l1036"></a> </span><span class=cF1>F64</span><span class=cF0> d, best_distance;
|
|
<a name="l1037"></a> </span><span class=cF1>Bool</span><span class=cF0> facing_sun = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1038"></a>
|
|
<a name="l1039"></a> </span><span class=cF1>if</span><span class=cF0> (human)
|
|
<a name="l1040"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1041"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>1</span><span class=cF0>].x, &human->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l1042"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &human->p[</span><span class=cFE>2</span><span class=cF0>].x, &human->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l1043"></a> </span><span class=cF5>D3Add</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l1044"></a> </span><span class=cF1>if</span><span class=cF0> (p.x></span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1045"></a> facing_sun = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1046"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1047"></a>
|
|
<a name="l1048"></a> tmpm = ode->next_mass;
|
|
<a name="l1049"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l1050"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1051"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_ION)
|
|
<a name="l1052"></a> {
|
|
<a name="l1053"></a> </span><span class=cF1>if</span><span class=cF0> (facing_sun)
|
|
<a name="l1054"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1055"></a> tmpm1 = ode->next_mass;
|
|
<a name="l1056"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
|
|
<a name="l1057"></a> {
|
|
<a name="l1058"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm1->type == MT_HUMAN_SHIP)
|
|
<a name="l1059"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1060"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm1->x, &tmpm->x);
|
|
<a name="l1061"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&p</span><span class=cF7>)</span><span class=cF0> < </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1->radius</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1062"></a> tmpm1->temperature += </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1063"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1064"></a> tmpm1 = tmpm1->next;
|
|
<a name="l1065"></a> }
|
|
<a name="l1066"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1067"></a> }
|
|
<a name="l1068"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_ANTIMATTER_SPLAT)
|
|
<a name="l1069"></a> {
|
|
<a name="l1070"></a> tmpm1 = ode->next_mass;
|
|
<a name="l1071"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
|
|
<a name="l1072"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1073"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm1->type != MT_ION && tmpm1->type != MT_ANTIMATTER_SPLAT)
|
|
<a name="l1074"></a> {
|
|
<a name="l1075"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm1->x, &tmpm->x);
|
|
<a name="l1076"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&p</span><span class=cF7>)</span><span class=cF0><</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1->radius</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1077"></a> tmpm1->temperature += </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l1078"></a> }
|
|
<a name="l1079"></a> tmpm1 = tmpm1->next;
|
|
<a name="l1080"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1081"></a> }
|
|
<a name="l1082"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1083"></a> tmpm->temperature *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>9</span><span class=cF0>;
|
|
<a name="l1084"></a> tmpm = tmpm->next;
|
|
<a name="l1085"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1086"></a>
|
|
<a name="l1087"></a> </span><span class=cF1>if</span><span class=cF0> (human)
|
|
<a name="l1088"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1089"></a> human->laser_temperature *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>975</span><span class=cF0>;
|
|
<a name="l1090"></a>
|
|
<a name="l1091"></a> </span><span class=cF1>if</span><span class=cF0> (human->laser_overheat)
|
|
<a name="l1092"></a> {
|
|
<a name="l1093"></a> </span><span class=cF1>if</span><span class=cF0> (human->laser_temperature < LASER_THRESHOLD_TEMP)
|
|
<a name="l1094"></a> human->laser_overheat = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1095"></a> }
|
|
<a name="l1096"></a> </span><span class=cF1>if</span><span class=cF0> (!human->laser_overheat && human->lasering)
|
|
<a name="l1097"></a> {
|
|
<a name="l1098"></a> </span><span class=cF1>if</span><span class=cF0> (human->laser_temperature >= LASER_TEMP_MAX)
|
|
<a name="l1099"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1100"></a> human->laser_overheat = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1101"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1102"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1103"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1104"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1105"></a> human->laser_temperature += </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1106"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>1</span><span class=cF0>].x);
|
|
<a name="l1107"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &human->p[</span><span class=cFE>2</span><span class=cF0>].x);
|
|
<a name="l1108"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1109"></a> p2.x = p.y;
|
|
<a name="l1110"></a> p2.y = -p.x;
|
|
<a name="l1111"></a> p2.z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1112"></a> best_mass = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1113"></a> best_distance = </span><span class=cF3>F64_MAX</span><span class=cF0>;
|
|
<a name="l1114"></a> tmpm = ode->next_mass;
|
|
<a name="l1115"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l1116"></a> {
|
|
<a name="l1117"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpm->x);
|
|
<a name="l1118"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>D3Dot</span><span class=cF0>(&p1, &p2)</span><span class=cF7>)</span><span class=cF0> < tmpm->radius && </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&p1, &p</span><span class=cF7>)</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1119"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1120"></a> d = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p1);
|
|
<a name="l1121"></a> </span><span class=cF1>if</span><span class=cF0> (d < best_distance)
|
|
<a name="l1122"></a> {
|
|
<a name="l1123"></a> best_distance = d;
|
|
<a name="l1124"></a> best_mass = tmpm;
|
|
<a name="l1125"></a> }
|
|
<a name="l1126"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1127"></a> tmpm = tmpm->next;
|
|
<a name="l1128"></a> }
|
|
<a name="l1129"></a> </span><span class=cF1>if</span><span class=cF0> (best_mass)
|
|
<a name="l1130"></a> best_mass->temperature += </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1131"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1132"></a> }
|
|
<a name="l1133"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1134"></a>
|
|
<a name="l1135"></a> tmpsp = ship_head.next;
|
|
<a name="l1136"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l1137"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1138"></a> tmpsp1 = tmpsp->next;
|
|
<a name="l1139"></a> death_score = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1140"></a> </span><span class=cF1>switch</span><span class=cF0> (tmpsp->type)
|
|
<a name="l1141"></a> {
|
|
<a name="l1142"></a> </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
|
|
<a name="l1143"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->exploding)
|
|
<a name="l1144"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1145"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpsp->die_timeout)
|
|
<a name="l1146"></a> {
|
|
<a name="l1147"></a> ShipDel(tmpsp);
|
|
<a name="l1148"></a> human = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1149"></a> }
|
|
<a name="l1150"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1151"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1152"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l1153"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1154"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>tmpsp->s[i].f</span><span class=cF7>)</span><span class=cF0> > tmpsp->s[i].strength)
|
|
<a name="l1155"></a> {
|
|
<a name="l1156"></a> tmpsp->s[i].flags |= </span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
|
|
<a name="l1157"></a> </span><span class=cF1>if</span><span class=cF0> (i == </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l1158"></a> MissileDel(&tmpsp->missiles[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l1159"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (i == </span><span class=cFE>5</span><span class=cF0>)
|
|
<a name="l1160"></a> MissileDel(&tmpsp->missiles[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l1161"></a> }
|
|
<a name="l1162"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->s[i].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF0> && i < </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l1163"></a> death_score++;
|
|
<a name="l1164"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1165"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1166"></a>
|
|
<a name="l1167"></a> </span><span class=cF1>default</span><span class=cF0>:
|
|
<a name="l1168"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->exploding)
|
|
<a name="l1169"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1170"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpsp->die_timeout)
|
|
<a name="l1171"></a> {
|
|
<a name="l1172"></a> ShipDel(tmpsp);
|
|
<a name="l1173"></a> score += level;
|
|
<a name="l1174"></a> </span><span class=cF1>if</span><span class=cF0> (score > best_score)
|
|
<a name="l1175"></a> best_score = score;
|
|
<a name="l1176"></a> }
|
|
<a name="l1177"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1178"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1179"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1180"></a> j = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1181"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->springs; i++)
|
|
<a name="l1182"></a> {
|
|
<a name="l1183"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->s[i].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF0>)
|
|
<a name="l1184"></a> j++;
|
|
<a name="l1185"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>tmpsp->s[i].f</span><span class=cF7>)</span><span class=cF0> > tmpsp->s[i].strength)
|
|
<a name="l1186"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1187"></a> tmpsp->s[i].flags |= </span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
|
|
<a name="l1188"></a> j++;
|
|
<a name="l1189"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1190"></a> }
|
|
<a name="l1191"></a> </span><span class=cF1>if</span><span class=cF0> (j > </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l1192"></a> death_score++;
|
|
<a name="l1193"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1194"></a> }
|
|
<a name="l1195"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpsp->exploding)
|
|
<a name="l1196"></a> {
|
|
<a name="l1197"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpsp->masses; i++)
|
|
<a name="l1198"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->p[i].temperature > MASS_TEMP_MAX)
|
|
<a name="l1199"></a> death_score++;
|
|
<a name="l1200"></a> </span><span class=cF1>if</span><span class=cF0> (death_score)
|
|
<a name="l1201"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1202"></a> tmpsp->exploding = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1203"></a> tmpsp->die_time = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l1204"></a> tmpsp->die_timeout = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0>;
|
|
<a name="l1205"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>750</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>, </span><span class=cFE>93</span><span class=cF0>);
|
|
<a name="l1206"></a> </span><span class=cF1>if</span><span class=cF0> (tmpsp->type == ST_HUMAN1)
|
|
<a name="l1207"></a> game_over = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1208"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1209"></a> }
|
|
<a name="l1210"></a> tmpsp = tmpsp1;
|
|
<a name="l1211"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1212"></a>}
|
|
<a name="l1213"></a>
|
|
<a name="l1214"></a></span><span class=cF2>//********************************** Shots</span><span class=cF0>
|
|
<a name="l1215"></a>
|
|
<a name="l1216"></a>Shot *ShotNew(</span><span class=cF9>I64</span><span class=cF0> type, </span><span class=cF9>CD3</span><span class=cF0> *_p, </span><span class=cF9>CD3</span><span class=cF0> *_v, </span><span class=cF1>F64</span><span class=cF0> r, </span><span class=cF1>F64</span><span class=cF0> fuse_time, </span><span class=cF9>CD3</span><span class=cF0> *_p_gun_offset=</span><span class=cF3>NULL</span><span class=cF0>)
|
|
<a name="l1217"></a>{
|
|
<a name="l1218"></a> Shot *tmps = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Shot</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1219"></a>
|
|
<a name="l1220"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmps->p.x, _p);
|
|
<a name="l1221"></a> tmps->radius = r;
|
|
<a name="l1222"></a> tmps->splats = </span><span class=cFE>20</span><span class=cF0> * r;
|
|
<a name="l1223"></a> tmps->fuse_time = </span><span class=cF5>tS</span><span class=cF0> + fuse_time;
|
|
<a name="l1224"></a> tmps->p.mass = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>3</span><span class=cF0> * r * r * r;
|
|
<a name="l1225"></a> tmps->p.type = type;
|
|
<a name="l1226"></a> </span><span class=cF1>if</span><span class=cF0> (_p_gun_offset)
|
|
<a name="l1227"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmps->p.x, _p_gun_offset);
|
|
<a name="l1228"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmps->p.DxDt, _v);
|
|
<a name="l1229"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&tmps->p, ode->last_mass);
|
|
<a name="l1230"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmps, shot_head.last);
|
|
<a name="l1231"></a>}
|
|
<a name="l1232"></a>
|
|
<a name="l1233"></a></span><span class=cF1>U0</span><span class=cF0> SolarFlares()
|
|
<a name="l1234"></a>{
|
|
<a name="l1235"></a> </span><span class=cF9>CD3</span><span class=cF0> p, v, p1, p2;
|
|
<a name="l1236"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = ode->win_task;
|
|
<a name="l1237"></a>
|
|
<a name="l1238"></a> </span><span class=cF1>if</span><span class=cF0> (!alarm && t_solar_storm - </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> < </span><span class=cF5>tS</span><span class=cF0> < t_solar_storm + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1239"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1240"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>2000</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>, </span><span class=cFE>93</span><span class=cF0>);
|
|
<a name="l1241"></a> alarm = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1242"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1243"></a> </span><span class=cF1>if</span><span class=cF0> (t_solar_storm < </span><span class=cF5>tS</span><span class=cF0>)
|
|
<a name="l1244"></a> </span><span class=cF7>{</span><span class=cF0> </span><span class=cF2>//If solar storm has arrived</span><span class=cF0>
|
|
<a name="l1245"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> < t_solar_storm + </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1246"></a> { </span><span class=cF2>//If solar storm not over</span><span class=cF0>
|
|
<a name="l1247"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < .</span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l1248"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1249"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&p, -</span><span class=cFE>300</span><span class=cF0>, </span><span class=cF5>Rand</span><span class=cF0> * task->pix_height, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l1250"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&v, </span><span class=cFE>200</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l1251"></a> ShotNew(MT_SOLAR_FLARE, &p, &v, </span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l1252"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1253"></a> }
|
|
<a name="l1254"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1255"></a> {
|
|
<a name="l1256"></a> t_solar_storm = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>25</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>; </span><span class=cF2>//Schedule next solar storm</span><span class=cF0>
|
|
<a name="l1257"></a> alarm = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1258"></a> }
|
|
<a name="l1259"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1260"></a>}
|
|
<a name="l1261"></a>
|
|
<a name="l1262"></a></span><span class=cF1>U0</span><span class=cF0> FireOneGun(Ship *tmpsp, </span><span class=cF9>I64</span><span class=cF0> n, </span><span class=cF1>F64</span><span class=cF0> r, </span><span class=cF1>F64</span><span class=cF0> fuse_time)
|
|
<a name="l1263"></a>{
|
|
<a name="l1264"></a> </span><span class=cF9>I64</span><span class=cF0> ona;
|
|
<a name="l1265"></a> </span><span class=cF9>CD3</span><span class=cF0> p, v, p1, p2;
|
|
<a name="l1266"></a> Shot *tmps;
|
|
<a name="l1267"></a>
|
|
<a name="l1268"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x);
|
|
<a name="l1269"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x);
|
|
<a name="l1270"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&p, &p1, &p2</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1271"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(</span><span class=cF5>D3Copy</span><span class=cF7>(</span><span class=cF0>&p1, &p</span><span class=cF7>)</span><span class=cF0>, r + tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].radius + </span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l1272"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&v, &p), </span><span class=cFE>1000</span><span class=cF0> / (r + </span><span class=cFE>1</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>, &tmpsp->p[n].DxDt);
|
|
<a name="l1273"></a> tmps=ShotNew(MT_ANTIMATTER_BALL, &tmpsp->p[n].x, &v, r, fuse_time, &p1);
|
|
<a name="l1274"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, tmps->p.mass / tmpsp->p[n].mass / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l1275"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&tmpsp->p[n].DxDt, &p);
|
|
<a name="l1276"></a> tmpsp->reload_timeout = </span><span class=cF5>tS</span><span class=cF0> + r / tmpsp->fire_rate;
|
|
<a name="l1277"></a> ona = </span><span class=cF5>Freq2Ona</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> / r);
|
|
<a name="l1278"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, ona, ona + </span><span class=cFE>12</span><span class=cF0>);
|
|
<a name="l1279"></a>}
|
|
<a name="l1280"></a>
|
|
<a name="l1281"></a></span><span class=cF1>U0</span><span class=cF0> FireOneMissile(Ship *tmpsp, </span><span class=cF9>I64</span><span class=cF0> n)
|
|
<a name="l1282"></a>{
|
|
<a name="l1283"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1284"></a> Missile *tmpmi = &tmpsp->missiles[n];
|
|
<a name="l1285"></a>
|
|
<a name="l1286"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpmi->launched && tmpmi->target)
|
|
<a name="l1287"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1288"></a> tmpmi->fuse_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1289"></a> tmpmi->die_timeout = tmpmi->fuse_time + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l1290"></a> tmpmi->img = </span><span class=cFA><8></span><span class=cF0>;
|
|
<a name="l1291"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>1</span><span class=cF0>; i < </span><span class=cFE>5</span><span class=cF0>; i++)
|
|
<a name="l1292"></a> tmpmi->s[i].flags |= </span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
|
|
<a name="l1293"></a> tmpmi->launched = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1294"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>250</span><span class=cF0>, </span><span class=cFE>53</span><span class=cF0>, </span><span class=cFE>56</span><span class=cF0>);
|
|
<a name="l1295"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1296"></a>}
|
|
<a name="l1297"></a>
|
|
<a name="l1298"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireGunBegin()
|
|
<a name="l1299"></a>{
|
|
<a name="l1300"></a> </span><span class=cF1>F64</span><span class=cF0> r = </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * ctrl_panel.shot_radius / CTRL_PANEL_RANGE + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>,
|
|
<a name="l1301"></a> fuse_time = </span><span class=cF5>ToF64</span><span class=cF0>(ctrl_panel.fuse_time + </span><span class=cFE>1</span><span class=cF0>) / CTRL_PANEL_RANGE;
|
|
<a name="l1302"></a>
|
|
<a name="l1303"></a> </span><span class=cF1>if</span><span class=cF0> (human)
|
|
<a name="l1304"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1305"></a> </span><span class=cF1>if</span><span class=cF0> (!human->exploding && !human->spacewalk_side && </span><span class=cF5>tS</span><span class=cF0> > human->reload_timeout)
|
|
<a name="l1306"></a> </span><span class=cF1>switch</span><span class=cF0> (level)
|
|
<a name="l1307"></a> {
|
|
<a name="l1308"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>:
|
|
<a name="l1309"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>3</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1310"></a> FireOneGun(human, </span><span class=cFE>3</span><span class=cF0>, r, fuse_time);
|
|
<a name="l1311"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>5</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1312"></a> FireOneGun(human, </span><span class=cFE>4</span><span class=cF0>, r, fuse_time);
|
|
<a name="l1313"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>:
|
|
<a name="l1314"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>1</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1315"></a> FireOneGun(human, </span><span class=cFE>1</span><span class=cF0>, r, fuse_time);
|
|
<a name="l1316"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human->s[</span><span class=cFE>2</span><span class=cF0>].flags & </span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1317"></a> FireOneGun(human, </span><span class=cFE>2</span><span class=cF0>, r, fuse_time);
|
|
<a name="l1318"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>:
|
|
<a name="l1319"></a> FireOneGun(human, </span><span class=cFE>0</span><span class=cF0>, r, fuse_time);
|
|
<a name="l1320"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1321"></a> }
|
|
<a name="l1322"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1323"></a>}
|
|
<a name="l1324"></a>
|
|
<a name="l1325"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireMissileBegin(</span><span class=cF9>I64</span><span class=cF0> n)
|
|
<a name="l1326"></a>{
|
|
<a name="l1327"></a> </span><span class=cF1>if</span><span class=cF0> (human && !human->exploding && !human->spacewalk_side && </span><span class=cF5>tS</span><span class=cF0> > human->reload_timeout)
|
|
<a name="l1328"></a> FireOneMissile(human, n);
|
|
<a name="l1329"></a>}
|
|
<a name="l1330"></a>
|
|
<a name="l1331"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireLaserBegin()
|
|
<a name="l1332"></a>{
|
|
<a name="l1333"></a> </span><span class=cF1>if</span><span class=cF0> (human && !human->exploding && !human->spacewalk_side && </span><span class=cF5>tS</span><span class=cF0> > human->reload_timeout)
|
|
<a name="l1334"></a> human->lasering = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1335"></a>}
|
|
<a name="l1336"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireLaserEnd()
|
|
<a name="l1337"></a>{
|
|
<a name="l1338"></a> </span><span class=cF1>if</span><span class=cF0> (human && !human->exploding)
|
|
<a name="l1339"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1340"></a> human->lasering = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1341"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1342"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1343"></a>}
|
|
<a name="l1344"></a>
|
|
<a name="l1345"></a></span><span class=cF1>U0</span><span class=cF0> SplatNew(Shot *tmps, </span><span class=cF1>F64</span><span class=cF0> die_time, </span><span class=cF1>F64</span><span class=cF0> </span><span class=cF1>start</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> </span><span class=cF1>end</span><span class=cF0>)
|
|
<a name="l1346"></a>{
|
|
<a name="l1347"></a> MyMass *tmpm;
|
|
<a name="l1348"></a> </span><span class=cF1>F64</span><span class=cF0> theta = </span><span class=cF5>Arg</span><span class=cF0>(tmps->p.DxDt, tmps->p.DyDt);
|
|
<a name="l1349"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1350"></a>
|
|
<a name="l1351"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmps->splats; i++)
|
|
<a name="l1352"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1353"></a> tmpm = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>MyMass</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1354"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmpm->x, &tmps->p.x);
|
|
<a name="l1355"></a> tmpm->radius = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l1356"></a> tmpm->mass = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l1357"></a> tmpm->die_timeout = </span><span class=cF5>tS</span><span class=cF0> + die_time;
|
|
<a name="l1358"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->p.type == MT_SOLAR_FLARE)
|
|
<a name="l1359"></a> tmpm->type = MT_ION;
|
|
<a name="l1360"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1361"></a> tmpm->type = MT_ANTIMATTER_SPLAT;
|
|
<a name="l1362"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&tmpm->DxDt, &tmps->p.DxDt);
|
|
<a name="l1363"></a> tmpm->DxDt += </span><span class=cFE>50</span><span class=cF0> * </span><span class=cF5>Sqr</span><span class=cF0>(tmps->radius) * </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF1>start</span><span class=cF0> + theta + </span><span class=cF7>(</span><span class=cF1>end</span><span class=cF0> - </span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0> * i / tmps->splats);
|
|
<a name="l1364"></a> tmpm->DyDt += </span><span class=cFE>50</span><span class=cF0> * </span><span class=cF5>Sqr</span><span class=cF0>(tmps->radius) * </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(</span><span class=cF1>start</span><span class=cF0> + theta + </span><span class=cF7>(</span><span class=cF1>end</span><span class=cF0> - </span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0> * i / tmps->splats);
|
|
<a name="l1365"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpm, ode->last_mass);
|
|
<a name="l1366"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1367"></a>}
|
|
<a name="l1368"></a>
|
|
<a name="l1369"></a></span><span class=cF1>U0</span><span class=cF0> ExpireShots()
|
|
<a name="l1370"></a>{
|
|
<a name="l1371"></a> Shot *tmps = shot_head.next, *tmps1;
|
|
<a name="l1372"></a>
|
|
<a name="l1373"></a> </span><span class=cF1>while</span><span class=cF0> (tmps != &shot_head)
|
|
<a name="l1374"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1375"></a> tmps1 = tmps->next;
|
|
<a name="l1376"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmps->fuse_time)
|
|
<a name="l1377"></a> {
|
|
<a name="l1378"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->p.type == MT_SOLAR_FLARE)
|
|
<a name="l1379"></a> SplatNew(tmps, </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>, </span><span class=cFE>5</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>);
|
|
<a name="l1380"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1381"></a> SplatNew(tmps, .</span><span class=cFE>2</span><span class=cF0>, </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="l1382"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmps);
|
|
<a name="l1383"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(&tmps->p);
|
|
<a name="l1384"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
|
|
<a name="l1385"></a> }
|
|
<a name="l1386"></a> tmps = tmps1;
|
|
<a name="l1387"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1388"></a>}
|
|
<a name="l1389"></a>
|
|
<a name="l1390"></a></span><span class=cF1>U0</span><span class=cF0> ExpireSplats()
|
|
<a name="l1391"></a>{
|
|
<a name="l1392"></a> MyMass *tmpm, *tmpm1;
|
|
<a name="l1393"></a>
|
|
<a name="l1394"></a> tmpm = ode->next_mass;
|
|
<a name="l1395"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l1396"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1397"></a> tmpm1 = tmpm->next;
|
|
<a name="l1398"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpm->type == MT_ION || tmpm->type == MT_ANTIMATTER_SPLAT</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>tS</span><span class=cF0> > tmpm->die_timeout)
|
|
<a name="l1399"></a> {
|
|
<a name="l1400"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpm);
|
|
<a name="l1401"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpm);
|
|
<a name="l1402"></a> }
|
|
<a name="l1403"></a> tmpm = tmpm1;
|
|
<a name="l1404"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1405"></a>}
|
|
<a name="l1406"></a>
|
|
<a name="l1407"></a></span><span class=cF1>U0</span><span class=cF0> ExpireMissiles()
|
|
<a name="l1408"></a>{
|
|
<a name="l1409"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1410"></a> </span><span class=cF1>F64</span><span class=cF0> dd, best_dd;
|
|
<a name="l1411"></a> Missile *tmpmi = missile_head.next, *tmpm1;
|
|
<a name="l1412"></a>
|
|
<a name="l1413"></a> </span><span class=cF1>while</span><span class=cF0> (tmpmi != &missile_head)
|
|
<a name="l1414"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1415"></a> tmpm1 = tmpmi->next;
|
|
<a name="l1416"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->launched)
|
|
<a name="l1417"></a> {
|
|
<a name="l1418"></a> best_dd = </span><span class=cF3>F64_MAX</span><span class=cF0>;
|
|
<a name="l1419"></a> </span><span class=cF1>if</span><span class=cF0> (tmpmi->target)
|
|
<a name="l1420"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < tmpmi->target->masses; i++)
|
|
<a name="l1421"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1422"></a> dd = </span><span class=cF5>D3DistSqr</span><span class=cF0>(&tmpmi->p_front.x, &tmpmi->target->p[i].x);
|
|
<a name="l1423"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l1424"></a> best_dd = dd;
|
|
<a name="l1425"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1426"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpmi->exploding && </span><span class=cF7>(</span><span class=cF0>best_dd < </span><span class=cFE>30</span><span class=cF0> * </span><span class=cFE>30</span><span class=cF0> || </span><span class=cF5>tS</span><span class=cF0> > tmpmi->fuse_time</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1427"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1428"></a> tmpmi->p_front.mass = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>; </span><span class=cF2>//They go flying, if too light.</span><span class=cF0>
|
|
<a name="l1429"></a> tmpmi->p_back.mass = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1430"></a> tmpmi->exploding = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1431"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>50</span><span class=cF0>, </span><span class=cFE>93</span><span class=cF0>, </span><span class=cFE>105</span><span class=cF0>);
|
|
<a name="l1432"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1433"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpmi->die_timeout)
|
|
<a name="l1434"></a> MissileDel(tmpmi);
|
|
<a name="l1435"></a> }
|
|
<a name="l1436"></a> tmpmi = tmpm1;
|
|
<a name="l1437"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1438"></a>}
|
|
<a name="l1439"></a>
|
|
<a name="l1440"></a></span><span class=cF2>//********************************** AI</span><span class=cF0>
|
|
<a name="l1441"></a>
|
|
<a name="l1442"></a></span><span class=cF1>U0</span><span class=cF0> AI()
|
|
<a name="l1443"></a>{
|
|
<a name="l1444"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
|
|
<a name="l1445"></a> Ship *tmpsp = ship_head.next;
|
|
<a name="l1446"></a>
|
|
<a name="l1447"></a> </span><span class=cF1>if</span><span class=cF0> (human && !human->exploding)
|
|
<a name="l1448"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1449"></a> </span><span class=cF1>while</span><span class=cF0> (tmpsp != &ship_head)
|
|
<a name="l1450"></a> {
|
|
<a name="l1451"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>1</span><span class=cF0>].x);
|
|
<a name="l1452"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p2, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>2</span><span class=cF0>].x);
|
|
<a name="l1453"></a> </span><span class=cF5>D3Add</span><span class=cF0>(&p, &p1, &p2);
|
|
<a name="l1454"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p1, &human->p[</span><span class=cFE>0</span><span class=cF0>].x, &tmpsp->p[</span><span class=cFE>0</span><span class=cF0>].x);
|
|
<a name="l1455"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF5>D3Unit</span><span class=cF0>(&p), </span><span class=cF5>D3Unit</span><span class=cF0>(&p1)</span><span class=cF7>)</span><span class=cF0>></span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>995</span><span class=cF0> && </span><span class=cF5>tS</span><span class=cF0> > tmpsp->reload_timeout)
|
|
<a name="l1456"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1457"></a> FireOneGun(tmpsp, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> + .</span><span class=cFE>5</span><span class=cF0>, .</span><span class=cFE>4</span><span class=cF0>);
|
|
<a name="l1458"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1459"></a> tmpsp = tmpsp->next;
|
|
<a name="l1460"></a> }
|
|
<a name="l1461"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1462"></a>}
|
|
<a name="l1463"></a>
|
|
<a name="l1464"></a></span><span class=cF2>//********************************** Init</span><span class=cF0>
|
|
<a name="l1465"></a></span><span class=cF1>U0</span><span class=cF0> InitLevel()
|
|
<a name="l1466"></a>{
|
|
<a name="l1467"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1468"></a> MyMass *tmpm, *tmpm1;
|
|
<a name="l1469"></a>
|
|
<a name="l1470"></a> t_solar_storm = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1471"></a>
|
|
<a name="l1472"></a> tmpm = ode->next_mass;
|
|
<a name="l1473"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &ode->next_mass)
|
|
<a name="l1474"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1475"></a> tmpm1 = tmpm->next;
|
|
<a name="l1476"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm->type == MT_ION || tmpm->type == MT_ANTIMATTER_SPLAT)
|
|
<a name="l1477"></a> {
|
|
<a name="l1478"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpm);
|
|
<a name="l1479"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpm);
|
|
<a name="l1480"></a> }
|
|
<a name="l1481"></a> tmpm = tmpm1;
|
|
<a name="l1482"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1483"></a> </span><span class=cF1>if</span><span class=cF0> (level == </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l1484"></a> </span><span class=cF5>OneTimePopUp</span><span class=cF0>(&message_flags, XMESSAGEF_SOLAR_STORM,
|
|
<a name="l1485"></a> </span><span class=cF6>"Face away from Sun in solar storm.\n"</span><span class=cF0>);
|
|
<a name="l1486"></a> </span><span class=cF1>if</span><span class=cF0> (level == </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l1487"></a> </span><span class=cF5>OneTimePopUp</span><span class=cF0>(&message_flags, XMESSAGEF_ANTISPIN,
|
|
<a name="l1488"></a> </span><span class=cF6>"Press $GREEN$<CURSOR-DOWN>$FG$ for anti-spin stabilizer.\n"</span><span class=cF0>);
|
|
<a name="l1489"></a> human = ShipNew(</span><span class=cF5>Fs</span><span class=cF0>->pix_width / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF5>Fs</span><span class=cF0>->pix_height / </span><span class=cFE>2</span><span class=cF0>, ST_HUMAN1);
|
|
<a name="l1490"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < level + </span><span class=cFE>2</span><span class=cF0>; i++)
|
|
<a name="l1491"></a> PlaceShip(ST_ENEMY1);
|
|
<a name="l1492"></a> PlaceShip(ST_ENEMY2);
|
|
<a name="l1493"></a> show_level_message = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1494"></a> </span><span class=cF5>ODEPause</span><span class=cF0>(ode);
|
|
<a name="l1495"></a>}
|
|
<a name="l1496"></a>
|
|
<a name="l1497"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l1498"></a>{
|
|
<a name="l1499"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1500"></a> game_over = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1501"></a> score = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1502"></a> level = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l1503"></a>
|
|
<a name="l1504"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&ship_head);
|
|
<a name="l1505"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&shot_head);
|
|
<a name="l1506"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&missile_head);
|
|
<a name="l1507"></a>
|
|
<a name="l1508"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < STARS_NUM; i++)
|
|
<a name="l1509"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1510"></a> stars_x[i] = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cF3>GR_WIDTH</span><span class=cF0>;
|
|
<a name="l1511"></a> stars_y[i] = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cF3>GR_HEIGHT</span><span class=cF0>;
|
|
<a name="l1512"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1513"></a>
|
|
<a name="l1514"></a> human_t_left = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1515"></a> human_t_right = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1516"></a> human_antispin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1517"></a>
|
|
<a name="l1518"></a> InitLevel;
|
|
<a name="l1519"></a>}
|
|
<a name="l1520"></a>
|
|
<a name="l1521"></a></span><span class=cF2>//********************************** Main</span><span class=cF0>
|
|
<a name="l1522"></a></span><span class=cF1>U0</span><span class=cF0> XCaliber()
|
|
<a name="l1523"></a>{
|
|
<a name="l1524"></a> </span><span class=cF9>I64</span><span class=cF0> ch, message_code, arg1, arg2, sc;
|
|
<a name="l1525"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *cp = CtrlPanelNew;
|
|
<a name="l1526"></a>
|
|
<a name="l1527"></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="l1528"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>BLACK</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l1529"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l1530"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l1531"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l1532"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1533"></a> </span><span class=cF6>"Game {"</span><span class=cF0>
|
|
<a name="l1534"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l1535"></a> </span><span class=cF6>" LevelUp(,'+');"</span><span class=cF0>
|
|
<a name="l1536"></a> </span><span class=cF6>" LevelDown(,'-');"</span><span class=cF0>
|
|
<a name="l1537"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1538"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l1539"></a> </span><span class=cF6>" Fire(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l1540"></a> </span><span class=cF6>" Thrust(,,SC_CURSOR_UP);"</span><span class=cF0>
|
|
<a name="l1541"></a> </span><span class=cF6>" StopSpin(,,SC_CURSOR_DOWN);"</span><span class=cF0>
|
|
<a name="l1542"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l1543"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l1544"></a> </span><span class=cF6>" LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);"</span><span class=cF0>
|
|
<a name="l1545"></a> </span><span class=cF6>" RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);"</span><span class=cF0>
|
|
<a name="l1546"></a> </span><span class=cF6>" Spackwalk(,'w');"</span><span class=cF0>
|
|
<a name="l1547"></a> </span><span class=cF6>" LongerFuse(,,SC_CURSOR_RIGHT|SCF_SHIFT);"</span><span class=cF0>
|
|
<a name="l1548"></a> </span><span class=cF6>" ShorterFuse(,,SC_CURSOR_LEFT|SCF_SHIFT);"</span><span class=cF0>
|
|
<a name="l1549"></a> </span><span class=cF6>" LargerShot(,,SC_CURSOR_UP|SCF_SHIFT);"</span><span class=cF0>
|
|
<a name="l1550"></a> </span><span class=cF6>" SmallerShot(,,SC_CURSOR_DOWN|SCF_SHIFT);"</span><span class=cF0>
|
|
<a name="l1551"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1552"></a> );
|
|
<a name="l1553"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l1554"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l1555"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l1556"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l1557"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l1558"></a> </span><span class=cF5>PaletteSetLight</span><span class=cF0>(</span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1559"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0> - </span><span class=cF3>WIF_SELF_CTRLS</span><span class=cF0>;
|
|
<a name="l1560"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l1561"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l1562"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1563"></a> ode = </span><span class=cF5>ODENew</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>, </span><span class=cF3>ODEF_HAS_MASSES</span><span class=cF0>);
|
|
<a name="l1564"></a> ode->derive = &MyDerivative;
|
|
<a name="l1565"></a> ode->min_tolerance = </span><span class=cFE>1</span><span class=cF0>e-</span><span class=cFE>9</span><span class=cF0>;
|
|
<a name="l1566"></a> ode->drag_v3 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>00001</span><span class=cF0>;
|
|
<a name="l1567"></a> Init;
|
|
<a name="l1568"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(ode, </span><span class=cF5>Fs</span><span class=cF0>->last_ode);
|
|
<a name="l1569"></a> ch = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1570"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l1571"></a> {
|
|
<a name="l1572"></a> </span><span class=cF1>while</span><span class=cF0> (!game_over && !show_level_message &&
|
|
<a name="l1573"></a> </span><span class=cF7>(</span><span class=cF0>message_code = </span><span class=cF5>MessageScan</span><span class=cF0>(&arg1, &arg2, </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=cF0>)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1574"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1575"></a> </span><span class=cF1>switch</span><span class=cF0> (message_code)
|
|
<a name="l1576"></a> {
|
|
<a name="l1577"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
|
|
<a name="l1578"></a> ch = arg1;
|
|
<a name="l1579"></a> sc = arg2;
|
|
<a name="l1580"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
|
|
<a name="l1581"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1582"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l1583"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l1584"></a> {
|
|
<a name="l1585"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l1586"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_CTRL</span><span class=cF0>)
|
|
<a name="l1587"></a> HumanFireMissileBegin(</span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l1588"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1589"></a> ctrl_panel.fuse_time += </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l1590"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1591"></a> human_t_right = THRUST_MAX;
|
|
<a name="l1592"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1593"></a>
|
|
<a name="l1594"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l1595"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_CTRL</span><span class=cF0>)
|
|
<a name="l1596"></a> HumanFireMissileBegin(</span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l1597"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1598"></a> ctrl_panel.fuse_time -= </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l1599"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1600"></a> human_t_left = THRUST_MAX;
|
|
<a name="l1601"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1602"></a>
|
|
<a name="l1603"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l1604"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1605"></a> ctrl_panel.shot_radius += </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l1606"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1607"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1608"></a> human_t_right = THRUST_MAX;
|
|
<a name="l1609"></a> human_t_left = THRUST_MAX;
|
|
<a name="l1610"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1611"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1612"></a>
|
|
<a name="l1613"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l1614"></a> </span><span class=cF1>if</span><span class=cF0> (sc & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1615"></a> ctrl_panel.shot_radius -= </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l1616"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1617"></a> human_antispin = ANTISPIN_MAX;
|
|
<a name="l1618"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1619"></a> }
|
|
<a name="l1620"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1621"></a>
|
|
<a name="l1622"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l1623"></a> </span><span class=cF1>if</span><span class=cF0> (level < </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l1624"></a> HumanFireGunBegin;
|
|
<a name="l1625"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1626"></a> HumanFireLaserBegin;
|
|
<a name="l1627"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1628"></a>
|
|
<a name="l1629"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'w'</span><span class=cF0>:
|
|
<a name="l1630"></a> ctrl_panel.spacewalk = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1631"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1632"></a>
|
|
<a name="l1633"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'+'</span><span class=cF0>:
|
|
<a name="l1634"></a> level++;
|
|
<a name="l1635"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1636"></a>
|
|
<a name="l1637"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'-'</span><span class=cF0>:
|
|
<a name="l1638"></a> level--;
|
|
<a name="l1639"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1640"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1641"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1642"></a>
|
|
<a name="l1643"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>:
|
|
<a name="l1644"></a> ch = arg1;
|
|
<a name="l1645"></a> sc = arg2;
|
|
<a name="l1646"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
|
|
<a name="l1647"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1648"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l1649"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l1650"></a> {
|
|
<a name="l1651"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l1652"></a> human_t_right = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1653"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1654"></a>
|
|
<a name="l1655"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l1656"></a> human_t_left = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1657"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1658"></a>
|
|
<a name="l1659"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l1660"></a> human_t_right = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1661"></a> human_t_left = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1662"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1663"></a>
|
|
<a name="l1664"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l1665"></a> human_antispin = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1666"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1667"></a> }
|
|
<a name="l1668"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1669"></a>
|
|
<a name="l1670"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l1671"></a> ch = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1672"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1673"></a>
|
|
<a name="l1674"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
|
<a name="l1675"></a> </span><span class=cF1>if</span><span class=cF0> (level >= </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l1676"></a> HumanFireLaserEnd;
|
|
<a name="l1677"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1678"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1679"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1680"></a> }
|
|
<a name="l1681"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1682"></a> AI;
|
|
<a name="l1683"></a> SolarFlares;
|
|
<a name="l1684"></a> ExpireShots;
|
|
<a name="l1685"></a> ExpireSplats;
|
|
<a name="l1686"></a> ExpireMissiles;
|
|
<a name="l1687"></a> CheckDamage;
|
|
<a name="l1688"></a> </span><span class=cF5>Refresh</span><span class=cF0>; </span><span class=cF2>//messages are only qued by winmgr</span><span class=cF0>
|
|
<a name="l1689"></a> </span><span class=cF1>if</span><span class=cF0> (show_level_message)
|
|
<a name="l1690"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1691"></a> ch = </span><span class=cF5>KeyGet</span><span class=cF0>(&sc);
|
|
<a name="l1692"></a> </span><span class=cF1>if</span><span class=cF0> (ch == </span><span class=cF6>'\n'</span><span class=cF0>)
|
|
<a name="l1693"></a> ch = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1694"></a> </span><span class=cF5>ODEPause</span><span class=cF0>(ode, </span><span class=cF3>OFF</span><span class=cF0>);
|
|
<a name="l1695"></a> show_level_message = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1696"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1697"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (game_over)
|
|
<a name="l1698"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1699"></a> ch = </span><span class=cF5>CharScan</span><span class=cF0>;
|
|
<a name="l1700"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1701"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1702"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1703"></a> </span><span class=cF1>if</span><span class=cF0> (!remaining)
|
|
<a name="l1704"></a> {
|
|
<a name="l1705"></a> level++;
|
|
<a name="l1706"></a> ShipDel(human);
|
|
<a name="l1707"></a> human = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1708"></a> InitLevel;
|
|
<a name="l1709"></a> }
|
|
<a name="l1710"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1711"></a> }
|
|
<a name="l1712"></a> </span><span class=cF1>while</span><span class=cF0> (ch != </span><span class=cF3>CH_ESC</span><span class=cF0> && ch != </span><span class=cF6>'\n'</span><span class=cF0> && ch != </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>);
|
|
<a name="l1713"></a>
|
|
<a name="l1714"></a> AllDel(ode);
|
|
<a name="l1715"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1716"></a> </span><span class=cF1>while</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="l1717"></a>
|
|
<a name="l1718"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l1719"></a> CtrlPanelDel(cp);
|
|
<a name="l1720"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1721"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"ZealOS/XCaliber"</span><span class=cF0>,
|
|
<a name="l1722"></a> </span><span class=cF6>"I64 best_score=%d;\n"</span><span class=cF0>
|
|
<a name="l1723"></a> </span><span class=cF6>"I64 message_flags=%d;\n"</span><span class=cF0>, best_score, message_flags);
|
|
<a name="l1724"></a>}
|
|
</span></pre></body>
|
|
</html>
|