mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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511 lines
44 KiB
HTML
Executable file
511 lines
44 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V1.08">
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<style type="text/css">
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body {background-color:#1f1f1f;}
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.cF0{color:#e3e3e3;background-color:#1f1f1f;}
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.cF1{color:#4f84a6;background-color:#1f1f1f;}
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.cF2{color:#73a255;background-color:#1f1f1f;}
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.cF3{color:#297582;background-color:#1f1f1f;}
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.cF4{color:#b34f4b;background-color:#1f1f1f;}
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.cF5{color:#8a52c3;background-color:#1f1f1f;}
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.cF6{color:#b7822f;background-color:#1f1f1f;}
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.cF7{color:#444444;background-color:#1f1f1f;}
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.cF8{color:#6d6d6d;background-color:#1f1f1f;}
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.cF9{color:#94bfde;background-color:#1f1f1f;}
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.cFA{color:#a1ce97;background-color:#1f1f1f;}
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.cFB{color:#6db4be;background-color:#1f1f1f;}
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.cFC{color:#e88e88;background-color:#1f1f1f;}
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.cFD{color:#ca94e8;background-color:#1f1f1f;}
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.cFE{color:#d4b475;background-color:#1f1f1f;}
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.cFF{color:#1f1f1f;background-color:#1f1f1f;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>/*</span><span class=cF0>
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<a name="l2"></a></span><span class=cF2>Terry got tricky by not defining a color</span><span class=cF0>
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<a name="l3"></a></span><span class=cF2>right away in these </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/Gr.HH.html#l157"><span class=cF4>CSprite</span></a><span class=cF2>s so they can</span><span class=cF0>
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<a name="l4"></a></span><span class=cF2>work for both players by setting dc->color</span><span class=cF0>
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<a name="l5"></a></span><span class=cF2>before drawing them. He actually made these</span><span class=cF0>
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<a name="l6"></a></span><span class=cF2>graphics by defining a color in the <CTRL-r></span><span class=cF0>
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<a name="l7"></a></span><span class=cF2>menu, drawing the unit and deleting the color.</span><span class=cF0>
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<a name="l8"></a>
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<a name="l9"></a></span><span class=cF2>He had to leave a gap between the tank tread</span><span class=cF0>
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<a name="l10"></a></span><span class=cF2>and body because of how it is rendered when rotated.</span><span class=cF0>
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<a name="l11"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l12"></a></span><span class=cFA>
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<a name="l13"></a><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l14"></a></span><span class=cFA>
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<a name="l15"></a><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l16"></a>
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<a name="l17"></a></span><span class=cF2>//This is an infantry.</span><span class=cF0>
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<a name="l18"></a></span><span class=cFA>
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<a name="l19"></a><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l20"></a></span><span class=cFA>
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<a name="l21"></a><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF1>U0</span><span class=cF0> DrawHexes()
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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> dx = </span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS, dy = </span><span class=cFE>2</span><span class=cF0> * DSIN, x, y, x1, y1, x2, y2;
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<a name="l27"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
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<a name="l28"></a>
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<a name="l29"></a> map_dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l30"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, map_dc->width, map_dc->height);
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<a name="l31"></a> map_dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l32"></a> y = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l33"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j += </span><span class=cFE>2</span><span class=cF0>)
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<a name="l34"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l35"></a> x = DCOS;
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<a name="l36"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x, y, x - DCOS, y + DSIN);
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<a name="l37"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x - DCOS, y + DSIN, x, y + </span><span class=cFE>2</span><span class=cF0> * DSIN);
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<a name="l38"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l39"></a> {
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<a name="l40"></a> x1 = x;
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<a name="l41"></a> y1 = y;
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<a name="l42"></a> x2 = x1 + HEX_SIDE;
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<a name="l43"></a> y2 = y1;
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<a name="l44"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l45"></a> x1 = x2;
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<a name="l46"></a> y1 = y2;
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<a name="l47"></a> x2 += DCOS;
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<a name="l48"></a> y2 += DSIN;
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<a name="l49"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l50"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 - DCOS, y2 + DSIN);
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<a name="l51"></a> x1 = x2;
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<a name="l52"></a> y1 = y2;
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<a name="l53"></a> x2 += HEX_SIDE;
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<a name="l54"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l55"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 + DCOS, y2 + DSIN);
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<a name="l56"></a> x1 = x2;
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<a name="l57"></a> y1 = y2;
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<a name="l58"></a> x2 += DCOS;
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<a name="l59"></a> y2 -= DSIN;
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<a name="l60"></a> </span><span class=cF1>if</span><span class=cF0> (j || i < map_cols - </span><span class=cFE>1</span><span class=cF0>)
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<a name="l61"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l62"></a> x += dx;
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<a name="l63"></a> }
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<a name="l64"></a> y += dy;
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<a name="l65"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l66"></a> x = DCOS;
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<a name="l67"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l68"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l69"></a> x1 = x;
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<a name="l70"></a> y1 = y;
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<a name="l71"></a> x2 = x1 + HEX_SIDE;
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<a name="l72"></a> y2 = y1;
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<a name="l73"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l74"></a> x1 = x2;
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<a name="l75"></a> y1 = y2;
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<a name="l76"></a> x2 += DCOS;
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<a name="l77"></a> y2 += DSIN;
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<a name="l78"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l79"></a> x1 = x2;
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<a name="l80"></a> y1 = y2;
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<a name="l81"></a> x2 += HEX_SIDE;
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<a name="l82"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l83"></a> x1 = x2;
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<a name="l84"></a> y1 = y2;
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<a name="l85"></a> x2 += DCOS;
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<a name="l86"></a> y2 -= DSIN;
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<a name="l87"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l88"></a> x += dx;
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<a name="l89"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l90"></a>}
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<a name="l91"></a>
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<a name="l92"></a></span><span class=cF1>U0</span><span class=cF0> MakeTerrain(</span><span class=cF1>U8</span><span class=cF0> color, </span><span class=cF9>I64</span><span class=cF0> count, </span><span class=cF9>I64</span><span class=cF0> clus_lo, </span><span class=cF9>I64</span><span class=cF0> clus_hi)
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<a name="l93"></a>{
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<a name="l94"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, l, row, col;
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<a name="l95"></a>
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<a name="l96"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < count; i++)
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<a name="l97"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l98"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l99"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l100"></a> l = clus_lo + </span><span class=cF5>RandU16</span><span class=cF0> % (clus_hi - clus_lo + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l101"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < l; j++)
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<a name="l102"></a> {
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<a name="l103"></a> terrain[row][col] = color;
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<a name="l104"></a> Toward(&row, &col, </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>);
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<a name="l105"></a> col = </span><span class=cF5>ClampI64</span><span class=cF0>(col, </span><span class=cFE>0</span><span class=cF0>, map_cols - </span><span class=cFE>1</span><span class=cF0>);
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<a name="l106"></a> row = </span><span class=cF5>ClampI64</span><span class=cF0>(row, </span><span class=cFE>0</span><span class=cF0>, map_rows - </span><span class=cFE>1</span><span class=cF0>);
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<a name="l107"></a> }
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<a name="l108"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l109"></a>}
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<a name="l110"></a>
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<a name="l111"></a></span><span class=cF1>U0</span><span class=cF0> MakeRivers()
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<a name="l112"></a>{
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<a name="l113"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
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<a name="l114"></a>
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<a name="l115"></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>4</span><span class=cF0>; i++)
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<a name="l116"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l117"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l118"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l119"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l120"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
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<a name="l121"></a> {
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<a name="l122"></a> rivers[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l123"></a> Toward(&row, &col, direction);
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<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> <= row < map_rows && </span><span class=cFE>0</span><span class=cF0> <= col < map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l125"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l126"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l127"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l128"></a> }
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<a name="l129"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l130"></a>}
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<a name="l131"></a>
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<a name="l132"></a></span><span class=cF1>U0</span><span class=cF0> MakeRoads()
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<a name="l133"></a>{
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<a name="l134"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
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<a name="l135"></a>
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<a name="l136"></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++)
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<a name="l137"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l138"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l139"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l140"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l141"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
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<a name="l142"></a> {
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<a name="l143"></a> roads[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l144"></a> Toward(&row, &col, direction);
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<a name="l145"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> <= row < map_rows && </span><span class=cFE>0</span><span class=cF0> <= col < map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l146"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l147"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l148"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l149"></a> }
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<a name="l150"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l151"></a>}
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<a name="l152"></a>
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<a name="l153"></a></span><span class=cF1>U0</span><span class=cF0> DrawTerrain()
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<a name="l154"></a>{
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<a name="l155"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
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<a name="l156"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
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<a name="l157"></a>
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<a name="l158"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
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<a name="l159"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l160"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l161"></a> map_dc->color = terrain[j][i];
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<a name="l162"></a> RowCol2XY(&x, &y, j, i);
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<a name="l163"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map_dc, x, y);
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<a name="l164"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l165"></a>}
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<a name="l166"></a>
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<a name="l167"></a></span><span class=cF1>U0</span><span class=cF0> DrawRivers()
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<a name="l168"></a>{
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<a name="l169"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
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<a name="l170"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
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<a name="l171"></a>
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<a name="l172"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
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<a name="l173"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l174"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l175"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[j][i])
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<a name="l176"></a> {
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<a name="l177"></a> RowCol2XY(&x1, &y1, j, i);
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<a name="l178"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k < </span><span class=cFE>6</span><span class=cF0>; k++)
|
|
<a name="l179"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l180"></a> r = j;
|
|
<a name="l181"></a> c = i;
|
|
<a name="l182"></a> Toward(&r, &c, k);
|
|
<a name="l183"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= r < map_rows && </span><span class=cFE>0</span><span class=cF0> <= c < map_cols && rivers[r][c])
|
|
<a name="l184"></a> {
|
|
<a name="l185"></a> RowCol2XY(&x2, &y2, r, c);
|
|
<a name="l186"></a> map_dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l187"></a> map_dc->thick = </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l188"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l189"></a> map_dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l190"></a> map_dc->thick = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l191"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l192"></a> }
|
|
<a name="l193"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l194"></a> }
|
|
<a name="l195"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l196"></a>}
|
|
<a name="l197"></a>
|
|
<a name="l198"></a></span><span class=cF1>U0</span><span class=cF0> DrawRoads()
|
|
<a name="l199"></a>{
|
|
<a name="l200"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
|
|
<a name="l201"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
|
|
<a name="l202"></a>
|
|
<a name="l203"></a> map_dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l204"></a> map_dc->thick = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l205"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l206"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l207"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l208"></a> </span><span class=cF1>if</span><span class=cF0> (roads[j][i])
|
|
<a name="l209"></a> {
|
|
<a name="l210"></a> RowCol2XY(&x1, &y1, j, i);
|
|
<a name="l211"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k < </span><span class=cFE>6</span><span class=cF0>; k++)
|
|
<a name="l212"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l213"></a> r = j;
|
|
<a name="l214"></a> c = i;
|
|
<a name="l215"></a> Toward(&r, &c, k);
|
|
<a name="l216"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= r < map_rows && </span><span class=cFE>0</span><span class=cF0> <= c < map_cols && roads[r][c])
|
|
<a name="l217"></a> {
|
|
<a name="l218"></a> RowCol2XY(&x2, &y2, r, c);
|
|
<a name="l219"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l220"></a> }
|
|
<a name="l221"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l222"></a> }
|
|
<a name="l223"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l224"></a>}
|
|
<a name="l225"></a>
|
|
<a name="l226"></a></span><span class=cF1>U0</span><span class=cF0> DrawDots()
|
|
<a name="l227"></a>{
|
|
<a name="l228"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l229"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
|
|
<a name="l230"></a>
|
|
<a name="l231"></a> map_dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l235"></a> RowCol2XY(&x, &y, j, i);
|
|
<a name="l236"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(map_dc, x, y);
|
|
<a name="l237"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l238"></a>}
|
|
<a name="l239"></a>
|
|
<a name="l240"></a></span><span class=cF1>U0</span><span class=cF0> HexCentersCalc()
|
|
<a name="l241"></a>{
|
|
<a name="l242"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l243"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
|
|
<a name="l244"></a>
|
|
<a name="l245"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l247"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l248"></a> x = (</span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS) * i + HEX_SIDE / </span><span class=cFE>2</span><span class=cF0> + DCOS;
|
|
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l250"></a> x += HEX_SIDE + DCOS;
|
|
<a name="l251"></a> y = DSIN * (j + </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l252"></a> hex_centers[j][i].x = x;
|
|
<a name="l253"></a> hex_centers[j][i].y = y;
|
|
<a name="l254"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l255"></a>}
|
|
<a name="l256"></a>
|
|
<a name="l257"></a></span><span class=cF1>U0</span><span class=cF0> InitMap()
|
|
<a name="l258"></a>{
|
|
<a name="l259"></a> HexCentersCalc;
|
|
<a name="l260"></a> DrawHexes;
|
|
<a name="l261"></a> </span><span class=cF5>MemSet</span><span class=cF0>(terrain, PLAINS, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>terrain</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l262"></a> </span><span class=cF5>MemSet</span><span class=cF0>(roads, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>roads</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l263"></a> </span><span class=cF5>MemSet</span><span class=cF0>(rivers, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>rivers</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l264"></a> </span><span class=cF5>MemSet</span><span class=cF0>(vis_map, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>vis_map</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l265"></a> MakeTerrain(MOUNTAINS, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
|
|
<a name="l266"></a> MakeTerrain(TREES, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
|
|
<a name="l267"></a> DrawTerrain;
|
|
<a name="l268"></a> MakeRivers;
|
|
<a name="l269"></a> DrawRivers;
|
|
<a name="l270"></a> MakeRoads;
|
|
<a name="l271"></a> DrawRoads;
|
|
<a name="l272"></a> DrawDots;
|
|
<a name="l273"></a>}
|
|
<a name="l274"></a>
|
|
<a name="l275"></a></span><span class=cF1>U0</span><span class=cF0> InitUnits()
|
|
<a name="l276"></a>{
|
|
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, row, col, type;
|
|
<a name="l278"></a> Unit *tmpu;
|
|
<a name="l279"></a>
|
|
<a name="l280"></a> </span><span class=cF5>MemSet</span><span class=cF0>(units, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>units</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l281"></a> alive_count[</span><span class=cFE>0</span><span class=cF0>] = alive_count[</span><span class=cFE>1</span><span class=cF0>]=UNITS_NUM;
|
|
<a name="l282"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l283"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < alive_count[j]; i++)
|
|
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l285"></a> tmpu = &units[j][i];
|
|
<a name="l286"></a> tmpu->player = j;
|
|
<a name="l287"></a> tmpu->num = i;
|
|
<a name="l288"></a> tmpu->life = </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l289"></a> tmpu->facing = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
|
|
<a name="l290"></a> </span><span class=cF1>if</span><span class=cF0> (!j)
|
|
<a name="l291"></a> {
|
|
<a name="l292"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l293"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
|
|
<a name="l295"></a> type = UT_ARTILLERY;
|
|
<a name="l296"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l297"></a> type = UT_INFANTRY;
|
|
<a name="l298"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l299"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l300"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l301"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l302"></a> type = UT_MD_TANK;
|
|
<a name="l303"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l304"></a> type = UT_LT_TANK;
|
|
<a name="l305"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l306"></a> }
|
|
<a name="l307"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l308"></a> {
|
|
<a name="l309"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l310"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l311"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
|
|
<a name="l312"></a> type = UT_ARTILLERY;
|
|
<a name="l313"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l314"></a> type = UT_INFANTRY;
|
|
<a name="l315"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l316"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l317"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l318"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l319"></a> type=UT_MD_TANK;
|
|
<a name="l320"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l321"></a> type=UT_LT_TANK;
|
|
<a name="l322"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l323"></a> }
|
|
<a name="l324"></a> tmpu->type=type;
|
|
<a name="l325"></a> </span><span class=cF1>switch</span><span class=cF0> (type)
|
|
<a name="l326"></a> {
|
|
<a name="l327"></a> </span><span class=cF1>case</span><span class=cF0> UT_INFANTRY:
|
|
<a name="l328"></a> tmpu->infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l329"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l330"></a> tmpu->armor = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l331"></a> tmpu->armored_attack = </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l332"></a> tmpu->unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
|
|
<a name="l333"></a> tmpu->accuracy = </span><span class=cFE>45</span><span class=cF0>;
|
|
<a name="l334"></a> tmpu->range = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l335"></a> tmpu->movement = </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l336"></a> tmpu->img = </span><span class=cFA><1></span><span class=cF0>;
|
|
<a name="l337"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l338"></a>
|
|
<a name="l339"></a> </span><span class=cF1>case</span><span class=cF0> UT_ARTILLERY:
|
|
<a name="l340"></a> tmpu->infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l341"></a> tmpu->indirect_fire = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l342"></a> tmpu->armor = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l343"></a> tmpu->armored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l344"></a> tmpu->unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
|
|
<a name="l345"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l346"></a> tmpu->range = </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l347"></a> tmpu->movement = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l348"></a> tmpu->img = </span><span class=cFA><2></span><span class=cF0>;
|
|
<a name="l349"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l350"></a>
|
|
<a name="l351"></a> </span><span class=cF1>case</span><span class=cF0> UT_LT_TANK:
|
|
<a name="l352"></a> tmpu->infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l353"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l354"></a> tmpu->armor = </span><span class=cFE>30</span><span class=cF0>;
|
|
<a name="l355"></a> tmpu->armored_attack = </span><span class=cFE>40</span><span class=cF0>;
|
|
<a name="l356"></a> tmpu->unarmored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l357"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l358"></a> tmpu->range = </span><span class=cFE>8</span><span class=cF0>;
|
|
<a name="l359"></a> tmpu->movement = </span><span class=cFE>24</span><span class=cF0>;
|
|
<a name="l360"></a> tmpu->img = </span><span class=cFA><3></span><span class=cF0>;
|
|
<a name="l361"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l362"></a>
|
|
<a name="l363"></a> </span><span class=cF1>case</span><span class=cF0> UT_MD_TANK:
|
|
<a name="l364"></a> tmpu->infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l365"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l366"></a> tmpu->armor = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l367"></a> tmpu->armored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l368"></a> tmpu->unarmored_attack = </span><span class=cFE>80</span><span class=cF0>;
|
|
<a name="l369"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l370"></a> tmpu->range = </span><span class=cFE>12</span><span class=cF0>;
|
|
<a name="l371"></a> tmpu->movement = </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l372"></a> tmpu->img = </span><span class=cFA><4></span><span class=cF0>;
|
|
<a name="l373"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l374"></a> }
|
|
<a name="l375"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l376"></a> {
|
|
<a name="l377"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
|
|
<a name="l378"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % (map_cols / </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l379"></a> </span><span class=cF1>if</span><span class=cF0> (j)
|
|
<a name="l380"></a> col += </span><span class=cFE>2</span><span class=cF0> * map_cols / </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l381"></a> }
|
|
<a name="l382"></a> </span><span class=cF1>while</span><span class=cF0> (UnitFind</span><span class=cF7>(</span><span class=cF0>row, col</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l383"></a>
|
|
<a name="l384"></a> tmpu->row = row;
|
|
<a name="l385"></a> tmpu->col = col;
|
|
<a name="l386"></a> </span><span class=cF5>LBts</span><span class=cF0>(&tmpu->vis[cur_player], </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l387"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l388"></a>}
|
|
<a name="l389"></a>
|
|
<a name="l390"></a></span><span class=cF1>U0</span><span class=cF0> ViewPlayerSet(</span><span class=cF1>I8</span><span class=cF0> p)
|
|
<a name="l391"></a>{
|
|
<a name="l392"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l393"></a>
|
|
<a name="l394"></a> view_player = p;
|
|
<a name="l395"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Player1"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l396"></a> tmpse->checked = view_player == </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l397"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Player2"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l398"></a> tmpse->checked = view_player == </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l399"></a>}
|
|
<a name="l400"></a>
|
|
<a name="l401"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l402"></a>{
|
|
<a name="l403"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l404"></a> </span><span class=cF6>"GameSeed(0x%X)\n"</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cF5>PopUpI64Get</span><span class=cF7>(</span><span class=cF6>"GameSeed(0x%X):"</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l405"></a> moving_unit = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l406"></a> InitMap;
|
|
<a name="l407"></a> ViewPlayerSet(cur_player = </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l408"></a> enemy_player = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l409"></a> </span><span class=cF1>if</span><span class=cF0> (map_width < </span><span class=cF3>GR_WIDTH</span><span class=cF0>)
|
|
<a name="l410"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l411"></a> x0 = (MAP_WIDTH - map_width) >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l412"></a> y0 = (MAP_HEIGHT - map_height) >> </span><span class=cFE>1</span><span class=cF0> + </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l413"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l414"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l415"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l416"></a> x0 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l417"></a> y0 = </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l418"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l419"></a> InitUnits;
|
|
<a name="l420"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&indirect_head);
|
|
<a name="l421"></a> turn = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l422"></a> fire_radius = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l423"></a> show_vis_row = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l424"></a> show_vis_col = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l425"></a> *message_buf = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l426"></a> message_off_timeout = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l427"></a> phase = PHASE_END;
|
|
<a name="l428"></a>}
|
|
<a name="l429"></a>
|
|
<a name="l430"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l431"></a>{
|
|
<a name="l432"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&indirect_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l433"></a>}
|
|
<a name="l434"></a>
|
|
<a name="l435"></a></span><span class=cF1>U0</span><span class=cF0> PlayerPick(</span><span class=cF1>U8</span><span class=cF0> *dirname, </span><span class=cF9>I64</span><span class=cF0> player)
|
|
<a name="l436"></a>{
|
|
<a name="l437"></a> </span><span class=cF9>I64</span><span class=cF0> i = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l438"></a> </span><span class=cF1>U8</span><span class=cF0> *st;
|
|
<a name="l439"></a> </span><span class=cF9>CDirEntry</span><span class=cF0> *tmpde, *tmpde1, *tmpde2;
|
|
<a name="l440"></a> </span><span class=cF9>CDoc</span><span class=cF0> *doc = </span><span class=cF5>DocNew</span><span class=cF0>;
|
|
<a name="l441"></a> </span><span class=cF1>Bool</span><span class=cF0> *old_silent = </span><span class=cF5>Silent</span><span class=cF0>;
|
|
<a name="l442"></a>
|
|
<a name="l443"></a> st = </span><span class=cF5>MStrPrint</span><span class=cF0>(</span><span class=cF6>"%s/*.ZC*"</span><span class=cF0>, dirname);
|
|
<a name="l444"></a> tmpde = </span><span class=cF5>FilesFind</span><span class=cF0>(st);
|
|
<a name="l445"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l446"></a> tmpde2 = </span><span class=cF5>FilesFind</span><span class=cF0>(</span><span class=cF6>"~/ToTheFront/*.ZC*"</span><span class=cF0>);
|
|
<a name="l447"></a> tmpde1 = tmpde;
|
|
<a name="l448"></a> </span><span class=cF5>Silent</span><span class=cF0>(old_silent);
|
|
<a name="l449"></a>
|
|
<a name="l450"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"Player %d Type\n\n$LTBLUE$"</span><span class=cF0>, player + </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l451"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
|
|
<a name="l452"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l453"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l454"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l455"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l456"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
|
|
<a name="l457"></a> tmpde1->user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>, st, tmpde1);
|
|
<a name="l458"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l459"></a> tmpde1 = tmpde1->next;
|
|
<a name="l460"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l461"></a> tmpde1 = tmpde2;
|
|
<a name="l462"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
|
|
<a name="l463"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l464"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l465"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l466"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l467"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
|
|
<a name="l468"></a> tmpde1->user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>, st, tmpde1);
|
|
<a name="l469"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l470"></a> tmpde1 = tmpde1->next;
|
|
<a name="l471"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l472"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n\n\n$FG$Create your own AI in ~/ToTheFront."</span><span class=cF0>);
|
|
<a name="l473"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpde1 = </span><span class=cF5>PopUpMenu</span><span class=cF0>(doc)</span><span class=cF7>)</span><span class=cF0> <= </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l474"></a> </span><span class=cF5>ExeFile</span><span class=cF0>(tmpde1->full_name);
|
|
<a name="l475"></a> </span><span class=cF5>DocDel</span><span class=cF0>(doc);
|
|
<a name="l476"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde);
|
|
<a name="l477"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde2);
|
|
<a name="l478"></a> </span><span class=cF5>ExePrint</span><span class=cF0>(</span><span class=cF6>"player_indirect[%d]=&PlayerIndirect;"</span><span class=cF0>
|
|
<a name="l479"></a> </span><span class=cF6>"player_move[%d]=&PlayerMove;"</span><span class=cF0>
|
|
<a name="l480"></a> </span><span class=cF6>"player_direct[%d]=&PlayerDirect;"</span><span class=cF0>,
|
|
<a name="l481"></a> player, player, player);
|
|
<a name="l482"></a>}
|
|
</span></pre></body>
|
|
</html>
|