ZealOS/docs/Demo/Games/BomberGolf.CC.html
TomAwezome 1b75d91002 Fix Mount AHCI Port selection.
Add arg to SATARep to specify drive types to show.
Add checks in AHCIPortInit to verify port signatures, add helper method to get signatures from port.
2021-08-02 16:40:05 -04:00

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<a name="l1"></a><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/BomberGolf&quot;</span><span class=cF0>, </span><span class=cF6>&quot;I64 best_score=99999;\n&quot;</span><span class=cF0>);
<a name="l2"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/BomberGolf&quot;</span><span class=cF0>);
<a name="l3"></a>
<a name="l4"></a>
<a name="l5"></a>
<a name="l6"></a> </span><span class=cFA>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l7"></a>
<a name="l8"></a>
<a name="l9"></a>
<a name="l10"></a>
<a name="l11"></a> </span><span class=cFA>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l12"></a>
<a name="l13"></a>
<a name="l14"></a>
<a name="l15"></a> </span><span class=cFA>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l16"></a>
<a name="l17"></a>
<a name="l18"></a> </span><span class=cFA>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l19"></a>
<a name="l20"></a>
<a name="l21"></a> </span><span class=cFA>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l22"></a>
<a name="l23"></a>
<a name="l24"></a>
<a name="l25"></a> </span><span class=cFA>&lt;6&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l26"></a>
<a name="l27"></a>
<a name="l28"></a>
<a name="l29"></a>
<a name="l30"></a> </span><span class=cFA>&lt;7&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l31"></a>
<a name="l32"></a>
<a name="l33"></a>
<a name="l34"></a>
<a name="l35"></a> </span><span class=cFA>&lt;8&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l36"></a>
<a name="l37"></a>
<a name="l38"></a>
<a name="l39"></a>
<a name="l40"></a> </span><span class=cFA>&lt;9&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l41"></a>
<a name="l42"></a>
<a name="l43"></a>
<a name="l44"></a>
<a name="l45"></a> </span><span class=cFA>&lt;10&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l46"></a>
<a name="l47"></a>
<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_WIDTH </span><span class=cFE>600</span><span class=cF0>
<a name="l49"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT </span><span class=cFE>600</span><span class=cF0>
<a name="l50"></a>
<a name="l51"></a>#</span><span class=cF1>define</span><span class=cF0> TREES_NUM </span><span class=cFE>64</span><span class=cF0>
<a name="l52"></a></span><span class=cF1>class</span><span class=cF0> Tree
<a name="l53"></a>{
<a name="l54"></a> </span><span class=cF9>I64</span><span class=cF0> x, y;
<a name="l55"></a>
<a name="l56"></a>} trees[TREES_NUM];
<a name="l57"></a>
<a name="l58"></a>
<a name="l59"></a></span><span class=cF9>I64</span><span class=cF0> target_count, key_count;
<a name="l60"></a>
<a name="l61"></a>
<a name="l62"></a>#</span><span class=cF1>define</span><span class=cF0> TARGETS_NUM </span><span class=cFE>10</span><span class=cF0>
<a name="l63"></a>
<a name="l64"></a>#</span><span class=cF1>define</span><span class=cF0> MDF_TANK </span><span class=cFE>0</span><span class=cF0>
<a name="l65"></a>#</span><span class=cF1>define</span><span class=cF0> MDF_BUNKER </span><span class=cFE>1</span><span class=cF0>
<a name="l66"></a>
<a name="l67"></a>#</span><span class=cF1>define</span><span class=cF0> TANK_V </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>
<a name="l68"></a>
<a name="l69"></a></span><span class=cF1>class</span><span class=cF0> Target
<a name="l70"></a>{
<a name="l71"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta;
<a name="l72"></a> </span><span class=cF1>U8</span><span class=cF0> *alive_img, *dead_img1, *dead_img2;
<a name="l73"></a> </span><span class=cF1>U8</span><span class=cF0> type;
<a name="l74"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad[</span><span class=cFE>6</span><span class=cF0>];
<a name="l75"></a>
<a name="l76"></a>} targets[TARGETS_NUM];
<a name="l77"></a>
<a name="l78"></a>#</span><span class=cF1>define</span><span class=cF0> FALL_TIME </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>00</span><span class=cF0>
<a name="l79"></a>#</span><span class=cF1>define</span><span class=cF0> EXPLODE_TIME </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>
<a name="l80"></a></span><span class=cF1>class</span><span class=cF0> Bomb
<a name="l81"></a>{
<a name="l82"></a> Bomb *next, *last;
<a name="l83"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, t;
<a name="l84"></a> </span><span class=cF1>Bool</span><span class=cF0> exploding;
<a name="l85"></a>
<a name="l86"></a>} bomb_head;
<a name="l87"></a>
<a name="l88"></a></span><span class=cF1>F64</span><span class=cF0> v, x, y, theta, thetaf; </span><span class=cF2>//thetaf is the final theta. theta is gradually changed until it reaches thetaf.</span><span class=cF0>
<a name="l89"></a>
<a name="l90"></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="l91"></a>{
<a name="l92"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l93"></a> Bomb *tmpb;
<a name="l94"></a> Target *tmpt;
<a name="l95"></a> </span><span class=cF1>F64</span><span class=cF0> ts = </span><span class=cF5>tS</span><span class=cF0>, dx, dy;
<a name="l96"></a>
<a name="l97"></a> dc-&gt;color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0>|</span><span class=cF3>BROWN</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l98"></a> </span><span class=cF5>GrRect3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, dc-&gt;width, dc-&gt;height);
<a name="l99"></a>
<a name="l100"></a> dc-&gt;x = task-&gt;pix_width &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l101"></a> dc-&gt;y = task-&gt;pix_height &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l102"></a> dc-&gt;flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
<a name="l103"></a> </span><span class=cF5>Mat4x4TranslationEqu</span><span class=cF0>(dc-&gt;r, x, y, </span><span class=cFE>0</span><span class=cF0>);
<a name="l104"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc-&gt;r, theta);
<a name="l105"></a> dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l106"></a> </span><span class=cF5>GrBorder</span><span class=cF0>(dc, -MAP_WIDTH &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, -MAP_HEIGHT &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, MAP_WIDTH &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, MAP_HEIGHT &gt;&gt; </span><span class=cFE>1</span><span class=cF0>);
<a name="l107"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TARGETS_NUM; i++)
<a name="l108"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l109"></a> tmpt = &amp;targets[i];
<a name="l110"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;dead)
<a name="l111"></a> {
<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (i &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l114"></a> dc-&gt;flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l115"></a> </span><span class=cF5>DCSymmetry3Set</span><span class=cF0>(dc, tmpt-&gt;x, tmpt-&gt;y, </span><span class=cFE>0</span><span class=cF0>,
<a name="l116"></a> tmpt-&gt;x, tmpt-&gt;y, </span><span class=cFE>1</span><span class=cF0>,
<a name="l117"></a> tmpt-&gt;x + </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpt-&gt;theta</span><span class=cF7>)</span><span class=cF0>, tmpt-&gt;y + </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpt-&gt;theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
<a name="l118"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l119"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>15</span><span class=cF7>)</span><span class=cF0>)
<a name="l120"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt-&gt;x, tmpt-&gt;y, </span><span class=cFE>0</span><span class=cF0>, tmpt-&gt;dead_img1, tmpt-&gt;theta);
<a name="l121"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l122"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt-&gt;x, tmpt-&gt;y, </span><span class=cFE>0</span><span class=cF0>, tmpt-&gt;dead_img2, tmpt-&gt;theta);
<a name="l123"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
<a name="l124"></a> }
<a name="l125"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l126"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpt-&gt;x, tmpt-&gt;y, </span><span class=cFE>0</span><span class=cF0>, tmpt-&gt;alive_img, tmpt-&gt;theta);
<a name="l127"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l128"></a>
<a name="l129"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TREES_NUM; i++)
<a name="l130"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, trees[i].x, trees[i].y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>);
<a name="l131"></a>
<a name="l132"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TARGETS_NUM; i++)
<a name="l133"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l134"></a> tmpt = &amp;targets[i];
<a name="l135"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;dead)
<a name="l136"></a> {
<a name="l137"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>40</span><span class=cF0>; j++)
<a name="l138"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l139"></a> dc-&gt;thick = </span><span class=cFE>4</span><span class=cF0>;
<a name="l140"></a> </span><span class=cF1>if</span><span class=cF0> (j &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l141"></a> dc-&gt;color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> | </span><span class=cF3>LTGRAY</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l142"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l143"></a> dc-&gt;color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> | </span><span class=cF3>DKGRAY</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> | </span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l144"></a> dx = </span><span class=cFE>15</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(ts / </span><span class=cFE>4</span><span class=cF0> + j &lt;&lt; </span><span class=cFE>6</span><span class=cF0>) + j &gt;&gt; </span><span class=cFE>2</span><span class=cF0>;
<a name="l145"></a> dy = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>FullTri</span><span class=cF0>(ts / </span><span class=cFE>3</span><span class=cF0> + j / </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>20</span><span class=cF0>) + j &gt;&gt; </span><span class=cFE>2</span><span class=cF0>;
<a name="l146"></a> </span><span class=cF5>GrPlot3</span><span class=cF0>(dc, tmpt-&gt;x + </span><span class=cFE>5</span><span class=cF0> + dx + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * dy, tmpt-&gt;y + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * dx + dy, </span><span class=cFE>0</span><span class=cF0>);
<a name="l147"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l148"></a> }
<a name="l149"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l150"></a>
<a name="l151"></a> tmpb = bomb_head.next;
<a name="l152"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb != &amp;bomb_head)
<a name="l153"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l154"></a> </span><span class=cF1>if</span><span class=cF0> (tmpb-&gt;t + FALL_TIME &lt; </span><span class=cF5>tS</span><span class=cF0>)
<a name="l155"></a> {
<a name="l156"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>)
<a name="l157"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, tmpb-&gt;x, tmpb-&gt;y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;9&gt;</span><span class=cF0>);
<a name="l158"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l159"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, tmpb-&gt;x, tmpb-&gt;y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;10&gt;</span><span class=cF0>);
<a name="l160"></a> }
<a name="l161"></a> tmpb = tmpb-&gt;next;
<a name="l162"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l163"></a>
<a name="l164"></a> dc-&gt;flags &amp;= ~</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
<a name="l165"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, task-&gt;pix_width &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, task-&gt;pix_height &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;1&gt;</span><span class=cF0>);
<a name="l166"></a> dc-&gt;color = </span><span class=cF3>RED</span><span class=cF0>;
<a name="l167"></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>&quot;Targets:%02d</span><span class=cF0> </span><span class=cF6>KeyStrokes:%04d Best:%04d&quot;</span><span class=cF0>, target_count, key_count, best_score);
<a name="l168"></a> </span><span class=cF1>if</span><span class=cF0> (!target_count &amp;&amp; </span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0>)
<a name="l169"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_width - </span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0>,
<a name="l170"></a> </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_height - </span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>32</span><span class=cF0>, </span><span class=cF6>&quot;Game Completed&quot;</span><span class=cF0>);
<a name="l171"></a>}
<a name="l172"></a>
<a name="l173"></a></span><span class=cF1>U0</span><span class=cF0> BombHit(Bomb *tmpb)
<a name="l174"></a>{
<a name="l175"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l176"></a>
<a name="l177"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TARGETS_NUM; i++)
<a name="l178"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l179"></a> </span><span class=cF1>if</span><span class=cF0> (!targets[i].dead &amp;&amp; </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>tmpb-&gt;x - targets[i].x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>tmpb-&gt;y - targets[i].y</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>20</span><span class=cF0> * </span><span class=cFE>20</span><span class=cF0>)
<a name="l180"></a> {
<a name="l181"></a> targets[i].dead = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l182"></a> target_count--;
<a name="l183"></a> }
<a name="l184"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l185"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpb);
<a name="l186"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpb);
<a name="l187"></a>}
<a name="l188"></a>
<a name="l189"></a></span><span class=cF1>U0</span><span class=cF0> BombDrop(</span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
<a name="l190"></a>{
<a name="l191"></a> Bomb *tmpb = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Bomb</span><span class=cF7>)</span><span class=cF0>);
<a name="l192"></a>
<a name="l193"></a> tmpb-&gt;x = x;
<a name="l194"></a> tmpb-&gt;y = y;
<a name="l195"></a> tmpb-&gt;t = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l196"></a> tmpb-&gt;exploding = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l197"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpb, bomb_head.last);
<a name="l198"></a> </span><span class=cF5>Sweep</span><span class=cF0>(FALL_TIME * </span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>);
<a name="l199"></a>}
<a name="l200"></a>
<a name="l201"></a></span><span class=cF9>I64</span><span class=cF0> AnimateTask(</span><span class=cF9>CTask</span><span class=cF0> *)
<a name="l202"></a>{
<a name="l203"></a> </span><span class=cF1>F64</span><span class=cF0> last_t = </span><span class=cF5>tS</span><span class=cF0>, dt;
<a name="l204"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l205"></a> Bomb *tmpb, *tmpb1;
<a name="l206"></a> Target *tmpt;
<a name="l207"></a>
<a name="l208"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l209"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l210"></a> dt = </span><span class=cF5>tS</span><span class=cF0> - last_t;
<a name="l211"></a> last_t = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l212"></a>
<a name="l213"></a> </span><span class=cF1>if</span><span class=cF0> (bomb_head.next == &amp;bomb_head)
<a name="l214"></a> {
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (target_count)
<a name="l216"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cF5>Freq2Ona</span><span class=cF7>(</span><span class=cFE>100</span><span class=cF0> + </span><span class=cFE>60</span><span class=cF0> * </span><span class=cF5>Clamp</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> * </span><span class=cF7>(</span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> + </span><span class=cF5>Abs</span><span class=cF0>(</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>thetaf - theta, -</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> ` </span><span class=cFE>4</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=cFE>3</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>);
<a name="l217"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (key_count &lt; best_score)
<a name="l218"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l219"></a> best_score = key_count;
<a name="l220"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
<a name="l221"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
<a name="l222"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
<a name="l223"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l224"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
<a name="l225"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>74</span><span class=cF0>);
<a name="l226"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>150</span><span class=cF0>);
<a name="l227"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l228"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l229"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l230"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l231"></a> }
<a name="l232"></a>
<a name="l233"></a> theta += dt * (thetaf - theta);
<a name="l234"></a> x += dt * v * </span><span class=cF5>Sin</span><span class=cF0>(theta);
<a name="l235"></a> y += dt * v * </span><span class=cF5>Cos</span><span class=cF0>(theta);
<a name="l236"></a>
<a name="l237"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TARGETS_NUM; i++)
<a name="l238"></a> {
<a name="l239"></a> tmpt = &amp;targets[i];
<a name="l240"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt-&gt;dead &amp;&amp; tmpt-&gt;type == MDF_TANK)
<a name="l241"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l242"></a> tmpt-&gt;x += dt * TANK_V * </span><span class=cF5>Cos</span><span class=cF0>(tmpt-&gt;theta);
<a name="l243"></a> tmpt-&gt;y += dt * TANK_V * </span><span class=cF5>Sin</span><span class=cF0>(tmpt-&gt;theta);
<a name="l244"></a> </span><span class=cF1>if</span><span class=cF0> (i &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l245"></a> tmpt-&gt;theta += dt * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>16</span><span class=cF0>;
<a name="l246"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l247"></a> tmpt-&gt;theta -= dt * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>16</span><span class=cF0>;
<a name="l248"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l249"></a> }
<a name="l250"></a>
<a name="l251"></a> tmpb = bomb_head.next;
<a name="l252"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb != &amp;bomb_head)
<a name="l253"></a> {
<a name="l254"></a> tmpb1 = tmpb-&gt;next;
<a name="l255"></a> </span><span class=cF1>if</span><span class=cF0> (tmpb-&gt;t + FALL_TIME + EXPLODE_TIME &lt; </span><span class=cF5>tS</span><span class=cF0>)
<a name="l256"></a> BombHit(tmpb);
<a name="l257"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpb-&gt;t + FALL_TIME &lt; </span><span class=cF5>tS</span><span class=cF0> &amp;&amp; !tmpb-&gt;exploding)
<a name="l258"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l259"></a> </span><span class=cF5>Noise</span><span class=cF0>(EXPLODE_TIME * </span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
<a name="l260"></a> tmpb-&gt;exploding = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l261"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l262"></a> tmpb = tmpb1;
<a name="l263"></a> }
<a name="l264"></a>
<a name="l265"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>10</span><span class=cF0>);
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l267"></a>
<a name="l268"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>;
<a name="l269"></a>}
<a name="l270"></a>
<a name="l271"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l272"></a>{
<a name="l273"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l274"></a> Target *tmpt;
<a name="l275"></a>
<a name="l276"></a> v = </span><span class=cFE>20</span><span class=cF0>;
<a name="l277"></a> x = -MAP_WIDTH &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l278"></a> y = -MAP_HEIGHT &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l279"></a> thetaf = theta = </span><span class=cFE>1</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>;
<a name="l280"></a>
<a name="l281"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&amp;bomb_head);
<a name="l282"></a>
<a name="l283"></a> </span><span class=cF5>MemSet</span><span class=cF0>(trees, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>trees</span><span class=cF7>)</span><span class=cF0>);
<a name="l284"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TREES_NUM; i++)
<a name="l285"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l286"></a> trees[i].x = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_WIDTH - MAP_WIDTH &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l287"></a> trees[i].y = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_HEIGHT - MAP_HEIGHT &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l288"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l289"></a>
<a name="l290"></a> </span><span class=cF5>MemSet</span><span class=cF0>(targets, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>targets</span><span class=cF7>)</span><span class=cF0>);
<a name="l291"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TARGETS_NUM; i++)
<a name="l292"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l293"></a> tmpt = &amp;targets[i];
<a name="l294"></a> tmpt-&gt;x = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_WIDTH - MAP_WIDTH &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l295"></a> tmpt-&gt;y = </span><span class=cF5>RandU32</span><span class=cF0> % MAP_HEIGHT - MAP_HEIGHT &gt;&gt; </span><span class=cFE>1</span><span class=cF0>;
<a name="l296"></a> </span><span class=cF1>if</span><span class=cF0> (i &lt; TARGETS_NUM / </span><span class=cFE>3</span><span class=cF0>)
<a name="l297"></a> {
<a name="l298"></a> tmpt-&gt;type = MDF_BUNKER;
<a name="l299"></a> tmpt-&gt;theta = (</span><span class=cF5>RandU16</span><span class=cF0> &amp; </span><span class=cFE>3</span><span class=cF0>) * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>;
<a name="l300"></a> tmpt-&gt;alive_img = </span><span class=cFA>&lt;6&gt;</span><span class=cF0>;
<a name="l301"></a> tmpt-&gt;dead_img1 = </span><span class=cFA>&lt;7&gt;</span><span class=cF0>;
<a name="l302"></a> tmpt-&gt;dead_img2 = </span><span class=cFA>&lt;8&gt;</span><span class=cF0>;
<a name="l303"></a> }
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l305"></a> {
<a name="l306"></a> tmpt-&gt;type = MDF_TANK;
<a name="l307"></a> tmpt-&gt;theta = </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>;
<a name="l308"></a> tmpt-&gt;alive_img = </span><span class=cFA>&lt;3&gt;</span><span class=cF0>;
<a name="l309"></a> tmpt-&gt;dead_img1 = </span><span class=cFA>&lt;4&gt;</span><span class=cF0>;
<a name="l310"></a> tmpt-&gt;dead_img2 = </span><span class=cFA>&lt;5&gt;</span><span class=cF0>;
<a name="l311"></a> }
<a name="l312"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l313"></a> key_count = </span><span class=cFE>0</span><span class=cF0>;
<a name="l314"></a> target_count = TARGETS_NUM;
<a name="l315"></a>}
<a name="l316"></a>
<a name="l317"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
<a name="l318"></a>{
<a name="l319"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&amp;bomb_head, </span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l320"></a>}
<a name="l321"></a>
<a name="l322"></a></span><span class=cF1>U0</span><span class=cF0> BomberGolf()
<a name="l323"></a>{
<a name="l324"></a> </span><span class=cF9>I64</span><span class=cF0> sc;
<a name="l325"></a>
<a name="l326"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l327"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l328"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l329"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l330"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l331"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l332"></a> </span><span class=cF6>&quot; Faster(,,SC_CURSOR_UP);&quot;</span><span class=cF0>
<a name="l333"></a> </span><span class=cF6>&quot; Slower(,,SC_CURSOR_DOWN);&quot;</span><span class=cF0>
<a name="l334"></a> </span><span class=cF6>&quot; Left(,,SC_CURSOR_LEFT);&quot;</span><span class=cF0>
<a name="l335"></a> </span><span class=cF6>&quot; Right(,,SC_CURSOR_RIGHT);&quot;</span><span class=cF0>
<a name="l336"></a> </span><span class=cF6>&quot; Bomb(,CH_SPACE);&quot;</span><span class=cF0>
<a name="l337"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l338"></a> );
<a name="l339"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l340"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l341"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l342"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l343"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l344"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l345"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;AnimateTask, </span><span class=cF5>Fs</span><span class=cF0>, </span><span class=cF6>&quot;Animate&quot;</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
<a name="l346"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it = &amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l347"></a> Init;
<a name="l348"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l349"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l350"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l351"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>KeyGet</span><span class=cF7>(</span><span class=cF0>&amp;sc</span><span class=cF7>)</span><span class=cF0>)
<a name="l352"></a> {
<a name="l353"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
<a name="l354"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
<a name="l355"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l356"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
<a name="l357"></a> v += </span><span class=cFE>10</span><span class=cF0>;
<a name="l358"></a> </span><span class=cF1>if</span><span class=cF0> (v &gt; </span><span class=cFE>300</span><span class=cF0>)
<a name="l359"></a> v = </span><span class=cFE>300</span><span class=cF0>;
<a name="l360"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l361"></a>
<a name="l362"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
<a name="l363"></a> v -= </span><span class=cFE>10</span><span class=cF0>;
<a name="l364"></a> </span><span class=cF1>if</span><span class=cF0> (v &lt; </span><span class=cFE>20</span><span class=cF0>)
<a name="l365"></a> v = </span><span class=cFE>20</span><span class=cF0>;
<a name="l366"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l367"></a>
<a name="l368"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l369"></a> key_count++;
<a name="l370"></a> thetaf += </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>Wrap</span><span class=cF0>(thetaf - theta, -</span><span class=cF3>pi</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
<a name="l371"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l372"></a>
<a name="l373"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l374"></a> key_count++;
<a name="l375"></a> thetaf -= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>Wrap</span><span class=cF0>(thetaf - theta, -</span><span class=cF3>pi</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0>);
<a name="l376"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l377"></a>
<a name="l378"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l379"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l380"></a>
<a name="l381"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l382"></a> key_count++;
<a name="l383"></a> BombDrop(-x - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * FALL_TIME * v * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, -y - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * FALL_TIME * v * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>);
<a name="l384"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l385"></a>
<a name="l386"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l387"></a> CleanUp;
<a name="l388"></a> Init;
<a name="l389"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l390"></a>
<a name="l391"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l392"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l393"></a> </span><span class=cF1>goto</span><span class=cF0> bm_done;
<a name="l394"></a> }
<a name="l395"></a>bm_done:
<a name="l396"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l397"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l398"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l399"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l400"></a> CleanUp;
<a name="l401"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l402"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/BomberGolf&quot;</span><span class=cF0>, </span><span class=cF6>&quot;I64 best_score=%d;\n&quot;</span><span class=cF0>, best_score);
<a name="l403"></a>}
<a name="l404"></a>
<a name="l405"></a>BomberGolf;
</span></pre></body>
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