mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-31 17:56:30 +00:00
1b75d91002
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.
1068 lines
104 KiB
HTML
Executable file
1068 lines
104 KiB
HTML
Executable file
<!DOCTYPE HTML>
|
|
<html>
|
|
<head>
|
|
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
|
|
<meta name="generator" content="ZealOS V0.13">
|
|
<style type="text/css">
|
|
body {background-color:#fef1f0;}
|
|
.c10{color:#000000;background-color:#0148a4;}
|
|
.c1A{color:#82bc49;background-color:#0148a4;}
|
|
.cF0{color:#000000;background-color:#fef1f0;}
|
|
.cF1{color:#0148a4;background-color:#fef1f0;}
|
|
.cF2{color:#3b7901;background-color:#fef1f0;}
|
|
.cF3{color:#057c7e;background-color:#fef1f0;}
|
|
.cF4{color:#bb2020;background-color:#fef1f0;}
|
|
.cF5{color:#9e42ae;background-color:#fef1f0;}
|
|
.cF6{color:#b57901;background-color:#fef1f0;}
|
|
.cF7{color:#b2b6af;background-color:#fef1f0;}
|
|
.cF8{color:#555753;background-color:#fef1f0;}
|
|
.cF9{color:#678fbb;background-color:#fef1f0;}
|
|
.cFA{color:#82bc49;background-color:#fef1f0;}
|
|
.cFB{color:#0097a2;background-color:#fef1f0;}
|
|
.cFC{color:#e26a6a;background-color:#fef1f0;}
|
|
.cFD{color:#c671bc;background-color:#fef1f0;}
|
|
.cFE{color:#c7ab00;background-color:#fef1f0;}
|
|
.cFF{color:#fef1f0;background-color:#fef1f0;}
|
|
</style>
|
|
</head>
|
|
<body>
|
|
<pre style="font-family:monospace;font-size:12pt">
|
|
<a name="l1"></a><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> GAME_SPEED_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>
|
|
<a name="l2"></a>
|
|
<a name="l3"></a></span><span class=cF1>F64</span><span class=cF0> game_speed,
|
|
<a name="l4"></a> launch_unit_x1, launch_unit_y1, launch_unit_x2, launch_unit_y2, launch_t,
|
|
<a name="l5"></a> return_unit_x1, return_unit_y1, return_unit_x2, return_unit_y2, return_t,
|
|
<a name="l6"></a> set_theta_unit_x1, set_theta_unit_y1, set_theta_unit_x2, set_theta_unit_y2, set_theta_t,
|
|
<a name="l7"></a> next_noise;
|
|
<a name="l8"></a></span><span class=cF9>CTask</span><span class=cF0> *main_task;
|
|
<a name="l9"></a>
|
|
<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> OT_CARRIER </span><span class=cFE>0</span><span class=cF0>
|
|
<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> OT_CRUISER </span><span class=cFE>1</span><span class=cF0>
|
|
<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> OT_FIGHTER </span><span class=cFE>2</span><span class=cF0>
|
|
<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> OT_TYPES_NUM </span><span class=cFE>3</span><span class=cF0>
|
|
<a name="l14"></a>
|
|
<a name="l15"></a>#</span><span class=cF1>define</span><span class=cF0> OF_SHIP </span><span class=cFE>1</span><span class=cF0>
|
|
<a name="l16"></a>#</span><span class=cF1>define</span><span class=cF0> OF_ACTIVE </span><span class=cFE>2</span><span class=cF0>
|
|
<a name="l17"></a>#</span><span class=cF1>define</span><span class=cF0> OF_RETURNING </span><span class=cFE>4</span><span class=cF0>
|
|
<a name="l18"></a>#</span><span class=cF1>define</span><span class=cF0> OF_SHOOTING </span><span class=cFE>8</span><span class=cF0>
|
|
<a name="l19"></a>
|
|
<a name="l20"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_WIDTH </span><span class=cFE>56</span><span class=cF0>
|
|
<a name="l21"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_HEIGHT </span><span class=cFE>16</span><span class=cF0>
|
|
<a name="l22"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_X_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
|
|
<a name="l23"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_Y_SCALE </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>
|
|
<a name="l24"></a>
|
|
<a name="l25"></a>#</span><span class=cF1>define</span><span class=cF0> FIRE_COLORS </span><span class=cFE>16</span><span class=cF0>
|
|
<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> fire_colors[FIRE_COLORS] = {</span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>LTRED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>BLACK</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>RED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>,
|
|
<a name="l27"></a> </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>BLACK</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>LTRED</span><span class=cF0>, </span><span class=cF3>RED</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>, </span><span class=cF3>DKGRAY</span><span class=cF0>, </span><span class=cF3>YELLOW</span><span class=cF0>};
|
|
<a name="l28"></a>
|
|
<a name="l29"></a></span><span class=cF1>class</span><span class=cF0> Obj
|
|
<a name="l30"></a>{
|
|
<a name="l31"></a> Obj *next, *last;
|
|
<a name="l32"></a> Obj *next_in_squadron, *last_in_squadron;
|
|
<a name="l33"></a> Obj *host;
|
|
<a name="l34"></a> </span><span class=cF1>U8</span><span class=cF0> player, type;
|
|
<a name="l35"></a> </span><span class=cF9>U16</span><span class=cF0> flags;
|
|
<a name="l36"></a> </span><span class=cF9>I16</span><span class=cF0> squadron, member_num;
|
|
<a name="l37"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta, dtheta,
|
|
<a name="l38"></a> speed, turn_rate,
|
|
<a name="l39"></a> life_percent,
|
|
<a name="l40"></a> target_x, target_y,
|
|
<a name="l41"></a> ship_guns, ship_guns_range,
|
|
<a name="l42"></a> air_guns, air_guns_range,
|
|
<a name="l43"></a> fuel, max_fuel, fuel_burn_rate,
|
|
<a name="l44"></a> death_time, next_action_time;
|
|
<a name="l45"></a> </span><span class=cF9>I32</span><span class=cF0> torpedos, max_torpedos;
|
|
<a name="l46"></a> </span><span class=cF1>F64</span><span class=cF0> torpedos_range;
|
|
<a name="l47"></a> </span><span class=cF1>U8</span><span class=cF0> fire[(FIRE_WIDTH * FIRE_HEIGHT + </span><span class=cFE>7</span><span class=cF0>) / </span><span class=cFE>8</span><span class=cF0>];
|
|
<a name="l48"></a>
|
|
<a name="l49"></a>} obj_head;
|
|
<a name="l50"></a>
|
|
<a name="l51"></a></span><span class=cF1>class</span><span class=cF0> Torpedo
|
|
<a name="l52"></a>{
|
|
<a name="l53"></a> Torpedo *next, *last;
|
|
<a name="l54"></a> Obj *target;
|
|
<a name="l55"></a> </span><span class=cF1>F64</span><span class=cF0> x, y, theta, speed, timeout;
|
|
<a name="l56"></a>
|
|
<a name="l57"></a>} torpedo_head;
|
|
<a name="l58"></a>
|
|
<a name="l59"></a>#</span><span class=cF1>define</span><span class=cF0> SA_PARKED </span><span class=cFE>0</span><span class=cF0>
|
|
<a name="l60"></a>#</span><span class=cF1>define</span><span class=cF0> SA_LAUNCHING </span><span class=cFE>1</span><span class=cF0>
|
|
<a name="l61"></a>#</span><span class=cF1>define</span><span class=cF0> SA_FLYING </span><span class=cFE>2</span><span class=cF0>
|
|
<a name="l62"></a>#</span><span class=cF1>define</span><span class=cF0> SA_SET_theta </span><span class=cFE>3</span><span class=cF0>
|
|
<a name="l63"></a>#</span><span class=cF1>define</span><span class=cF0> SA_RETURNING </span><span class=cFE>4</span><span class=cF0>
|
|
<a name="l64"></a>#</span><span class=cF1>define</span><span class=cF0> SA_DEAD </span><span class=cFE>5</span><span class=cF0>
|
|
<a name="l65"></a>
|
|
<a name="l66"></a></span><span class=cF1>class</span><span class=cF0> Squadron : Obj
|
|
<a name="l67"></a>{
|
|
<a name="l68"></a> </span><span class=cF9>I64</span><span class=cF0> action, dead_mask, total_mask;
|
|
<a name="l69"></a>
|
|
<a name="l70"></a>} *squadrons;
|
|
<a name="l71"></a>
|
|
<a name="l72"></a></span><span class=cF1>U0</span><span class=cF0> SquadronIns(Obj *o, Obj *pred)
|
|
<a name="l73"></a>{
|
|
<a name="l74"></a> Obj *succ = pred->next_in_squadron;
|
|
<a name="l75"></a>
|
|
<a name="l76"></a> o->next_in_squadron = succ;
|
|
<a name="l77"></a> o->last_in_squadron = pred;
|
|
<a name="l78"></a> pred->next_in_squadron = o;
|
|
<a name="l79"></a> succ->last_in_squadron = o;
|
|
<a name="l80"></a>}
|
|
<a name="l81"></a>
|
|
<a name="l82"></a></span><span class=cF1>U0</span><span class=cF0> SquadronRemove(Obj *o)
|
|
<a name="l83"></a>{
|
|
<a name="l84"></a> Obj *pred = o->last_in_squadron, *succ = o->next_in_squadron;
|
|
<a name="l85"></a>
|
|
<a name="l86"></a> pred->next_in_squadron = succ;
|
|
<a name="l87"></a> succ->last_in_squadron = pred;
|
|
<a name="l88"></a>}
|
|
<a name="l89"></a>
|
|
<a name="l90"></a>#</span><span class=cF1>define</span><span class=cF0> PLAYERS_NUM </span><span class=cFE>2</span><span class=cF0>
|
|
<a name="l91"></a>
|
|
<a name="l92"></a></span><span class=cF9>I64</span><span class=cF0> num_carriers[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
|
|
<a name="l93"></a> num_cruisers[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
|
|
<a name="l94"></a> num_planes_per_squadron[PLAYERS_NUM] = {</span><span class=cFE>6</span><span class=cF0>, </span><span class=cFE>5</span><span class=cF0>},
|
|
<a name="l95"></a> num_squadrons_per_carrier[PLAYERS_NUM] = {</span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0>},
|
|
<a name="l96"></a> num_alive[PLAYERS_NUM],
|
|
<a name="l97"></a> num_squadrons;
|
|
<a name="l98"></a>
|
|
<a name="l99"></a>Obj *ObjFind(</span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y,
|
|
<a name="l100"></a> </span><span class=cF9>I64</span><span class=cF0> flag_mask=OF_ACTIVE|OF_RETURNING, </span><span class=cF9>I64</span><span class=cF0> flag_val=OF_ACTIVE,
|
|
<a name="l101"></a> </span><span class=cF9>I64</span><span class=cF0> type_mask=-</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF9>I64</span><span class=cF0> player_mask=-</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> *_d=</span><span class=cF3>NULL</span><span class=cF0>)
|
|
<a name="l102"></a>{
|
|
<a name="l103"></a> Obj *tmpo = obj_head.next, *best = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l104"></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="l105"></a>
|
|
<a name="l106"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l107"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l108"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & flag_mask == flag_val && </span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&type_mask, tmpo->type</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&player_mask, tmpo->player</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l109"></a> {
|
|
<a name="l110"></a> dd = </span><span class=cF5>Sqr</span><span class=cF0>(tmpo->x - x) + </span><span class=cF5>Sqr</span><span class=cF0>(tmpo->y - y);
|
|
<a name="l111"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd)
|
|
<a name="l112"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l113"></a> best = tmpo;
|
|
<a name="l114"></a> best_dd = dd;
|
|
<a name="l115"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l116"></a> }
|
|
<a name="l117"></a> tmpo = tmpo->next;
|
|
<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> (_d)
|
|
<a name="l120"></a> *_d = </span><span class=cF5>Sqrt</span><span class=cF0>(best_dd);
|
|
<a name="l121"></a>
|
|
<a name="l122"></a> </span><span class=cF1>return</span><span class=cF0> best;
|
|
<a name="l123"></a>}
|
|
<a name="l124"></a>
|
|
<a name="l125"></a></span><span class=cF1>U0</span><span class=cF0> ObjDel(Obj *tmpo)
|
|
<a name="l126"></a>{
|
|
<a name="l127"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo)
|
|
<a name="l128"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l129"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> < tmpo->death_time)
|
|
<a name="l130"></a> tmpo->flags &= ~OF_ACTIVE;
|
|
<a name="l131"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l132"></a> {
|
|
<a name="l133"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l134"></a> SquadronRemove(tmpo);
|
|
<a name="l135"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpo);
|
|
<a name="l136"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l137"></a> </span><span class=cF5>LBts</span><span class=cF0>(&squadrons[tmpo->squadron].dead_mask, tmpo->member_num);
|
|
<a name="l138"></a> num_alive[tmpo->player]--;
|
|
<a name="l139"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpo);
|
|
<a name="l140"></a> }
|
|
<a name="l141"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l142"></a>}
|
|
<a name="l143"></a></span><span class=c10>
|
|
<a name="l144"></a>
|
|
<a name="l145"></a></span><span class=c1A>
|
|
<a name="l146"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l147"></a>
|
|
<a name="l148"></a>
|
|
<a name="l149"></a>
|
|
<a name="l150"></a></span><span class=c1A>
|
|
<a name="l151"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l152"></a>
|
|
<a name="l153"></a></span><span class=c1A>
|
|
<a name="l154"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l155"></a>
|
|
<a name="l156"></a>
|
|
<a name="l157"></a></span><span class=c1A>
|
|
<a name="l158"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l159"></a>
|
|
<a name="l160"></a>
|
|
<a name="l161"></a>
|
|
<a name="l162"></a></span><span class=c1A>
|
|
<a name="l163"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l164"></a>
|
|
<a name="l165"></a></span><span class=c1A>
|
|
<a name="l166"></a><6>/* Graphics Not Rendered in HTML */</span><span class=c10>
|
|
<a name="l167"></a></span><span class=cF0>
|
|
<a name="l168"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[PLAYERS_NUM][OT_TYPES_NUM] = {</span><span class=cF7>{</span><span class=cFA><1></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF7>}</span><span class=cF0>, </span><span class=cF7>{</span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>, </span><span class=cFA><6></span><span class=cF7>}</span><span class=cF0>};
|
|
<a name="l169"></a>
|
|
<a name="l170"></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="l171"></a>{
|
|
<a name="l172"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k;
|
|
<a name="l173"></a> </span><span class=cF1>F64</span><span class=cF0> d, cur_time = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l174"></a> Obj *tmpo;
|
|
<a name="l175"></a> Torpedo *tmpt;
|
|
<a name="l176"></a>
|
|
<a name="l177"></a> tmpt = torpedo_head.next;
|
|
<a name="l178"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &torpedo_head)
|
|
<a name="l179"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l180"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l181"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpt->x, tmpt->y);
|
|
<a name="l182"></a> tmpt = tmpt->next;
|
|
<a name="l183"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l184"></a>
|
|
<a name="l185"></a> tmpo = obj_head.next;
|
|
<a name="l186"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l187"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l188"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && tmpo->flags & OF_SHIP)
|
|
<a name="l189"></a> {
|
|
<a name="l190"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpo->x, tmpo->y, </span><span class=cFE>0</span><span class=cF0>, imgs[tmpo->player][tmpo->type], tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l191"></a>
|
|
<a name="l192"></a> k = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l193"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < FIRE_HEIGHT; j++)
|
|
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < FIRE_WIDTH; i++)
|
|
<a name="l195"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>tmpo->fire, k++</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l196"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l197"></a> dc->color = fire_colors[</span><span class=cF5>ToI64</span><span class=cF0>(k + </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0>) & (FIRE_COLORS - </span><span class=cFE>1</span><span class=cF0>)];
|
|
<a name="l198"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, tmpo->x + FIRE_X_SCALE * </span><span class=cF7>(</span><span class=cF0>i - FIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>11</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + i) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l199"></a> </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0> - FIRE_Y_SCALE * </span><span class=cF7>(</span><span class=cF0>j - FIRE_HEIGHT / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>12</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + j) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0>,
|
|
<a name="l200"></a> tmpo->y + FIRE_Y_SCALE * </span><span class=cF7>(</span><span class=cF0>j - FIRE_HEIGHT / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>19</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + j) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l201"></a> </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0> + FIRE_X_SCALE * </span><span class=cF7>(</span><span class=cF0>i - FIRE_WIDTH / </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cFE>13</span><span class=cF0> * </span><span class=cF5>tS</span><span class=cF0> + i) % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>tmpo->theta</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l202"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l203"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l204"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l205"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l206"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, tmpo->y);
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l209"></a> {
|
|
<a name="l210"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent < </span><span class=cFE>33</span><span class=cF0>)
|
|
<a name="l211"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l212"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent < </span><span class=cFE>66</span><span class=cF0>)
|
|
<a name="l213"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l214"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l215"></a> dc->color = </span><span class=cF3>GREEN</span><span class=cF0>;
|
|
<a name="l216"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0> * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>, tmpo->y);
|
|
<a name="l217"></a> }
|
|
<a name="l218"></a>
|
|
<a name="l219"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l220"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l221"></a> d = tmpo->fuel * </span><span class=cFE>100</span><span class=cF0> / tmpo->max_fuel;
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l223"></a> {
|
|
<a name="l224"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>33</span><span class=cF0>)
|
|
<a name="l225"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l226"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>66</span><span class=cF0>)
|
|
<a name="l227"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l228"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l229"></a> dc->color = </span><span class=cF3>GREEN</span><span class=cF0>;
|
|
<a name="l230"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x + </span><span class=cFE>5</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>, tmpo->x + </span><span class=cFE>5</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0> * d / </span><span class=cFE>100</span><span class=cF0>, tmpo->y + </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l231"></a> }
|
|
<a name="l232"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l233"></a> }
|
|
<a name="l234"></a> tmpo = tmpo->next;
|
|
<a name="l235"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l236"></a>
|
|
<a name="l237"></a> tmpo = obj_head.next;
|
|
<a name="l238"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l239"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l240"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_SHIP</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l241"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, tmpo->x, tmpo->y, </span><span class=cFE>0</span><span class=cF0>, imgs[tmpo->player][tmpo->type], tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>);
|
|
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_SHOOTING)
|
|
<a name="l243"></a> {
|
|
<a name="l244"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l245"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpo->x, tmpo->y, tmpo->target_x, tmpo->target_y, </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l246"></a> }
|
|
<a name="l247"></a> tmpo = tmpo->next;
|
|
<a name="l248"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l249"></a>
|
|
<a name="l250"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l251"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time < launch_t)
|
|
<a name="l252"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l253"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l254"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, launch_unit_x1, launch_unit_y1, </span><span class=cFE>0</span><span class=cF0>, launch_unit_x2, launch_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l255"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l256"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time < return_t)
|
|
<a name="l257"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l258"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l259"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, return_unit_x1, return_unit_y1, </span><span class=cFE>0</span><span class=cF0>, return_unit_x2, return_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l260"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l261"></a> </span><span class=cF1>if</span><span class=cF0> (cur_time<set_theta_t)
|
|
<a name="l262"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l263"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l264"></a> </span><span class=cF5>GrArrow3</span><span class=cF0>(dc, set_theta_unit_x1, set_theta_unit_y1, </span><span class=cFE>0</span><span class=cF0>, set_theta_unit_x2, set_theta_unit_y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l265"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l266"></a>
|
|
<a name="l267"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l268"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y, </span><span class=cF6>"Game Speed: %5.2f"</span><span class=cF0>, game_speed);
|
|
<a name="l269"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l270"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y + </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>, </span><span class=cF6>"Player 1: %d"</span><span class=cF0>, num_alive[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l271"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l272"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, -task->scroll_x, -task->scroll_y + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>, </span><span class=cF6>"Player 2: %d"</span><span class=cF0>, num_alive[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l273"></a>
|
|
<a name="l274"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>!num_alive[</span><span class=cFE>0</span><span class=cF0>] || !num_alive[</span><span class=cFE>1</span><span class=cF0>]</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l275"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l276"></a> </span><span class=cF1>if</span><span class=cF0> (!num_alive[</span><span class=cFE>1</span><span class=cF0>])
|
|
<a name="l277"></a> {
|
|
<a name="l278"></a> dc->color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l279"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, task->pix_width >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_x,
|
|
<a name="l280"></a> task->pix_height >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_y, </span><span class=cF6>"Game Completed"</span><span class=cF0>);
|
|
<a name="l281"></a> }
|
|
<a name="l282"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l283"></a> {
|
|
<a name="l284"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
|
|
<a name="l285"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, task->pix_width >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>9</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_x,
|
|
<a name="l286"></a> task->pix_height >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> - task->scroll_y, </span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l287"></a> }
|
|
<a name="l288"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l289"></a>}
|
|
<a name="l290"></a>
|
|
<a name="l291"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l292"></a>{
|
|
<a name="l293"></a> </span><span class=cF9>I64</span><span class=cF0> i, fighter, ship, player, squadron,
|
|
<a name="l294"></a> w = </span><span class=cF5>Fs</span><span class=cF0>->pix_width, h = </span><span class=cF5>Fs</span><span class=cF0>->pix_height;
|
|
<a name="l295"></a> Squadron *tmps;
|
|
<a name="l296"></a> Obj *tmpo, *tmpo1;
|
|
<a name="l297"></a>
|
|
<a name="l298"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&obj_head);
|
|
<a name="l299"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&torpedo_head);
|
|
<a name="l300"></a>
|
|
<a name="l301"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l302"></a> </span><span class=cF5>Fs</span><span class=cF0>->scroll_x = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l303"></a> </span><span class=cF5>Fs</span><span class=cF0>->scroll_y = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l304"></a> game_speed = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l305"></a> launch_t = return_t = set_theta_t = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l306"></a> main_task = </span><span class=cF5>Fs</span><span class=cF0>;
|
|
<a name="l307"></a> num_squadrons = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l308"></a> </span><span class=cF1>for</span><span class=cF0> (player = </span><span class=cFE>0</span><span class=cF0>; player < PLAYERS_NUM; player++)
|
|
<a name="l309"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l310"></a> num_alive[player] = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l311"></a> </span><span class=cF1>for</span><span class=cF0> (ship = </span><span class=cFE>0</span><span class=cF0>; ship < num_cruisers[player]; ship++)
|
|
<a name="l312"></a> {
|
|
<a name="l313"></a> tmpo1 = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l314"></a> num_alive[player]++;
|
|
<a name="l315"></a> tmpo1->type = OT_CRUISER;
|
|
<a name="l316"></a> tmpo1->player = player;
|
|
<a name="l317"></a> tmpo1->squadron = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l318"></a> tmpo1->member_num = ship;
|
|
<a name="l319"></a> tmpo1->flags = OF_ACTIVE|OF_SHIP;
|
|
<a name="l320"></a> tmpo1->x = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * w * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + w >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l321"></a> tmpo1->y = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * h * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + h >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l322"></a> tmpo1->host = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l323"></a> tmpo1->speed = </span><span class=cFE>35</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l324"></a> tmpo1->turn_rate = </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l325"></a> tmpo1->theta = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l326"></a> tmpo1->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l327"></a> tmpo1->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l328"></a> tmpo1->fuel = tmpo1->max_fuel = </span><span class=cFE>100000</span><span class=cF0>;
|
|
<a name="l329"></a> tmpo1->fuel_burn_rate = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l330"></a> tmpo1->air_guns = </span><span class=cFE>5000</span><span class=cF0>;
|
|
<a name="l331"></a> tmpo1->air_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l332"></a> tmpo1->ship_guns = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l333"></a> tmpo1->ship_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l334"></a> tmpo1->torpedos = tmpo1->max_torpedos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l335"></a> tmpo1->torpedos_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l336"></a> tmpo1->next_action_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l337"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo1, obj_head.last);
|
|
<a name="l338"></a> }
|
|
<a name="l339"></a>
|
|
<a name="l340"></a> </span><span class=cF1>for</span><span class=cF0> (ship = </span><span class=cFE>0</span><span class=cF0>; ship < num_carriers[player]; ship++)
|
|
<a name="l341"></a> {
|
|
<a name="l342"></a> tmpo1 = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l343"></a> num_alive[player]++;
|
|
<a name="l344"></a> tmpo1->type = OT_CARRIER;
|
|
<a name="l345"></a> tmpo1->player = player;
|
|
<a name="l346"></a> tmpo1->squadron = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l347"></a> tmpo1->member_num = ship;
|
|
<a name="l348"></a> tmpo1->flags = OF_ACTIVE|OF_SHIP;
|
|
<a name="l349"></a> tmpo1->x = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * w * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + w >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l350"></a> tmpo1->y = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>8</span><span class=cF0> * h * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>) + h >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l351"></a> tmpo1->host = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l352"></a> tmpo1->speed = </span><span class=cFE>28</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l353"></a> tmpo1->turn_rate = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l354"></a> tmpo1->theta = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> * (</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l355"></a> tmpo1->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l356"></a> tmpo1->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l357"></a> tmpo1->fuel = tmpo1->max_fuel = </span><span class=cFE>750000</span><span class=cF0>;
|
|
<a name="l358"></a> tmpo1->fuel_burn_rate = </span><span class=cFE>500</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l359"></a> tmpo1->air_guns = </span><span class=cFE>5000</span><span class=cF0>;
|
|
<a name="l360"></a> tmpo1->air_guns_range = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l361"></a> tmpo1->ship_guns = </span><span class=cFE>2000</span><span class=cF0>;
|
|
<a name="l362"></a> tmpo1->ship_guns_range = </span><span class=cFE>30</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l363"></a> tmpo1->torpedos = tmpo1->max_torpedos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l364"></a> tmpo1->torpedos_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l365"></a> tmpo1->next_action_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l366"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo1, obj_head.last);
|
|
<a name="l367"></a>
|
|
<a name="l368"></a> </span><span class=cF1>for</span><span class=cF0> (squadron = </span><span class=cFE>0</span><span class=cF0>; squadron < num_squadrons_per_carrier[player]; squadron++, num_squadrons++)
|
|
<a name="l369"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l370"></a> </span><span class=cF1>for</span><span class=cF0> (fighter = </span><span class=cFE>0</span><span class=cF0>; fighter < num_planes_per_squadron[player]; fighter++)
|
|
<a name="l371"></a> {
|
|
<a name="l372"></a> tmpo = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l373"></a> num_alive[player]++;
|
|
<a name="l374"></a> tmpo->type = OT_FIGHTER;
|
|
<a name="l375"></a> tmpo->player = player;
|
|
<a name="l376"></a> tmpo->squadron = num_squadrons;
|
|
<a name="l377"></a> tmpo->member_num = fighter;
|
|
<a name="l378"></a> tmpo->flags = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l379"></a> tmpo->host = tmpo1;
|
|
<a name="l380"></a> tmpo->speed = </span><span class=cFE>300</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l381"></a> tmpo->turn_rate = </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l382"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l383"></a> tmpo->fuel = tmpo->max_fuel = </span><span class=cFE>1000</span><span class=cF0>;
|
|
<a name="l384"></a> tmpo->fuel_burn_rate = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l385"></a> tmpo->air_guns = </span><span class=cFE>35000</span><span class=cF0>;
|
|
<a name="l386"></a> tmpo->air_guns_range = </span><span class=cFE>8</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l387"></a> tmpo->ship_guns = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l388"></a> tmpo->ship_guns_range = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l389"></a> tmpo->torpedos = tmpo->max_torpedos = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l390"></a> tmpo->torpedos_range = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l391"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpo, obj_head.last);
|
|
<a name="l392"></a> }
|
|
<a name="l393"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l394"></a> }
|
|
<a name="l395"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l396"></a> squadrons = </span><span class=cF5>CAlloc</span><span class=cF0>(num_squadrons * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Squadron</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l397"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmps = squadrons; i < num_squadrons; i++, tmps++)
|
|
<a name="l398"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l399"></a> tmps->next_in_squadron = tmps->last_in_squadron = tmps;
|
|
<a name="l400"></a> tmps->squadron = i;
|
|
<a name="l401"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l402"></a> tmpo = obj_head.next;
|
|
<a name="l403"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l404"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l405"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l406"></a> {
|
|
<a name="l407"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l408"></a> tmps->host = tmpo->host;
|
|
<a name="l409"></a> tmps->player = tmpo->player;
|
|
<a name="l410"></a> tmps->total_mask = </span><span class=cFE>1</span><span class=cF0> << num_planes_per_squadron[tmpo->player] - </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l411"></a> SquadronIns(tmpo, tmps->last_in_squadron);
|
|
<a name="l412"></a> }
|
|
<a name="l413"></a> tmpo = tmpo->next;
|
|
<a name="l414"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l415"></a>}
|
|
<a name="l416"></a>
|
|
<a name="l417"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l418"></a>{
|
|
<a name="l419"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&obj_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l420"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&torpedo_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l421"></a> </span><span class=cF5>Free</span><span class=cF0>(squadrons);
|
|
<a name="l422"></a>}
|
|
<a name="l423"></a>
|
|
<a name="l424"></a>Obj *ObjLaunch(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF9>I64</span><span class=cF0> squadron=-</span><span class=cFE>1</span><span class=cF0>, Obj *host=</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l425"></a>{
|
|
<a name="l426"></a> Obj *tmpo;
|
|
<a name="l427"></a> </span><span class=cF1>F64</span><span class=cF0> cur_time = </span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l428"></a>
|
|
<a name="l429"></a> </span><span class=cF1>if</span><span class=cF0> (!host)
|
|
<a name="l430"></a> host = ObjFind(x, y,,, </span><span class=cFE>1</span><span class=cF0> << OT_CARRIER, </span><span class=cFE>1</span><span class=cF0> << player);
|
|
<a name="l431"></a> </span><span class=cF1>if</span><span class=cF0> (host && cur_time>host->next_action_time)
|
|
<a name="l432"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l433"></a> </span><span class=cF1>if</span><span class=cF0> (theta == </span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l434"></a> theta = </span><span class=cF5>Arg</span><span class=cF0>(x - host->x, y - host->y);
|
|
<a name="l435"></a> tmpo = obj_head.next;
|
|
<a name="l436"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l437"></a> {
|
|
<a name="l438"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host == host && </span><span class=cF7>(</span><span class=cF0>squadron < </span><span class=cFE>0</span><span class=cF0> || tmpo->squadron == squadron</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l439"></a> !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l440"></a> </span><span class=cF7>(</span><span class=cF0>tmpo->squadron < </span><span class=cFE>0</span><span class=cF0> || squadrons[tmpo->squadron].action == SA_PARKED ||
|
|
<a name="l441"></a> squadrons[tmpo->squadron].action == SA_LAUNCHING</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l442"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l443"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->fuel <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l444"></a></span><span class=cF2>//When low on fuel, not zero, gets launched and captured.</span><span class=cF0>
|
|
<a name="l445"></a> </span><span class=cF5>LBts</span><span class=cF0>(&squadrons[tmpo->squadron].dead_mask, tmpo->member_num);
|
|
<a name="l446"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l447"></a> {
|
|
<a name="l448"></a> tmpo->flags = tmpo->flags & ~OF_RETURNING | OF_ACTIVE;
|
|
<a name="l449"></a> tmpo->theta = host->theta;
|
|
<a name="l450"></a> </span><span class=cF1>if</span><span class=cF0> (x == </span><span class=cF3>F64_MAX</span><span class=cF0> || y == </span><span class=cF3>F64_MAX</span><span class=cF0> || </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>x - host->x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>y - host->y</span><span class=cF7>)</span><span class=cF0> > </span><span class=cFE>3</span><span class=cF0> * </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l451"></a> tmpo->dtheta = </span><span class=cF5>Wrap</span><span class=cF0>(theta - tmpo->theta, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l452"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l453"></a> tmpo->dtheta = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l454"></a> tmpo->x = host->x;
|
|
<a name="l455"></a> tmpo->y = host->y;
|
|
<a name="l456"></a> host->next_action_time = cur_time + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0> / game_speed;
|
|
<a name="l457"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l458"></a> }
|
|
<a name="l459"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l460"></a> tmpo = tmpo->next;
|
|
<a name="l461"></a> }
|
|
<a name="l462"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l463"></a>
|
|
<a name="l464"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l465"></a>}
|
|
<a name="l466"></a>
|
|
<a name="l467"></a>Squadron *SquadronLaunch(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l468"></a>{
|
|
<a name="l469"></a> Squadron *tmps;
|
|
<a name="l470"></a> Obj *tmpo;
|
|
<a name="l471"></a>
|
|
<a name="l472"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjLaunch</span><span class=cF7>(</span><span class=cF0>player,,, x, y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l473"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l474"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l475"></a> {
|
|
<a name="l476"></a> launch_unit_x1 = tmpo->x;
|
|
<a name="l477"></a> launch_unit_y1 = tmpo->y;
|
|
<a name="l478"></a> launch_unit_x2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - main_task->pix_left - main_task->scroll_x;
|
|
<a name="l479"></a> launch_unit_y2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - main_task->pix_top - main_task->scroll_y;
|
|
<a name="l480"></a> launch_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l481"></a> }
|
|
<a name="l482"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l483"></a> {
|
|
<a name="l484"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l485"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_PARKED)
|
|
<a name="l486"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l487"></a> tmps->action = SA_LAUNCHING;
|
|
<a name="l488"></a> tmps->theta = tmpo->theta + tmpo->dtheta;
|
|
<a name="l489"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l490"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l491"></a> }
|
|
<a name="l492"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l493"></a>
|
|
<a name="l494"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l495"></a>}
|
|
<a name="l496"></a>
|
|
<a name="l497"></a>Obj *ObjReturn(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
|
|
<a name="l498"></a>{
|
|
<a name="l499"></a> Obj *tmpo;
|
|
<a name="l500"></a>
|
|
<a name="l501"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjFind</span><span class=cF7>(</span><span class=cF0>x, y, OF_ACTIVE, OF_ACTIVE, </span><span class=cFE>1</span><span class=cF0> << OT_FIGHTER, </span><span class=cFE>1</span><span class=cF0> << player</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l502"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l503"></a>
|
|
<a name="l504"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l505"></a>}
|
|
<a name="l506"></a>
|
|
<a name="l507"></a>Squadron *SquadronReturn(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
|
|
<a name="l508"></a>{
|
|
<a name="l509"></a> Squadron *tmps;
|
|
<a name="l510"></a> Obj *tmpo;
|
|
<a name="l511"></a>
|
|
<a name="l512"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjReturn</span><span class=cF7>(</span><span class=cF0>player, x, y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l513"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l514"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l515"></a> {
|
|
<a name="l516"></a> return_unit_x1 = tmpo->x;
|
|
<a name="l517"></a> return_unit_y1 = tmpo->y;
|
|
<a name="l518"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host)
|
|
<a name="l519"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l520"></a> return_unit_x2 = tmpo->host->x;
|
|
<a name="l521"></a> return_unit_y2 = tmpo->host->y;
|
|
<a name="l522"></a> return_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l523"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l524"></a> }
|
|
<a name="l525"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l526"></a> {
|
|
<a name="l527"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l528"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_FLYING)
|
|
<a name="l529"></a> tmps->action = SA_RETURNING;
|
|
<a name="l530"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l531"></a> }
|
|
<a name="l532"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l533"></a>
|
|
<a name="l534"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l535"></a>}
|
|
<a name="l536"></a>
|
|
<a name="l537"></a>Obj *ObjSettheta(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l538"></a>{
|
|
<a name="l539"></a> Obj *tmpo;
|
|
<a name="l540"></a>
|
|
<a name="l541"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpo = ObjFind(x, y,,,, </span><span class=cFE>1</span><span class=cF0> << player)</span><span class=cF7>)</span><span class=cF0> && tmpo->flags & OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_RETURNING</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l542"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l543"></a> </span><span class=cF1>if</span><span class=cF0> (theta == </span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l544"></a> theta = </span><span class=cF5>Arg</span><span class=cF0>(x - tmpo->x, y - tmpo->y);
|
|
<a name="l545"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(theta - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l546"></a> </span><span class=cF1>return</span><span class=cF0> tmpo;
|
|
<a name="l547"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l548"></a>
|
|
<a name="l549"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l550"></a>}
|
|
<a name="l551"></a>
|
|
<a name="l552"></a>Squadron *SquadronSettheta(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> x=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> y=</span><span class=cF3>F64_MAX</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF3>F64_MAX</span><span class=cF0>)
|
|
<a name="l553"></a>{
|
|
<a name="l554"></a> Squadron *tmps;
|
|
<a name="l555"></a> Obj *tmpo;
|
|
<a name="l556"></a>
|
|
<a name="l557"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo = ObjSettheta</span><span class=cF7>(</span><span class=cF0>player, x, y, theta</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l558"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l559"></a> </span><span class=cF1>if</span><span class=cF0> (player == </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l560"></a> {
|
|
<a name="l561"></a> set_theta_unit_x1 = tmpo->x;
|
|
<a name="l562"></a> set_theta_unit_y1 = tmpo->y;
|
|
<a name="l563"></a> set_theta_unit_x2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - main_task->pix_left - main_task->scroll_x;
|
|
<a name="l564"></a> set_theta_unit_y2 = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - main_task->pix_top - main_task->scroll_y;
|
|
<a name="l565"></a> set_theta_t = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l566"></a> }
|
|
<a name="l567"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->squadron >= </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l568"></a> {
|
|
<a name="l569"></a> tmps = &squadrons[tmpo->squadron];
|
|
<a name="l570"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->action == SA_FLYING)
|
|
<a name="l571"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l572"></a> tmps->action = SA_SET_theta;
|
|
<a name="l573"></a> tmps->theta = tmpo->theta + tmpo->dtheta;
|
|
<a name="l574"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l575"></a> </span><span class=cF1>return</span><span class=cF0> tmps;
|
|
<a name="l576"></a> }
|
|
<a name="l577"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l578"></a>
|
|
<a name="l579"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l580"></a>}
|
|
<a name="l581"></a>
|
|
<a name="l582"></a></span><span class=cF1>U0</span><span class=cF0> SquadronActions()
|
|
<a name="l583"></a>{
|
|
<a name="l584"></a> </span><span class=cF9>I64</span><span class=cF0> i, completed_mask;
|
|
<a name="l585"></a> Obj *tmpo;
|
|
<a name="l586"></a> Squadron *tmps;
|
|
<a name="l587"></a>
|
|
<a name="l588"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmps = squadrons; i < num_squadrons; i++, tmps++)
|
|
<a name="l589"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l590"></a> completed_mask = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l591"></a> </span><span class=cF1>switch</span><span class=cF0> (tmps->action)
|
|
<a name="l592"></a> {
|
|
<a name="l593"></a> </span><span class=cF1>case</span><span class=cF0> SA_LAUNCHING:
|
|
<a name="l594"></a> ObjLaunch(tmps->player, i, tmps->host,,, tmps->theta);
|
|
<a name="l595"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l596"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l597"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l598"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, tmpo->flags & OF_ACTIVE);
|
|
<a name="l599"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l600"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l601"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l602"></a> tmps->action = SA_FLYING;
|
|
<a name="l603"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l604"></a>
|
|
<a name="l605"></a> </span><span class=cF1>case</span><span class=cF0> SA_FLYING:
|
|
<a name="l606"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l607"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l608"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l609"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l610"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l611"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l612"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l613"></a> tmps->action = SA_PARKED;
|
|
<a name="l614"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l615"></a>
|
|
<a name="l616"></a> </span><span class=cF1>case</span><span class=cF0> SA_SET_theta:
|
|
<a name="l617"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l618"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l619"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l620"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(tmps->theta - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l621"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l622"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l623"></a> tmps->action = SA_FLYING;
|
|
<a name="l624"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l625"></a>
|
|
<a name="l626"></a> </span><span class=cF1>case</span><span class=cF0> SA_RETURNING:
|
|
<a name="l627"></a> tmpo = tmps->next_in_squadron;
|
|
<a name="l628"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != tmps)
|
|
<a name="l629"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l630"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l631"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&completed_mask, tmpo->member_num, !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l632"></a> tmpo = tmpo->next_in_squadron;
|
|
<a name="l633"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l634"></a> </span><span class=cF1>if</span><span class=cF0> (completed_mask | tmps->dead_mask == tmps->total_mask)
|
|
<a name="l635"></a> tmps->action = SA_PARKED;
|
|
<a name="l636"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l637"></a> }
|
|
<a name="l638"></a> </span><span class=cF1>if</span><span class=cF0> (tmps->dead_mask == tmps->total_mask)
|
|
<a name="l639"></a> tmps->action=SA_DEAD;
|
|
<a name="l640"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l641"></a>}
|
|
<a name="l642"></a>
|
|
<a name="l643"></a></span><span class=cF1>U0</span><span class=cF0> AI(</span><span class=cF9>I64</span><span class=cF0> player, </span><span class=cF1>F64</span><span class=cF0> period)
|
|
<a name="l644"></a>{
|
|
<a name="l645"></a> Obj *tmpo;
|
|
<a name="l646"></a>
|
|
<a name="l647"></a> tmpo = obj_head.next;
|
|
<a name="l648"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l649"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l650"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->player == player)
|
|
<a name="l651"></a> {
|
|
<a name="l652"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_CARRIER && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>5</span><span class=cF0> * period)
|
|
<a name="l653"></a> SquadronLaunch(player, tmpo->x, tmpo->y);
|
|
<a name="l654"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags&OF_ACTIVE && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags&OF_RETURNING</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l655"></a> SquadronSettheta(player, tmpo->x, tmpo->y, tmpo->theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0> - </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l656"></a> }
|
|
<a name="l657"></a> tmpo = tmpo->next;
|
|
<a name="l658"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l659"></a>}
|
|
<a name="l660"></a>
|
|
<a name="l661"></a></span><span class=cF1>U0</span><span class=cF0> ShipDamage(Obj *tmpo, </span><span class=cF1>F64</span><span class=cF0> d)
|
|
<a name="l662"></a>{
|
|
<a name="l663"></a> </span><span class=cF9>I64</span><span class=cF0> i, x = </span><span class=cF5>Rand</span><span class=cF0> * FIRE_WIDTH, y = </span><span class=cF5>Rand</span><span class=cF0> * FIRE_HEIGHT;
|
|
<a name="l664"></a>
|
|
<a name="l665"></a> tmpo->life_percent -= d;
|
|
<a name="l666"></a> </span><span class=cF1>while</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l667"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l668"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>Bts</span><span class=cF7>(</span><span class=cF0>tmpo->fire, y * FIRE_WIDTH + x</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l669"></a> d -= </span><span class=cFE>500</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l670"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l671"></a> d -= </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l672"></a> i = </span><span class=cF5>RandI16</span><span class=cF0> & </span><span class=cFE>7</span><span class=cF0>;
|
|
<a name="l673"></a> x += </span><span class=cFB>gr_x_offsets</span><span class=cF0>[i];
|
|
<a name="l674"></a> y += </span><span class=cFB>gr_y_offsets</span><span class=cF0>[i];
|
|
<a name="l675"></a> </span><span class=cF1>while</span><span class=cF0> (x >= FIRE_WIDTH)
|
|
<a name="l676"></a> x -= FIRE_WIDTH;
|
|
<a name="l677"></a>
|
|
<a name="l678"></a> </span><span class=cF1>while</span><span class=cF0> (x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l679"></a> x += FIRE_WIDTH;
|
|
<a name="l680"></a>
|
|
<a name="l681"></a> </span><span class=cF1>while</span><span class=cF0> (y >= FIRE_HEIGHT)
|
|
<a name="l682"></a> y -= FIRE_HEIGHT;
|
|
<a name="l683"></a>
|
|
<a name="l684"></a> </span><span class=cF1>while</span><span class=cF0> (y < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l685"></a> y += FIRE_HEIGHT;
|
|
<a name="l686"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l687"></a>}
|
|
<a name="l688"></a>
|
|
<a name="l689"></a></span><span class=cF1>U0</span><span class=cF0> ShipFix(Obj *tmpo, </span><span class=cF1>F64</span><span class=cF0> d)
|
|
<a name="l690"></a>{
|
|
<a name="l691"></a> tmpo->life_percent += d;
|
|
<a name="l692"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent >= </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l693"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l694"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l695"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tmpo->fire, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj.fire</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l696"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l697"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l698"></a> </span><span class=cF1>while</span><span class=cF0> (d > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l699"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>tmpo->fire, FIRE_WIDTH * FIRE_HEIGHT * </span><span class=cF5>Rand</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l700"></a> d -= </span><span class=cFE>400</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l701"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l702"></a> d -= </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> / (FIRE_WIDTH * FIRE_HEIGHT);
|
|
<a name="l703"></a>}
|
|
<a name="l704"></a>
|
|
<a name="l705"></a></span><span class=cF1>U0</span><span class=cF0> MyNoise(</span><span class=cF9>I64</span><span class=cF0> mS, </span><span class=cF1>F64</span><span class=cF0> min_ona, </span><span class=cF1>F64</span><span class=cF0> max_ona)
|
|
<a name="l706"></a>{</span><span class=cF2>//Make white noise for given number of mS.</span><span class=cF0>
|
|
<a name="l707"></a></span><span class=cF2>// See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Sound.CC.html#l432"><span class=cF4>Noise</span></a><span class=cF2>. On bare-metal, Spawn() hogs CPU.</span><span class=cF0>
|
|
<a name="l708"></a> </span><span class=cF9>CSoundEffectFrame</span><span class=cF0> *ns;
|
|
<a name="l709"></a>
|
|
<a name="l710"></a> </span><span class=cF1>if</span><span class=cF0> (mS > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l711"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l712"></a> ns = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CSoundEffectFrame</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l713"></a> ns->type = </span><span class=cF3>SE_NOISE</span><span class=cF0>;
|
|
<a name="l714"></a> ns->duration = mS / </span><span class=cFE>1000</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l715"></a> ns->ona1 = min_ona;
|
|
<a name="l716"></a> ns->ona2 = max_ona;
|
|
<a name="l717"></a> </span><span class=cFB>music</span><span class=cF0>.mute++;
|
|
<a name="l718"></a> </span><span class=cF5>SoundEffectTask</span><span class=cF0>(ns);
|
|
<a name="l719"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l720"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l721"></a>
|
|
<a name="l722"></a> </span><span class=cF1>return</span><span class=cF0>;
|
|
<a name="l723"></a>}
|
|
<a name="l724"></a>
|
|
<a name="l725"></a></span><span class=cF1>U0</span><span class=cF0> Combat(</span><span class=cF1>F64</span><span class=cF0> period)
|
|
<a name="l726"></a>{
|
|
<a name="l727"></a> </span><span class=cF1>F64</span><span class=cF0> d;
|
|
<a name="l728"></a> Obj *tmpo, *tmpo1;
|
|
<a name="l729"></a> Torpedo *tmpt;
|
|
<a name="l730"></a>
|
|
<a name="l731"></a> tmpo = obj_head.next;
|
|
<a name="l732"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l733"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l734"></a> tmpo->flags &= ~OF_SHOOTING;
|
|
<a name="l735"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE &&
|
|
<a name="l736"></a> </span><span class=cF7>(</span><span class=cF0>tmpo1 = ObjFind(tmpo->x, tmpo->y, OF_ACTIVE, OF_ACTIVE,, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF7>(</span><span class=cF0>tmpo->player ^ </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>, &d)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l737"></a> {
|
|
<a name="l738"></a> tmpo->target_x = tmpo1->x;
|
|
<a name="l739"></a> tmpo->target_y = tmpo1->y;
|
|
<a name="l740"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo1->flags & OF_SHIP)
|
|
<a name="l741"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l742"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->torpedos && d < tmpo->torpedos_range && </span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>125</span><span class=cF0> * period)
|
|
<a name="l743"></a> {
|
|
<a name="l744"></a> tmpo->torpedos--;
|
|
<a name="l745"></a> tmpt = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Torpedo</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l746"></a> tmpt->x = tmpo->x;
|
|
<a name="l747"></a> tmpt->y = tmpo->y;
|
|
<a name="l748"></a> tmpt->speed = </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l749"></a> d /= tmpt->speed * (GAME_SPEED_SCALE * game_speed);
|
|
<a name="l750"></a> tmpo1->death_time = tmpt->timeout = </span><span class=cF5>tS</span><span class=cF0> + d;
|
|
<a name="l751"></a> tmpt->target = tmpo1;
|
|
<a name="l752"></a> tmpt->theta = </span><span class=cF5>Arg</span><span class=cF0>(tmpo1->x - tmpo->x, tmpo1->y - tmpo->y);
|
|
<a name="l753"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpt, torpedo_head.last);
|
|
<a name="l754"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>2000</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>, </span><span class=cFE>53</span><span class=cF0>);
|
|
<a name="l755"></a> }
|
|
<a name="l756"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->ship_guns > </span><span class=cFE>0</span><span class=cF0> && d < tmpo->ship_guns_range)
|
|
<a name="l757"></a> {
|
|
<a name="l758"></a> tmpo->flags |= OF_SHOOTING;
|
|
<a name="l759"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>125</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l760"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l761"></a> ShipDamage(tmpo1, tmpo->ship_guns * </span><span class=cF5>Rand</span><span class=cF0> * period);
|
|
<a name="l762"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l763"></a> tmpo1->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l764"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l765"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > next_noise)
|
|
<a name="l766"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l767"></a> MyNoise(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>29</span><span class=cF0>, </span><span class=cFE>46</span><span class=cF0>);
|
|
<a name="l768"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l769"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l770"></a> }
|
|
<a name="l771"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l772"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l773"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l774"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->air_guns > </span><span class=cFE>0</span><span class=cF0> && d < tmpo->air_guns_range)
|
|
<a name="l775"></a> {
|
|
<a name="l776"></a> tmpo->flags |= OF_SHOOTING;
|
|
<a name="l777"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><</span><span class=cFE>125</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l778"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l779"></a> tmpo1->life_percent -= tmpo->air_guns * </span><span class=cF5>Rand</span><span class=cF0> * period;
|
|
<a name="l780"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * period)
|
|
<a name="l781"></a> tmpo1->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l782"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l783"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > next_noise)
|
|
<a name="l784"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l785"></a> MyNoise(</span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l786"></a> next_noise = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>025</span><span class=cF0>;
|
|
<a name="l787"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l788"></a> }
|
|
<a name="l789"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l790"></a> }
|
|
<a name="l791"></a> tmpo = tmpo->next;
|
|
<a name="l792"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l793"></a> tmpo = obj_head.next;
|
|
<a name="l794"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l795"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l796"></a> tmpo1 = tmpo->next;
|
|
<a name="l797"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_FIGHTER &&
|
|
<a name="l798"></a> </span><span class=cF7>(</span><span class=cF0>tmpo->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> || tmpo->flags & OF_ACTIVE && tmpo->fuel <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> || tmpo->host &&
|
|
<a name="l799"></a> !(tmpo->flags & OF_ACTIVE) && tmpo->host->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l800"></a> ObjDel(tmpo);
|
|
<a name="l801"></a> tmpo = tmpo1;
|
|
<a name="l802"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l803"></a> tmpo = obj_head.next;
|
|
<a name="l804"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l805"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l806"></a> tmpo1 = tmpo->next;
|
|
<a name="l807"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->life_percent <= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l808"></a> ObjDel(tmpo);
|
|
<a name="l809"></a> tmpo = tmpo1;
|
|
<a name="l810"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l811"></a>}
|
|
<a name="l812"></a>
|
|
<a name="l813"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMATE_FREQ </span><span class=cFE>50</span><span class=cF0>
|
|
<a name="l814"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l815"></a>{
|
|
<a name="l816"></a> Obj *tmpo;
|
|
<a name="l817"></a> Torpedo *tmpt, *tmpt1;
|
|
<a name="l818"></a> </span><span class=cF1>F64</span><span class=cF0> d, period;
|
|
<a name="l819"></a>
|
|
<a name="l820"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l821"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l822"></a> period = GAME_SPEED_SCALE * game_speed / ANIMATE_FREQ;
|
|
<a name="l823"></a> SquadronActions;
|
|
<a name="l824"></a>
|
|
<a name="l825"></a> tmpo = obj_head.next;
|
|
<a name="l826"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l827"></a> {
|
|
<a name="l828"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE && tmpo->fuel > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l829"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l830"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->dtheta)
|
|
<a name="l831"></a> {
|
|
<a name="l832"></a> d = tmpo->dtheta;
|
|
<a name="l833"></a> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->turn_rate * period)
|
|
<a name="l834"></a> d = tmpo->turn_rate * period;
|
|
<a name="l835"></a> </span><span class=cF1>if</span><span class=cF0> (d < -tmpo->turn_rate * period)
|
|
<a name="l836"></a> d = -tmpo->turn_rate * period;
|
|
<a name="l837"></a> tmpo->theta += d;
|
|
<a name="l838"></a> tmpo->dtheta -= d;
|
|
<a name="l839"></a> }
|
|
<a name="l840"></a> tmpo->x += tmpo->speed * </span><span class=cF5>Cos</span><span class=cF0>(tmpo->theta) * period * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l841"></a> tmpo->y += tmpo->speed * </span><span class=cF5>Sin</span><span class=cF0>(tmpo->theta) * period * tmpo->life_percent / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l842"></a> tmpo->fuel -= tmpo->speed * tmpo->fuel_burn_rate * period;
|
|
<a name="l843"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l844"></a> tmpo = tmpo->next;
|
|
<a name="l845"></a> }
|
|
<a name="l846"></a>
|
|
<a name="l847"></a> tmpt = torpedo_head.next;
|
|
<a name="l848"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &torpedo_head)
|
|
<a name="l849"></a> {
|
|
<a name="l850"></a> tmpt1 = tmpt->next;
|
|
<a name="l851"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> > tmpt->timeout)
|
|
<a name="l852"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l853"></a> tmpo = tmpt->target;
|
|
<a name="l854"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>333333</span><span class=cF0>)
|
|
<a name="l855"></a> {
|
|
<a name="l856"></a> ShipDamage(tmpo, </span><span class=cFE>150</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>);
|
|
<a name="l857"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0> < </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>333333</span><span class=cF0>)
|
|
<a name="l858"></a> tmpo->fuel *= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>75</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l859"></a> }
|
|
<a name="l860"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpt);
|
|
<a name="l861"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpt);
|
|
<a name="l862"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l863"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l864"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l865"></a> tmpt->x += tmpt->speed * </span><span class=cF5>Cos</span><span class=cF0>(tmpt->theta) * period;
|
|
<a name="l866"></a> tmpt->y += tmpt->speed * </span><span class=cF5>Sin</span><span class=cF0>(tmpt->theta) * period;
|
|
<a name="l867"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l868"></a> tmpt = tmpt1;
|
|
<a name="l869"></a> }
|
|
<a name="l870"></a>
|
|
<a name="l871"></a> tmpo = obj_head.next;
|
|
<a name="l872"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l873"></a> {
|
|
<a name="l874"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host && !</span><span class=cF7>(</span><span class=cF0>tmpo->flags & OF_ACTIVE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l875"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l876"></a> tmpo->x = tmpo->host->x;
|
|
<a name="l877"></a> tmpo->y = tmpo->host->y;
|
|
<a name="l878"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l879"></a> tmpo = tmpo->next;
|
|
<a name="l880"></a> }
|
|
<a name="l881"></a>
|
|
<a name="l882"></a> tmpo = obj_head.next;
|
|
<a name="l883"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo != &obj_head)
|
|
<a name="l884"></a> {
|
|
<a name="l885"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_ACTIVE)
|
|
<a name="l886"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l887"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host)
|
|
<a name="l888"></a> {
|
|
<a name="l889"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpo->x - tmpo->host->x</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpo->y - tmpo->host->y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l890"></a> </span><span class=cF1>if</span><span class=cF0> (d < </span><span class=cFE>8</span><span class=cF0> && tmpo->max_fuel - tmpo->fuel > </span><span class=cFE>30</span><span class=cF0>)
|
|
<a name="l891"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l892"></a> tmpo->life_percent = </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l893"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->host->fuel > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l894"></a> {
|
|
<a name="l895"></a> d = tmpo->max_fuel - tmpo->fuel;
|
|
<a name="l896"></a> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->host->fuel)
|
|
<a name="l897"></a> d = tmpo->host->fuel;
|
|
<a name="l898"></a> tmpo->host->fuel -= d;
|
|
<a name="l899"></a> tmpo->fuel += d;
|
|
<a name="l900"></a> }
|
|
<a name="l901"></a> tmpo->torpedos = tmpo->max_torpedos;
|
|
<a name="l902"></a> tmpo->x = tmpo->host->x;
|
|
<a name="l903"></a> tmpo->y = tmpo->host->y;
|
|
<a name="l904"></a> tmpo->flags &= ~OF_ACTIVE;
|
|
<a name="l905"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l906"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (d > tmpo->fuel - </span><span class=cFE>250</span><span class=cF0>)
|
|
<a name="l907"></a> tmpo->flags |= OF_RETURNING;
|
|
<a name="l908"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->flags & OF_RETURNING)
|
|
<a name="l909"></a> tmpo->dtheta += </span><span class=cF5>Wrap</span><span class=cF0>(</span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpo->host->x - tmpo->x, tmpo->host->y - tmpo->y</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF7>(</span><span class=cF0>tmpo->theta + tmpo->dtheta</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l910"></a> }
|
|
<a name="l911"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpo->type == OT_CARRIER)
|
|
<a name="l912"></a> ShipFix(tmpo, </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * period);
|
|
<a name="l913"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l914"></a> tmpo = tmpo->next;
|
|
<a name="l915"></a> }
|
|
<a name="l916"></a>
|
|
<a name="l917"></a> AI(</span><span class=cFE>1</span><span class=cF0>, period);
|
|
<a name="l918"></a> Combat(period);
|
|
<a name="l919"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> / ANIMATE_FREQ);
|
|
<a name="l920"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l921"></a>}
|
|
<a name="l922"></a>
|
|
<a name="l923"></a></span><span class=cF1>U0</span><span class=cF0> FlatTops()
|
|
<a name="l924"></a>{
|
|
<a name="l925"></a> </span><span class=cF9>I64</span><span class=cF0> arg1, arg2;
|
|
<a name="l926"></a>
|
|
<a name="l927"></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="l928"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>BLUE</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l929"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l930"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l931"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l932"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l933"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l934"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"$GREEN${Left-Mouse}$FG$\t\tChange Course\n"</span><span class=cF0>
|
|
<a name="l935"></a> </span><span class=cF6>"$GREEN${Right-Mouse}$FG$\t\tLaunch Squadron\n"</span><span class=cF0>
|
|
<a name="l936"></a> </span><span class=cF6>"$GREEN${Right-Double-Mouse}$FG$\tReturn Squadron\n"</span><span class=cF0>
|
|
<a name="l937"></a> </span><span class=cF6>"$GREEN${Ctrl-Left Grab}$FG$\tScroll Screen\n"</span><span class=cF0>);
|
|
<a name="l938"></a>
|
|
<a name="l939"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l940"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l941"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l942"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l943"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l944"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l945"></a> </span><span class=cF6>" Faster(,'+');"</span><span class=cF0>
|
|
<a name="l946"></a> </span><span class=cF6>" Slower(,'-');"</span><span class=cF0>
|
|
<a name="l947"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l948"></a> );
|
|
<a name="l949"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit |= </span><span class=cF3>WIF_SELF_MS_L</span><span class=cF0> | </span><span class=cF3>WIF_SELF_MS_R</span><span class=cF0>;
|
|
<a name="l950"></a> Init;
|
|
<a name="l951"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l952"></a> </span><span class=cF5>Fs</span><span class=cF0>->animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&AnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>"Animate"</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l953"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l954"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l955"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l956"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>MessageGet</span><span class=cF7>(</span><span class=cF0>&arg1, &arg2,
|
|
<a name="l957"></a> </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_MS_L_UP</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_D_UP</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l958"></a> {
|
|
<a name="l959"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
|
|
<a name="l960"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1)
|
|
<a name="l961"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l962"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l963"></a> CleanUp;
|
|
<a name="l964"></a> Init;
|
|
<a name="l965"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l966"></a>
|
|
<a name="l967"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l968"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l969"></a> </span><span class=cF1>goto</span><span class=cF0> nv_done;
|
|
<a name="l970"></a>
|
|
<a name="l971"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'+'</span><span class=cF0>:
|
|
<a name="l972"></a> game_speed *= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l973"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l974"></a>
|
|
<a name="l975"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'-'</span><span class=cF0>:
|
|
<a name="l976"></a> game_speed /= </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l977"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l978"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l979"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l980"></a>
|
|
<a name="l981"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>:
|
|
<a name="l982"></a> SquadronSettheta(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l983"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l984"></a>
|
|
<a name="l985"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>:
|
|
<a name="l986"></a> SquadronLaunch(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l987"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l988"></a>
|
|
<a name="l989"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_D_UP</span><span class=cF0>:
|
|
<a name="l990"></a> SquadronReturn(</span><span class=cFE>0</span><span class=cF0>, arg1, arg2);
|
|
<a name="l991"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l992"></a> }
|
|
<a name="l993"></a>nv_done:
|
|
<a name="l994"></a> </span><span class=cF5>MessageGet</span><span class=cF0>(,, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>);
|
|
<a name="l995"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l996"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l997"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l998"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l999"></a> CleanUp;
|
|
<a name="l1000"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1001"></a>}
|
|
<a name="l1002"></a>
|
|
<a name="l1003"></a>FlatTops;
|
|
<a name="l1004"></a>
|
|
<a name="l1005"></a>
|
|
<a name="l1006"></a>
|
|
<a name="l1007"></a>
|
|
<a name="l1008"></a>
|
|
<a name="l1009"></a>
|
|
<a name="l1010"></a>
|
|
<a name="l1011"></a>
|
|
<a name="l1012"></a>
|
|
<a name="l1013"></a>
|
|
<a name="l1014"></a>
|
|
<a name="l1015"></a>
|
|
<a name="l1016"></a>
|
|
<a name="l1017"></a>
|
|
<a name="l1018"></a>
|
|
<a name="l1019"></a>
|
|
<a name="l1020"></a>
|
|
<a name="l1021"></a></span><span class=cF2>//Maybe use this in the future</span><span class=cF0> </span><span class=cFA><7>/* Graphics Not Rendered in HTML */</span><span class=cF0>
|
|
<a name="l1022"></a>
|
|
<a name="l1023"></a>
|
|
<a name="l1024"></a>
|
|
<a name="l1025"></a>
|
|
<a name="l1026"></a>
|
|
<a name="l1027"></a>
|
|
<a name="l1028"></a>
|
|
<a name="l1029"></a>
|
|
<a name="l1030"></a>
|
|
<a name="l1031"></a>
|
|
<a name="l1032"></a>
|
|
<a name="l1033"></a>
|
|
<a name="l1034"></a>
|
|
<a name="l1035"></a>
|
|
<a name="l1036"></a>
|
|
<a name="l1037"></a>
|
|
</span></pre></body>
|
|
</html>
|