mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-29 16:56:30 +00:00
dbf8647d59
Added top & right borders to RawDr. Improved spacing in some debug and compiler reporting. Fixed RawPutChar and EdLite tab width. Fixed Ui missing '0x' prefix syntax highlighter bug. Added 32BitPaint demo.
511 lines
44 KiB
HTML
Executable file
511 lines
44 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V0.08">
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<style type="text/css">
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body {background-color:#000000;}
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.cF0{color:#ffffff;background-color:#000000;}
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.cF1{color:#3465a4;background-color:#000000;}
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.cF2{color:#4e9a06;background-color:#000000;}
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.cF3{color:#06989a;background-color:#000000;}
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.cF4{color:#a24444;background-color:#000000;}
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.cF5{color:#75507b;background-color:#000000;}
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.cF6{color:#ce982f;background-color:#000000;}
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.cF7{color:#bcc0b9;background-color:#000000;}
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.cF8{color:#555753;background-color:#000000;}
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.cF9{color:#729fcf;background-color:#000000;}
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.cFA{color:#82bc49;background-color:#000000;}
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.cFB{color:#34e2e2;background-color:#000000;}
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.cFC{color:#ac3535;background-color:#000000;}
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.cFD{color:#ad7fa8;background-color:#000000;}
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.cFE{color:#fce94f;background-color:#000000;}
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.cFF{color:#000000;background-color:#000000;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>/*</span><span class=cF0>
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<a name="l2"></a></span><span class=cF2>Terry got tricky by not defining a color</span><span class=cF0>
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<a name="l3"></a></span><span class=cF2>right away in these </span><a href="https://tomawezome.github.io/ZealOS/System/Gr/Gr.HH.html#l157"><span class=cF4>CSprite</span></a><span class=cF2>s so they can</span><span class=cF0>
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<a name="l4"></a></span><span class=cF2>work for both players by setting dc->color</span><span class=cF0>
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<a name="l5"></a></span><span class=cF2>before drawing them. He actually made these</span><span class=cF0>
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<a name="l6"></a></span><span class=cF2>graphics by defining a color in the <CTRL-r></span><span class=cF0>
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<a name="l7"></a></span><span class=cF2>menu, drawing the unit and deleting the color.</span><span class=cF0>
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<a name="l8"></a>
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<a name="l9"></a></span><span class=cF2>He had to leave a gap between the tank tread</span><span class=cF0>
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<a name="l10"></a></span><span class=cF2>and body because of how it is rendered when rotated.</span><span class=cF0>
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<a name="l11"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l12"></a></span><span class=cFA>
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<a name="l13"></a><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l14"></a></span><span class=cFA>
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<a name="l15"></a><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l16"></a>
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<a name="l17"></a></span><span class=cF2>//This is an infantry.</span><span class=cF0>
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<a name="l18"></a></span><span class=cFA>
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<a name="l19"></a><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l20"></a></span><span class=cFA>
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<a name="l21"></a><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF1>U0</span><span class=cF0> DrawHexes()
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<a name="l25"></a>{
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<a name="l26"></a> </span><span class=cF1>F64</span><span class=cF0> dx = </span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS, dy = </span><span class=cFE>2</span><span class=cF0> * DSIN, x, y, x1, y1, x2, y2;
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<a name="l27"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
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<a name="l28"></a>
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<a name="l29"></a> map_dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l30"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, map_dc->width, map_dc->height);
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<a name="l31"></a> map_dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l32"></a> y = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l33"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j += </span><span class=cFE>2</span><span class=cF0>)
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<a name="l34"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l35"></a> x = DCOS;
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<a name="l36"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x, y, x - DCOS, y + DSIN);
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<a name="l37"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x - DCOS, y + DSIN, x, y + </span><span class=cFE>2</span><span class=cF0> * DSIN);
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<a name="l38"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l39"></a> {
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<a name="l40"></a> x1 = x;
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<a name="l41"></a> y1 = y;
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<a name="l42"></a> x2 = x1 + HEX_SIDE;
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<a name="l43"></a> y2 = y1;
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<a name="l44"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l45"></a> x1 = x2;
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<a name="l46"></a> y1 = y2;
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<a name="l47"></a> x2 += DCOS;
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<a name="l48"></a> y2 += DSIN;
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<a name="l49"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l50"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 - DCOS, y2 + DSIN);
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<a name="l51"></a> x1 = x2;
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<a name="l52"></a> y1 = y2;
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<a name="l53"></a> x2 += HEX_SIDE;
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<a name="l54"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l55"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x2, y2, x2 + DCOS, y2 + DSIN);
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<a name="l56"></a> x1 = x2;
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<a name="l57"></a> y1 = y2;
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<a name="l58"></a> x2 += DCOS;
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<a name="l59"></a> y2 -= DSIN;
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<a name="l60"></a> </span><span class=cF1>if</span><span class=cF0> (j || i < map_cols - </span><span class=cFE>1</span><span class=cF0>)
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<a name="l61"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l62"></a> x += dx;
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<a name="l63"></a> }
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<a name="l64"></a> y += dy;
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<a name="l65"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l66"></a> x = DCOS;
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<a name="l67"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l68"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l69"></a> x1 = x;
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<a name="l70"></a> y1 = y;
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<a name="l71"></a> x2 = x1 + HEX_SIDE;
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<a name="l72"></a> y2 = y1;
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<a name="l73"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l74"></a> x1 = x2;
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<a name="l75"></a> y1 = y2;
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<a name="l76"></a> x2 += DCOS;
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<a name="l77"></a> y2 += DSIN;
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<a name="l78"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l79"></a> x1 = x2;
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<a name="l80"></a> y1 = y2;
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<a name="l81"></a> x2 += HEX_SIDE;
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<a name="l82"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l83"></a> x1 = x2;
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<a name="l84"></a> y1 = y2;
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<a name="l85"></a> x2 += DCOS;
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<a name="l86"></a> y2 -= DSIN;
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<a name="l87"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc, x1, y1, x2, y2);
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<a name="l88"></a> x += dx;
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<a name="l89"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l90"></a>}
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<a name="l91"></a>
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<a name="l92"></a></span><span class=cF1>U0</span><span class=cF0> MakeTerrain(</span><span class=cF1>U8</span><span class=cF0> color, </span><span class=cF9>I64</span><span class=cF0> count, </span><span class=cF9>I64</span><span class=cF0> clus_lo, </span><span class=cF9>I64</span><span class=cF0> clus_hi)
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<a name="l93"></a>{
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<a name="l94"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, l, row, col;
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<a name="l95"></a>
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<a name="l96"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < count; i++)
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<a name="l97"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l98"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l99"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l100"></a> l = clus_lo + </span><span class=cF5>RandU16</span><span class=cF0> % (clus_hi - clus_lo + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l101"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < l; j++)
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<a name="l102"></a> {
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<a name="l103"></a> terrain[row][col] = color;
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<a name="l104"></a> Toward(&row, &col, </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>);
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<a name="l105"></a> col = </span><span class=cF5>ClampI64</span><span class=cF0>(col, </span><span class=cFE>0</span><span class=cF0>, map_cols - </span><span class=cFE>1</span><span class=cF0>);
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<a name="l106"></a> row = </span><span class=cF5>ClampI64</span><span class=cF0>(row, </span><span class=cFE>0</span><span class=cF0>, map_rows - </span><span class=cFE>1</span><span class=cF0>);
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<a name="l107"></a> }
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<a name="l108"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l109"></a>}
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<a name="l110"></a>
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<a name="l111"></a></span><span class=cF1>U0</span><span class=cF0> MakeRivers()
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<a name="l112"></a>{
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<a name="l113"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
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<a name="l114"></a>
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<a name="l115"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>4</span><span class=cF0>; i++)
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<a name="l116"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l117"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l118"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l119"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l120"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
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<a name="l121"></a> {
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<a name="l122"></a> rivers[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l123"></a> Toward(&row, &col, direction);
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<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> <= row < map_rows && </span><span class=cFE>0</span><span class=cF0> <= col < map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l125"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l126"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l127"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l128"></a> }
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<a name="l129"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l130"></a>}
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<a name="l131"></a>
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<a name="l132"></a></span><span class=cF1>U0</span><span class=cF0> MakeRoads()
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<a name="l133"></a>{
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<a name="l134"></a> </span><span class=cF9>I64</span><span class=cF0> i, row, col, direction;
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<a name="l135"></a>
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<a name="l136"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>5</span><span class=cF0>; i++)
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<a name="l137"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l138"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
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<a name="l139"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % map_cols;
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<a name="l140"></a> direction = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l141"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
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<a name="l142"></a> {
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<a name="l143"></a> roads[row][col] = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l144"></a> Toward(&row, &col, direction);
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<a name="l145"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> <= row < map_rows && </span><span class=cFE>0</span><span class=cF0> <= col < map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l146"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l147"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l148"></a> direction = (direction + </span><span class=cF7>(</span><span class=cFE>7</span><span class=cF0> - </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>) % </span><span class=cFE>6</span><span class=cF0>;
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<a name="l149"></a> }
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<a name="l150"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l151"></a>}
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<a name="l152"></a>
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<a name="l153"></a></span><span class=cF1>U0</span><span class=cF0> DrawTerrain()
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<a name="l154"></a>{
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<a name="l155"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
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<a name="l156"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
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<a name="l157"></a>
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<a name="l158"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
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<a name="l159"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l160"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l161"></a> map_dc->color = terrain[j][i];
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<a name="l162"></a> RowCol2XY(&x, &y, j, i);
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<a name="l163"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map_dc, x, y);
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<a name="l164"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l165"></a>}
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<a name="l166"></a>
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<a name="l167"></a></span><span class=cF1>U0</span><span class=cF0> DrawRivers()
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<a name="l168"></a>{
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<a name="l169"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
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<a name="l170"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
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<a name="l171"></a>
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<a name="l172"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
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<a name="l173"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
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<a name="l174"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l175"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[j][i])
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<a name="l176"></a> {
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<a name="l177"></a> RowCol2XY(&x1, &y1, j, i);
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<a name="l178"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k < </span><span class=cFE>6</span><span class=cF0>; k++)
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<a name="l179"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l180"></a> r = j;
|
|
<a name="l181"></a> c = i;
|
|
<a name="l182"></a> Toward(&r, &c, k);
|
|
<a name="l183"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= r < map_rows && </span><span class=cFE>0</span><span class=cF0> <= c < map_cols && rivers[r][c])
|
|
<a name="l184"></a> {
|
|
<a name="l185"></a> RowCol2XY(&x2, &y2, r, c);
|
|
<a name="l186"></a> map_dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l187"></a> map_dc->thick = </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l188"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l189"></a> map_dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l190"></a> map_dc->thick = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l191"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l192"></a> }
|
|
<a name="l193"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l194"></a> }
|
|
<a name="l195"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l196"></a>}
|
|
<a name="l197"></a>
|
|
<a name="l198"></a></span><span class=cF1>U0</span><span class=cF0> DrawRoads()
|
|
<a name="l199"></a>{
|
|
<a name="l200"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, k, r, c;
|
|
<a name="l201"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2;
|
|
<a name="l202"></a>
|
|
<a name="l203"></a> map_dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l204"></a> map_dc->thick = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l205"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l206"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l207"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l208"></a> </span><span class=cF1>if</span><span class=cF0> (roads[j][i])
|
|
<a name="l209"></a> {
|
|
<a name="l210"></a> RowCol2XY(&x1, &y1, j, i);
|
|
<a name="l211"></a> </span><span class=cF1>for</span><span class=cF0> (k = </span><span class=cFE>0</span><span class=cF0>; k < </span><span class=cFE>6</span><span class=cF0>; k++)
|
|
<a name="l212"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l213"></a> r = j;
|
|
<a name="l214"></a> c = i;
|
|
<a name="l215"></a> Toward(&r, &c, k);
|
|
<a name="l216"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> <= r < map_rows && </span><span class=cFE>0</span><span class=cF0> <= c < map_cols && roads[r][c])
|
|
<a name="l217"></a> {
|
|
<a name="l218"></a> RowCol2XY(&x2, &y2, r, c);
|
|
<a name="l219"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l220"></a> }
|
|
<a name="l221"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l222"></a> }
|
|
<a name="l223"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l224"></a>}
|
|
<a name="l225"></a>
|
|
<a name="l226"></a></span><span class=cF1>U0</span><span class=cF0> DrawDots()
|
|
<a name="l227"></a>{
|
|
<a name="l228"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l229"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
|
|
<a name="l230"></a>
|
|
<a name="l231"></a> map_dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l235"></a> RowCol2XY(&x, &y, j, i);
|
|
<a name="l236"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(map_dc, x, y);
|
|
<a name="l237"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l238"></a>}
|
|
<a name="l239"></a>
|
|
<a name="l240"></a></span><span class=cF1>U0</span><span class=cF0> HexCentersCalc()
|
|
<a name="l241"></a>{
|
|
<a name="l242"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l243"></a> </span><span class=cF1>F64</span><span class=cF0> x, y;
|
|
<a name="l244"></a>
|
|
<a name="l245"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < map_rows; j++)
|
|
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < map_cols; i++)
|
|
<a name="l247"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l248"></a> x = (</span><span class=cFE>2</span><span class=cF0> * HEX_SIDE + </span><span class=cFE>2</span><span class=cF0> * DCOS) * i + HEX_SIDE / </span><span class=cFE>2</span><span class=cF0> + DCOS;
|
|
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (j & </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l250"></a> x += HEX_SIDE + DCOS;
|
|
<a name="l251"></a> y = DSIN * (j + </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l252"></a> hex_centers[j][i].x = x;
|
|
<a name="l253"></a> hex_centers[j][i].y = y;
|
|
<a name="l254"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l255"></a>}
|
|
<a name="l256"></a>
|
|
<a name="l257"></a></span><span class=cF1>U0</span><span class=cF0> InitMap()
|
|
<a name="l258"></a>{
|
|
<a name="l259"></a> HexCentersCalc;
|
|
<a name="l260"></a> DrawHexes;
|
|
<a name="l261"></a> </span><span class=cF5>MemSet</span><span class=cF0>(terrain, PLAINS, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>terrain</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l262"></a> </span><span class=cF5>MemSet</span><span class=cF0>(roads, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>roads</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l263"></a> </span><span class=cF5>MemSet</span><span class=cF0>(rivers, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>rivers</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l264"></a> </span><span class=cF5>MemSet</span><span class=cF0>(vis_map, </span><span class=cF3>FALSE</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>vis_map</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l265"></a> MakeTerrain(MOUNTAINS, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
|
|
<a name="l266"></a> MakeTerrain(TREES, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> * map_cols * map_cols, </span><span class=cFE>5</span><span class=cF0>, </span><span class=cFE>35</span><span class=cF0>);
|
|
<a name="l267"></a> DrawTerrain;
|
|
<a name="l268"></a> MakeRivers;
|
|
<a name="l269"></a> DrawRivers;
|
|
<a name="l270"></a> MakeRoads;
|
|
<a name="l271"></a> DrawRoads;
|
|
<a name="l272"></a> DrawDots;
|
|
<a name="l273"></a>}
|
|
<a name="l274"></a>
|
|
<a name="l275"></a></span><span class=cF1>U0</span><span class=cF0> InitUnits()
|
|
<a name="l276"></a>{
|
|
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, row, col, type;
|
|
<a name="l278"></a> Unit *tmpu;
|
|
<a name="l279"></a>
|
|
<a name="l280"></a> </span><span class=cF5>MemSet</span><span class=cF0>(units, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>units</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l281"></a> alive_count[</span><span class=cFE>0</span><span class=cF0>] = alive_count[</span><span class=cFE>1</span><span class=cF0>]=UNITS_NUM;
|
|
<a name="l282"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l283"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < alive_count[j]; i++)
|
|
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l285"></a> tmpu = &units[j][i];
|
|
<a name="l286"></a> tmpu->player = j;
|
|
<a name="l287"></a> tmpu->num = i;
|
|
<a name="l288"></a> tmpu->life = </span><span class=cFE>100</span><span class=cF0>;
|
|
<a name="l289"></a> tmpu->facing = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
|
|
<a name="l290"></a> </span><span class=cF1>if</span><span class=cF0> (!j)
|
|
<a name="l291"></a> {
|
|
<a name="l292"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l293"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
|
|
<a name="l295"></a> type = UT_ARTILLERY;
|
|
<a name="l296"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l297"></a> type = UT_INFANTRY;
|
|
<a name="l298"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l299"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l300"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l301"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l302"></a> type = UT_MD_TANK;
|
|
<a name="l303"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l304"></a> type = UT_LT_TANK;
|
|
<a name="l305"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l306"></a> }
|
|
<a name="l307"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l308"></a> {
|
|
<a name="l309"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>2</span><span class=cF0>)
|
|
<a name="l310"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l311"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>15</span><span class=cF0> * UNITS_NUM / </span><span class=cFE>16</span><span class=cF0>)
|
|
<a name="l312"></a> type = UT_ARTILLERY;
|
|
<a name="l313"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l314"></a> type = UT_INFANTRY;
|
|
<a name="l315"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l316"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l317"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l318"></a> </span><span class=cF1>if</span><span class=cF0> (i >= UNITS_NUM / </span><span class=cFE>4</span><span class=cF0>)
|
|
<a name="l319"></a> type=UT_MD_TANK;
|
|
<a name="l320"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l321"></a> type=UT_LT_TANK;
|
|
<a name="l322"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l323"></a> }
|
|
<a name="l324"></a> tmpu->type=type;
|
|
<a name="l325"></a> </span><span class=cF1>switch</span><span class=cF0> (type)
|
|
<a name="l326"></a> {
|
|
<a name="l327"></a> </span><span class=cF1>case</span><span class=cF0> UT_INFANTRY:
|
|
<a name="l328"></a> tmpu->infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l329"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l330"></a> tmpu->armor = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l331"></a> tmpu->armored_attack = </span><span class=cFE>15</span><span class=cF0>;
|
|
<a name="l332"></a> tmpu->unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
|
|
<a name="l333"></a> tmpu->accuracy = </span><span class=cFE>45</span><span class=cF0>;
|
|
<a name="l334"></a> tmpu->range = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l335"></a> tmpu->movement = </span><span class=cFE>4</span><span class=cF0>;
|
|
<a name="l336"></a> tmpu->img = </span><span class=cFA><1></span><span class=cF0>;
|
|
<a name="l337"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l338"></a>
|
|
<a name="l339"></a> </span><span class=cF1>case</span><span class=cF0> UT_ARTILLERY:
|
|
<a name="l340"></a> tmpu->infantry = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l341"></a> tmpu->indirect_fire = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l342"></a> tmpu->armor = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l343"></a> tmpu->armored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l344"></a> tmpu->unarmored_attack = </span><span class=cFE>180</span><span class=cF0>;
|
|
<a name="l345"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l346"></a> tmpu->range = </span><span class=cFE>20</span><span class=cF0>;
|
|
<a name="l347"></a> tmpu->movement = </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l348"></a> tmpu->img = </span><span class=cFA><2></span><span class=cF0>;
|
|
<a name="l349"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l350"></a>
|
|
<a name="l351"></a> </span><span class=cF1>case</span><span class=cF0> UT_LT_TANK:
|
|
<a name="l352"></a> tmpu->infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l353"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l354"></a> tmpu->armor = </span><span class=cFE>30</span><span class=cF0>;
|
|
<a name="l355"></a> tmpu->armored_attack = </span><span class=cFE>40</span><span class=cF0>;
|
|
<a name="l356"></a> tmpu->unarmored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l357"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l358"></a> tmpu->range = </span><span class=cFE>8</span><span class=cF0>;
|
|
<a name="l359"></a> tmpu->movement = </span><span class=cFE>24</span><span class=cF0>;
|
|
<a name="l360"></a> tmpu->img = </span><span class=cFA><3></span><span class=cF0>;
|
|
<a name="l361"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l362"></a>
|
|
<a name="l363"></a> </span><span class=cF1>case</span><span class=cF0> UT_MD_TANK:
|
|
<a name="l364"></a> tmpu->infantry = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l365"></a> tmpu->indirect_fire = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l366"></a> tmpu->armor = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l367"></a> tmpu->armored_attack = </span><span class=cFE>60</span><span class=cF0>;
|
|
<a name="l368"></a> tmpu->unarmored_attack = </span><span class=cFE>80</span><span class=cF0>;
|
|
<a name="l369"></a> tmpu->accuracy = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l370"></a> tmpu->range = </span><span class=cFE>12</span><span class=cF0>;
|
|
<a name="l371"></a> tmpu->movement = </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l372"></a> tmpu->img = </span><span class=cFA><4></span><span class=cF0>;
|
|
<a name="l373"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l374"></a> }
|
|
<a name="l375"></a> </span><span class=cF1>do</span><span class=cF0>
|
|
<a name="l376"></a> {
|
|
<a name="l377"></a> row = </span><span class=cF5>RandU32</span><span class=cF0> % map_rows;
|
|
<a name="l378"></a> col = </span><span class=cF5>RandU32</span><span class=cF0> % (map_cols / </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l379"></a> </span><span class=cF1>if</span><span class=cF0> (j)
|
|
<a name="l380"></a> col += </span><span class=cFE>2</span><span class=cF0> * map_cols / </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l381"></a> }
|
|
<a name="l382"></a> </span><span class=cF1>while</span><span class=cF0> (UnitFind</span><span class=cF7>(</span><span class=cF0>row, col</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l383"></a>
|
|
<a name="l384"></a> tmpu->row = row;
|
|
<a name="l385"></a> tmpu->col = col;
|
|
<a name="l386"></a> </span><span class=cF5>LBts</span><span class=cF0>(&tmpu->vis[cur_player], </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l387"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l388"></a>}
|
|
<a name="l389"></a>
|
|
<a name="l390"></a></span><span class=cF1>U0</span><span class=cF0> ViewPlayerSet(</span><span class=cF1>I8</span><span class=cF0> p)
|
|
<a name="l391"></a>{
|
|
<a name="l392"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l393"></a>
|
|
<a name="l394"></a> view_player = p;
|
|
<a name="l395"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Player1"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l396"></a> tmpse->checked = view_player == </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l397"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Player2"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l398"></a> tmpse->checked = view_player == </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l399"></a>}
|
|
<a name="l400"></a>
|
|
<a name="l401"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l402"></a>{
|
|
<a name="l403"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l404"></a> </span><span class=cF6>"GameSeed(0x%X)\n"</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cF5>PopUpI64Get</span><span class=cF7>(</span><span class=cF6>"GameSeed(0x%X):"</span><span class=cF0>, </span><span class=cF5>Seed</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l405"></a> moving_unit = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l406"></a> InitMap;
|
|
<a name="l407"></a> ViewPlayerSet(cur_player = </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l408"></a> enemy_player = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l409"></a> </span><span class=cF1>if</span><span class=cF0> (map_width < </span><span class=cF3>GR_WIDTH</span><span class=cF0>)
|
|
<a name="l410"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l411"></a> x0 = (MAP_WIDTH - map_width) >> </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l412"></a> y0 = (MAP_HEIGHT - map_height) >> </span><span class=cFE>1</span><span class=cF0> + </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l413"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l414"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l415"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l416"></a> x0 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l417"></a> y0 = </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l418"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l419"></a> InitUnits;
|
|
<a name="l420"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&indirect_head);
|
|
<a name="l421"></a> turn = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l422"></a> fire_radius = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l423"></a> show_vis_row = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l424"></a> show_vis_col = -</span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l425"></a> *message_buf = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l426"></a> message_off_timeout = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l427"></a> phase = PHASE_END;
|
|
<a name="l428"></a>}
|
|
<a name="l429"></a>
|
|
<a name="l430"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l431"></a>{
|
|
<a name="l432"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&indirect_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l433"></a>}
|
|
<a name="l434"></a>
|
|
<a name="l435"></a></span><span class=cF1>U0</span><span class=cF0> PlayerPick(</span><span class=cF1>U8</span><span class=cF0> *dirname, </span><span class=cF9>I64</span><span class=cF0> player)
|
|
<a name="l436"></a>{
|
|
<a name="l437"></a> </span><span class=cF9>I64</span><span class=cF0> i = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l438"></a> </span><span class=cF1>U8</span><span class=cF0> *st;
|
|
<a name="l439"></a> </span><span class=cF9>CDirEntry</span><span class=cF0> *tmpde, *tmpde1, *tmpde2;
|
|
<a name="l440"></a> </span><span class=cF9>CDoc</span><span class=cF0> *doc = </span><span class=cF5>DocNew</span><span class=cF0>;
|
|
<a name="l441"></a> </span><span class=cF1>Bool</span><span class=cF0> *old_silent = </span><span class=cF5>Silent</span><span class=cF0>;
|
|
<a name="l442"></a>
|
|
<a name="l443"></a> st = </span><span class=cF5>MStrPrint</span><span class=cF0>(</span><span class=cF6>"%s/*.CC*"</span><span class=cF0>, dirname);
|
|
<a name="l444"></a> tmpde = </span><span class=cF5>FilesFind</span><span class=cF0>(st);
|
|
<a name="l445"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l446"></a> tmpde2 = </span><span class=cF5>FilesFind</span><span class=cF0>(</span><span class=cF6>"~/ToTheFront/*.CC*"</span><span class=cF0>);
|
|
<a name="l447"></a> tmpde1 = tmpde;
|
|
<a name="l448"></a> </span><span class=cF5>Silent</span><span class=cF0>(old_silent);
|
|
<a name="l449"></a>
|
|
<a name="l450"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"Player %d Type\n\n$LTBLUE$"</span><span class=cF0>, player + </span><span class=cFE>1</span><span class=cF0>);
|
|
<a name="l451"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
|
|
<a name="l452"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l453"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l454"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l455"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l456"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
|
|
<a name="l457"></a> tmpde1->user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>, st, tmpde1);
|
|
<a name="l458"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l459"></a> tmpde1 = tmpde1->next;
|
|
<a name="l460"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l461"></a> tmpde1 = tmpde2;
|
|
<a name="l462"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1)
|
|
<a name="l463"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l464"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++ & </span><span class=cFE>3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l465"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l466"></a> st = </span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l467"></a> </span><span class=cF5>FileExtRemove</span><span class=cF0>(st);
|
|
<a name="l468"></a> tmpde1->user_data = </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>, st, tmpde1);
|
|
<a name="l469"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l470"></a> tmpde1 = tmpde1->next;
|
|
<a name="l471"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l472"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc, </span><span class=cF6>"\n\n\n$FG$Create your own AI in ~/ToTheFront."</span><span class=cF0>);
|
|
<a name="l473"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpde1 = </span><span class=cF5>PopUpMenu</span><span class=cF0>(doc)</span><span class=cF7>)</span><span class=cF0> <= </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l474"></a> </span><span class=cF5>ExeFile</span><span class=cF0>(tmpde1->full_name);
|
|
<a name="l475"></a> </span><span class=cF5>DocDel</span><span class=cF0>(doc);
|
|
<a name="l476"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde);
|
|
<a name="l477"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde2);
|
|
<a name="l478"></a> </span><span class=cF5>ExePrint</span><span class=cF0>(</span><span class=cF6>"player_indirect[%d]=&PlayerIndirect;"</span><span class=cF0>
|
|
<a name="l479"></a> </span><span class=cF6>"player_move[%d]=&PlayerMove;"</span><span class=cF0>
|
|
<a name="l480"></a> </span><span class=cF6>"player_direct[%d]=&PlayerDirect;"</span><span class=cF0>,
|
|
<a name="l481"></a> player, player, player);
|
|
<a name="l482"></a>}
|
|
</span></pre></body>
|
|
</html>
|