mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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d639cdcdf6
Rename 0000Kernel.BIN.C to Kernel.BIN.C.
470 lines
42 KiB
HTML
Executable file
470 lines
42 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 V0.09">
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<style type="text/css">
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body {background-color:#000000;}
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.c20{color:#ffffff;background-color:#4e9a06;}
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.c2A{color:#82bc49;background-color:#4e9a06;}
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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>//Uses </span><a href="https://tomawezome.github.io/ZealOS/Demo/Lectures/FixedPoint.CC.html#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=c20>
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<a name="l4"></a></span><span class=c2A>
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<a name="l5"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l6"></a>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=c2A>
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<a name="l9"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l10"></a>
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<a name="l11"></a>
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<a name="l12"></a></span><span class=c2A>
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<a name="l13"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l14"></a>
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<a name="l15"></a>
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<a name="l16"></a></span><span class=c2A>
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<a name="l17"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l18"></a>
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<a name="l19"></a>
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<a name="l20"></a></span><span class=c2A>
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<a name="l21"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c20>
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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=cF0>#</span><span class=cF1>define</span><span class=cF0> FRAMES </span><span class=cFE>6</span><span class=cF0>
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<a name="l25"></a>
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<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[FRAMES] = {</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=cF0>, </span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>};
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<a name="l27"></a>
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<a name="l28"></a></span><span class=cF1>F64</span><span class=cF0> fire_end_time;
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<a name="l29"></a>
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<a name="l30"></a></span><span class=cF1>class</span><span class=cF0> Trooper
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<a name="l31"></a>{
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<a name="l32"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, att, def, rng, player;
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<a name="l33"></a> </span><span class=cF1>F64</span><span class=cF0> animate_time_base, fire_end_time;
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<a name="l34"></a> Trooper *target;
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<a name="l35"></a>};
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<a name="l36"></a>
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<a name="l37"></a>#</span><span class=cF1>define</span><span class=cF0> TROOPERS_NUM </span><span class=cFE>100</span><span class=cF0>
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<a name="l38"></a>Trooper tr[</span><span class=cFE>2</span><span class=cF0>][TROOPERS_NUM];
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<a name="l39"></a>
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<a name="l40"></a></span><span class=cF1>Bool</span><span class=cF0> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l41"></a>
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<a name="l42"></a>#</span><span class=cF1>define</span><span class=cF0> TAP_MODE_RADIUS </span><span class=cFE>50</span><span class=cF0>
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<a name="l43"></a></span><span class=cF1>Bool</span><span class=cF0> tap_mode;
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<a name="l44"></a>
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<a name="l45"></a>#</span><span class=cF1>define</span><span class=cF0> AI_NOTHING </span><span class=cFE>0</span><span class=cF0>
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<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> AI_TARGET </span><span class=cFE>1</span><span class=cF0>
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<a name="l47"></a>#</span><span class=cF1>define</span><span class=cF0> AI_RANDOM </span><span class=cFE>2</span><span class=cF0>
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<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> AI_AI_NUM </span><span class=cFE>3</span><span class=cF0>
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<a name="l49"></a></span><span class=cF9>I64</span><span class=cF0> ai_mode;
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> ai_targets[</span><span class=cFE>10</span><span class=cF0>];
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<a name="l52"></a>
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<a name="l53"></a></span><span class=cF1>U0</span><span class=cF0> DrawTrooper(</span><span class=cF9>CTask</span><span class=cF0> *, </span><span class=cF9>CDC</span><span class=cF0> *dc, Trooper *tmpt)
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<a name="l54"></a>{
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<a name="l55"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l56"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, gx, gy;
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<a name="l57"></a> </span><span class=cF1>F64</span><span class=cF0> speed, tt;
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<a name="l58"></a>
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<a name="l59"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l60"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l61"></a> x = tmpt->dx >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l62"></a> y = tmpt->dy >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l63"></a> speed = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * </span><span class=cF5>Sqrt</span><span class=cF0>(x * x + y * y);
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<a name="l64"></a>
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<a name="l65"></a> tt = tmpt->animate_time_base + </span><span class=cF5>tS</span><span class=cF0> * speed;
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<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (time_lapse)
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<a name="l67"></a> {
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<a name="l68"></a> x = (tmpt->x + </span><span class=cFE>500</span><span class=cF0> * tmpt->dx) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l69"></a> y = (tmpt->y + </span><span class=cFE>500</span><span class=cF0> * tmpt->dy) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l70"></a> }
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<a name="l71"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l72"></a> {
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<a name="l73"></a> x = tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l74"></a> y = tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l75"></a> }
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<a name="l76"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target)
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<a name="l77"></a> {
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<a name="l78"></a> gx = x;
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<a name="l79"></a> gy = y;
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<a name="l80"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l81"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l82"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l83"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l84"></a> gx -= </span><span class=cFE>13</span><span class=cF0>;
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<a name="l85"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l86"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l87"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l88"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l89"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l90"></a> gx += </span><span class=cFE>13</span><span class=cF0>;
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<a name="l91"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l92"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l93"></a>
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<a name="l94"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l95"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l96"></a>
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<a name="l97"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l98"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l99"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l100"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l101"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l102"></a>
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<a name="l103"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l104"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l105"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l106"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l107"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l108"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, gx, gy, </span><span class=cFE>0</span><span class=cF0>, tmpt->target->x.i32[</span><span class=cFE>1</span><span class=cF0>], tmpt->target->y.i32[</span><span class=cFE>1</span><span class=cF0>], </span><span class=cFE>0</span><span class=cF0>);
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<a name="l109"></a> }
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<a name="l110"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l111"></a> {
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l114"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l115"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l116"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l117"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l118"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l119"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, imgs[tt % FRAMES], imgs[</span><span class=cF7>(</span><span class=cF0>tt + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0> % FRAMES]);
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<a name="l120"></a>
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<a name="l121"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l122"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l123"></a>
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<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l125"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l126"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l127"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l128"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l129"></a>
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<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
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<a name="l131"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l132"></a> }
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<a name="l133"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l134"></a>}
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<a name="l135"></a>
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<a name="l136"></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)
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<a name="l137"></a>{
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<a name="l138"></a> Trooper *tmpt=tr;
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<a name="l139"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, count[</span><span class=cFE>2</span><span class=cF0>],
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<a name="l140"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x,
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<a name="l141"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y;
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<a name="l142"></a> </span><span class=cF1>Bool</span><span class=cF0> repulsive = </span><span class=cFB>mouse</span><span class=cF0>.pos.z > </span><span class=cFE>0</span><span class=cF0> ^^ </span><span class=cFB>mouse</span><span class=cF0>.rb,
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<a name="l143"></a> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
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<a name="l144"></a>
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<a name="l145"></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++)
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<a name="l146"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l147"></a> count[j] = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l148"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
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<a name="l149"></a> {
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<a name="l150"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l151"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l152"></a> DrawTrooper(task, dc, tmpt);
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<a name="l153"></a> count[j]++;
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<a name="l154"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l155"></a> }
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<a name="l156"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l157"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
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<a name="l158"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l159"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l160"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, TAP_MODE_RADIUS);
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<a name="l161"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l162"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l163"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l164"></a> </span><span class=cF1>if</span><span class=cF0> (repulsive)
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<a name="l165"></a> {
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<a name="l166"></a> </span><span class=cF1>if</span><span class=cF0> (active)
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<a name="l167"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
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<a name="l168"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l169"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
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<a name="l170"></a> }
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<a name="l171"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l172"></a> {
|
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<a name="l173"></a> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l174"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l175"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l176"></a> dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l177"></a> }
|
|
<a name="l178"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cFB>mouse</span><span class=cF0>.pos.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l179"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l180"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l181"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>8</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l182"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l183"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l184"></a>}
|
|
<a name="l185"></a>
|
|
<a name="l186"></a></span><span class=cF1>U0</span><span class=cF0> DoAiTarget()
|
|
<a name="l187"></a>{
|
|
<a name="l188"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l189"></a> Trooper *tmpt1, *tmpt0;
|
|
<a name="l190"></a>
|
|
<a name="l191"></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>10</span><span class=cF0>; i++)
|
|
<a name="l192"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l193"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][ai_targets[i]];
|
|
<a name="l194"></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>10</span><span class=cF0>; j++)
|
|
<a name="l195"></a> {
|
|
<a name="l196"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l197"></a> tmpt1->dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l198"></a> tmpt1->dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l199"></a> }
|
|
<a name="l200"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l201"></a>}
|
|
<a name="l202"></a>
|
|
<a name="l203"></a></span><span class=cF1>U0</span><span class=cF0> UpdatePos()
|
|
<a name="l204"></a>{
|
|
<a name="l205"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l206"></a> Trooper *tmpt = tr;
|
|
<a name="l207"></a>
|
|
<a name="l208"></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="l209"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l211"></a> tmpt->x += tmpt->dx;
|
|
<a name="l212"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x >= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l213"></a> tmpt->x -= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l214"></a>
|
|
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l216"></a> tmpt->x += </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l217"></a>
|
|
<a name="l218"></a> tmpt->y += tmpt->dy;
|
|
<a name="l219"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y >= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l220"></a> tmpt->y -= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l221"></a>
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l223"></a> tmpt->y += </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l224"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l225"></a>}
|
|
<a name="l226"></a>
|
|
<a name="l227"></a></span><span class=cF1>U0</span><span class=cF0> ResolveFiring()
|
|
<a name="l228"></a>{
|
|
<a name="l229"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, dx, dy;
|
|
<a name="l230"></a> Trooper *tmpt = tr, *tmpt0, *tmpt1;
|
|
<a name="l231"></a>
|
|
<a name="l232"></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="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target && tmpt->fire_end_time < </span><span class=cF5>tS</span><span class=cF0>)
|
|
<a name="l236"></a> {
|
|
<a name="l237"></a> tmpt->target->def -= tmpt->att;
|
|
<a name="l238"></a> tmpt->fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l239"></a> tmpt->target = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l240"></a> }
|
|
<a name="l241"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l242"></a>
|
|
<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++)
|
|
<a name="l244"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l245"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][i];
|
|
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < TROOPERS_NUM; j++)
|
|
<a name="l247"></a> {
|
|
<a name="l248"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][j];
|
|
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt0->def > </span><span class=cFE>0</span><span class=cF0> && tmpt1->def > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l250"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l251"></a> dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l252"></a> dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l253"></a> dd = dx * dx + dy * dy;
|
|
<a name="l254"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt0->rng && !tmpt0->target)
|
|
<a name="l255"></a> {
|
|
<a name="l256"></a> fire_end_time = tmpt0->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l257"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l258"></a> tmpt0->target = tmpt1;
|
|
<a name="l259"></a> }
|
|
<a name="l260"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt1->rng && !tmpt1->target)
|
|
<a name="l261"></a> {
|
|
<a name="l262"></a> fire_end_time = tmpt1->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l263"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l264"></a> tmpt1->target = tmpt0;
|
|
<a name="l265"></a> }
|
|
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l267"></a> }
|
|
<a name="l268"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l269"></a>
|
|
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> >= fire_end_time)
|
|
<a name="l271"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l272"></a>}
|
|
<a name="l273"></a>
|
|
<a name="l274"></a></span><span class=cF1>U0</span><span class=cF0> UpdateHumanVelocities()
|
|
<a name="l275"></a>{
|
|
<a name="l276"></a> </span><span class=cF1>F64</span><span class=cF0> intensity;
|
|
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy, d,
|
|
<a name="l278"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - </span><span class=cF5>Fs</span><span class=cF0>->pix_left - </span><span class=cF5>Fs</span><span class=cF0>->scroll_x,
|
|
<a name="l279"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - </span><span class=cF5>Fs</span><span class=cF0>->pix_top - </span><span class=cF5>Fs</span><span class=cF0>->scroll_y;
|
|
<a name="l280"></a> </span><span class=cF1>Bool</span><span class=cF0> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
|
|
<a name="l281"></a> Trooper *tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l282"></a>
|
|
<a name="l283"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
|
|
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l285"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l286"></a> {
|
|
<a name="l287"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l288"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l289"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>d = dx * dx + dy * dy</span><span class=cF7>)</span><span class=cF0> && d < TAP_MODE_RADIUS * TAP_MODE_RADIUS)
|
|
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l291"></a> intensity = </span><span class=cF5>SqrI64</span><span class=cF0>(</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(TAP_MODE_RADIUS) - d</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l292"></a> dx = intensity * dx / d;
|
|
<a name="l293"></a> dy = intensity * dy / d;
|
|
<a name="l294"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l295"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l296"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l297"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l298"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l299"></a> tmpt->dx -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dx;
|
|
<a name="l300"></a> tmpt->dy -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dy;
|
|
<a name="l301"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l302"></a> }
|
|
<a name="l303"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l305"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l306"></a> j = </span><span class=cFE>400000000</span><span class=cF0> * </span><span class=cFB>mouse</span><span class=cF0>.pos.z;
|
|
<a name="l307"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.rb)
|
|
<a name="l308"></a> j =-j;
|
|
<a name="l309"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l310"></a> {
|
|
<a name="l311"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l312"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l313"></a> </span><span class=cF1>if</span><span class=cF0> (d = dx * dx + dy * dy)
|
|
<a name="l314"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l315"></a> dx = j * dx / d;
|
|
<a name="l316"></a> dy = j * dy / d;
|
|
<a name="l317"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l318"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l319"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l320"></a> }
|
|
<a name="l321"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l322"></a>}
|
|
<a name="l323"></a>
|
|
<a name="l324"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l325"></a>{
|
|
<a name="l326"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy;
|
|
<a name="l327"></a> Trooper *tmpt;
|
|
<a name="l328"></a>
|
|
<a name="l329"></a> </span><span class=cF5>MouseSet</span><span class=cF0>(,, </span><span class=cFE>25</span><span class=cF0>);
|
|
<a name="l330"></a> tap_mode = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l331"></a> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l332"></a> fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l333"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tr, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>tr</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l334"></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>10</span><span class=cF0>; i++)
|
|
<a name="l335"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l336"></a> ai_targets[i] = </span><span class=cF5>RandU16</span><span class=cF0> % TROOPERS_NUM;
|
|
<a name="l337"></a> dx = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l338"></a> dy = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l339"></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>10</span><span class=cF0>; j++)
|
|
<a name="l340"></a> {
|
|
<a name="l341"></a> tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l342"></a> tmpt->x = (</span><span class=cF3>GR_WIDTH</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> - i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l343"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l344"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l345"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l346"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l347"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l348"></a> tmpt->player = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l349"></a>
|
|
<a name="l350"></a> tmpt = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l351"></a> tmpt->x = (</span><span class=cFE>100</span><span class=cF0> + i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l352"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l353"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_RANDOM)
|
|
<a name="l354"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l355"></a> tmpt->dx = dx;
|
|
<a name="l356"></a> tmpt->dy = dy;
|
|
<a name="l357"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l358"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l359"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l360"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l361"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l362"></a> tmpt->player = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l363"></a> }
|
|
<a name="l364"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l365"></a> ai_mode = </span><span class=cF5>RandU16</span><span class=cF0> % AI_AI_NUM;
|
|
<a name="l366"></a>}
|
|
<a name="l367"></a>
|
|
<a name="l368"></a></span><span class=cF1>U0</span><span class=cF0> BattleLines()
|
|
<a name="l369"></a>{
|
|
<a name="l370"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l371"></a>
|
|
<a name="l372"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l373"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l374"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l375"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l376"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l377"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l378"></a> </span><span class=cF6>" TimeLapse(,'1');"</span><span class=cF0>
|
|
<a name="l379"></a> </span><span class=cF6>" TapMode(,'2');"</span><span class=cF0>
|
|
<a name="l380"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l381"></a> );
|
|
<a name="l382"></a>
|
|
<a name="l383"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l384"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>GREEN</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l385"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l386"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l387"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l388"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l389"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l390"></a> Init;
|
|
<a name="l391"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l392"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"The mouse wheel controls\n"</span><span class=cF0>
|
|
<a name="l393"></a> </span><span class=cF6>"the command force.\n"</span><span class=cF0>
|
|
<a name="l394"></a> </span><span class=cF6>"Attract or repel with\n"</span><span class=cF0>
|
|
<a name="l395"></a> </span><span class=cF6>"left or right bttn.\n\n"</span><span class=cF0>);
|
|
<a name="l396"></a>
|
|
<a name="l397"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
|
|
<a name="l398"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l399"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l400"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l401"></a> {
|
|
<a name="l402"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>CharScan</span><span class=cF0>)
|
|
<a name="l403"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l404"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
|
|
<a name="l405"></a> time_lapse = !time_lapse;
|
|
<a name="l406"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TimeLapse"</span><span class=cF0>);
|
|
<a name="l407"></a> tmpse->checked = time_lapse;
|
|
<a name="l408"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l409"></a>
|
|
<a name="l410"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
|
|
<a name="l411"></a> tap_mode = !tap_mode;
|
|
<a name="l412"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TapMode"</span><span class=cF0>);
|
|
<a name="l413"></a> tmpse->checked = tap_mode;
|
|
<a name="l414"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l415"></a>
|
|
<a name="l416"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l417"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l418"></a> </span><span class=cF1>goto</span><span class=cF0> wg_done;
|
|
<a name="l419"></a>
|
|
<a name="l420"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l421"></a> Init;
|
|
<a name="l422"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l423"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l424"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>40</span><span class=cF0>);
|
|
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_TARGET)
|
|
<a name="l426"></a> DoAiTarget;
|
|
<a name="l427"></a> UpdateHumanVelocities;
|
|
<a name="l428"></a> UpdatePos;
|
|
<a name="l429"></a> ResolveFiring;
|
|
<a name="l430"></a> }
|
|
<a name="l431"></a>wg_done:
|
|
<a name="l432"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l433"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l434"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l435"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l436"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l437"></a>}
|
|
<a name="l438"></a>
|
|
<a name="l439"></a>BattleLines;
|
|
</span></pre></body>
|
|
</html>
|