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.
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 V0.08">
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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>
|
|
<a name="l172"></a> {
|
|
<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>
|