ZealOS/docs/Demo/Games/BigGuns.html
2021-07-03 02:51:43 -04:00

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<pre style="font-family:courier;font-size:10pt">
<a name="l1"></a><span class=cF2>//Uses </span><a href="https://tomawezome.github.io/ZealOS/Demo/Lectures/FixedPoint.html#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
<a name="l2"></a>
<a name="l3"></a></span><span class=cF1>class</span><span class=cF0> MyMass:</span><span class=cF9>CMass</span><span class=cF0>
<a name="l4"></a>{
<a name="l5"></a> </span><span class=cF1>Bool</span><span class=cF0> collision;
<a name="l6"></a>};
<a name="l7"></a>
<a name="l8"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_WIDTH </span><span class=cFE>2048</span><span class=cF0>
<a name="l9"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> - </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>)
<a name="l10"></a>
<a name="l11"></a></span><span class=cF9>I64</span><span class=cF0> gun_x, gun_y, active_map = </span><span class=cFE>0</span><span class=cF0>, gun_recoil;
<a name="l12"></a></span><span class=cF1>F64</span><span class=cF0> gun_theta;
<a name="l13"></a></span><span class=cF9>CDC</span><span class=cF0> *map_dcs[</span><span class=cFE>2</span><span class=cF0>] = {</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>};
<a name="l14"></a></span><span class=cF9>I16</span><span class=cF0> elevs[MAP_WIDTH];
<a name="l15"></a>
<a name="l16"></a></span><span class=cF1>F64</span><span class=cF0> wind_x;
<a name="l17"></a>#</span><span class=cF1>define</span><span class=cF0> DUST_NUM </span><span class=cFE>512</span><span class=cF0>
<a name="l18"></a></span><span class=cF9>I64</span><span class=cF0> dust_x[DUST_NUM], dust_y[DUST_NUM];
<a name="l19"></a>
<a name="l20"></a></span><span class=cF9>CMathODE</span><span class=cF0> *ode = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l21"></a>
<a name="l22"></a> </span><span class=cFA>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l23"></a>
<a name="l24"></a>
<a name="l25"></a> </span><span class=cFA>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l26"></a>
<a name="l27"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l28"></a>{
<a name="l29"></a> </span><span class=cF9>CDC</span><span class=cF0> *map = map_dcs[active_map&amp;</span><span class=cFE>1</span><span class=cF0>];
<a name="l30"></a> MyMass *tmpm;
<a name="l31"></a> </span><span class=cF1>F64</span><span class=cF0> theta = gun_theta;
<a name="l32"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, w,
<a name="l33"></a> h = -task-&gt;horz_scroll.pos,
<a name="l34"></a> v = -task-&gt;vert_scroll.pos;
<a name="l35"></a>
<a name="l36"></a> task-&gt;horz_scroll.min = </span><span class=cFE>0</span><span class=cF0>;
<a name="l37"></a> task-&gt;horz_scroll.max = MAP_WIDTH - task-&gt;pix_width;
<a name="l38"></a> task-&gt;vert_scroll.min = </span><span class=cFE>0</span><span class=cF0>;
<a name="l39"></a> task-&gt;vert_scroll.max = MAP_HEIGHT - task-&gt;pix_height;
<a name="l40"></a> map-&gt;flags |= </span><span class=cF3>DCF_NO_TRANSPARENTS</span><span class=cF0>;
<a name="l41"></a> </span><span class=cF5>GrBlot</span><span class=cF0>(dc, h, v, map);
<a name="l42"></a>
<a name="l43"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, gun_x + h, gun_y + v, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>);
<a name="l44"></a>
<a name="l45"></a> </span><span class=cF1>if</span><span class=cF0> (theta &lt; -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>)
<a name="l46"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l47"></a> dc-&gt;flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l48"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, gun_x + h, </span><span class=cFE>0</span><span class=cF0>, gun_x + h, </span><span class=cFE>1</span><span class=cF0>);
<a name="l49"></a> theta = -</span><span class=cF3>pi</span><span class=cF0> - theta;
<a name="l50"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l51"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, gun_x + h - gun_recoil * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, gun_y + v - gun_recoil * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0> - </span><span class=cFE>10</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;1&gt;</span><span class=cF0>, theta);
<a name="l52"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
<a name="l53"></a>
<a name="l54"></a> tmpm = ode-&gt;next_mass;
<a name="l55"></a> dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l56"></a> map-&gt;color = </span><span class=cF3>ROP_COLLISION</span><span class=cF0>;
<a name="l57"></a> map-&gt;bkcolor = </span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l58"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &amp;ode-&gt;next_mass)
<a name="l59"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l60"></a> map-&gt;collision_count = </span><span class=cFE>0</span><span class=cF0>;
<a name="l61"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(map, tmpm-&gt;x, tmpm-&gt;y, </span><span class=cFE>2</span><span class=cF0>);
<a name="l62"></a> </span><span class=cF1>if</span><span class=cF0> (map-&gt;collision_count)
<a name="l63"></a> tmpm-&gt;collision = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l64"></a>
<a name="l65"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, tmpm-&gt;x + h, tmpm-&gt;y + v, </span><span class=cFE>2</span><span class=cF0>);
<a name="l66"></a>
<a name="l67"></a> tmpm = tmpm-&gt;next;
<a name="l68"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l69"></a>
<a name="l70"></a> dc-&gt;color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l71"></a> w = </span><span class=cF5>tS</span><span class=cF0> * wind_x;
<a name="l72"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; DUST_NUM; i++)
<a name="l73"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l74"></a> x = (dust_x[i] + w) % MAP_WIDTH;
<a name="l75"></a> y = dust_y[i];
<a name="l76"></a> </span><span class=cF1>if</span><span class=cF0> (y &lt; elevs[x])
<a name="l77"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc, x + h, y + v);
<a name="l78"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l79"></a>}
<a name="l80"></a>
<a name="l81"></a></span><span class=cF1>U0</span><span class=cF0> MyDerivative(</span><span class=cF9>CMathODE</span><span class=cF0> *ode, </span><span class=cF1>F64</span><span class=cF0>, </span><span class=cF9>COrder2D3</span><span class=cF0> *, </span><span class=cF9>COrder2D3</span><span class=cF0> *)
<a name="l82"></a>{
<a name="l83"></a> MyMass *tmpm = ode-&gt;next_mass;
<a name="l84"></a>
<a name="l85"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &amp;ode-&gt;next_mass)
<a name="l86"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l87"></a> tmpm-&gt;DstateDt-&gt;DyDt += </span><span class=cFE>1000</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * tmpm-&gt;mass;
<a name="l88"></a> tmpm-&gt;DstateDt-&gt;DxDt += </span><span class=cFE>25</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * wind_x;
<a name="l89"></a> tmpm = tmpm-&gt;next;
<a name="l90"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l91"></a>}
<a name="l92"></a>
<a name="l93"></a></span><span class=cF1>U0</span><span class=cF0> DrawMap()
<a name="l94"></a>{
<a name="l95"></a> </span><span class=cF9>CDC</span><span class=cF0> *map = map_dcs[(active_map + </span><span class=cFE>1</span><span class=cF0>) &amp; </span><span class=cFE>1</span><span class=cF0>];
<a name="l96"></a> </span><span class=cF9>I64</span><span class=cF0> x;
<a name="l97"></a>
<a name="l98"></a> map-&gt;color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l99"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, MAP_WIDTH, MAP_HEIGHT);
<a name="l100"></a>
<a name="l101"></a> map-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l102"></a> </span><span class=cF1>for</span><span class=cF0> (x = </span><span class=cFE>1</span><span class=cF0>; x &lt; MAP_WIDTH; x++)
<a name="l103"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map, x - </span><span class=cFE>1</span><span class=cF0>, elevs[x - </span><span class=cFE>1</span><span class=cF0>], x, elevs[x]);
<a name="l104"></a>
<a name="l105"></a> map-&gt;color = </span><span class=cF3>BROWN</span><span class=cF0>;
<a name="l106"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map, </span><span class=cFE>0</span><span class=cF0>, MAP_HEIGHT - </span><span class=cFE>1</span><span class=cF0>, </span><span class=cF3>FALSE</span><span class=cF0>);
<a name="l107"></a>
<a name="l108"></a> active_map++;
<a name="l109"></a>}
<a name="l110"></a>
<a name="l111"></a></span><span class=cF2>//U0 FireTask(I64)</span><span class=cF0>
<a name="l112"></a></span><span class=cF1>U0</span><span class=cF0> FireTask()
<a name="l113"></a>{
<a name="l114"></a> MyMass *tmpm;
<a name="l115"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l116"></a>
<a name="l117"></a> </span><span class=cF1>if</span><span class=cF0> (gun_recoil)
<a name="l118"></a> </span><span class=cF1>return</span><span class=cF0>;
<a name="l119"></a>
<a name="l120"></a> tmpm = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>MyMass</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF5>Fs</span><span class=cF0>-&gt;parent_task);
<a name="l121"></a> tmpm-&gt;mass = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l122"></a> tmpm-&gt;drag_profile_factor = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
<a name="l123"></a> tmpm-&gt;x = gun_x + </span><span class=cFE>27</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(gun_theta);
<a name="l124"></a> tmpm-&gt;y = gun_y - </span><span class=cFE>15</span><span class=cF0> + </span><span class=cFE>27</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(gun_theta);
<a name="l125"></a> tmpm-&gt;DxDt = </span><span class=cFE>600</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(gun_theta);
<a name="l126"></a> tmpm-&gt;DyDt = </span><span class=cFE>600</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(gun_theta);
<a name="l127"></a> tmpm-&gt;collision = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l128"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>sys_task_being_screen_updated</span><span class=cF0> == </span><span class=cF5>Fs</span><span class=cF0>-&gt;parent_task)
<a name="l129"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l130"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpm, ode-&gt;last_mass);
<a name="l131"></a>
<a name="l132"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Fs-&gt;task_end_cb = &amp;SoundTaskEndCB;</span><span class=cF0>
<a name="l133"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>60</span><span class=cF0>; i++)
<a name="l134"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l135"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>50</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + </span><span class=cFE>10</span><span class=cF0>);
<a name="l136"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0>);
<a name="l137"></a> gun_recoil = i / </span><span class=cFE>12</span><span class=cF0>;
<a name="l138"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l139"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l140"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt;= </span><span class=cFE>60</span><span class=cF0>; i++)
<a name="l141"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l142"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
<a name="l143"></a> gun_recoil = </span><span class=cFE>5</span><span class=cF0> - i / </span><span class=cFE>12</span><span class=cF0>;
<a name="l144"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l145"></a>}
<a name="l146"></a>
<a name="l147"></a></span><span class=cF1>U0</span><span class=cF0> ManageShots()
<a name="l148"></a>{
<a name="l149"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l150"></a> MyMass *tmpm, *tmpm1;
<a name="l151"></a> </span><span class=cF1>Bool</span><span class=cF0> chged = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l152"></a>
<a name="l153"></a> tmpm = ode-&gt;next_mass;
<a name="l154"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm != &amp;ode-&gt;next_mass)
<a name="l155"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l156"></a> tmpm1 = tmpm-&gt;next;
<a name="l157"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0> &lt;= tmpm-&gt;x &lt; MAP_WIDTH</span><span class=cF7>)</span><span class=cF0> || tmpm-&gt;collision)
<a name="l158"></a> {
<a name="l159"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpm);
<a name="l160"></a> </span><span class=cF1>for</span><span class=cF0> (i = tmpm-&gt;x - </span><span class=cFE>4</span><span class=cF0>; i &lt;= tmpm-&gt;x + </span><span class=cFE>4</span><span class=cF0>; i++)
<a name="l161"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= i &lt; MAP_WIDTH)
<a name="l162"></a> elevs[i] = </span><span class=cF5>ClampI64</span><span class=cF0>(elevs[i] + </span><span class=cFE>10</span><span class=cF0> - </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>i - tmpm-&gt;x</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, MAP_HEIGHT - </span><span class=cFE>2</span><span class=cF0>);
<a name="l163"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpm);
<a name="l164"></a> chged = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l165"></a> }
<a name="l166"></a> tmpm = tmpm1;
<a name="l167"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l168"></a> </span><span class=cF1>if</span><span class=cF0> (chged)
<a name="l169"></a> DrawMap;
<a name="l170"></a>}
<a name="l171"></a>
<a name="l172"></a></span><span class=cF2>//U0 MoveTask(I64)</span><span class=cF0>
<a name="l173"></a></span><span class=cF1>U0</span><span class=cF0> MoveTask()
<a name="l174"></a>{
<a name="l175"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>static F64 quit_time = 0;</span><span class=cF0>
<a name="l176"></a> </span><span class=cF1>F64</span><span class=cF0> quit_time;
<a name="l177"></a>
<a name="l178"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>if (quit_time)</span><span class=cF0>
<a name="l179"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>quit_time = tS + 0.1;</span><span class=cF0>
<a name="l180"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>else</span><span class=cF0>
<a name="l181"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>{</span><span class=cF0>
<a name="l182"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>34</span><span class=cF0>);
<a name="l183"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Fs-&gt;task_end_cb = &amp;SoundTaskEndCB;</span><span class=cF0>
<a name="l184"></a> quit_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>;
<a name="l185"></a> </span><span class=cF1>while</span><span class=cF0> (quit_time &gt; </span><span class=cF5>tS</span><span class=cF0>)
<a name="l186"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
<a name="l187"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Yield;</span><span class=cF0>
<a name="l188"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l189"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>quit_time = 0;</span><span class=cF0>
<a name="l190"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>}</span><span class=cF0>
<a name="l191"></a>}
<a name="l192"></a>
<a name="l193"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l194"></a>{
<a name="l195"></a> </span><span class=cF9>CDC</span><span class=cF0> *map;
<a name="l196"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, dy;
<a name="l197"></a>
<a name="l198"></a> </span><span class=cF1>if</span><span class=cF0> (!map_dcs[</span><span class=cFE>0</span><span class=cF0>])
<a name="l199"></a> map_dcs[</span><span class=cFE>0</span><span class=cF0>] = </span><span class=cF5>DCNew</span><span class=cF0>(MAP_WIDTH, MAP_HEIGHT);
<a name="l200"></a> </span><span class=cF1>if</span><span class=cF0> (!map_dcs[</span><span class=cFE>1</span><span class=cF0>])
<a name="l201"></a> map_dcs[</span><span class=cFE>1</span><span class=cF0>] = </span><span class=cF5>DCNew</span><span class=cF0>(MAP_WIDTH, MAP_HEIGHT);
<a name="l202"></a> map = map_dcs[active_map &amp; </span><span class=cFE>1</span><span class=cF0>];
<a name="l203"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;horz_scroll.pos = </span><span class=cFE>0</span><span class=cF0>;
<a name="l204"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;vert_scroll.pos = </span><span class=cFE>0</span><span class=cF0>;
<a name="l205"></a>
<a name="l206"></a> y = </span><span class=cF5>ToI64</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>7</span><span class=cF0> * MAP_HEIGHT) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l207"></a> dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l208"></a> </span><span class=cF1>for</span><span class=cF0> (x = </span><span class=cFE>0</span><span class=cF0>; x &lt; MAP_WIDTH; x++)
<a name="l209"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l210"></a> dy = </span><span class=cF5>ClampI64</span><span class=cF0>(</span><span class=cF5>SignI64</span><span class=cF7>(</span><span class=cF5>RandI16</span><span class=cF7>)</span><span class=cF0> &lt;&lt; </span><span class=cFE>30</span><span class=cF0> + dy, -</span><span class=cFE>3</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>, </span><span class=cFE>3</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>);
<a name="l211"></a> y = </span><span class=cF5>ClampI64</span><span class=cF0>(y + dy, </span><span class=cF5>ToI64</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>3</span><span class=cF0> * MAP_HEIGHT</span><span class=cF7>)</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>, </span><span class=cF7>(</span><span class=cF0>MAP_HEIGHT - </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>);
<a name="l212"></a> elevs[x] = y.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l213"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l214"></a> gun_x = </span><span class=cF5>RandU32</span><span class=cF0> % (MAP_WIDTH - </span><span class=cFE>100</span><span class=cF0>) + </span><span class=cFE>50</span><span class=cF0>;
<a name="l215"></a> gun_y = elevs[gun_x];
<a name="l216"></a> gun_theta = </span><span class=cFE>0</span><span class=cF0>;
<a name="l217"></a> gun_recoil = </span><span class=cFE>0</span><span class=cF0>;
<a name="l218"></a> </span><span class=cF1>for</span><span class=cF0> (x = gun_x - </span><span class=cFE>20</span><span class=cF0>; x &lt;= gun_x + </span><span class=cFE>20</span><span class=cF0>; x++)
<a name="l219"></a> elevs[x] = gun_y;
<a name="l220"></a>
<a name="l221"></a> wind_x = </span><span class=cF5>RandI16</span><span class=cF0> / </span><span class=cFE>250</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l222"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; DUST_NUM; i++)
<a name="l223"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l224"></a> dust_x[i] = </span><span class=cF5>RandU16</span><span class=cF0> % MAP_WIDTH;
<a name="l225"></a> dust_y[i] = </span><span class=cF5>RandU16</span><span class=cF0> % MAP_HEIGHT;
<a name="l226"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l227"></a>
<a name="l228"></a> ode = </span><span class=cF5>ODENew</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>e-</span><span class=cFE>4</span><span class=cF0>, </span><span class=cF3>ODEF_HAS_MASSES</span><span class=cF0>);
<a name="l229"></a> ode-&gt;derive = &amp;MyDerivative;
<a name="l230"></a> ode-&gt;drag_v2 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>002</span><span class=cF0>;
<a name="l231"></a> ode-&gt;drag_v3 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0001</span><span class=cF0>;
<a name="l232"></a> ode-&gt;acceleration_limit = </span><span class=cFE>5</span><span class=cF0>e5;
<a name="l233"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(ode, </span><span class=cF5>Fs</span><span class=cF0>-&gt;last_ode);
<a name="l234"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;horz_scroll.min = </span><span class=cFE>0</span><span class=cF0>;
<a name="l235"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;horz_scroll.max = MAP_WIDTH - </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width;
<a name="l236"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;horz_scroll.pos = gun_x - </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width / </span><span class=cFE>2</span><span class=cF0>;
<a name="l237"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;vert_scroll.min = </span><span class=cFE>0</span><span class=cF0>;
<a name="l238"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;vert_scroll.max = MAP_HEIGHT - </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height;
<a name="l239"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;vert_scroll.pos = </span><span class=cFE>0</span><span class=cF0>;
<a name="l240"></a> </span><span class=cF5>TaskDerivedValsUpdate</span><span class=cF0>;
<a name="l241"></a>
<a name="l242"></a> DrawMap;
<a name="l243"></a>}
<a name="l244"></a>
<a name="l245"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp(</span><span class=cF9>CMathODE</span><span class=cF0> *ode)
<a name="l246"></a>{
<a name="l247"></a> </span><span class=cF1>if</span><span class=cF0> (ode)
<a name="l248"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l249"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(ode);
<a name="l250"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&amp;ode-&gt;next_mass, </span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l251"></a> </span><span class=cF5>ODEDel</span><span class=cF0>(ode);
<a name="l252"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l253"></a>}
<a name="l254"></a>
<a name="l255"></a></span><span class=cF1>U0</span><span class=cF0> BigGuns()
<a name="l256"></a>{
<a name="l257"></a> </span><span class=cF9>I64</span><span class=cF0> ch, sc;
<a name="l258"></a>
<a name="l259"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>( </span><span class=cF6>&quot;Terry refused to rip-off the original\n&quot;</span><span class=cF0>
<a name="l260"></a> </span><span class=cF6>&quot;so this is intentionally crappy\n&quot;</span><span class=cF0>
<a name="l261"></a> </span><span class=cF6>&quot;and included for demonstration\n&quot;</span><span class=cF0>
<a name="l262"></a> </span><span class=cF6>&quot;purposes.\n\n&quot;</span><span class=cF0>
<a name="l263"></a> </span><span class=cF6>&quot;Write games, don't play them.\n&quot;</span><span class=cF0>);
<a name="l264"></a>
<a name="l265"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>&quot;The map scrolls.\n&quot;</span><span class=cF0>);
<a name="l266"></a>
<a name="l267"></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.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l268"></a>
<a name="l269"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l270"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l271"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l272"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l273"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l274"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l275"></a> </span><span class=cF6>&quot; Fire(,CH_SPACE);&quot;</span><span class=cF0>
<a name="l276"></a> </span><span class=cF6>&quot; Left(,,SC_CURSOR_LEFT);&quot;</span><span class=cF0>
<a name="l277"></a> </span><span class=cF6>&quot; Right(,,SC_CURSOR_RIGHT);&quot;</span><span class=cF0>
<a name="l278"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l279"></a> );
<a name="l280"></a>
<a name="l281"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l282"></a> </span><span class=cF5>WinBorder</span><span class=cF0>(</span><span class=cF3>ON</span><span class=cF0>);
<a name="l283"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l284"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l285"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l286"></a> </span><span class=cF5>DocScroll</span><span class=cF0>;
<a name="l287"></a> Init;
<a name="l288"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it = &amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l289"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l291"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l292"></a> {
<a name="l293"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>KeyScan</span><span class=cF7>(</span><span class=cF0>&amp;ch, &amp;sc</span><span class=cF7>)</span><span class=cF0>)
<a name="l294"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l295"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
<a name="l296"></a> {
<a name="l297"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
<a name="l298"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
<a name="l299"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l300"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l301"></a> gun_theta += </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>;
<a name="l302"></a> </span><span class=cF1>if</span><span class=cF0> (gun_theta &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l303"></a> gun_theta = </span><span class=cFE>0</span><span class=cF0>;
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l305"></a> MoveTask;
<a name="l306"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Spawn(&amp;MoveTask, NULL, &quot;Move&quot;,, Fs);</span><span class=cF0>
<a name="l307"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l308"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l309"></a> gun_theta -= </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>;
<a name="l310"></a> </span><span class=cF1>if</span><span class=cF0> (gun_theta &lt; -</span><span class=cF3>pi</span><span class=cF0>)
<a name="l311"></a> gun_theta = -</span><span class=cF3>pi</span><span class=cF0>;
<a name="l312"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l313"></a> MoveTask;
<a name="l314"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Spawn(&amp;MoveTask, NULL, &quot;Move&quot;,, Fs);</span><span class=cF0>
<a name="l315"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l316"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l317"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l318"></a>
<a name="l319"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l320"></a> CleanUp(ode);
<a name="l321"></a> Init;
<a name="l322"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l323"></a>
<a name="l324"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l325"></a></span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>Spawn(&amp;FireTask, NULL, &quot;Fire&quot;,, Fs);</span><span class=cF0>
<a name="l326"></a> FireTask;
<a name="l327"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l328"></a>
<a name="l329"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l330"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l331"></a> </span><span class=cF1>goto</span><span class=cF0> bg_done;
<a name="l332"></a> }
<a name="l333"></a> ManageShots;
<a name="l334"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
<a name="l335"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l336"></a> ManageShots;
<a name="l337"></a> </span><span class=cF5>Refresh</span><span class=cF0>;
<a name="l338"></a> }
<a name="l339"></a>bg_done:
<a name="l340"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l341"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l342"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l343"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l344"></a> </span><span class=cF5>DCDel</span><span class=cF0>(map_dcs[</span><span class=cFE>0</span><span class=cF0>]);
<a name="l345"></a> map_dcs[</span><span class=cFE>0</span><span class=cF0>] = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l346"></a> </span><span class=cF5>DCDel</span><span class=cF0>(map_dcs[</span><span class=cFE>1</span><span class=cF0>]);
<a name="l347"></a> map_dcs[</span><span class=cFE>1</span><span class=cF0>] = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l348"></a> CleanUp(ode);
<a name="l349"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l350"></a>}
<a name="l351"></a>
<a name="l352"></a>BigGuns;
</span></pre></body>
</html>