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

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<a name="l1"></a><span class=cF5>RegDefault</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/DunGen&quot;</span><span class=cF0>, </span><span class=cF6>&quot;F64 best_score=9999;\n&quot;</span><span class=cF0>);
<a name="l2"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/DunGen&quot;</span><span class=cF0>);
<a name="l3"></a>
<a name="l4"></a></span><span class=cF2>//Set snap to 4 and width to 4</span><span class=cF0>
<a name="l5"></a></span><span class=cF2>//if you edit this map.</span><span class=cF0>
<a name="l6"></a>
<a name="l7"></a></span><span class=cF2>//Don't forget to change the</span><span class=cF0>
<a name="l8"></a></span><span class=cF2>//starting pos.</span><span class=cF0>
<a name="l9"></a></span><span class=c00>
<a name="l10"></a></span><span class=c0A>
<a name="l11"></a>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l12"></a>
<a name="l13"></a>
<a name="l14"></a>
<a name="l15"></a>
<a name="l16"></a>
<a name="l17"></a>
<a name="l18"></a>
<a name="l19"></a>
<a name="l20"></a></span><span class=c0A>
<a name="l21"></a>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l22"></a>
<a name="l23"></a>
<a name="l24"></a></span><span class=c0A>
<a name="l25"></a>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l26"></a>
<a name="l27"></a> </span><span class=c0A>
<a name="l28"></a>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l29"></a></span><span class=c0A>
<a name="l30"></a>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l31"></a></span><span class=c0A>
<a name="l32"></a>&lt;6&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l33"></a></span><span class=c0A>
<a name="l34"></a>&lt;7&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l35"></a></span><span class=c0A>
<a name="l36"></a>&lt;8&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l37"></a></span><span class=c0A>
<a name="l38"></a>&lt;9&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l39"></a></span><span class=c0A>
<a name="l40"></a>&lt;10&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l41"></a>
<a name="l42"></a>
<a name="l43"></a></span><span class=cF2>//These are indexed by color #.</span><span class=cF0>
<a name="l44"></a></span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/Kernel/KernelA.html#l3582"><span class=cF4>COLORS</span></a><span class=cF2>.</span><span class=cF0>
<a name="l45"></a>
<a name="l46"></a></span><span class=cF1>U8</span><span class=cF0> *tiles1[</span><span class=cFE>16</span><span class=cF0>]={</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cFA>&lt;7&gt;</span><span class=cF0> , </span><span class=cFA>&lt;5&gt;</span><span class=cF0> , </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cFA>&lt;6&gt;</span><span class=cF0> , </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>};
<a name="l47"></a>
<a name="l48"></a></span><span class=cF1>U8</span><span class=cF0> *tiles2[</span><span class=cFE>16</span><span class=cF0>]={</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cFA>&lt;8&gt;</span><span class=cF0> , </span><span class=cFA>&lt;5&gt;</span><span class=cF0> , </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cFA>&lt;6&gt;</span><span class=cF0> , </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>};
<a name="l49"></a>
<a name="l50"></a>#</span><span class=cF1>define</span><span class=cF0> SCREEN_SCALE </span><span class=cFE>24</span><span class=cF0>
<a name="l51"></a>#</span><span class=cF1>define</span><span class=cF0> SCREEN_WIDTH </span><span class=cFE>24</span><span class=cF0>
<a name="l52"></a>#</span><span class=cF1>define</span><span class=cF0> SCREEN_HEIGHT </span><span class=cFE>24</span><span class=cF0>
<a name="l53"></a></span><span class=cF9>I64</span><span class=cF0> screen_x, screen_y;
<a name="l54"></a>
<a name="l55"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_SCALE </span><span class=cFE>4</span><span class=cF0>
<a name="l56"></a></span><span class=cF9>I64</span><span class=cF0> map_width, map_height;
<a name="l57"></a></span><span class=cF1>U8</span><span class=cF0> *map = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l58"></a>
<a name="l59"></a></span><span class=cF9>I64</span><span class=cF0> man_x, man_y, man_dx, man_dy;
<a name="l60"></a></span><span class=cF1>Bool</span><span class=cF0> man_attack;
<a name="l61"></a></span><span class=cF1>F64</span><span class=cF0> man_attack_t0;
<a name="l62"></a>
<a name="l63"></a>#</span><span class=cF1>define</span><span class=cF0> MONSTERS_NUM </span><span class=cFE>10</span><span class=cF0>
<a name="l64"></a></span><span class=cF9>I64</span><span class=cF0> monsters_left;
<a name="l65"></a></span><span class=cF1>class</span><span class=cF0> Monster
<a name="l66"></a>{
<a name="l67"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy;
<a name="l68"></a> </span><span class=cF1>Bool</span><span class=cF0> dead, pad[</span><span class=cFE>7</span><span class=cF0>];
<a name="l69"></a>
<a name="l70"></a>} monsters[MONSTERS_NUM];
<a name="l71"></a>
<a name="l72"></a></span><span class=cF1>F64</span><span class=cF0> t0, tf;
<a name="l73"></a>
<a name="l74"></a>#</span><span class=cF1>define</span><span class=cF0> LOS_SCALE </span><span class=cFE>4</span><span class=cF0>
<a name="l75"></a>
<a name="l76"></a></span><span class=cF1>Bool</span><span class=cF0> LOSPlot(</span><span class=cF1>U8</span><span class=cF0> *, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0>)
<a name="l77"></a>{
<a name="l78"></a> </span><span class=cF1>if</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>y / LOS_SCALE</span><span class=cF7>)</span><span class=cF0> * map_width + </span><span class=cF7>(</span><span class=cF0>x / LOS_SCALE</span><span class=cF7>)</span><span class=cF0>])
<a name="l79"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l80"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l81"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l82"></a>}
<a name="l83"></a>
<a name="l84"></a></span><span class=cF1>Bool</span><span class=cF0> LOS(</span><span class=cF9>I64</span><span class=cF0> x1, </span><span class=cF9>I64</span><span class=cF0> y1, </span><span class=cF9>I64</span><span class=cF0> x2, </span><span class=cF9>I64</span><span class=cF0> y2)
<a name="l85"></a>{</span><span class=cF2>//Line of sight</span><span class=cF0>
<a name="l86"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1 * LOS_SCALE + LOS_SCALE / </span><span class=cFE>2</span><span class=cF0>, y1 * LOS_SCALE + LOS_SCALE / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>,
<a name="l87"></a> x2 * LOS_SCALE + LOS_SCALE / </span><span class=cFE>2</span><span class=cF0>, y2 * LOS_SCALE + LOS_SCALE / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, &amp;LOSPlot);
<a name="l88"></a>}
<a name="l89"></a>
<a name="l90"></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="l91"></a>{
<a name="l92"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc_t = </span><span class=cF5>DCAlias</span><span class=cF0>(</span><span class=cFB>gr</span><span class=cF0>.dc2, task);
<a name="l93"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, xx, yy, x1, y1, z1, color,
<a name="l94"></a> cx = task-&gt;pix_width / </span><span class=cFE>2</span><span class=cF0>,
<a name="l95"></a> cy = task-&gt;pix_height / </span><span class=cFE>2</span><span class=cF0>;
<a name="l96"></a> </span><span class=cF9>CD3I32</span><span class=cF0> poly[</span><span class=cFE>4</span><span class=cF0>];
<a name="l97"></a> </span><span class=cF1>U8</span><span class=cF0> **_tiles;
<a name="l98"></a> </span><span class=cF1>F64</span><span class=cF0> tt;
<a name="l99"></a> Monster *tmpm;
<a name="l100"></a>
<a name="l101"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>5</span><span class=cF7>)</span><span class=cF0>)
<a name="l102"></a> _tiles = tiles1;
<a name="l103"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l104"></a> _tiles = tiles2;
<a name="l105"></a>
<a name="l106"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(dc_t-&gt;r, </span><span class=cFE>60</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>360</span><span class=cF0>);
<a name="l107"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc_t-&gt;r, </span><span class=cFE>15</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>360</span><span class=cF0>);
<a name="l108"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc_t, dc_t-&gt;r);
<a name="l109"></a> dc_t-&gt;x = task-&gt;pix_width / </span><span class=cFE>2</span><span class=cF0>;
<a name="l110"></a> dc_t-&gt;y = task-&gt;pix_height / </span><span class=cFE>2</span><span class=cF0>;
<a name="l111"></a> dc_t-&gt;flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
<a name="l112"></a>
<a name="l113"></a> </span><span class=cF2>//You could make it much more efficient</span><span class=cF0>
<a name="l114"></a> </span><span class=cF2>//if you did it like </span><a href="https://tomawezome.github.io/ZealOS/Demo/Games/BigGuns.html#l1"><span class=cF4>::/Demo/Games/BigGuns.CC</span></a><span class=cF0>
<a name="l115"></a> </span><span class=cF2>//with a </span><a href="https://tomawezome.github.io/ZealOS/Kernel/KernelA.html#l4261"><span class=cF4>CDC</span></a><span class=cF2>.</span><span class=cF0>
<a name="l116"></a>
<a name="l117"></a> </span><span class=cF1>for</span><span class=cF0> (y = -SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>; y &lt; SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>; y++)
<a name="l118"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l119"></a> yy = y + screen_y;
<a name="l120"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= yy &lt; map_height)
<a name="l121"></a> </span><span class=cF1>for</span><span class=cF0> (x = -SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x &lt; SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x++)
<a name="l122"></a> {
<a name="l123"></a> xx = x + screen_x;
<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= xx &lt; map_width)
<a name="l125"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l126"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>color = map[yy * map_width + xx]</span><span class=cF7>)</span><span class=cF0> &amp;&amp; LOS</span><span class=cF7>(</span><span class=cF0>xx, yy, man_x, man_y</span><span class=cF7>)</span><span class=cF0>)
<a name="l127"></a> {
<a name="l128"></a> </span><span class=cF1>if</span><span class=cF0> (_tiles[color])
<a name="l129"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l130"></a> x1 = x * SCREEN_SCALE;
<a name="l131"></a> y1 = y * SCREEN_SCALE;
<a name="l132"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l133"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc_t, &amp;x1, &amp;y1, &amp;z1);
<a name="l134"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, _tiles[color]);
<a name="l135"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l136"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l137"></a> </span><span class=cF7>{</span><span class=cF2>//If no tile defined, do solid color.</span><span class=cF0>
<a name="l138"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = x * SCREEN_SCALE;
<a name="l139"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = y * SCREEN_SCALE;
<a name="l140"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l141"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = (x + </span><span class=cFE>1</span><span class=cF0>) * SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF0>;
<a name="l142"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = y * SCREEN_SCALE;
<a name="l143"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l144"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = (x + </span><span class=cFE>1</span><span class=cF0>) * SCREEN_SCALE;
<a name="l145"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = (y + </span><span class=cFE>1</span><span class=cF0>) * SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF0>;
<a name="l146"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l147"></a> poly[</span><span class=cFE>3</span><span class=cF0>].x = x * SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF0>;
<a name="l148"></a> poly[</span><span class=cFE>3</span><span class=cF0>].y = (y + </span><span class=cFE>1</span><span class=cF0>) * SCREEN_SCALE - </span><span class=cFE>1</span><span class=cF0>;
<a name="l149"></a> poly[</span><span class=cFE>3</span><span class=cF0>].z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l150"></a> dc_t-&gt;color = color;
<a name="l151"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc_t, </span><span class=cFE>4</span><span class=cF0>, poly);
<a name="l152"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l153"></a> }
<a name="l154"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l155"></a> }
<a name="l156"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l157"></a>
<a name="l158"></a> </span><span class=cF1>for</span><span class=cF0> (y = -SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>; y &lt; SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>; y++)
<a name="l159"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l160"></a> yy = y + screen_y;
<a name="l161"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= yy &lt; map_height)
<a name="l162"></a> </span><span class=cF1>for</span><span class=cF0> (x = -SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x &lt; SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>; x++)
<a name="l163"></a> {
<a name="l164"></a> xx = x + screen_x;
<a name="l165"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= xx &lt; map_width)
<a name="l166"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l167"></a> </span><span class=cF1>if</span><span class=cF0> (!map[yy * map_width + xx])
<a name="l168"></a> {
<a name="l169"></a> </span><span class=cF1>if</span><span class=cF0> (yy + </span><span class=cFE>1</span><span class=cF0> &lt; map_height &amp;&amp; LOS</span><span class=cF7>(</span><span class=cF0>xx, yy + </span><span class=cFE>1</span><span class=cF0>, man_x, man_y</span><span class=cF7>)</span><span class=cF0>)
<a name="l170"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l171"></a> x1 = x * SCREEN_SCALE;
<a name="l172"></a> y1 = y * SCREEN_SCALE;
<a name="l173"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l174"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc_t, &amp;x1, &amp;y1, &amp;z1);
<a name="l175"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, </span><span class=cFA>&lt;9&gt;</span><span class=cF0>);
<a name="l176"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l177"></a> </span><span class=cF1>if</span><span class=cF0> (xx + </span><span class=cFE>1</span><span class=cF0> &lt; map_width &amp;&amp; LOS</span><span class=cF7>(</span><span class=cF0>xx + </span><span class=cFE>1</span><span class=cF0>, yy, man_x, man_y</span><span class=cF7>)</span><span class=cF0>)
<a name="l178"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l179"></a> x1 = x * SCREEN_SCALE;
<a name="l180"></a> y1 = y * SCREEN_SCALE;
<a name="l181"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l182"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc_t, &amp;x1, &amp;y1, &amp;z1);
<a name="l183"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, </span><span class=cFA>&lt;10&gt;</span><span class=cF0>);
<a name="l184"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l185"></a> }
<a name="l186"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l187"></a> }
<a name="l188"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l189"></a>
<a name="l190"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i &lt; MONSTERS_NUM; i++, tmpm++)
<a name="l191"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm-&gt;dead &amp;&amp; LOS</span><span class=cF7>(</span><span class=cF0>tmpm-&gt;x, tmpm-&gt;y, man_x, man_y</span><span class=cF7>)</span><span class=cF0>)
<a name="l192"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l193"></a> x1 = (tmpm-&gt;x - screen_x) * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
<a name="l194"></a> y1 = (tmpm-&gt;y - screen_y) * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
<a name="l195"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l196"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc_t, &amp;x1, &amp;y1, &amp;z1);
<a name="l197"></a> </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;dx &lt; </span><span class=cFE>0</span><span class=cF0>) {
<a name="l198"></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="l199"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x1, y1, x1, y1 + </span><span class=cFE>1</span><span class=cF0>);
<a name="l200"></a> }
<a name="l201"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l202"></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="l203"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, </span><span class=cFA>&lt;4&gt;</span><span class=cF0>);
<a name="l204"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l205"></a>
<a name="l206"></a> x1 = (man_x - screen_x) * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
<a name="l207"></a> y1 = (man_y - screen_y) * SCREEN_SCALE + SCREEN_SCALE / </span><span class=cFE>2</span><span class=cF0>;
<a name="l208"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l209"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> - man_attack_t0 &lt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0>)
<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l211"></a> x1 += </span><span class=cF5>Tri</span><span class=cF0>(</span><span class=cF5>tS</span><span class=cF0> - man_attack_t0, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0>) * SCREEN_SCALE * man_dx;
<a name="l212"></a> y1 += </span><span class=cF5>Tri</span><span class=cF0>(</span><span class=cF5>tS</span><span class=cF0> - man_attack_t0, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0>) * SCREEN_SCALE * man_dy;
<a name="l213"></a> </span><span class=cF1>if</span><span class=cF0> (man_dy != </span><span class=cFE>1</span><span class=cF0>)
<a name="l214"></a> y1 -= </span><span class=cF5>Saw</span><span class=cF0>(</span><span class=cF5>tS</span><span class=cF0> - man_attack_t0, </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0>) * SCREEN_SCALE;
<a name="l215"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l216"></a> </span><span class=cF5>DCTransform</span><span class=cF0>(dc_t, &amp;x1, &amp;y1, &amp;z1);
<a name="l217"></a> </span><span class=cF1>if</span><span class=cF0> (man_dx &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l218"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l219"></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="l220"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x1, y1, x1, y1 + </span><span class=cFE>1</span><span class=cF0>);
<a name="l221"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l222"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l223"></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="l224"></a>
<a name="l225"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> - man_attack_t0 &lt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0>)
<a name="l226"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, </span><span class=cFA>&lt;3&gt;</span><span class=cF0>);
<a name="l227"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l228"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x1, y1, z1, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>);
<a name="l229"></a>
<a name="l230"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc_t);
<a name="l231"></a>
<a name="l232"></a> </span><span class=cF1>if</span><span class=cF0> (tf)
<a name="l233"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l234"></a> dc-&gt;color = </span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
<a name="l236"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, cx - </span><span class=cF7>(</span><span class=cF3>FONT_WIDTH</span><span class=cF0> * </span><span class=cFE>14</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, cy - </span><span class=cF3>FONT_HEIGHT</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cF6>&quot;Game Completed&quot;</span><span class=cF0>);
<a name="l237"></a> tt = tf;
<a name="l238"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l239"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l240"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l241"></a> dc-&gt;color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l242"></a> tt = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l243"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l244"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>&quot;Enemy:%d Time:%3.2f Best:%3.2f&quot;</span><span class=cF0>, monsters_left, tt - t0, best_score);
<a name="l245"></a>}
<a name="l246"></a>
<a name="l247"></a></span><span class=cF1>U0</span><span class=cF0> Attack()
<a name="l248"></a>{
<a name="l249"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l250"></a> Monster *tmpm;
<a name="l251"></a>
<a name="l252"></a> man_attack_t0 = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l253"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>53</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
<a name="l254"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i &lt; MONSTERS_NUM; i++, tmpm++)
<a name="l255"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l256"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm-&gt;dead &amp;&amp; man_x + man_dx == tmpm-&gt;x &amp;&amp; man_y + man_dy == tmpm-&gt;y)
<a name="l257"></a> {
<a name="l258"></a> tmpm-&gt;dead = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l259"></a> </span><span class=cF1>if</span><span class=cF0> (!--monsters_left)
<a name="l260"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l261"></a> tf = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l262"></a> </span><span class=cF1>if</span><span class=cF0> (tf - t0 &lt; best_score)
<a name="l263"></a> best_score = tf - t0;
<a name="l264"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l265"></a> }
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l267"></a>}
<a name="l268"></a>
<a name="l269"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l270"></a>{
<a name="l271"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y;
<a name="l272"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc;
<a name="l273"></a> Monster *tmpm;
<a name="l274"></a>
<a name="l275"></a> dc = </span><span class=cF5>Sprite2DC</span><span class=cF0>(</span><span class=cFA>&lt;1&gt;</span><span class=cF0>);
<a name="l276"></a> map_width = dc-&gt;width / MAP_SCALE;
<a name="l277"></a> map_height = dc-&gt;height / MAP_SCALE;
<a name="l278"></a> </span><span class=cF5>Free</span><span class=cF0>(map);
<a name="l279"></a> map = </span><span class=cF5>MAlloc</span><span class=cF0>(map_width * map_height * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF1>U8</span><span class=cF7>)</span><span class=cF0>);
<a name="l280"></a> </span><span class=cF1>for</span><span class=cF0> (y = </span><span class=cFE>0</span><span class=cF0>; y &lt; map_height; y++)
<a name="l281"></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="l282"></a> map[y * map_width + x] = </span><span class=cF5>GrPeek</span><span class=cF0>(dc, x * MAP_SCALE, y * MAP_SCALE);
<a name="l283"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
<a name="l284"></a>
<a name="l285"></a> man_attack_t0 = </span><span class=cFE>0</span><span class=cF0>;
<a name="l286"></a> man_attack = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l287"></a> man_x = </span><span class=cFE>0</span><span class=cF0>;
<a name="l288"></a> man_y = </span><span class=cFE>4</span><span class=cF0>;
<a name="l289"></a> man_dx = </span><span class=cFE>0</span><span class=cF0>;
<a name="l290"></a> man_dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l291"></a> screen_x = </span><span class=cFE>0</span><span class=cF0>;
<a name="l292"></a> screen_y = </span><span class=cFE>0</span><span class=cF0>;
<a name="l293"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i &lt; MONSTERS_NUM; i++, tmpm++)
<a name="l294"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l295"></a> tmpm-&gt;dead = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l296"></a> tmpm-&gt;dx = </span><span class=cFE>0</span><span class=cF0>;
<a name="l297"></a> tmpm-&gt;dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l298"></a> </span><span class=cF1>do</span><span class=cF0>
<a name="l299"></a> {
<a name="l300"></a> tmpm-&gt;x = </span><span class=cF5>RandU64</span><span class=cF0> % (map_width - </span><span class=cFE>2</span><span class=cF0>) + </span><span class=cFE>1</span><span class=cF0>;
<a name="l301"></a> tmpm-&gt;y = </span><span class=cF5>RandU64</span><span class=cF0> % (map_height - </span><span class=cFE>2</span><span class=cF0>) + </span><span class=cFE>1</span><span class=cF0>;
<a name="l302"></a> }
<a name="l303"></a> </span><span class=cF1>while</span><span class=cF0> (!map[</span><span class=cF7>(</span><span class=cF0>tmpm-&gt;y</span><span class=cF7>)</span><span class=cF0> * map_width + tmpm-&gt;x]);
<a name="l304"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l305"></a> monsters_left = MONSTERS_NUM;
<a name="l306"></a> tf = </span><span class=cFE>0</span><span class=cF0>;
<a name="l307"></a> t0 = </span><span class=cF5>tS</span><span class=cF0>;
<a name="l308"></a>}
<a name="l309"></a>
<a name="l310"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
<a name="l311"></a>{
<a name="l312"></a> </span><span class=cF5>Free</span><span class=cF0>(map);
<a name="l313"></a> map = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l314"></a>}
<a name="l315"></a>
<a name="l316"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
<a name="l317"></a>{
<a name="l318"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, dx, dy;
<a name="l319"></a> Monster *tmpm;
<a name="l320"></a>
<a name="l321"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l322"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l323"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>, tmpm = monsters; i &lt; MONSTERS_NUM; i++, tmpm++)
<a name="l324"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpm-&gt;dead)
<a name="l325"></a> {
<a name="l326"></a> dx = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>;
<a name="l327"></a> dy = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>3</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>;
<a name="l328"></a> x = tmpm-&gt;x + dx;
<a name="l329"></a> y = tmpm-&gt;y + dy;
<a name="l330"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= x &lt; map_width &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= y &lt; map_height &amp;&amp; map[y * map_width + x])
<a name="l331"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l332"></a> tmpm-&gt;x = x;
<a name="l333"></a> tmpm-&gt;y = y;
<a name="l334"></a> tmpm-&gt;dx = dx;
<a name="l335"></a> tmpm-&gt;dy = dy;
<a name="l336"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l337"></a> }
<a name="l338"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0>);
<a name="l339"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l340"></a>}
<a name="l341"></a>
<a name="l342"></a></span><span class=cF1>U0</span><span class=cF0> DunGen()
<a name="l343"></a>{
<a name="l344"></a> </span><span class=cF9>I64</span><span class=cF0> ch, sc;
<a name="l345"></a>
<a name="l346"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
<a name="l347"></a> </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l348"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l349"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l350"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l351"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l352"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l353"></a> </span><span class=cF6>&quot; Up(,,SC_CURSOR_UP);&quot;</span><span class=cF0>
<a name="l354"></a> </span><span class=cF6>&quot; Down(,,SC_CURSOR_DOWN);&quot;</span><span class=cF0>
<a name="l355"></a> </span><span class=cF6>&quot; Left(,,SC_CURSOR_LEFT);&quot;</span><span class=cF0>
<a name="l356"></a> </span><span class=cF6>&quot; Right(,,SC_CURSOR_RIGHT);&quot;</span><span class=cF0>
<a name="l357"></a> </span><span class=cF6>&quot; Attack(,CH_SPACE);&quot;</span><span class=cF0>
<a name="l358"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l359"></a> );
<a name="l360"></a>
<a name="l361"></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="l362"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;text_attr = </span><span class=cF3>BLACK</span><span class=cF0> &lt;&lt; </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l363"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l364"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l365"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l366"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l367"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l368"></a> Init;
<a name="l369"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;AnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>&quot;Animate&quot;</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
<a name="l370"></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="l371"></a>
<a name="l372"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l373"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l374"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l375"></a> {
<a name="l376"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>MessageGet</span><span class=cF7>(</span><span class=cF0>&amp;ch, &amp;sc, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF7>)</span><span class=cF0>)
<a name="l377"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l378"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
<a name="l379"></a> </span><span class=cF1>switch</span><span class=cF0> (ch)
<a name="l380"></a> {
<a name="l381"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l382"></a> Init;
<a name="l383"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l384"></a>
<a name="l385"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l386"></a> man_attack = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l387"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l388"></a>
<a name="l389"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l390"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l391"></a> </span><span class=cF1>goto</span><span class=cF0> dg_done;
<a name="l392"></a>
<a name="l393"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
<a name="l394"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[</span><span class=cFE>0</span><span class=cF0>])
<a name="l395"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l396"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l397"></a> </span><span class=cF1>if</span><span class=cF0> (man_attack)
<a name="l398"></a> {
<a name="l399"></a> man_dx = </span><span class=cFE>1</span><span class=cF0>;
<a name="l400"></a> man_dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l401"></a> Attack;
<a name="l402"></a> }
<a name="l403"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l404"></a> </span><span class=cF1>if</span><span class=cF0> (man_x + </span><span class=cFE>1</span><span class=cF0> &lt; map_width &amp;&amp; map[man_y * map_width + </span><span class=cF7>(</span><span class=cF0>man_x + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>] == </span><span class=cF3>DKGRAY</span><span class=cF0>)
<a name="l405"></a> {
<a name="l406"></a> man_x++;
<a name="l407"></a> </span><span class=cF1>if</span><span class=cF0> (man_x - screen_x &gt; SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>3</span><span class=cF0>)
<a name="l408"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l409"></a> screen_x += SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>;
<a name="l410"></a> </span><span class=cF1>if</span><span class=cF0> (screen_x + SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0> &gt; map_width)
<a name="l411"></a> screen_x = map_width - SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>;
<a name="l412"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l413"></a> }
<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>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l417"></a> </span><span class=cF1>if</span><span class=cF0> (man_attack)
<a name="l418"></a> {
<a name="l419"></a> man_dx = -</span><span class=cFE>1</span><span class=cF0>;
<a name="l420"></a> man_dy = </span><span class=cFE>0</span><span class=cF0>;
<a name="l421"></a> Attack;
<a name="l422"></a> }
<a name="l423"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l424"></a> </span><span class=cF1>if</span><span class=cF0> (man_x - </span><span class=cFE>1</span><span class=cF0> &gt;= </span><span class=cFE>0</span><span class=cF0> &amp;&amp; map[man_y * map_width + </span><span class=cF7>(</span><span class=cF0>man_x - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>] == </span><span class=cF3>DKGRAY</span><span class=cF0>)
<a name="l425"></a> {
<a name="l426"></a> man_x--;
<a name="l427"></a> </span><span class=cF1>if</span><span class=cF0> (man_x - screen_x &lt; -SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cFE>3</span><span class=cF0>)
<a name="l428"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l429"></a> screen_x -= SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>;
<a name="l430"></a> </span><span class=cF1>if</span><span class=cF0> (screen_x - SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0> &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l431"></a> screen_x = SCREEN_WIDTH / </span><span class=cFE>2</span><span class=cF0>;
<a name="l432"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l433"></a> }
<a name="l434"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l435"></a>
<a name="l436"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
<a name="l437"></a> </span><span class=cF1>if</span><span class=cF0> (man_attack)
<a name="l438"></a> {
<a name="l439"></a> man_dx = </span><span class=cFE>0</span><span class=cF0>;
<a name="l440"></a> man_dy = -</span><span class=cFE>1</span><span class=cF0>;
<a name="l441"></a> Attack;
<a name="l442"></a> }
<a name="l443"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l444"></a> </span><span class=cF1>if</span><span class=cF0> (man_y - </span><span class=cFE>1</span><span class=cF0> &gt;= </span><span class=cFE>0</span><span class=cF0> &amp;&amp; map[</span><span class=cF7>(</span><span class=cF0>man_y - </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + man_x] == </span><span class=cF3>DKGRAY</span><span class=cF0>)
<a name="l445"></a> {
<a name="l446"></a> man_y--;
<a name="l447"></a> </span><span class=cF1>if</span><span class=cF0> (man_y - screen_y &lt; -SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0> + </span><span class=cFE>3</span><span class=cF0>)
<a name="l448"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l449"></a> screen_y -= SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>;
<a name="l450"></a> </span><span class=cF1>if</span><span class=cF0> (screen_y - SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0> &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l451"></a> screen_y = SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>;
<a name="l452"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l453"></a> }
<a name="l454"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l455"></a>
<a name="l456"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
<a name="l457"></a> </span><span class=cF1>if</span><span class=cF0> (man_attack)
<a name="l458"></a> {
<a name="l459"></a> man_dx = </span><span class=cFE>0</span><span class=cF0>;
<a name="l460"></a> man_dy = </span><span class=cFE>1</span><span class=cF0>;
<a name="l461"></a> Attack;
<a name="l462"></a> }
<a name="l463"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l464"></a> </span><span class=cF1>if</span><span class=cF0> (man_y + </span><span class=cFE>1</span><span class=cF0> &lt; map_height &amp;&amp; map[</span><span class=cF7>(</span><span class=cF0>man_y + </span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0> * map_width + man_x] == </span><span class=cF3>DKGRAY</span><span class=cF0>)
<a name="l465"></a> {
<a name="l466"></a> man_y++;
<a name="l467"></a> </span><span class=cF1>if</span><span class=cF0> (man_y - screen_y &gt; SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0> - </span><span class=cFE>3</span><span class=cF0>)
<a name="l468"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l469"></a> screen_y += SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>;
<a name="l470"></a> </span><span class=cF1>if</span><span class=cF0> (screen_y + SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0> &gt; map_height)
<a name="l471"></a> screen_y = map_height - SCREEN_HEIGHT / </span><span class=cFE>2</span><span class=cF0>;
<a name="l472"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l473"></a> }
<a name="l474"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l475"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l476"></a> }
<a name="l477"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l478"></a>
<a name="l479"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>:
<a name="l480"></a> </span><span class=cF1>if</span><span class=cF0> (ch == </span><span class=cF3>CH_SPACE</span><span class=cF0>)
<a name="l481"></a> man_attack = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l482"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l483"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l484"></a> }
<a name="l485"></a>dg_done:
<a name="l486"></a> </span><span class=cF5>MessageGet</span><span class=cF0>(,, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>);
<a name="l487"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l488"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l489"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l490"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l491"></a> CleanUp;
<a name="l492"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l493"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>&quot;ZealOS/DunGen&quot;</span><span class=cF0>, </span><span class=cF6>&quot;F64 best_score=%5.4f;\n&quot;</span><span class=cF0>, best_score);
<a name="l494"></a>}
<a name="l495"></a>
<a name="l496"></a>DunGen;
</span></pre></body>
</html>