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<a name="l1"></a><span class=cF0>#</span><span class=cF1>define</span><span class=cF0>  XMSGF_ANTISPIN         0
<a name="l2"></a>#</span><span class=cF1>define</span><span class=cF0>  XMSGF_SOLAR_STORM      1
<a name="l3"></a></span><span class=cF5>RegDft</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/XCaliber&quot;</span><span class=cF0>,
<a name="l4"></a>        </span><span class=cF6>&quot;I64 best_score=0;\n&quot;</span><span class=cF0>
<a name="l5"></a>        </span><span class=cF6>&quot;I64 msg_flags=0;\n&quot;</span><span class=cF0>
<a name="l6"></a>        );
<a name="l7"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/XCaliber&quot;</span><span class=cF0>);
<a name="l8"></a>
<a name="l9"></a>#</span><span class=cF1>define</span><span class=cF0> MT_HUMAN_SHIP           0
<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ENEMY_SHIP           1
<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> MT_SOLAR_FLARE          2
<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ION                  3
<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ANTIMATTER_BALL      4
<a name="l14"></a>#</span><span class=cF1>define</span><span class=cF0> MT_ANTIMATTER_SPLAT     5
<a name="l15"></a>#</span><span class=cF1>define</span><span class=cF0> MT_MISSILE              6
<a name="l16"></a>
<a name="l17"></a></span><span class=cF1>class</span><span class=cF0> MyMass:</span><span class=cF9>CMass</span><span class=cF0>
<a name="l18"></a>{
<a name="l19"></a>  </span><span class=cF1>F64</span><span class=cF0> temperature,radius,die_timeout;
<a name="l20"></a>  </span><span class=cF9>I64</span><span class=cF0> type;
<a name="l21"></a>  </span><span class=cF1>Bool</span><span class=cF0> no_overlap;
<a name="l22"></a>};
<a name="l23"></a>
<a name="l24"></a></span><span class=cF1>class</span><span class=cF0> MySpring:</span><span class=cF9>CSpring</span><span class=cF0>
<a name="l25"></a>{
<a name="l26"></a>  </span><span class=cF1>F64</span><span class=cF0> strength;
<a name="l27"></a>  </span><span class=cF9>I64</span><span class=cF0> color;
<a name="l28"></a>};
<a name="l29"></a>
<a name="l30"></a>#</span><span class=cF1>define</span><span class=cF0> SPIN_GAIN               0.25
<a name="l31"></a>#</span><span class=cF1>define</span><span class=cF0> MASSES_NUM              8
<a name="l32"></a>#</span><span class=cF1>define</span><span class=cF0> SPRINGS_NUM             16
<a name="l33"></a>#</span><span class=cF1>define</span><span class=cF0> MISSILES_NUM            2
<a name="l34"></a>#</span><span class=cF1>define</span><span class=cF0> ST_HUMAN1               0
<a name="l35"></a>#</span><span class=cF1>define</span><span class=cF0> ST_ENEMY1               1
<a name="l36"></a>#</span><span class=cF1>define</span><span class=cF0> ST_ENEMY2               2
<a name="l37"></a></span><span class=cF1>extern</span><span class=cF0> </span><span class=cF1>class</span><span class=cF0> Ship;
<a name="l38"></a>
<a name="l39"></a>#</span><span class=cF1>define</span><span class=cF0> MISSILE_LEN             5
<a name="l40"></a></span><span class=cF1>class</span><span class=cF0> Missile
<a name="l41"></a>{
<a name="l42"></a>  Missile *next,*last;
<a name="l43"></a>  </span><span class=cF1>F64</span><span class=cF0> tons,fuse_time,die_timeout;
<a name="l44"></a>  MyMass p_front,p_back;
<a name="l45"></a>  MySpring s[5];
<a name="l46"></a>  </span><span class=cF1>U8</span><span class=cF0> *img;
<a name="l47"></a>  Ship *owner,*target;
<a name="l48"></a>  </span><span class=cF1>Bool</span><span class=cF0> active,launched,exploding;
<a name="l49"></a>  </span><span class=cF1>U8</span><span class=cF0> label[5];
<a name="l50"></a>} missile_head;
<a name="l51"></a>
<a name="l52"></a></span><span class=cF1>class</span><span class=cF0> Ship
<a name="l53"></a>{
<a name="l54"></a>  Ship *next,*last;
<a name="l55"></a>  </span><span class=cF9>I64</span><span class=cF0> type,masses,springs;
<a name="l56"></a>  MyMass   p[MASSES_NUM];
<a name="l57"></a>  MySpring s[SPRINGS_NUM];
<a name="l58"></a>  </span><span class=cF1>F64</span><span class=cF0> fire_rate;
<a name="l59"></a>  </span><span class=cF1>F64</span><span class=cF0> reload_timeout,spacewalk_timeout;
<a name="l60"></a>  </span><span class=cF1>F64</span><span class=cF0> die_time,die_timeout;
<a name="l61"></a>  </span><span class=cF9>I64</span><span class=cF0> spacewalk_side;
<a name="l62"></a>  </span><span class=cF1>F64</span><span class=cF0> laser_temperature;
<a name="l63"></a>  Missile missiles[MISSILES_NUM];
<a name="l64"></a>  </span><span class=cF1>Bool</span><span class=cF0> lasering,exploding,laser_overheat;
<a name="l65"></a>} ship_head,*human;
<a name="l66"></a>
<a name="l67"></a></span><span class=cF1>F64</span><span class=cF0> human_t_left,human_t_right,human_antispin;
<a name="l68"></a>
<a name="l69"></a></span><span class=cF1>class</span><span class=cF0> Shot
<a name="l70"></a>{
<a name="l71"></a>  Shot *next,*last;
<a name="l72"></a>  </span><span class=cF1>F64</span><span class=cF0> radius,fuse_time;
<a name="l73"></a>  </span><span class=cF9>I64</span><span class=cF0> splats;
<a name="l74"></a>  MyMass p;
<a name="l75"></a>} shot_head;
<a name="l76"></a>
<a name="l77"></a></span><span class=cF1>F64</span><span class=cF0> t_solar_storm;
<a name="l78"></a></span><span class=cF1>Bool</span><span class=cF0> alarm;
<a name="l79"></a>
<a name="l80"></a>#</span><span class=cF1>define</span><span class=cF0> THRUST_MAX      200.0
<a name="l81"></a>#</span><span class=cF1>define</span><span class=cF0> ANTISPIN_MAX    25.0
<a name="l82"></a>#</span><span class=cF1>define</span><span class=cF0> SPACEWALK_TIME  7.5
<a name="l83"></a>
<a name="l84"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_NULL        0
<a name="l85"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_SPIN_LEFT   1
<a name="l86"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_SPIN_RIGHT  2
<a name="l87"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_THRUST      3
<a name="l88"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_FIRE        4
<a name="l89"></a>#</span><span class=cF1>define</span><span class=cF0> CMD_EXIT        5
<a name="l90"></a></span><span class=cF1>Bool</span><span class=cF0> game_over,show_level_msg;
<a name="l91"></a>
<a name="l92"></a>#</span><span class=cF1>define</span><span class=cF0> STARS_NUM       100
<a name="l93"></a></span><span class=cF9>I64</span><span class=cF0> stars_x[STARS_NUM],stars_y[STARS_NUM];
<a name="l94"></a>
<a name="l95"></a></span><span class=cF9>CMathODE</span><span class=cF0> *ode=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l96"></a></span><span class=cF9>I64</span><span class=cF0> level,score,remaining;
<a name="l97"></a>
<a name="l98"></a></span><span class=c0A>
<a name="l99"></a>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l100"></a></span><span class=c0A>
<a name="l101"></a>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l102"></a></span><span class=c0A>
<a name="l103"></a>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l104"></a></span><span class=c0A>
<a name="l105"></a>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l106"></a>
<a name="l107"></a></span><span class=c0A>
<a name="l108"></a>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l109"></a></span><span class=c0A>
<a name="l110"></a>&lt;6&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l111"></a></span><span class=c0A>
<a name="l112"></a>&lt;7&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l113"></a></span><span class=c0A>
<a name="l114"></a>&lt;8&gt;/* Graphics Not Rendered in HTML */</span><span class=c00>
<a name="l115"></a>
<a name="l116"></a></span><span class=cF0>
<a name="l117"></a></span><span class=cF2>//********************************** Ship</span><span class=cF0>
<a name="l118"></a></span><span class=cF1>Bool</span><span class=cF0> CheckOverlap()
<a name="l119"></a>{
<a name="l120"></a>  </span><span class=cF9>CD3</span><span class=cF0> p;
<a name="l121"></a>  MyMass *tmpm,*tmpm1;
<a name="l122"></a>  tmpm=ode-&gt;next_mass;
<a name="l123"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l124"></a>    tmpm1=ode-&gt;next_mass;
<a name="l125"></a>    </span><span class=cF1>while</span><span class=cF0> (tmpm1!=&amp;ode-&gt;next_mass) {
<a name="l126"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpm!=tmpm1 &amp;&amp; !tmpm-&gt;no_overlap &amp;&amp; !tmpm1-&gt;no_overlap) </span><span class=cF7>{</span><span class=cF0>
<a name="l127"></a>        </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p,&amp;tmpm-&gt;x,&amp;tmpm1-&gt;x);
<a name="l128"></a>        </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&amp;p</span><span class=cF7>)</span><span class=cF0>&lt;=</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm-&gt;radius+tmpm1-&gt;radius</span><span class=cF7>)</span><span class=cF0>)
<a name="l129"></a>          </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l130"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l131"></a>      tmpm1=tmpm1-&gt;next;
<a name="l132"></a>    }
<a name="l133"></a>    tmpm=tmpm-&gt;next;
<a name="l134"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l135"></a>  </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l136"></a>}
<a name="l137"></a>
<a name="l138"></a></span><span class=cF1>U0</span><span class=cF0> MissileNew(Ship *tmpsp,</span><span class=cF9>I64</span><span class=cF0> n)
<a name="l139"></a>{
<a name="l140"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l141"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l142"></a>  Missile *tmpmi=&amp;tmpsp-&gt;missiles[n];
<a name="l143"></a>  </span><span class=cF5>MemSet</span><span class=cF0>(tmpmi,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Missile</span><span class=cF7>)</span><span class=cF0>);
<a name="l144"></a>
<a name="l145"></a>  </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpmi-&gt;p_front.x,
<a name="l146"></a>        </span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;p[n+1].x+tmpsp-&gt;p[n+3].x</span><span class=cF7>)</span><span class=cF0>/2,
<a name="l147"></a>        </span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;p[n+1].y+tmpsp-&gt;p[n+3].y</span><span class=cF7>)</span><span class=cF0>/2,0);
<a name="l148"></a>  </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpmi-&gt;p_back.x,&amp;tmpmi-&gt;p_front.x);
<a name="l149"></a>
<a name="l150"></a>  </span><span class=cF1>if</span><span class=cF0> (n&amp;1)
<a name="l151"></a>    </span><span class=cF5>StrCpy</span><span class=cF0>(tmpmi-&gt;label,</span><span class=cF6>&quot;L&quot;</span><span class=cF0>);
<a name="l152"></a>  </span><span class=cF1>else</span><span class=cF0>
<a name="l153"></a>    </span><span class=cF5>StrCpy</span><span class=cF0>(tmpmi-&gt;label,</span><span class=cF6>&quot;R&quot;</span><span class=cF0>);
<a name="l154"></a>  tmpmi-&gt;owner=tmpsp;
<a name="l155"></a>  tmpmi-&gt;tons=0.5;
<a name="l156"></a>  tmpmi-&gt;p_front.mass=0.1;
<a name="l157"></a>  tmpmi-&gt;p_front.type=MT_MISSILE;
<a name="l158"></a>  tmpmi-&gt;p_back.mass =0.1;
<a name="l159"></a>  tmpmi-&gt;p_back.type =MT_MISSILE;
<a name="l160"></a>  tmpmi-&gt;p_front.radius=2;
<a name="l161"></a>  tmpmi-&gt;p_back.radius =2;
<a name="l162"></a>  tmpmi-&gt;p_front.no_overlap=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l163"></a>  tmpmi-&gt;p_back.no_overlap =</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l164"></a>  </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[1].x);
<a name="l165"></a>  </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[2].x);
<a name="l166"></a>  </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l167"></a>  </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpmi-&gt;p_front.x,</span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p1,&amp;p),MISSILE_LEN/2+1</span><span class=cF7>)</span><span class=cF0>);
<a name="l168"></a>  </span><span class=cF5>D3SubEqu</span><span class=cF0>(&amp;tmpmi-&gt;p_back.x ,</span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p1,&amp;p),MISSILE_LEN/2-1</span><span class=cF7>)</span><span class=cF0>);
<a name="l169"></a>  </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpmi-&gt;p_front.DxDt,&amp;tmpsp-&gt;p[n].DxDt);
<a name="l170"></a>  </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpmi-&gt;p_back.DxDt,&amp;tmpsp-&gt;p[n].DxDt);
<a name="l171"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpmi-&gt;p_front,ode-&gt;last_mass);
<a name="l172"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpmi-&gt;p_back, ode-&gt;last_mass);
<a name="l173"></a>
<a name="l174"></a>  tmpmi-&gt;s[0].end1=&amp;tmpmi-&gt;p_front;
<a name="l175"></a>  tmpmi-&gt;s[0].end2=&amp;tmpmi-&gt;p_back;
<a name="l176"></a>  tmpmi-&gt;s[1].end1=&amp;tmpmi-&gt;p_front;
<a name="l177"></a>  tmpmi-&gt;s[1].end2=&amp;tmpsp-&gt;p[n+1];
<a name="l178"></a>  tmpmi-&gt;s[2].end1=&amp;tmpmi-&gt;p_back;
<a name="l179"></a>  tmpmi-&gt;s[2].end2=&amp;tmpsp-&gt;p[n+1];
<a name="l180"></a>  tmpmi-&gt;s[3].end1=&amp;tmpmi-&gt;p_front;
<a name="l181"></a>  tmpmi-&gt;s[3].end2=&amp;tmpsp-&gt;p[n+3];
<a name="l182"></a>  tmpmi-&gt;s[4].end1=&amp;tmpmi-&gt;p_back;
<a name="l183"></a>  tmpmi-&gt;s[4].end2=&amp;tmpsp-&gt;p[n+3];
<a name="l184"></a> 
<a name="l185"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;5;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l186"></a>    tmpmi-&gt;s[i].const=10000;
<a name="l187"></a>    tmpmi-&gt;s[i].strength  =20000;
<a name="l188"></a>    tmpmi-&gt;s[i].color=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l189"></a>    tmpmi-&gt;s[i].rest_len=</span><span class=cF5>D3Dist</span><span class=cF0>(&amp;tmpmi-&gt;s[i].end1-&gt;x,&amp;tmpmi-&gt;s[i].end2-&gt;x);
<a name="l190"></a>    </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpmi-&gt;s[i],ode-&gt;last_spring);
<a name="l191"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l192"></a>  tmpmi-&gt;img=</span><span class=cFA>&lt;7&gt;</span><span class=cF0>;
<a name="l193"></a>  tmpmi-&gt;active=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l194"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(tmpmi,missile_head.last);
<a name="l195"></a>}
<a name="l196"></a>
<a name="l197"></a>Ship *ShipNew(</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> type)
<a name="l198"></a>{
<a name="l199"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l200"></a>  Ship *tmpsp=</span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Ship</span><span class=cF7>)</span><span class=cF0>);
<a name="l201"></a>
<a name="l202"></a>  </span><span class=cF1>switch</span><span class=cF0> (tmpsp-&gt;type=type) </span><span class=cF7>{</span><span class=cF0>
<a name="l203"></a>    </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
<a name="l204"></a>      tmpsp-&gt;fire_rate=25;
<a name="l205"></a>      tmpsp-&gt;masses=5;
<a name="l206"></a>      tmpsp-&gt;p[0].x=x;
<a name="l207"></a>      tmpsp-&gt;p[0].y=y;
<a name="l208"></a>      tmpsp-&gt;p[1].x=x+3;
<a name="l209"></a>      tmpsp-&gt;p[1].y=y+10;
<a name="l210"></a>      tmpsp-&gt;p[2].x=x-3;
<a name="l211"></a>      tmpsp-&gt;p[2].y=y+10;
<a name="l212"></a>      tmpsp-&gt;p[3].x=x+20;
<a name="l213"></a>      tmpsp-&gt;p[3].y=y+20;
<a name="l214"></a>      tmpsp-&gt;p[4].x=x-20;
<a name="l215"></a>      tmpsp-&gt;p[4].y=y+20;
<a name="l216"></a>
<a name="l217"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++) {
<a name="l218"></a>        tmpsp-&gt;p[i].mass=1;
<a name="l219"></a>        tmpsp-&gt;p[i].type=MT_HUMAN_SHIP;
<a name="l220"></a>        </span><span class=cF1>if</span><span class=cF0> (i&lt;3)
<a name="l221"></a>          tmpsp-&gt;p[i].radius=2.5;
<a name="l222"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l223"></a>          tmpsp-&gt;p[i].radius=4;
<a name="l224"></a>        tmpsp-&gt;p[i].drag_profile_factor=3;
<a name="l225"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;p[i],ode-&gt;last_mass);
<a name="l226"></a>      }
<a name="l227"></a>      tmpsp-&gt;p[3].mass/=10.0;
<a name="l228"></a>      tmpsp-&gt;p[4].mass/=10.0;
<a name="l229"></a>
<a name="l230"></a>      tmpsp-&gt;springs=7;
<a name="l231"></a>      tmpsp-&gt;s[0].end1=&amp;tmpsp-&gt;p[0];
<a name="l232"></a>      tmpsp-&gt;s[0].end2=&amp;tmpsp-&gt;p[1];
<a name="l233"></a>      tmpsp-&gt;s[1].end1=&amp;tmpsp-&gt;p[2];
<a name="l234"></a>      tmpsp-&gt;s[1].end2=&amp;tmpsp-&gt;p[0];
<a name="l235"></a>      tmpsp-&gt;s[2].end1=&amp;tmpsp-&gt;p[1];
<a name="l236"></a>      tmpsp-&gt;s[2].end2=&amp;tmpsp-&gt;p[2];
<a name="l237"></a>      tmpsp-&gt;s[3].end1=&amp;tmpsp-&gt;p[1];
<a name="l238"></a>      tmpsp-&gt;s[3].end2=&amp;tmpsp-&gt;p[3];
<a name="l239"></a>      tmpsp-&gt;s[4].end1=&amp;tmpsp-&gt;p[0];
<a name="l240"></a>      tmpsp-&gt;s[4].end2=&amp;tmpsp-&gt;p[3];
<a name="l241"></a>      tmpsp-&gt;s[5].end1=&amp;tmpsp-&gt;p[2];
<a name="l242"></a>      tmpsp-&gt;s[5].end2=&amp;tmpsp-&gt;p[4];
<a name="l243"></a>      tmpsp-&gt;s[6].end1=&amp;tmpsp-&gt;p[0];
<a name="l244"></a>      tmpsp-&gt;s[6].end2=&amp;tmpsp-&gt;p[4];
<a name="l245"></a>
<a name="l246"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++) {
<a name="l247"></a>        tmpsp-&gt;s[i].rest_len=
<a name="l248"></a>              </span><span class=cF5>D3Dist</span><span class=cF0>(&amp;tmpsp-&gt;s[i].end1-&gt;x,&amp;tmpsp-&gt;s[i].end2-&gt;x);
<a name="l249"></a>        tmpsp-&gt;s[i].const=10000;
<a name="l250"></a>        tmpsp-&gt;s[i].strength  =30000;
<a name="l251"></a>        </span><span class=cF1>if</span><span class=cF0> (i&lt;=2)
<a name="l252"></a>          tmpsp-&gt;s[i].color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l253"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l254"></a>          tmpsp-&gt;s[i].color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l255"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;s[i],ode-&gt;last_spring);
<a name="l256"></a>      }
<a name="l257"></a>      MissileNew(tmpsp,0);
<a name="l258"></a>      MissileNew(tmpsp,1);
<a name="l259"></a>      remaining=0;
<a name="l260"></a>
<a name="l261"></a>      </span><span class=cF1>break</span><span class=cF0>;
<a name="l262"></a>    </span><span class=cF1>case</span><span class=cF0> ST_ENEMY1:
<a name="l263"></a>      tmpsp-&gt;fire_rate=2.5;
<a name="l264"></a>      tmpsp-&gt;masses=3;
<a name="l265"></a>      tmpsp-&gt;p[0].x=x;
<a name="l266"></a>      tmpsp-&gt;p[0].y=y;
<a name="l267"></a>      tmpsp-&gt;p[1].x=x+15;
<a name="l268"></a>      tmpsp-&gt;p[1].y=y;
<a name="l269"></a>      tmpsp-&gt;p[2].x=x;
<a name="l270"></a>      tmpsp-&gt;p[2].y=y+15;
<a name="l271"></a>
<a name="l272"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++) {
<a name="l273"></a>        tmpsp-&gt;p[i].mass=1;
<a name="l274"></a>        tmpsp-&gt;p[i].type=MT_ENEMY_SHIP;
<a name="l275"></a>        tmpsp-&gt;p[i].radius=7;
<a name="l276"></a>        tmpsp-&gt;p[i].drag_profile_factor=3;
<a name="l277"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;p[i],ode-&gt;last_mass);
<a name="l278"></a>      }
<a name="l279"></a>
<a name="l280"></a>      tmpsp-&gt;springs=3;
<a name="l281"></a>      tmpsp-&gt;s[0].end1=&amp;tmpsp-&gt;p[0];
<a name="l282"></a>      tmpsp-&gt;s[0].end2=&amp;tmpsp-&gt;p[1];
<a name="l283"></a>      tmpsp-&gt;s[1].end1=&amp;tmpsp-&gt;p[1];
<a name="l284"></a>      tmpsp-&gt;s[1].end2=&amp;tmpsp-&gt;p[2];
<a name="l285"></a>      tmpsp-&gt;s[2].end1=&amp;tmpsp-&gt;p[2];
<a name="l286"></a>      tmpsp-&gt;s[2].end2=&amp;tmpsp-&gt;p[0];
<a name="l287"></a>
<a name="l288"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++) {
<a name="l289"></a>        tmpsp-&gt;s[i].rest_len=
<a name="l290"></a>              </span><span class=cF5>D3Dist</span><span class=cF0>(&amp;tmpsp-&gt;s[i].end1-&gt;x,&amp;tmpsp-&gt;s[i].end2-&gt;x);
<a name="l291"></a>        tmpsp-&gt;s[i].const=10000;
<a name="l292"></a>        tmpsp-&gt;s[i].strength  =20000;
<a name="l293"></a>        tmpsp-&gt;s[i].color=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l294"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;s[i],ode-&gt;last_spring);
<a name="l295"></a>      }
<a name="l296"></a>      remaining++;
<a name="l297"></a>      </span><span class=cF1>break</span><span class=cF0>;
<a name="l298"></a>    </span><span class=cF1>case</span><span class=cF0> ST_ENEMY2:
<a name="l299"></a>      tmpsp-&gt;fire_rate=5.0;
<a name="l300"></a>      tmpsp-&gt;masses=5;
<a name="l301"></a>      tmpsp-&gt;p[0].x=x;
<a name="l302"></a>      tmpsp-&gt;p[0].y=y;
<a name="l303"></a>      tmpsp-&gt;p[1].x=x-7;
<a name="l304"></a>      tmpsp-&gt;p[1].y=y+10;
<a name="l305"></a>      tmpsp-&gt;p[2].x=x+7;
<a name="l306"></a>      tmpsp-&gt;p[2].y=y+10;
<a name="l307"></a>      tmpsp-&gt;p[3].x=x-14;
<a name="l308"></a>      tmpsp-&gt;p[3].y=y+20;
<a name="l309"></a>      tmpsp-&gt;p[4].x=x+14;
<a name="l310"></a>      tmpsp-&gt;p[4].y=y+20;
<a name="l311"></a>
<a name="l312"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++) {
<a name="l313"></a>        tmpsp-&gt;p[i].mass=1;
<a name="l314"></a>        tmpsp-&gt;p[i].type=MT_ENEMY_SHIP;
<a name="l315"></a>        tmpsp-&gt;p[i].radius=6;
<a name="l316"></a>        tmpsp-&gt;p[i].drag_profile_factor=5;
<a name="l317"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;p[i],ode-&gt;last_mass);
<a name="l318"></a>      }
<a name="l319"></a>
<a name="l320"></a>      tmpsp-&gt;springs=7;
<a name="l321"></a>      tmpsp-&gt;s[0].end1=&amp;tmpsp-&gt;p[0];
<a name="l322"></a>      tmpsp-&gt;s[0].end2=&amp;tmpsp-&gt;p[1];
<a name="l323"></a>      tmpsp-&gt;s[1].end1=&amp;tmpsp-&gt;p[0];
<a name="l324"></a>      tmpsp-&gt;s[1].end2=&amp;tmpsp-&gt;p[2];
<a name="l325"></a>      tmpsp-&gt;s[2].end1=&amp;tmpsp-&gt;p[1];
<a name="l326"></a>      tmpsp-&gt;s[2].end2=&amp;tmpsp-&gt;p[2];
<a name="l327"></a>      tmpsp-&gt;s[3].end1=&amp;tmpsp-&gt;p[1];
<a name="l328"></a>      tmpsp-&gt;s[3].end2=&amp;tmpsp-&gt;p[3];
<a name="l329"></a>      tmpsp-&gt;s[4].end1=&amp;tmpsp-&gt;p[2];
<a name="l330"></a>      tmpsp-&gt;s[4].end2=&amp;tmpsp-&gt;p[4];
<a name="l331"></a>      tmpsp-&gt;s[5].end1=&amp;tmpsp-&gt;p[2];
<a name="l332"></a>      tmpsp-&gt;s[5].end2=&amp;tmpsp-&gt;p[3];
<a name="l333"></a>      tmpsp-&gt;s[6].end1=&amp;tmpsp-&gt;p[1];
<a name="l334"></a>      tmpsp-&gt;s[6].end2=&amp;tmpsp-&gt;p[4];
<a name="l335"></a>
<a name="l336"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++) {
<a name="l337"></a>        tmpsp-&gt;s[i].rest_len=
<a name="l338"></a>              </span><span class=cF5>D3Dist</span><span class=cF0>(&amp;tmpsp-&gt;s[i].end1-&gt;x,&amp;tmpsp-&gt;s[i].end2-&gt;x);
<a name="l339"></a>        tmpsp-&gt;s[i].const= 40000;
<a name="l340"></a>        tmpsp-&gt;s[i].strength  =75000;
<a name="l341"></a>        </span><span class=cF1>if</span><span class=cF0> (i&gt;=3)
<a name="l342"></a>          tmpsp-&gt;s[i].color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
<a name="l343"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l344"></a>          tmpsp-&gt;s[i].color=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l345"></a>        </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmpsp-&gt;s[i],ode-&gt;last_spring);
<a name="l346"></a>      }
<a name="l347"></a>      remaining++;
<a name="l348"></a>      </span><span class=cF1>break</span><span class=cF0>;
<a name="l349"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l350"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(tmpsp,ship_head.last);
<a name="l351"></a>  </span><span class=cF1>return</span><span class=cF0> tmpsp;
<a name="l352"></a>}
<a name="l353"></a>
<a name="l354"></a></span><span class=cF1>U0</span><span class=cF0> MissileDel(Missile *tmpmi)
<a name="l355"></a>{
<a name="l356"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l357"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;active) </span><span class=cF7>{</span><span class=cF0>
<a name="l358"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(tmpmi);
<a name="l359"></a>    </span><span class=cF1>for</span><span class=cF0>(i=0;i&lt;5;i++)
<a name="l360"></a>      </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmpmi-&gt;s[i]);
<a name="l361"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmpmi-&gt;p_front);
<a name="l362"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmpmi-&gt;p_back);
<a name="l363"></a>    tmpmi-&gt;active=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l364"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l365"></a>}
<a name="l366"></a>
<a name="l367"></a></span><span class=cF1>U0</span><span class=cF0> ShipDel(Ship *tmpsp)
<a name="l368"></a>{
<a name="l369"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l370"></a>  </span><span class=cF1>if</span><span class=cF0> (!tmpsp) </span><span class=cF1>return</span><span class=cF0>;
<a name="l371"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++)
<a name="l372"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmpsp-&gt;p[i]);
<a name="l373"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++)
<a name="l374"></a>    </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmpsp-&gt;s[i]);
<a name="l375"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;2;i++)
<a name="l376"></a>    MissileDel(&amp;tmpsp-&gt;missiles[i]);
<a name="l377"></a>  </span><span class=cF5>QueRem</span><span class=cF0>(tmpsp);
<a name="l378"></a>  </span><span class=cF5>Free</span><span class=cF0>(tmpsp);
<a name="l379"></a>  remaining--;
<a name="l380"></a>}
<a name="l381"></a>
<a name="l382"></a></span><span class=cF1>U0</span><span class=cF0> PlaceShip(</span><span class=cF9>I64</span><span class=cF0> type)
<a name="l383"></a>{
<a name="l384"></a>  Ship *tmpsp;
<a name="l385"></a>  </span><span class=cF1>if</span><span class=cF0> (CheckOverlap)
<a name="l386"></a>    </span><span class=cF1>return</span><span class=cF0>;
<a name="l387"></a>  </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l388"></a>    tmpsp=ShipNew(</span><span class=cF5>RandU16</span><span class=cF0>%</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width-20</span><span class=cF7>)</span><span class=cF0>+10,
<a name="l389"></a>          </span><span class=cF5>RandU16</span><span class=cF0>%</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height-20</span><span class=cF7>)</span><span class=cF0>+10,type);
<a name="l390"></a>    </span><span class=cF1>if</span><span class=cF0> (CheckOverlap)
<a name="l391"></a>      ShipDel(tmpsp);
<a name="l392"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l393"></a>      </span><span class=cF1>break</span><span class=cF0>;
<a name="l394"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l395"></a>}
<a name="l396"></a>
<a name="l397"></a></span><span class=cF2>//********************************** Human Ship</span><span class=cF0>
<a name="l398"></a>
<a name="l399"></a></span><span class=cF9>I64</span><span class=cF0> Tweaked()
<a name="l400"></a>{
<a name="l401"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l402"></a>  </span><span class=cF1>if</span><span class=cF0> (human) </span><span class=cF7>{</span><span class=cF0>
<a name="l403"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[0].x,&amp;human-&gt;p[1].x);
<a name="l404"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;human-&gt;p[0].x,&amp;human-&gt;p[2].x);
<a name="l405"></a>    </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l406"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[0].x,&amp;human-&gt;p[3].x);
<a name="l407"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;human-&gt;p[0].x,&amp;human-&gt;p[4].x);
<a name="l408"></a>    </span><span class=cF5>D3Unit</span><span class=cF0>(&amp;p1);
<a name="l409"></a>    </span><span class=cF5>D3Unit</span><span class=cF0>(&amp;p2);
<a name="l410"></a>    </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[3].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> &amp;&amp; </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1</span><span class=cF7>)</span><span class=cF0>&gt;</span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>20*</span><span class=cF3>pi</span><span class=cF0>/180</span><span class=cF7>)</span><span class=cF0>)
<a name="l411"></a>      </span><span class=cF1>return</span><span class=cF0> 3;
<a name="l412"></a>    </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[5].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> &amp;&amp; </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p2</span><span class=cF7>)</span><span class=cF0>&gt;</span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>20*</span><span class=cF3>pi</span><span class=cF0>/180</span><span class=cF7>)</span><span class=cF0>)
<a name="l413"></a>      </span><span class=cF1>return</span><span class=cF0> 4;
<a name="l414"></a>    </span><span class=cF1>return</span><span class=cF0> 0;
<a name="l415"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l416"></a>}
<a name="l417"></a>
<a name="l418"></a></span><span class=cF1>U0</span><span class=cF0> AllDel(</span><span class=cF9>CMathODE</span><span class=cF0> *ode)
<a name="l419"></a>{
<a name="l420"></a>  Ship *tmpsp,*tmpsp1;
<a name="l421"></a>  </span><span class=cF5>QueRem</span><span class=cF0>(ode);
<a name="l422"></a>  tmpsp=ship_head.next;
<a name="l423"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l424"></a>    tmpsp1=tmpsp-&gt;next;
<a name="l425"></a>    ShipDel(tmpsp);
<a name="l426"></a>    tmpsp=tmpsp1;
<a name="l427"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l428"></a>  human=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l429"></a>  </span><span class=cF5>QueDel</span><span class=cF0>(&amp;shot_head,</span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l430"></a>  </span><span class=cF5>ODEDel</span><span class=cF0>(ode);
<a name="l431"></a>}
<a name="l432"></a>
<a name="l433"></a></span><span class=cF1>Bool</span><span class=cF0> LaserPlot(</span><span class=cF9>CDC</span><span class=cF0> *dc,</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="l434"></a>{
<a name="l435"></a>  </span><span class=cF9>I64</span><span class=cF0> c;
<a name="l436"></a>  c=</span><span class=cF5>GrPeek</span><span class=cF0>(dc,x,y);
<a name="l437"></a>  </span><span class=cF1>if</span><span class=cF0> (c!=</span><span class=cF3>BLACK</span><span class=cF0> &amp;&amp; c!=</span><span class=cF3>WHITE</span><span class=cF0>)
<a name="l438"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l439"></a>  </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l440"></a>    </span><span class=cF5>GrPlot</span><span class=cF0>(dc,x,y);
<a name="l441"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l442"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l443"></a>}
<a name="l444"></a>
<a name="l445"></a></span><span class=cF2>//**********************************</span><span class=cF0>
<a name="l446"></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="l447"></a>{
<a name="l448"></a>  </span><span class=cF9>I64</span><span class=cF0> i,j;
<a name="l449"></a>  </span><span class=cF1>F64</span><span class=cF0> arg;
<a name="l450"></a>  Ship *tmpsp;
<a name="l451"></a>  Shot *tmps;
<a name="l452"></a>  Missile *tmpmi;
<a name="l453"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l454"></a>  </span><span class=cF1>F64</span><span class=cF0> t_left,t_right,spin,d,x,y;
<a name="l455"></a>  MySpring *tmpsps;
<a name="l456"></a>  MyMass *tmpm;
<a name="l457"></a>  </span><span class=cF1>U8</span><span class=cF0> *img;
<a name="l458"></a>  </span><span class=cF1>Bool</span><span class=cF0> draw_laser_line=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l459"></a>
<a name="l460"></a>  </span><span class=cF1>if</span><span class=cF0> (ode!=task-&gt;last_ode) </span><span class=cF1>return</span><span class=cF0>;
<a name="l461"></a>
<a name="l462"></a>  dc-&gt;color=</span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l463"></a>  </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,0,</span><span class=cF6>&quot;Level:%d Score:%d High Score:%d&quot;</span><span class=cF0>,level,score,best_score);
<a name="l464"></a>  </span><span class=cF1>if</span><span class=cF0> (game_over) </span><span class=cF7>{</span><span class=cF0>
<a name="l465"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
<a name="l466"></a>      </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task-&gt;pix_width-9*</span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0>/2,
<a name="l467"></a>            </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>/2,</span><span class=cF6>&quot;Game Over&quot;</span><span class=cF0>);
<a name="l468"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (show_level_msg) </span><span class=cF7>{</span><span class=cF0>
<a name="l469"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
<a name="l470"></a>      </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task-&gt;pix_width-8*</span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0>/2,
<a name="l471"></a>            </span><span class=cF7>(</span><span class=cF0>task-&gt;pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>/2+50,</span><span class=cF6>&quot;Level %d&quot;</span><span class=cF0>,level);
<a name="l472"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l473"></a>
<a name="l474"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;STARS_NUM;i++)
<a name="l475"></a>    </span><span class=cF5>GrPlot</span><span class=cF0>(dc,stars_x[i],stars_y[i]);
<a name="l476"></a>
<a name="l477"></a>  tmpm=ode-&gt;next_mass;
<a name="l478"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l479"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_ANTIMATTER_SPLAT) {
<a name="l480"></a>      dc-&gt;color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l481"></a>      </span><span class=cF5>GrPlot</span><span class=cF0>(dc,tmpm-&gt;x,tmpm-&gt;y);
<a name="l482"></a>    } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_ION) {
<a name="l483"></a>      dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l484"></a>      </span><span class=cF5>GrPlot</span><span class=cF0>(dc,tmpm-&gt;x,tmpm-&gt;y);
<a name="l485"></a>    }
<a name="l486"></a>    tmpm=tmpm-&gt;next;
<a name="l487"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l488"></a>
<a name="l489"></a>  tmpsps=ode-&gt;next_spring;
<a name="l490"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsps!=&amp;ode-&gt;next_spring) </span><span class=cF7>{</span><span class=cF0>
<a name="l491"></a>    </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsps-&gt;flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0> &amp;&amp; tmpsps-&gt;color) {
<a name="l492"></a>      dc-&gt;color=tmpsps-&gt;color;
<a name="l493"></a>      </span><span class=cF5>GrLine</span><span class=cF0>(dc,tmpsps-&gt;end1-&gt;x,tmpsps-&gt;end1-&gt;y,
<a name="l494"></a>            tmpsps-&gt;end2-&gt;x,tmpsps-&gt;end2-&gt;y);
<a name="l495"></a>    }
<a name="l496"></a>    tmpsps=tmpsps-&gt;next;
<a name="l497"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l498"></a>
<a name="l499"></a>  tmpmi=missile_head.next;
<a name="l500"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpmi!=&amp;missile_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l501"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;active) {
<a name="l502"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;launched &amp;&amp; tmpmi-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l503"></a>        d=(</span><span class=cF5>tS</span><span class=cF0>-tmpmi-&gt;fuse_time)/(tmpmi-&gt;die_timeout-tmpmi-&gt;fuse_time);
<a name="l504"></a>        d=70*</span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF3>pi</span><span class=cF0>*d)*tmpmi-&gt;tons+1;
<a name="l505"></a>        </span><span class=cF1>for</span><span class=cF0> (i=1;i&lt;d;i++) {
<a name="l506"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1)
<a name="l507"></a>            dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l508"></a>          </span><span class=cF1>else</span><span class=cF0>
<a name="l509"></a>            dc-&gt;color=</span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l510"></a>          </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpmi-&gt;p_front.x,tmpmi-&gt;p_front.y,i);
<a name="l511"></a>        }
<a name="l512"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l513"></a>        </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>tmpmi-&gt;p_front.x+tmpmi-&gt;p_back.x</span><span class=cF7>)</span><span class=cF0>/2,
<a name="l514"></a>              </span><span class=cF7>(</span><span class=cF0>tmpmi-&gt;p_front.y+tmpmi-&gt;p_back.y</span><span class=cF7>)</span><span class=cF0>/2,0,tmpmi-&gt;img,
<a name="l515"></a>              </span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpmi-&gt;p_front.x-tmpmi-&gt;p_back.x,
<a name="l516"></a>              tmpmi-&gt;p_front.y-tmpmi-&gt;p_back.y</span><span class=cF7>)</span><span class=cF0>);
<a name="l517"></a>    }
<a name="l518"></a>    tmpmi=tmpmi-&gt;next;
<a name="l519"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l520"></a>
<a name="l521"></a>  tmpsp=ship_head.next;
<a name="l522"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l523"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpsp-&gt;exploding) {
<a name="l524"></a>      </span><span class=cF1>switch</span><span class=cF0> (tmpsp-&gt;type) </span><span class=cF7>{</span><span class=cF0>
<a name="l525"></a>        </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
<a name="l526"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;spacewalk_side) {
<a name="l527"></a>            t_left=0;
<a name="l528"></a>            t_right=0;
<a name="l529"></a>          } </span><span class=cF1>else</span><span class=cF0> {
<a name="l530"></a>            </span><span class=cF1>if</span><span class=cF0> (d=</span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[1].x)</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l531"></a>              </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].DxDt,&amp;tmpsp-&gt;p[1].DxDt);
<a name="l532"></a>              </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l533"></a>              spin=p.z/d;
<a name="l534"></a>            </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l535"></a>              spin=0;
<a name="l536"></a>            t_left =</span><span class=cF5>Clamp</span><span class=cF0>(human_t_left+SPIN_GAIN*spin*human_antispin,
<a name="l537"></a>                  0,THRUST_MAX);
<a name="l538"></a>
<a name="l539"></a>            </span><span class=cF1>if</span><span class=cF0> (d=</span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[2].x)</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l540"></a>              </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].DxDt,&amp;tmpsp-&gt;p[2].DxDt);
<a name="l541"></a>              </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l542"></a>              spin=p.z/d;
<a name="l543"></a>            </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l544"></a>              spin=0;
<a name="l545"></a>            t_right=</span><span class=cF5>Clamp</span><span class=cF0>(human_t_right-SPIN_GAIN*spin*human_antispin,
<a name="l546"></a>                  0,THRUST_MAX);
<a name="l547"></a>          }
<a name="l548"></a>
<a name="l549"></a>          </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[1].x,&amp;tmpsp-&gt;p[0].x);
<a name="l550"></a>          </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[2].x,&amp;tmpsp-&gt;p[0].x);
<a name="l551"></a>          </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l552"></a>
<a name="l553"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[3].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>) {
<a name="l554"></a>            dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l555"></a>            </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3Mul</span><span class=cF7>(</span><span class=cF0>&amp;p1,t_left/25,&amp;p</span><span class=cF7>)</span><span class=cF0>,&amp;tmpsp-&gt;p[3].x);
<a name="l556"></a>            </span><span class=cF5>GrLine</span><span class=cF0>(dc,tmpsp-&gt;p[1].x,tmpsp-&gt;p[1].y,p1.x,p1.y);
<a name="l557"></a>            arg=</span><span class=cF5>Arg</span><span class=cF0>(p.x,p.y);
<a name="l558"></a>            </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[3].x,tmpsp-&gt;p[3].y,0,</span><span class=cFA>&lt;thruster&gt;</span><span class=cF0>,arg);
<a name="l559"></a>          }
<a name="l560"></a>
<a name="l561"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[5].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>) {
<a name="l562"></a>            dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l563"></a>            </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3Mul</span><span class=cF7>(</span><span class=cF0>&amp;p2,t_right/25,&amp;p</span><span class=cF7>)</span><span class=cF0>,&amp;tmpsp-&gt;p[4].x);
<a name="l564"></a>            </span><span class=cF5>GrLine</span><span class=cF0>(dc,tmpsp-&gt;p[2].x,tmpsp-&gt;p[2].y,p2.x,p2.y);
<a name="l565"></a>            arg=</span><span class=cF5>Arg</span><span class=cF0>(p.x,p.y);
<a name="l566"></a>            </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[4].x,tmpsp-&gt;p[4].y,0,</span><span class=cFA>&lt;thruster&gt;</span><span class=cF0>,arg);
<a name="l567"></a>          }
<a name="l568"></a>
<a name="l569"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpsp-&gt;reload_timeout)
<a name="l570"></a>            img=</span><span class=cFA>&lt;gun_ready&gt;</span><span class=cF0>;
<a name="l571"></a>          </span><span class=cF1>else</span><span class=cF0>
<a name="l572"></a>            img=</span><span class=cFA>&lt;gun_busy&gt;</span><span class=cF0>;
<a name="l573"></a>          arg=</span><span class=cF5>Arg</span><span class=cF0>(p.x,p.y);
<a name="l574"></a>          </span><span class=cF1>switch</span><span class=cF0> (level) {
<a name="l575"></a>            </span><span class=cF1>case</span><span class=cF0> 3:
<a name="l576"></a>              </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[3].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l577"></a>                </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[3].x,tmpsp-&gt;p[3].y,0,img,arg);
<a name="l578"></a>              </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[5].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l579"></a>                </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[4].x,tmpsp-&gt;p[4].y,0,img,arg);
<a name="l580"></a>            </span><span class=cF1>case</span><span class=cF0> 2:
<a name="l581"></a>              </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[1].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l582"></a>                </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[1].x,tmpsp-&gt;p[1].y,0,img,arg);
<a name="l583"></a>              </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[2].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l584"></a>                </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[2].x,tmpsp-&gt;p[2].y,0,img,arg);
<a name="l585"></a>            </span><span class=cF1>case</span><span class=cF0> 1:
<a name="l586"></a>              </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[0].x,tmpsp-&gt;p[0].y,0,img,arg);
<a name="l587"></a>              </span><span class=cF1>break</span><span class=cF0>;
<a name="l588"></a>            </span><span class=cF1>default</span><span class=cF0>:
<a name="l589"></a>              </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[0].x,tmpsp-&gt;p[0].y,0,</span><span class=cFA>&lt;Laser&gt;</span><span class=cF0>,arg);
<a name="l590"></a>              </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;lasering &amp;&amp; !tmpsp-&gt;laser_overheat) </span><span class=cF7>{</span><span class=cF0>
<a name="l591"></a>                draw_laser_line=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l592"></a>                </span><span class=cF5>Snd</span><span class=cF0>(74);
<a name="l593"></a>              </span><span class=cF7>}</span><span class=cF0>
<a name="l594"></a>          }
<a name="l595"></a>
<a name="l596"></a>          ctrl_panel.laser_temperature=tmpsp-&gt;laser_temperature;
<a name="l597"></a>
<a name="l598"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;spacewalk_side) {
<a name="l599"></a>            d=1.0-(tmpsp-&gt;spacewalk_timeout-</span><span class=cF5>tS</span><span class=cF0>)/SPACEWALK_TIME;
<a name="l600"></a>            </span><span class=cF1>if</span><span class=cF0> (d&gt;1.0) </span><span class=cF7>{</span><span class=cF0>
<a name="l601"></a>              tmpsp-&gt;spacewalk_side=0;
<a name="l602"></a>              ctrl_panel.spacewalk=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l603"></a>            </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l604"></a>              </span><span class=cF1>if</span><span class=cF0> (d&lt;0.5) {
<a name="l605"></a>                d=d*2;
<a name="l606"></a>                x=tmpsp-&gt;p[0].x*(1.0-d)+
<a name="l607"></a>                      tmpsp-&gt;p[tmpsp-&gt;spacewalk_side].x*(d);
<a name="l608"></a>                y=tmpsp-&gt;p[0].y*(1.0-d)+
<a name="l609"></a>                      tmpsp-&gt;p[tmpsp-&gt;spacewalk_side].y*(d);
<a name="l610"></a>              } </span><span class=cF1>else</span><span class=cF0> {
<a name="l611"></a>                d=(d-0.5)*2;
<a name="l612"></a>                x=tmpsp-&gt;p[tmpsp-&gt;spacewalk_side].x*(1.0-d)+
<a name="l613"></a>                      tmpsp-&gt;p[0].x*(d);
<a name="l614"></a>                y=tmpsp-&gt;p[tmpsp-&gt;spacewalk_side].y*(1.0-d)+
<a name="l615"></a>                      tmpsp-&gt;p[0].y*(d);
<a name="l616"></a>              }
<a name="l617"></a>              </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,x,y,0,</span><span class=cFA>&lt;spacewalk&gt;</span><span class=cF0>,arg+0.75*</span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF5>tS</span><span class=cF0>*2</span><span class=cF7>)</span><span class=cF0>);
<a name="l618"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l619"></a>          } </span><span class=cF1>else</span><span class=cF0> {
<a name="l620"></a>            </span><span class=cF1>if</span><span class=cF0> (ctrl_panel.spacewalk) </span><span class=cF7>{</span><span class=cF0>
<a name="l621"></a>              </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;spacewalk_side=Tweaked)
<a name="l622"></a>                tmpsp-&gt;spacewalk_timeout=</span><span class=cF5>tS</span><span class=cF0>+SPACEWALK_TIME;
<a name="l623"></a>              </span><span class=cF1>else</span><span class=cF0>
<a name="l624"></a>                ctrl_panel.spacewalk=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l625"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l626"></a>          }
<a name="l627"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l628"></a>        </span><span class=cF1>case</span><span class=cF0> ST_ENEMY2:
<a name="l629"></a>          </span><span class=cF1>for</span><span class=cF0> (i=3;i&lt;tmpsp-&gt;masses;i++) {
<a name="l630"></a>            dc-&gt;color=</span><span class=cF3>PURPLE</span><span class=cF0>;
<a name="l631"></a>            </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpsp-&gt;p[i].x,tmpsp-&gt;p[i].y,tmpsp-&gt;p[i].radius);
<a name="l632"></a>            </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc,tmpsp-&gt;p[i].x,tmpsp-&gt;p[i].y+2,</span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l633"></a>            dc-&gt;color=</span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l634"></a>            </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpsp-&gt;p[i].x,tmpsp-&gt;p[i].y,tmpsp-&gt;p[i].radius);
<a name="l635"></a>          }
<a name="l636"></a>        </span><span class=cF1>case</span><span class=cF0> ST_ENEMY1:
<a name="l637"></a>          </span><span class=cF5>D3DivEqu</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&amp;p1,&amp;tmpsp-&gt;p[1].x,&amp;tmpsp-&gt;p[0].x</span><span class=cF7>)</span><span class=cF0>,2.0);
<a name="l638"></a>          </span><span class=cF5>D3DivEqu</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&amp;p2,&amp;tmpsp-&gt;p[2].x,&amp;tmpsp-&gt;p[0].x</span><span class=cF7>)</span><span class=cF0>,2.0);
<a name="l639"></a>          </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l640"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpsp-&gt;reload_timeout)
<a name="l641"></a>            img=</span><span class=cFA>&lt;gun_ready&gt;</span><span class=cF0>;
<a name="l642"></a>          </span><span class=cF1>else</span><span class=cF0>
<a name="l643"></a>            img=</span><span class=cFA>&lt;gun_busy&gt;</span><span class=cF0>;
<a name="l644"></a>          arg=</span><span class=cF5>Arg</span><span class=cF0>(p.x,p.y);
<a name="l645"></a>          </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[0].x,tmpsp-&gt;p[0].y,0,img,arg);
<a name="l646"></a>          arg=</span><span class=cF5>Arg</span><span class=cF0>(p1.x,p1.y);
<a name="l647"></a>          </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[0].x+p1.x,tmpsp-&gt;p[0].y+p1.y,0,
<a name="l648"></a>                </span><span class=cFA>&lt;EnemySide&gt;</span><span class=cF0>,arg);
<a name="l649"></a>          arg=</span><span class=cF5>Arg</span><span class=cF0>(p2.x,p2.y);
<a name="l650"></a>          </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpsp-&gt;p[0].x+p2.x,tmpsp-&gt;p[0].y+p2.y,0,
<a name="l651"></a>                </span><span class=cFA>&lt;EnemySide&gt;</span><span class=cF0>,arg);
<a name="l652"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l653"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l654"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l655"></a>        dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l656"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;p[i].temperature&gt;=1.0)
<a name="l657"></a>          </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpsp-&gt;p[i].x,tmpsp-&gt;p[i].y,
<a name="l658"></a>                tmpsp-&gt;p[i].temperature);
<a name="l659"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l660"></a>    }
<a name="l661"></a>    </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;die_time&lt;=</span><span class=cF5>tS</span><span class=cF0>&lt;=tmpsp-&gt;die_timeout)
<a name="l662"></a>      </span><span class=cF1>for</span><span class=cF0> (j=0;j&lt;tmpsp-&gt;masses;j++) {
<a name="l663"></a>        d=(</span><span class=cF5>tS</span><span class=cF0>-tmpsp-&gt;die_time)/(tmpsp-&gt;die_timeout-tmpsp-&gt;die_time);
<a name="l664"></a>        d=7*</span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF3>pi</span><span class=cF0>*d)*(6+j)+1;
<a name="l665"></a>        </span><span class=cF1>for</span><span class=cF0> (i=1;i&lt;d;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l666"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1)
<a name="l667"></a>            dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l668"></a>          </span><span class=cF1>else</span><span class=cF0>
<a name="l669"></a>            dc-&gt;color=</span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l670"></a>          </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpsp-&gt;p[j].x,tmpsp-&gt;p[j].y,i);
<a name="l671"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l672"></a>      }
<a name="l673"></a>    tmpsp=tmpsp-&gt;next;
<a name="l674"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l675"></a>
<a name="l676"></a>  tmps=shot_head.next;
<a name="l677"></a>  </span><span class=cF1>while</span><span class=cF0> (tmps!=&amp;shot_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l678"></a>    </span><span class=cF1>if</span><span class=cF0> (tmps-&gt;radius&lt;1.0) {
<a name="l679"></a>      dc-&gt;color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l680"></a>      </span><span class=cF5>GrPlot</span><span class=cF0>(dc,tmps-&gt;p.x,tmps-&gt;p.y);
<a name="l681"></a>    } </span><span class=cF1>else</span><span class=cF0> {
<a name="l682"></a>      dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l683"></a>      </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmps-&gt;p.x,tmps-&gt;p.y,tmps-&gt;radius);
<a name="l684"></a>      </span><span class=cF1>if</span><span class=cF0> (tmps-&gt;radius&gt;=2.0)
<a name="l685"></a>        </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc,tmps-&gt;p.x,tmps-&gt;p.y,</span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l686"></a>      dc-&gt;color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l687"></a>      </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmps-&gt;p.x,tmps-&gt;p.y,tmps-&gt;radius);
<a name="l688"></a>    }
<a name="l689"></a>    tmps=tmps-&gt;next;
<a name="l690"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l691"></a>
<a name="l692"></a>  </span><span class=cF1>if</span><span class=cF0> (human &amp;&amp; draw_laser_line) </span><span class=cF7>{</span><span class=cF0>
<a name="l693"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[1].x,&amp;human-&gt;p[0].x);
<a name="l694"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;human-&gt;p[2].x,&amp;human-&gt;p[0].x);
<a name="l695"></a>    </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l696"></a>    dc-&gt;color=</span><span class=cF3>LTBLUE</span><span class=cF0>;
<a name="l697"></a>    </span><span class=cF5>Line</span><span class=cF0>(dc,human-&gt;p[0].x-10*p.x,human-&gt;p[0].y-10*p.y,0,
<a name="l698"></a>          human-&gt;p[0].x-800*p.x,human-&gt;p[0].y-800*p.y,0,&amp;LaserPlot);
<a name="l699"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l700"></a>
<a name="l701"></a>  tmpmi=missile_head.next;
<a name="l702"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpmi!=&amp;missile_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l703"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpsp=tmpmi-&gt;target) {
<a name="l704"></a>      dc-&gt;color=</span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l705"></a>      </span><span class=cF5>GrCircle</span><span class=cF0>(dc,tmpsp-&gt;p[0].x,tmpsp-&gt;p[0].y,10);
<a name="l706"></a>      </span><span class=cF5>GrPrint</span><span class=cF0>(dc,tmpsp-&gt;p[0].x+12,tmpsp-&gt;p[0].y-4,tmpmi-&gt;label);
<a name="l707"></a>    }
<a name="l708"></a>    tmpmi=tmpmi-&gt;next;
<a name="l709"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l710"></a>}
<a name="l711"></a>
<a name="l712"></a></span><span class=cF1>U0</span><span class=cF0> Explosion(MyMass *tmpm1,MyMass *tmpm2,</span><span class=cF1>F64</span><span class=cF0> tons)
<a name="l713"></a>{
<a name="l714"></a>  MyMass *tmpm;
<a name="l715"></a>  </span><span class=cF9>CD3</span><span class=cF0> p1;
<a name="l716"></a>  </span><span class=cF1>F64</span><span class=cF0> d;
<a name="l717"></a>
<a name="l718"></a>  tmpm=ode-&gt;next_mass;
<a name="l719"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l720"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm!=tmpm1 &amp;&amp; tmpm!=tmpm2) {
<a name="l721"></a>      </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpm-&gt;state-&gt;x,&amp;tmpm1-&gt;state-&gt;x);
<a name="l722"></a>      d=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p1)-tmpm-&gt;radius*tmpm-&gt;radius;
<a name="l723"></a>      </span><span class=cF1>if</span><span class=cF0> (d&lt;100.0*100.0) </span><span class=cF7>{</span><span class=cF0>
<a name="l724"></a>        </span><span class=cF1>if</span><span class=cF0> (d&lt;1)
<a name="l725"></a>          d=1;
<a name="l726"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l727"></a>          d=</span><span class=cF5>Sqrt</span><span class=cF0>(d);
<a name="l728"></a>        d=250000*tons/d`2;
<a name="l729"></a>        </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p1,d);
<a name="l730"></a>        </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpm-&gt;DstateDt-&gt;DxDt,&amp;p1);
<a name="l731"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l732"></a>    }
<a name="l733"></a>    tmpm=tmpm-&gt;next;
<a name="l734"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l735"></a>}
<a name="l736"></a>
<a name="l737"></a>Ship TargetGet(Missile *tmpmi)
<a name="l738"></a>{
<a name="l739"></a>  Ship *tmpsp,*res=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l740"></a>  </span><span class=cF1>F64</span><span class=cF0> dd,best_dd=</span><span class=cF3>F64_MAX</span><span class=cF0>;
<a name="l741"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l742"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l743"></a>  </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;tmpmi-&gt;p_front.state-&gt;x,&amp;tmpmi-&gt;p_back.state-&gt;x</span><span class=cF7>)</span><span class=cF0>);
<a name="l744"></a>  tmpsp=ship_head.next;
<a name="l745"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l746"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpsp-&gt;exploding &amp;&amp; tmpsp!=tmpmi-&gt;owner)
<a name="l747"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++) {
<a name="l748"></a>        </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[i].state-&gt;x,&amp;tmpmi-&gt;p_front.state-&gt;x);
<a name="l749"></a>        </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Copy</span><span class=cF7>(</span><span class=cF0>&amp;p2,&amp;p1</span><span class=cF7>)</span><span class=cF0>);
<a name="l750"></a>        </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p1,&amp;p,&amp;p2);
<a name="l751"></a>        </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p2</span><span class=cF7>)</span><span class=cF0>&gt;0 &amp;&amp; </span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF0>&amp;p1</span><span class=cF7>)</span><span class=cF0>&lt;=</span><span class=cF3>pi</span><span class=cF0>/16) </span><span class=cF7>{</span><span class=cF0>
<a name="l752"></a>          dd=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p1);
<a name="l753"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd) {
<a name="l754"></a>            best_dd=dd;
<a name="l755"></a>            res=tmpsp;
<a name="l756"></a>          }
<a name="l757"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l758"></a>      }
<a name="l759"></a>    tmpsp=tmpsp-&gt;next;
<a name="l760"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l761"></a>  </span><span class=cF1>return</span><span class=cF0> res;
<a name="l762"></a>}
<a name="l763"></a>
<a name="l764"></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="l765"></a>{
<a name="l766"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l767"></a>  </span><span class=cF1>F64</span><span class=cF0> d,dd,dd2,spin,t_left,t_right,theta_err,theta_thrust,DthetaDt;
<a name="l768"></a>  </span><span class=cF9>CTask</span><span class=cF0> *task=ode-&gt;win_task;
<a name="l769"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l770"></a>  Ship *tmpsp;
<a name="l771"></a>  Missile *tmpmi;
<a name="l772"></a>  MyMass *tmpm,*tmpm1;
<a name="l773"></a>
<a name="l774"></a>  tmpm=ode-&gt;next_mass;
<a name="l775"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l776"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type!=MT_SOLAR_FLARE &amp;&amp; tmpm-&gt;type!=MT_ION) {
<a name="l777"></a>      d=tmpm-&gt;state-&gt;x;
<a name="l778"></a>      </span><span class=cF1>if</span><span class=cF0> (d-tmpm-&gt;radius&lt;0)
<a name="l779"></a>        tmpm-&gt;DstateDt-&gt;DxDt+=</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d-tmpm-&gt;radius)</span><span class=cF7>)</span><span class=cF0>);
<a name="l780"></a>      </span><span class=cF1>if</span><span class=cF0> (d+tmpm-&gt;radius&gt;task-&gt;pix_width)
<a name="l781"></a>        tmpm-&gt;DstateDt-&gt;DxDt-=</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d+tmpm-&gt;radius</span><span class=cF7>)</span><span class=cF0>-task-&gt;pix_width)</span><span class=cF7>)</span><span class=cF0>);
<a name="l782"></a>      d=tmpm-&gt;state-&gt;y;
<a name="l783"></a>      </span><span class=cF1>if</span><span class=cF0> (d-tmpm-&gt;radius&lt;0)
<a name="l784"></a>        tmpm-&gt;DstateDt-&gt;DyDt+=</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(d-tmpm-&gt;radius)</span><span class=cF7>)</span><span class=cF0>);
<a name="l785"></a>      </span><span class=cF1>if</span><span class=cF0> (d+tmpm-&gt;radius&gt;task-&gt;pix_height)
<a name="l786"></a>        tmpm-&gt;DstateDt-&gt;DyDt-=</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>d+tmpm-&gt;radius</span><span class=cF7>)</span><span class=cF0>-task-&gt;pix_height)</span><span class=cF7>)</span><span class=cF0>);
<a name="l787"></a>    }
<a name="l788"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type!=MT_ION &amp;&amp; tmpm-&gt;type!=MT_ANTIMATTER_SPLAT) {
<a name="l789"></a>      tmpm1=ode-&gt;next_mass;
<a name="l790"></a>      </span><span class=cF1>while</span><span class=cF0> (tmpm1!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l791"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpm!=tmpm1) {
<a name="l792"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpm1-&gt;type==MT_ANTIMATTER_SPLAT) </span><span class=cF7>{</span><span class=cF0>
<a name="l793"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_HUMAN_SHIP || tmpm-&gt;type==MT_ENEMY_SHIP) {
<a name="l794"></a>              </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p,&amp;tmpm-&gt;state-&gt;x,&amp;tmpm1-&gt;state-&gt;x);
<a name="l795"></a>              dd=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p)+1;
<a name="l796"></a>              </span><span class=cF1>if</span><span class=cF0> (dd&lt;100000) </span><span class=cF7>{</span><span class=cF0>
<a name="l797"></a>                </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p,100000/dd);
<a name="l798"></a>                </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpm1-&gt;DstateDt-&gt;DxDt,&amp;p);
<a name="l799"></a>              </span><span class=cF7>}</span><span class=cF0>
<a name="l800"></a>            }
<a name="l801"></a>          </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm1-&gt;type!=MT_ION) </span><span class=cF7>{</span><span class=cF0>
<a name="l802"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p,&amp;tmpm-&gt;state-&gt;x,&amp;tmpm1-&gt;state-&gt;x);
<a name="l803"></a>            dd=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p);
<a name="l804"></a>            dd2=</span><span class=cF5>Sqr</span><span class=cF0>(tmpm-&gt;radius+tmpm1-&gt;radius);
<a name="l805"></a>            </span><span class=cF1>if</span><span class=cF0> (dd&lt;=dd2) {
<a name="l806"></a>              d=</span><span class=cF5>Sqrt</span><span class=cF0>(dd)+0.0001;
<a name="l807"></a>              </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p,</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(dd2-dd)</span><span class=cF7>)</span><span class=cF0>/d);
<a name="l808"></a>              </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpm -&gt;DstateDt-&gt;DxDt,&amp;p);
<a name="l809"></a>              </span><span class=cF5>D3SubEqu</span><span class=cF0>(&amp;tmpm1-&gt;DstateDt-&gt;DxDt,&amp;p);
<a name="l810"></a>            }
<a name="l811"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l812"></a>        }
<a name="l813"></a>        tmpm1=tmpm1-&gt;next;
<a name="l814"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l815"></a>    }
<a name="l816"></a>    tmpm=tmpm-&gt;next;
<a name="l817"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l818"></a>
<a name="l819"></a>  tmpsp=ship_head.next;
<a name="l820"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l821"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;exploding &amp;&amp; tmpsp-&gt;die_time&lt;=</span><span class=cF5>tS</span><span class=cF0>&lt;=tmpsp-&gt;die_timeout)
<a name="l822"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++)
<a name="l823"></a>        Explosion(&amp;tmpsp-&gt;p[i],</span><span class=cF3>NULL</span><span class=cF0>,tmpsp-&gt;p[i].radius/250.0);
<a name="l824"></a>    </span><span class=cF1>switch</span><span class=cF0> (tmpsp-&gt;type) {
<a name="l825"></a>      </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
<a name="l826"></a>        </span><span class=cF1>if</span><span class=cF0> (!tmpsp-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l827"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;spacewalk_side) {
<a name="l828"></a>            t_left=0;
<a name="l829"></a>            t_right=0;
<a name="l830"></a>            d=1.0-(tmpsp-&gt;spacewalk_timeout-</span><span class=cF5>tS</span><span class=cF0>)/SPACEWALK_TIME;
<a name="l831"></a>            </span><span class=cF1>if</span><span class=cF0> (0.485&lt;d&lt;0.515) </span><span class=cF7>{</span><span class=cF0>
<a name="l832"></a>              </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;tmpsp-&gt;p[2].state-&gt;x,&amp;tmpsp-&gt;p[1].state-&gt;x</span><span class=cF7>)</span><span class=cF0>);
<a name="l833"></a>              </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;spacewalk_side==3) {
<a name="l834"></a>                tmpsp-&gt;p[3].DstateDt-&gt;DxDt-=10*THRUST_MAX*p.x;
<a name="l835"></a>                tmpsp-&gt;p[3].DstateDt-&gt;DyDt-=10*THRUST_MAX*p.y;
<a name="l836"></a>                tmpsp-&gt;p[1].DstateDt-&gt;DxDt+=10*THRUST_MAX*p.x;
<a name="l837"></a>                tmpsp-&gt;p[1].DstateDt-&gt;DyDt+=10*THRUST_MAX*p.y;
<a name="l838"></a>              } </span><span class=cF1>else</span><span class=cF0> {
<a name="l839"></a>                tmpsp-&gt;p[4].DstateDt-&gt;DxDt+=10*THRUST_MAX*p.x;
<a name="l840"></a>                tmpsp-&gt;p[4].DstateDt-&gt;DyDt+=10*THRUST_MAX*p.y;
<a name="l841"></a>                tmpsp-&gt;p[2].DstateDt-&gt;DxDt-=10*THRUST_MAX*p.x;
<a name="l842"></a>                tmpsp-&gt;p[2].DstateDt-&gt;DyDt-=10*THRUST_MAX*p.y;
<a name="l843"></a>              }
<a name="l844"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l845"></a>          } </span><span class=cF1>else</span><span class=cF0> {
<a name="l846"></a>            </span><span class=cF1>if</span><span class=cF0> (d=</span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].state-&gt;x,
<a name="l847"></a>                  &amp;tmpsp-&gt;p[1].state-&gt;x)</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l848"></a>              </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].state-&gt;DxDt,&amp;tmpsp-&gt;p[1].state-&gt;DxDt);
<a name="l849"></a>              </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l850"></a>              spin=p.z/d;
<a name="l851"></a>            </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l852"></a>              spin=0;
<a name="l853"></a>            t_left =</span><span class=cF5>Clamp</span><span class=cF0>(human_t_left+SPIN_GAIN*spin*human_antispin,
<a name="l854"></a>                  0,THRUST_MAX);
<a name="l855"></a>
<a name="l856"></a>            </span><span class=cF1>if</span><span class=cF0> (d=</span><span class=cF5>D3Norm</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].state-&gt;x,
<a name="l857"></a>                  &amp;tmpsp-&gt;p[2].state-&gt;x)</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l858"></a>              </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].state-&gt;DxDt,&amp;tmpsp-&gt;p[2].state-&gt;DxDt);
<a name="l859"></a>              </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l860"></a>              spin=p.z/d;
<a name="l861"></a>            </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l862"></a>              spin=0;
<a name="l863"></a>            t_right=</span><span class=cF5>Clamp</span><span class=cF0>(human_t_right-SPIN_GAIN*spin*human_antispin,
<a name="l864"></a>                  0,THRUST_MAX);
<a name="l865"></a>
<a name="l866"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].state-&gt;x,&amp;tmpsp-&gt;p[1].state-&gt;x);
<a name="l867"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].state-&gt;x,&amp;tmpsp-&gt;p[2].state-&gt;x);
<a name="l868"></a>            </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l869"></a>            </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[3].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l870"></a>              </span><span class=cF5>D3Mul</span><span class=cF0>(&amp;p1,t_left,&amp;p);
<a name="l871"></a>              </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpsp-&gt;p[3].DstateDt-&gt;DxDt,&amp;p1);
<a name="l872"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l873"></a>            </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[5].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l874"></a>              </span><span class=cF5>D3Mul</span><span class=cF0>(&amp;p2,t_right,&amp;p);
<a name="l875"></a>              </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpsp-&gt;p[4].DstateDt-&gt;DxDt,&amp;p2);
<a name="l876"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l877"></a>          }
<a name="l878"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l879"></a>        </span><span class=cF1>break</span><span class=cF0>;
<a name="l880"></a>    }
<a name="l881"></a>    tmpsp=tmpsp-&gt;next;
<a name="l882"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l883"></a>
<a name="l884"></a>  tmpmi=missile_head.next;
<a name="l885"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpmi!=&amp;missile_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l886"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;active) {
<a name="l887"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;launched) </span><span class=cF7>{</span><span class=cF0>
<a name="l888"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;exploding)
<a name="l889"></a>          Explosion(&amp;tmpmi-&gt;p_front,&amp;tmpmi-&gt;p_back,tmpmi-&gt;tons);
<a name="l890"></a>        </span><span class=cF1>else</span><span class=cF0> {
<a name="l891"></a></span><span class=cF2>//Guide missile</span><span class=cF0>
<a name="l892"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpsp=tmpmi-&gt;target) </span><span class=cF7>{</span><span class=cF0>
<a name="l893"></a>            </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Sub</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;tmpmi-&gt;p_front.state-&gt;x,
<a name="l894"></a>                  &amp;tmpmi-&gt;p_back.state-&gt;x</span><span class=cF7>)</span><span class=cF0>);
<a name="l895"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].state-&gt;x,&amp;tmpmi-&gt;p_front.state-&gt;x);
<a name="l896"></a>            d=</span><span class=cF5>D3Norm</span><span class=cF0>(&amp;p1);
<a name="l897"></a>            </span><span class=cF5>D3Unit</span><span class=cF0>(&amp;p1);
<a name="l898"></a>            theta_err=</span><span class=cF5>D3Dot</span><span class=cF0>(&amp;p,&amp;p1);
<a name="l899"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpmi-&gt;p_front.state-&gt;DxDt,&amp;tmpmi-&gt;p_back.state-&gt;DxDt);
<a name="l900"></a>            </span><span class=cF5>D3Cross</span><span class=cF0>(&amp;p2,&amp;p,&amp;p1);
<a name="l901"></a>            DthetaDt=</span><span class=cF5>D3Norm</span><span class=cF0>(&amp;p2);
<a name="l902"></a>            </span><span class=cF1>if</span><span class=cF0> (p2.z&lt;0)
<a name="l903"></a>              DthetaDt=-DthetaDt;
<a name="l904"></a>            theta_thrust=</span><span class=cF5>Clamp</span><span class=cF0>(200*</span><span class=cF7>(</span><span class=cF0>theta_err+2*DthetaDt</span><span class=cF7>)</span><span class=cF0>/</span><span class=cF7>(</span><span class=cF0>d+200</span><span class=cF7>)</span><span class=cF0>,-</span><span class=cF3>pi</span><span class=cF0>/8,</span><span class=cF3>pi</span><span class=cF0>/8);
<a name="l905"></a>            p2.x=p.x*</span><span class=cF5>Cos</span><span class=cF0>(theta_thrust)-p.y*</span><span class=cF5>Sin</span><span class=cF0>(theta_thrust);
<a name="l906"></a>            p2.y=p.y*</span><span class=cF5>Cos</span><span class=cF0>(theta_thrust)+p.x*</span><span class=cF5>Sin</span><span class=cF0>(theta_thrust);
<a name="l907"></a>            p2.z=0;
<a name="l908"></a>            </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpmi-&gt;p_back.DstateDt-&gt;DxDt,</span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF0>&amp;p2,THRUST_MAX</span><span class=cF7>)</span><span class=cF0>);
<a name="l909"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l910"></a>        }
<a name="l911"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l912"></a>        tmpmi-&gt;target=TargetGet(tmpmi);
<a name="l913"></a>    } </span><span class=cF1>else</span><span class=cF0>
<a name="l914"></a>      tmpmi-&gt;target=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l915"></a>    tmpmi=tmpmi-&gt;next;
<a name="l916"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l917"></a>}
<a name="l918"></a>
<a name="l919"></a></span><span class=cF1>U0</span><span class=cF0> CheckDamage()
<a name="l920"></a>{
<a name="l921"></a>  </span><span class=cF9>I64</span><span class=cF0> i,j,death_score;
<a name="l922"></a>  Ship *tmpsp,*tmpsp1;
<a name="l923"></a>  MyMass *tmpm,*tmpm1,*best_mass;
<a name="l924"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l925"></a>  </span><span class=cF1>F64</span><span class=cF0> d,best_distance;
<a name="l926"></a>  </span><span class=cF1>Bool</span><span class=cF0> facing_sun=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l927"></a>
<a name="l928"></a>  </span><span class=cF1>if</span><span class=cF0> (human) </span><span class=cF7>{</span><span class=cF0>
<a name="l929"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[1].x,&amp;human-&gt;p[0].x);
<a name="l930"></a>    </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;human-&gt;p[2].x,&amp;human-&gt;p[0].x);
<a name="l931"></a>    </span><span class=cF5>D3Add</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l932"></a>    </span><span class=cF1>if</span><span class=cF0> (p.x&gt;0)
<a name="l933"></a>      facing_sun=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l934"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l935"></a>
<a name="l936"></a>  tmpm=ode-&gt;next_mass;
<a name="l937"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l938"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_ION) {
<a name="l939"></a>      </span><span class=cF1>if</span><span class=cF0> (facing_sun) </span><span class=cF7>{</span><span class=cF0>
<a name="l940"></a>        tmpm1=ode-&gt;next_mass;
<a name="l941"></a>        </span><span class=cF1>while</span><span class=cF0> (tmpm1!=&amp;ode-&gt;next_mass) {
<a name="l942"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpm1-&gt;type==MT_HUMAN_SHIP) </span><span class=cF7>{</span><span class=cF0>
<a name="l943"></a>            </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p,&amp;tmpm1-&gt;x,&amp;tmpm-&gt;x);
<a name="l944"></a>            </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&amp;p</span><span class=cF7>)</span><span class=cF0>&lt;</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1-&gt;radius</span><span class=cF7>)</span><span class=cF0>)
<a name="l945"></a>              tmpm1-&gt;temperature+=3.0;
<a name="l946"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l947"></a>          tmpm1=tmpm1-&gt;next;
<a name="l948"></a>        }
<a name="l949"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l950"></a>    } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_ANTIMATTER_SPLAT) {
<a name="l951"></a>      tmpm1=ode-&gt;next_mass;
<a name="l952"></a>      </span><span class=cF1>while</span><span class=cF0> (tmpm1!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l953"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpm1-&gt;type!=MT_ION &amp;&amp; tmpm1-&gt;type!=MT_ANTIMATTER_SPLAT) {
<a name="l954"></a>          </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p,&amp;tmpm1-&gt;x,&amp;tmpm-&gt;x);
<a name="l955"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&amp;p</span><span class=cF7>)</span><span class=cF0>&lt;</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1-&gt;radius</span><span class=cF7>)</span><span class=cF0>)
<a name="l956"></a>            tmpm1-&gt;temperature+=0.4;
<a name="l957"></a>        }
<a name="l958"></a>        tmpm1=tmpm1-&gt;next;
<a name="l959"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l960"></a>    } </span><span class=cF1>else</span><span class=cF0>
<a name="l961"></a>      tmpm-&gt;temperature*=0.9;
<a name="l962"></a>    tmpm=tmpm-&gt;next;
<a name="l963"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l964"></a>
<a name="l965"></a>  </span><span class=cF1>if</span><span class=cF0> (human) </span><span class=cF7>{</span><span class=cF0>
<a name="l966"></a>    human-&gt;laser_temperature*=0.975;
<a name="l967"></a>
<a name="l968"></a>    </span><span class=cF1>if</span><span class=cF0> (human-&gt;laser_overheat) {
<a name="l969"></a>      </span><span class=cF1>if</span><span class=cF0> (human-&gt;laser_temperature&lt;LASER_THRESHOLD_TEMP)
<a name="l970"></a>        human-&gt;laser_overheat=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l971"></a>    }
<a name="l972"></a>    </span><span class=cF1>if</span><span class=cF0> (!human-&gt;laser_overheat &amp;&amp; human-&gt;lasering) {
<a name="l973"></a>      </span><span class=cF1>if</span><span class=cF0> (human-&gt;laser_temperature&gt;=LASER_TEMP_MAX) </span><span class=cF7>{</span><span class=cF0>
<a name="l974"></a>        human-&gt;laser_overheat=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l975"></a>        </span><span class=cF5>Snd</span><span class=cF0>;
<a name="l976"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l977"></a>        human-&gt;laser_temperature+=1.0;
<a name="l978"></a>        </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[0].x,&amp;human-&gt;p[1].x);
<a name="l979"></a>        </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;human-&gt;p[0].x,&amp;human-&gt;p[2].x);
<a name="l980"></a>        </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l981"></a>        p2.x=p.y;
<a name="l982"></a>        p2.y=-p.x;
<a name="l983"></a>        p2.z=0;
<a name="l984"></a>        best_mass=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l985"></a>        best_distance=</span><span class=cF3>F64_MAX</span><span class=cF0>;
<a name="l986"></a>        tmpm=ode-&gt;next_mass;
<a name="l987"></a>        </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) {
<a name="l988"></a>          </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[0].x,&amp;tmpm-&gt;x);
<a name="l989"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF5>D3Dot</span><span class=cF0>(&amp;p1,&amp;p2)</span><span class=cF7>)</span><span class=cF0>&lt;tmpm-&gt;radius &amp;&amp;
<a name="l990"></a>                </span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;p1,&amp;p</span><span class=cF7>)</span><span class=cF0>&lt;0.0) </span><span class=cF7>{</span><span class=cF0>
<a name="l991"></a>            d=</span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p1);
<a name="l992"></a>            </span><span class=cF1>if</span><span class=cF0> (d&lt;best_distance) {
<a name="l993"></a>              best_distance=d;
<a name="l994"></a>              best_mass=tmpm;
<a name="l995"></a>            }
<a name="l996"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l997"></a>          tmpm=tmpm-&gt;next;
<a name="l998"></a>        }
<a name="l999"></a>        </span><span class=cF1>if</span><span class=cF0> (best_mass)
<a name="l1000"></a>          best_mass-&gt;temperature+=1.0;
<a name="l1001"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1002"></a>    }
<a name="l1003"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1004"></a>
<a name="l1005"></a>  tmpsp=ship_head.next;
<a name="l1006"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l1007"></a>    tmpsp1=tmpsp-&gt;next;
<a name="l1008"></a>    death_score=0;
<a name="l1009"></a>    </span><span class=cF1>switch</span><span class=cF0> (tmpsp-&gt;type) {
<a name="l1010"></a>      </span><span class=cF1>case</span><span class=cF0> ST_HUMAN1:
<a name="l1011"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l1012"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpsp-&gt;die_timeout)  {
<a name="l1013"></a>            ShipDel(tmpsp);
<a name="l1014"></a>            human=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l1015"></a>          }
<a name="l1016"></a>        </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l1017"></a>          </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l1018"></a>            </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[i].f</span><span class=cF7>)</span><span class=cF0>&gt;tmpsp-&gt;s[i].strength) {
<a name="l1019"></a>              tmpsp-&gt;s[i].flags|=</span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
<a name="l1020"></a>              </span><span class=cF1>if</span><span class=cF0> (i==4)
<a name="l1021"></a>                MissileDel(&amp;tmpsp-&gt;missiles[0]);
<a name="l1022"></a>              </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (i==5)
<a name="l1023"></a>                MissileDel(&amp;tmpsp-&gt;missiles[1]);
<a name="l1024"></a>            }
<a name="l1025"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;s[i].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF0> &amp;&amp; i&lt;3)
<a name="l1026"></a>              death_score++;
<a name="l1027"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l1028"></a>        </span><span class=cF1>break</span><span class=cF0>;
<a name="l1029"></a>      </span><span class=cF1>default</span><span class=cF0>:
<a name="l1030"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l1031"></a>          </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpsp-&gt;die_timeout) {
<a name="l1032"></a>            ShipDel(tmpsp);
<a name="l1033"></a>            score+=level;
<a name="l1034"></a>            </span><span class=cF1>if</span><span class=cF0> (score&gt;best_score)
<a name="l1035"></a>              best_score=score;
<a name="l1036"></a>          }
<a name="l1037"></a>        </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l1038"></a>          j=0;
<a name="l1039"></a>          </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;springs;i++) {
<a name="l1040"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;s[i].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF0>)
<a name="l1041"></a>              j++;
<a name="l1042"></a>            </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>tmpsp-&gt;s[i].f</span><span class=cF7>)</span><span class=cF0>&gt;tmpsp-&gt;s[i].strength) </span><span class=cF7>{</span><span class=cF0>
<a name="l1043"></a>              tmpsp-&gt;s[i].flags|=</span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
<a name="l1044"></a>              j++;
<a name="l1045"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l1046"></a>          }
<a name="l1047"></a>          </span><span class=cF1>if</span><span class=cF0> (j&gt;1)
<a name="l1048"></a>            death_score++;
<a name="l1049"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l1050"></a>    }
<a name="l1051"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpsp-&gt;exploding) {
<a name="l1052"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpsp-&gt;masses;i++)
<a name="l1053"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;p[i].temperature&gt;MASS_TEMP_MAX)
<a name="l1054"></a>          death_score++;
<a name="l1055"></a>      </span><span class=cF1>if</span><span class=cF0> (death_score) </span><span class=cF7>{</span><span class=cF0>
<a name="l1056"></a>        tmpsp-&gt;exploding=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1057"></a>        tmpsp-&gt;die_time=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l1058"></a>        tmpsp-&gt;die_timeout=</span><span class=cF5>tS</span><span class=cF0>+0.75;
<a name="l1059"></a>        </span><span class=cF5>Noise</span><span class=cF0>(750,74,93);
<a name="l1060"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpsp-&gt;type==ST_HUMAN1)
<a name="l1061"></a>          game_over=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1062"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1063"></a>    }
<a name="l1064"></a>    tmpsp=tmpsp1;
<a name="l1065"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1066"></a>}
<a name="l1067"></a>
<a name="l1068"></a></span><span class=cF2>//********************************** Shots</span><span class=cF0>
<a name="l1069"></a>
<a name="l1070"></a>Shot *ShotNew(</span><span class=cF9>I64</span><span class=cF0> type,</span><span class=cF9>CD3</span><span class=cF0> *_p,</span><span class=cF9>CD3</span><span class=cF0> *_v,</span><span class=cF1>F64</span><span class=cF0> r,</span><span class=cF1>F64</span><span class=cF0> fuse_time,
<a name="l1071"></a>        </span><span class=cF9>CD3</span><span class=cF0> *_p_gun_offset=</span><span class=cF3>NULL</span><span class=cF0>)
<a name="l1072"></a>{
<a name="l1073"></a>  Shot *tmps=</span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Shot</span><span class=cF7>)</span><span class=cF0>);
<a name="l1074"></a>  </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmps-&gt;p.x,_p);
<a name="l1075"></a>  tmps-&gt;radius=r;
<a name="l1076"></a>  tmps-&gt;splats=20*r;
<a name="l1077"></a>  tmps-&gt;fuse_time=</span><span class=cF5>tS</span><span class=cF0>+fuse_time;
<a name="l1078"></a>  tmps-&gt;p.mass=0.3*r*r*r;
<a name="l1079"></a>  tmps-&gt;p.type=type;
<a name="l1080"></a>  </span><span class=cF1>if</span><span class=cF0> (_p_gun_offset)
<a name="l1081"></a>    </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmps-&gt;p.x,_p_gun_offset);
<a name="l1082"></a>  </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmps-&gt;p.DxDt,_v);
<a name="l1083"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(&amp;tmps-&gt;p,ode-&gt;last_mass);
<a name="l1084"></a>  </span><span class=cF5>QueIns</span><span class=cF0>(tmps,shot_head.last);
<a name="l1085"></a>}
<a name="l1086"></a>
<a name="l1087"></a></span><span class=cF1>U0</span><span class=cF0> SolarFlares()
<a name="l1088"></a>{
<a name="l1089"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,v,p1,p2;
<a name="l1090"></a>  </span><span class=cF9>CTask</span><span class=cF0> *task=ode-&gt;win_task;
<a name="l1091"></a>  </span><span class=cF1>if</span><span class=cF0> (!alarm &amp;&amp; t_solar_storm-2.0&lt;</span><span class=cF5>tS</span><span class=cF0>&lt;t_solar_storm+1.0) </span><span class=cF7>{</span><span class=cF0>
<a name="l1092"></a>    </span><span class=cF5>Sweep</span><span class=cF0>(2000,74,93);
<a name="l1093"></a>    alarm=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1094"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1095"></a>  </span><span class=cF1>if</span><span class=cF0> (t_solar_storm&lt;</span><span class=cF5>tS</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>  </span><span class=cF2>//If solar storm has arrived</span><span class=cF0>
<a name="l1096"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&lt;t_solar_storm+5.0) { </span><span class=cF2>//If solar storm not over</span><span class=cF0>
<a name="l1097"></a>      </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0>&lt;.1) </span><span class=cF7>{</span><span class=cF0>
<a name="l1098"></a>        </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;p,-300,</span><span class=cF5>Rand</span><span class=cF0>*task-&gt;pix_height,0);
<a name="l1099"></a>        </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;v,200.0,0,0);
<a name="l1100"></a>        ShotNew(MT_SOLAR_FLARE,&amp;p,&amp;v,25,0.1);
<a name="l1101"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1102"></a>    } </span><span class=cF1>else</span><span class=cF0> {
<a name="l1103"></a>      t_solar_storm=</span><span class=cF5>tS</span><span class=cF0>+25*</span><span class=cF5>Rand</span><span class=cF0>;  </span><span class=cF2>//Schedule next solar storm</span><span class=cF0>
<a name="l1104"></a>      alarm=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l1105"></a>    }
<a name="l1106"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1107"></a>}
<a name="l1108"></a>
<a name="l1109"></a></span><span class=cF1>U0</span><span class=cF0> FireOneGun(Ship *tmpsp,</span><span class=cF9>I64</span><span class=cF0> n,</span><span class=cF1>F64</span><span class=cF0> r,</span><span class=cF1>F64</span><span class=cF0> fuse_time)
<a name="l1110"></a>{
<a name="l1111"></a>  </span><span class=cF9>I64</span><span class=cF0> ona;
<a name="l1112"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,v,p1,p2;
<a name="l1113"></a>  Shot *tmps;
<a name="l1114"></a>  </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[1].x);
<a name="l1115"></a>  </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[2].x);
<a name="l1116"></a>  </span><span class=cF5>D3Unit</span><span class=cF0>(</span><span class=cF5>D3Add</span><span class=cF7>(</span><span class=cF0>&amp;p,&amp;p1,&amp;p2</span><span class=cF7>)</span><span class=cF0>);
<a name="l1117"></a>  </span><span class=cF5>D3MulEqu</span><span class=cF0>(</span><span class=cF5>D3Copy</span><span class=cF7>(</span><span class=cF0>&amp;p1,&amp;p</span><span class=cF7>)</span><span class=cF0>,r+tmpsp-&gt;p[0].radius+5);
<a name="l1118"></a>  </span><span class=cF5>D3AddEqu</span><span class=cF0>(</span><span class=cF5>D3MulEqu</span><span class=cF7>(</span><span class=cF5>D3Copy</span><span class=cF0>(&amp;v,&amp;p),1000/(r+1)</span><span class=cF7>)</span><span class=cF0>,&amp;tmpsp-&gt;p[n].DxDt);
<a name="l1119"></a>  tmps=ShotNew(MT_ANTIMATTER_BALL,&amp;tmpsp-&gt;p[n].x,&amp;v,r,fuse_time,&amp;p1);
<a name="l1120"></a>  </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p,tmps-&gt;p.mass/tmpsp-&gt;p[n].mass/100.0);
<a name="l1121"></a>  </span><span class=cF5>D3SubEqu</span><span class=cF0>(&amp;tmpsp-&gt;p[n].DxDt,&amp;p);
<a name="l1122"></a>  tmpsp-&gt;reload_timeout=</span><span class=cF5>tS</span><span class=cF0>+r/tmpsp-&gt;fire_rate;
<a name="l1123"></a>  ona=</span><span class=cF5>Freq2Ona</span><span class=cF0>(500/r);
<a name="l1124"></a>  </span><span class=cF5>Noise</span><span class=cF0>(100,ona,ona+12);
<a name="l1125"></a>}
<a name="l1126"></a>
<a name="l1127"></a></span><span class=cF1>U0</span><span class=cF0> FireOneMissile(Ship *tmpsp,</span><span class=cF9>I64</span><span class=cF0> n)
<a name="l1128"></a>{
<a name="l1129"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l1130"></a>  Missile *tmpmi=&amp;tmpsp-&gt;missiles[n];
<a name="l1131"></a>  </span><span class=cF1>if</span><span class=cF0> (!tmpmi-&gt;launched &amp;&amp; tmpmi-&gt;target) </span><span class=cF7>{</span><span class=cF0>
<a name="l1132"></a>    tmpmi-&gt;fuse_time=</span><span class=cF5>tS</span><span class=cF0>+1.0;
<a name="l1133"></a>    tmpmi-&gt;die_timeout=tmpmi-&gt;fuse_time+0.125;
<a name="l1134"></a>    tmpmi-&gt;img=</span><span class=cFA>&lt;8&gt;</span><span class=cF0>;
<a name="l1135"></a>    </span><span class=cF1>for</span><span class=cF0> (i=1;i&lt;5;i++)
<a name="l1136"></a>      tmpmi-&gt;s[i].flags|=</span><span class=cF3>SSF_INACTIVE</span><span class=cF0>;
<a name="l1137"></a>    tmpmi-&gt;launched=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1138"></a>    </span><span class=cF5>Sweep</span><span class=cF0>(250,53,56);
<a name="l1139"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1140"></a>}
<a name="l1141"></a>
<a name="l1142"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireGunBegin()
<a name="l1143"></a>{
<a name="l1144"></a>  </span><span class=cF1>F64</span><span class=cF0> r=3.0*ctrl_panel.shot_radius/CTRL_PANEL_RANGE+0.5,
<a name="l1145"></a>        fuse_time=</span><span class=cF5>ToF64</span><span class=cF0>(ctrl_panel.fuse_time+1)/CTRL_PANEL_RANGE;
<a name="l1146"></a>  </span><span class=cF1>if</span><span class=cF0> (human) </span><span class=cF7>{</span><span class=cF0>
<a name="l1147"></a>    </span><span class=cF1>if</span><span class=cF0> (!human-&gt;exploding &amp;&amp; !human-&gt;spacewalk_side &amp;&amp; </span><span class=cF5>tS</span><span class=cF0>&gt;human-&gt;reload_timeout)
<a name="l1148"></a>      </span><span class=cF1>switch</span><span class=cF0> (level) {
<a name="l1149"></a>        </span><span class=cF1>case</span><span class=cF0> 3:
<a name="l1150"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[3].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l1151"></a>            FireOneGun(human,3,r,fuse_time);
<a name="l1152"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[5].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l1153"></a>            FireOneGun(human,4,r,fuse_time);
<a name="l1154"></a>        </span><span class=cF1>case</span><span class=cF0> 2:
<a name="l1155"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[1].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l1156"></a>            FireOneGun(human,1,r,fuse_time);
<a name="l1157"></a>          </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>human-&gt;s[2].flags&amp;</span><span class=cF3>SSF_INACTIVE</span><span class=cF7>)</span><span class=cF0>)
<a name="l1158"></a>            FireOneGun(human,2,r,fuse_time);
<a name="l1159"></a>        </span><span class=cF1>case</span><span class=cF0> 1:
<a name="l1160"></a>          FireOneGun(human,0,r,fuse_time);
<a name="l1161"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l1162"></a>      }
<a name="l1163"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1164"></a>}
<a name="l1165"></a>
<a name="l1166"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireMissileBegin(</span><span class=cF9>I64</span><span class=cF0> n)
<a name="l1167"></a>{
<a name="l1168"></a>  </span><span class=cF1>if</span><span class=cF0> (human &amp;&amp; !human-&gt;exploding &amp;&amp;
<a name="l1169"></a>        !human-&gt;spacewalk_side &amp;&amp; </span><span class=cF5>tS</span><span class=cF0>&gt;human-&gt;reload_timeout)
<a name="l1170"></a>    FireOneMissile(human,n);
<a name="l1171"></a>}
<a name="l1172"></a>
<a name="l1173"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireLaserBegin()
<a name="l1174"></a>{
<a name="l1175"></a>  </span><span class=cF1>if</span><span class=cF0> (human &amp;&amp; !human-&gt;exploding &amp;&amp;
<a name="l1176"></a>        !human-&gt;spacewalk_side &amp;&amp; </span><span class=cF5>tS</span><span class=cF0>&gt;human-&gt;reload_timeout)
<a name="l1177"></a>    human-&gt;lasering=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1178"></a>}
<a name="l1179"></a></span><span class=cF1>U0</span><span class=cF0> HumanFireLaserEnd()
<a name="l1180"></a>{
<a name="l1181"></a>  </span><span class=cF1>if</span><span class=cF0> (human &amp;&amp; !human-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l1182"></a>    human-&gt;lasering=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l1183"></a>    </span><span class=cF5>Snd</span><span class=cF0>;
<a name="l1184"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1185"></a>}
<a name="l1186"></a>
<a name="l1187"></a></span><span class=cF1>U0</span><span class=cF0> SplatNew(Shot *tmps,</span><span class=cF1>F64</span><span class=cF0> die_time,</span><span class=cF1>F64</span><span class=cF0> </span><span class=cF1>start</span><span class=cF0>,</span><span class=cF1>F64</span><span class=cF0> </span><span class=cF1>end</span><span class=cF0>)
<a name="l1188"></a>{
<a name="l1189"></a>  MyMass *tmpm;
<a name="l1190"></a>  </span><span class=cF1>F64</span><span class=cF0> theta=</span><span class=cF5>Arg</span><span class=cF0>(tmps-&gt;p.DxDt,tmps-&gt;p.DyDt);
<a name="l1191"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l1192"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmps-&gt;splats;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l1193"></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>);
<a name="l1194"></a>    </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpm-&gt;x,&amp;tmps-&gt;p.x);
<a name="l1195"></a>    tmpm-&gt;radius=1;
<a name="l1196"></a>    tmpm-&gt;mass=1;
<a name="l1197"></a>    tmpm-&gt;die_timeout=</span><span class=cF5>tS</span><span class=cF0>+die_time;
<a name="l1198"></a>    </span><span class=cF1>if</span><span class=cF0> (tmps-&gt;p.type==MT_SOLAR_FLARE)
<a name="l1199"></a>      tmpm-&gt;type=MT_ION;
<a name="l1200"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l1201"></a>      tmpm-&gt;type=MT_ANTIMATTER_SPLAT;
<a name="l1202"></a>    </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpm-&gt;DxDt,&amp;tmps-&gt;p.DxDt);
<a name="l1203"></a>    tmpm-&gt;DxDt+=50*</span><span class=cF5>Sqr</span><span class=cF0>(tmps-&gt;radius)*</span><span class=cF5>Rand</span><span class=cF0>*
<a name="l1204"></a>          </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF1>start</span><span class=cF0>+theta+</span><span class=cF7>(</span><span class=cF1>end</span><span class=cF0>-</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>*i/tmps-&gt;splats);
<a name="l1205"></a>    tmpm-&gt;DyDt+=50*</span><span class=cF5>Sqr</span><span class=cF0>(tmps-&gt;radius)*</span><span class=cF5>Rand</span><span class=cF0>*
<a name="l1206"></a>          </span><span class=cF5>Cos</span><span class=cF0>(</span><span class=cF1>start</span><span class=cF0>+theta+</span><span class=cF7>(</span><span class=cF1>end</span><span class=cF0>-</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>*i/tmps-&gt;splats);
<a name="l1207"></a>    </span><span class=cF5>QueIns</span><span class=cF0>(tmpm,ode-&gt;last_mass);
<a name="l1208"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1209"></a>}
<a name="l1210"></a>
<a name="l1211"></a></span><span class=cF1>U0</span><span class=cF0> ExpireShots()
<a name="l1212"></a>{
<a name="l1213"></a>  Shot *tmps=shot_head.next,*tmps1;
<a name="l1214"></a>  </span><span class=cF1>while</span><span class=cF0> (tmps!=&amp;shot_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l1215"></a>    tmps1=tmps-&gt;next;
<a name="l1216"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmps-&gt;fuse_time) {
<a name="l1217"></a>      </span><span class=cF1>if</span><span class=cF0> (tmps-&gt;p.type==MT_SOLAR_FLARE)
<a name="l1218"></a>        SplatNew(tmps,1.0,3*</span><span class=cF3>pi</span><span class=cF0>/8,5*</span><span class=cF3>pi</span><span class=cF0>/8);
<a name="l1219"></a>      </span><span class=cF1>else</span><span class=cF0>
<a name="l1220"></a>        SplatNew(tmps,.2,0,2*</span><span class=cF3>pi</span><span class=cF0>);
<a name="l1221"></a>      </span><span class=cF5>QueRem</span><span class=cF0>(tmps);
<a name="l1222"></a>      </span><span class=cF5>QueRem</span><span class=cF0>(&amp;tmps-&gt;p);
<a name="l1223"></a>      </span><span class=cF5>Free</span><span class=cF0>(tmps);
<a name="l1224"></a>    }
<a name="l1225"></a>    tmps=tmps1;
<a name="l1226"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1227"></a>}
<a name="l1228"></a>
<a name="l1229"></a></span><span class=cF1>U0</span><span class=cF0> ExpireSplats()
<a name="l1230"></a>{
<a name="l1231"></a>  MyMass *tmpm,*tmpm1;
<a name="l1232"></a>  tmpm=ode-&gt;next_mass;
<a name="l1233"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l1234"></a>    tmpm1=tmpm-&gt;next;
<a name="l1235"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpm-&gt;type==MT_ION || tmpm-&gt;type==MT_ANTIMATTER_SPLAT</span><span class=cF7>)</span><span class=cF0> &amp;&amp;
<a name="l1236"></a>          </span><span class=cF5>tS</span><span class=cF0>&gt;tmpm-&gt;die_timeout) {
<a name="l1237"></a>      </span><span class=cF5>QueRem</span><span class=cF0>(tmpm);
<a name="l1238"></a>      </span><span class=cF5>Free</span><span class=cF0>(tmpm);
<a name="l1239"></a>    }
<a name="l1240"></a>    tmpm=tmpm1;
<a name="l1241"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1242"></a>}
<a name="l1243"></a>
<a name="l1244"></a></span><span class=cF1>U0</span><span class=cF0> ExpireMissiles()
<a name="l1245"></a>{
<a name="l1246"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l1247"></a>  </span><span class=cF1>F64</span><span class=cF0> dd,best_dd;
<a name="l1248"></a>  Missile *tmpmi=missile_head.next,*tmpm1;
<a name="l1249"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpmi!=&amp;missile_head) </span><span class=cF7>{</span><span class=cF0>
<a name="l1250"></a>    tmpm1=tmpmi-&gt;next;
<a name="l1251"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;launched) {
<a name="l1252"></a>      best_dd=</span><span class=cF3>F64_MAX</span><span class=cF0>;
<a name="l1253"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpmi-&gt;target)
<a name="l1254"></a>        </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;tmpmi-&gt;target-&gt;masses;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l1255"></a>          dd=</span><span class=cF5>D3DistSqr</span><span class=cF0>(&amp;tmpmi-&gt;p_front.x,&amp;tmpmi-&gt;target-&gt;p[i].x);
<a name="l1256"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd)
<a name="l1257"></a>            best_dd=dd;
<a name="l1258"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l1259"></a>      </span><span class=cF1>if</span><span class=cF0> (!tmpmi-&gt;exploding &amp;&amp; </span><span class=cF7>(</span><span class=cF0>best_dd&lt;30*30 || </span><span class=cF5>tS</span><span class=cF0>&gt;tmpmi-&gt;fuse_time</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l1260"></a>        tmpmi-&gt;p_front.mass=10.0; </span><span class=cF2>//They go flying, if too light.</span><span class=cF0>
<a name="l1261"></a>        tmpmi-&gt;p_back.mass =10.0;
<a name="l1262"></a>        tmpmi-&gt;exploding=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1263"></a>        </span><span class=cF5>Noise</span><span class=cF0>(50,93,105);
<a name="l1264"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpmi-&gt;die_timeout)
<a name="l1265"></a>        MissileDel(tmpmi);
<a name="l1266"></a>    }
<a name="l1267"></a>    tmpmi=tmpm1;
<a name="l1268"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1269"></a>}
<a name="l1270"></a>
<a name="l1271"></a></span><span class=cF2>//********************************** AI</span><span class=cF0>
<a name="l1272"></a>
<a name="l1273"></a></span><span class=cF1>U0</span><span class=cF0> AI()
<a name="l1274"></a>{
<a name="l1275"></a>  </span><span class=cF9>CD3</span><span class=cF0> p,p1,p2;
<a name="l1276"></a>  Ship *tmpsp=ship_head.next;
<a name="l1277"></a>  </span><span class=cF1>if</span><span class=cF0> (human &amp;&amp; !human-&gt;exploding) </span><span class=cF7>{</span><span class=cF0>
<a name="l1278"></a>    </span><span class=cF1>while</span><span class=cF0> (tmpsp!=&amp;ship_head) {
<a name="l1279"></a>      </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[1].x);
<a name="l1280"></a>      </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p2,&amp;tmpsp-&gt;p[0].x,&amp;tmpsp-&gt;p[2].x);
<a name="l1281"></a>      </span><span class=cF5>D3Add</span><span class=cF0>(&amp;p,&amp;p1,&amp;p2);
<a name="l1282"></a>      </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p1,&amp;human-&gt;p[0].x,&amp;tmpsp-&gt;p[0].x);
<a name="l1283"></a>      </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF5>D3Unit</span><span class=cF0>(&amp;p),</span><span class=cF5>D3Unit</span><span class=cF0>(&amp;p1)</span><span class=cF7>)</span><span class=cF0>&gt;0.995 &amp;&amp;
<a name="l1284"></a>            </span><span class=cF5>tS</span><span class=cF0>&gt;tmpsp-&gt;reload_timeout) </span><span class=cF7>{</span><span class=cF0>
<a name="l1285"></a>        FireOneGun(tmpsp,0,1.5+.5,.4);
<a name="l1286"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1287"></a>      tmpsp=tmpsp-&gt;next;
<a name="l1288"></a>    }
<a name="l1289"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1290"></a>}
<a name="l1291"></a>
<a name="l1292"></a></span><span class=cF2>//********************************** Init</span><span class=cF0>
<a name="l1293"></a></span><span class=cF1>U0</span><span class=cF0> InitLevel()
<a name="l1294"></a>{
<a name="l1295"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l1296"></a>  MyMass *tmpm,*tmpm1;
<a name="l1297"></a>
<a name="l1298"></a>  t_solar_storm=0;
<a name="l1299"></a>
<a name="l1300"></a>  tmpm=ode-&gt;next_mass;
<a name="l1301"></a>  </span><span class=cF1>while</span><span class=cF0> (tmpm!=&amp;ode-&gt;next_mass) </span><span class=cF7>{</span><span class=cF0>
<a name="l1302"></a>    tmpm1=tmpm-&gt;next;
<a name="l1303"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpm-&gt;type==MT_ION || tmpm-&gt;type==MT_ANTIMATTER_SPLAT) {
<a name="l1304"></a>      </span><span class=cF5>QueRem</span><span class=cF0>(tmpm);
<a name="l1305"></a>      </span><span class=cF5>Free</span><span class=cF0>(tmpm);
<a name="l1306"></a>    }
<a name="l1307"></a>    tmpm=tmpm1;
<a name="l1308"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1309"></a>  </span><span class=cF1>if</span><span class=cF0> (level==1)
<a name="l1310"></a>    </span><span class=cF5>OneTimePopUp</span><span class=cF0>(&amp;msg_flags,XMSGF_SOLAR_STORM,
<a name="l1311"></a>          </span><span class=cF6>&quot;Face away from Sun in solar storm.\n&quot;</span><span class=cF0>);
<a name="l1312"></a>  </span><span class=cF1>if</span><span class=cF0> (level==4)
<a name="l1313"></a>    </span><span class=cF5>OneTimePopUp</span><span class=cF0>(&amp;msg_flags,XMSGF_ANTISPIN,
<a name="l1314"></a>          </span><span class=cF6>&quot;Press $GREEN$&lt;CURSOR-DOWN&gt;$FG$ for anti-spin stabilizer.\n&quot;</span><span class=cF0>);
<a name="l1315"></a>  human=ShipNew(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width/2,</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height/2,ST_HUMAN1);
<a name="l1316"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;level+2;i++)
<a name="l1317"></a>    PlaceShip(ST_ENEMY1);
<a name="l1318"></a>  PlaceShip(ST_ENEMY2);
<a name="l1319"></a>  show_level_msg=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1320"></a>  </span><span class=cF5>ODEPause</span><span class=cF0>(ode);
<a name="l1321"></a>}
<a name="l1322"></a>
<a name="l1323"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l1324"></a>{
<a name="l1325"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l1326"></a>  game_over=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l1327"></a>  score=0;
<a name="l1328"></a>  level=1;
<a name="l1329"></a>
<a name="l1330"></a>  </span><span class=cF5>QueInit</span><span class=cF0>(&amp;ship_head);
<a name="l1331"></a>  </span><span class=cF5>QueInit</span><span class=cF0>(&amp;shot_head);
<a name="l1332"></a>  </span><span class=cF5>QueInit</span><span class=cF0>(&amp;missile_head);
<a name="l1333"></a>
<a name="l1334"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;STARS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l1335"></a>    stars_x[i]=</span><span class=cF5>RandU16</span><span class=cF0>%</span><span class=cF3>GR_WIDTH</span><span class=cF0>;
<a name="l1336"></a>    stars_y[i]=</span><span class=cF5>RandU16</span><span class=cF0>%</span><span class=cF3>GR_HEIGHT</span><span class=cF0>;
<a name="l1337"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l1338"></a>
<a name="l1339"></a>  human_t_left=0;
<a name="l1340"></a>  human_t_right=0;
<a name="l1341"></a>  human_antispin=0;
<a name="l1342"></a>
<a name="l1343"></a>  InitLevel;
<a name="l1344"></a>}
<a name="l1345"></a>
<a name="l1346"></a></span><span class=cF2>//********************************** Main</span><span class=cF0>
<a name="l1347"></a></span><span class=cF1>U0</span><span class=cF0> XCaliber()
<a name="l1348"></a>{
<a name="l1349"></a>  </span><span class=cF9>I64</span><span class=cF0> ch,msg_code,arg1,arg2,sc;
<a name="l1350"></a>  </span><span class=cF9>CCtrl</span><span class=cF0> *cp=CtrlPanelNew;
<a name="l1351"></a>
<a name="l1352"></a>  </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="/Wb/Adam/TaskSettings.HC.HTML#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l1353"></a>  </span><span class=cF5>Fs</span><span class=cF0>-&gt;text_attr=</span><span class=cF3>BLACK</span><span class=cF0>&lt;&lt;4+</span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l1354"></a>  </span><span class=cF5>MenuPush</span><span class=cF0>(
<a name="l1355"></a>        </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l1356"></a>        </span><span class=cF6>&quot;  Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l1357"></a>        </span><span class=cF6>&quot;  Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l1358"></a>        </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l1359"></a>        </span><span class=cF6>&quot;Game {&quot;</span><span class=cF0>
<a name="l1360"></a>        </span><span class=cF6>&quot;  Restart(,'\n');&quot;</span><span class=cF0>
<a name="l1361"></a>        </span><span class=cF6>&quot;  LevelUp(,'+');&quot;</span><span class=cF0>
<a name="l1362"></a>        </span><span class=cF6>&quot;  LevelDown(,'-');&quot;</span><span class=cF0>
<a name="l1363"></a>        </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l1364"></a>        </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l1365"></a>        </span><span class=cF6>&quot;  Fire(,CH_SPACE);&quot;</span><span class=cF0>
<a name="l1366"></a>        </span><span class=cF6>&quot;  Thrust(,,SC_CURSOR_UP);&quot;</span><span class=cF0>
<a name="l1367"></a>        </span><span class=cF6>&quot;  StopSpin(,,SC_CURSOR_DOWN);&quot;</span><span class=cF0>
<a name="l1368"></a>        </span><span class=cF6>&quot;  Left(,,SC_CURSOR_LEFT);&quot;</span><span class=cF0>
<a name="l1369"></a>        </span><span class=cF6>&quot;  Right(,,SC_CURSOR_RIGHT);&quot;</span><span class=cF0>
<a name="l1370"></a>        </span><span class=cF6>&quot;  LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);&quot;</span><span class=cF0>
<a name="l1371"></a>        </span><span class=cF6>&quot;  RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);&quot;</span><span class=cF0>
<a name="l1372"></a>        </span><span class=cF6>&quot;  Spackwalk(,'w');&quot;</span><span class=cF0>
<a name="l1373"></a>        </span><span class=cF6>&quot;  LongerFuse(,,SC_CURSOR_RIGHT|SCF_SHIFT);&quot;</span><span class=cF0>
<a name="l1374"></a>        </span><span class=cF6>&quot;  ShorterFuse(,,SC_CURSOR_LEFT|SCF_SHIFT);&quot;</span><span class=cF0>
<a name="l1375"></a>        </span><span class=cF6>&quot;  LargerShot(,,SC_CURSOR_UP|SCF_SHIFT);&quot;</span><span class=cF0>
<a name="l1376"></a>        </span><span class=cF6>&quot;  SmallerShot(,,SC_CURSOR_DOWN|SCF_SHIFT);&quot;</span><span class=cF0>
<a name="l1377"></a>        </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l1378"></a>        );
<a name="l1379"></a>  </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l1380"></a>  </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l1381"></a>  </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l1382"></a>  </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l1383"></a>  </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l1384"></a>  </span><span class=cF5>Fs</span><span class=cF0>-&gt;win_inhibit=</span><span class=cF3>WIG_TASK_DFT</span><span class=cF0>-</span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0>
<a name="l1385"></a>        -</span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0>-</span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>-</span><span class=cF3>WIF_SELF_CTRLS</span><span class=cF0>;
<a name="l1386"></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="l1387"></a>  </span><span class=cF1>do</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l1388"></a>    ode=</span><span class=cF5>ODENew</span><span class=cF0>(0,0.01,</span><span class=cF3>ODEF_HAS_MASSES</span><span class=cF0>);
<a name="l1389"></a>    ode-&gt;derive=&amp;MyDerivative;
<a name="l1390"></a>    ode-&gt;min_tolerance=1e-9;
<a name="l1391"></a>    ode-&gt;drag_v3=0.00001;
<a name="l1392"></a>    Init;
<a name="l1393"></a>    </span><span class=cF5>QueIns</span><span class=cF0>(ode,</span><span class=cF5>Fs</span><span class=cF0>-&gt;last_ode);
<a name="l1394"></a>    ch=0;
<a name="l1395"></a>    </span><span class=cF1>do</span><span class=cF0> {
<a name="l1396"></a>      </span><span class=cF1>while</span><span class=cF0> (!game_over &amp;&amp; !show_level_msg &amp;&amp;
<a name="l1397"></a>            </span><span class=cF7>(</span><span class=cF0>msg_code=</span><span class=cF5>ScanMsg</span><span class=cF0>(&amp;arg1,&amp;arg2,1&lt;&lt;</span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>|1&lt;&lt;</span><span class=cF3>MSG_KEY_UP</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l1398"></a>        </span><span class=cF1>switch</span><span class=cF0> (msg_code) {
<a name="l1399"></a>          </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>:
<a name="l1400"></a>            ch=arg1; sc=arg2;
<a name="l1401"></a>            </span><span class=cF1>switch</span><span class=cF0> (ch) </span><span class=cF7>{</span><span class=cF0>
<a name="l1402"></a>              </span><span class=cF1>case</span><span class=cF0> 0:
<a name="l1403"></a>                </span><span class=cF1>switch</span><span class=cF0> (sc.u8[0]) {
<a name="l1404"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l1405"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_CTRL</span><span class=cF0>)
<a name="l1406"></a>                      HumanFireMissileBegin(0);
<a name="l1407"></a>                    </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
<a name="l1408"></a>                      ctrl_panel.fuse_time+=2;
<a name="l1409"></a>                    </span><span class=cF1>else</span><span class=cF0>
<a name="l1410"></a>                      human_t_right=THRUST_MAX;
<a name="l1411"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1412"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l1413"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_CTRL</span><span class=cF0>)
<a name="l1414"></a>                      HumanFireMissileBegin(1);
<a name="l1415"></a>                    </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
<a name="l1416"></a>                      ctrl_panel.fuse_time-=2;
<a name="l1417"></a>                    </span><span class=cF1>else</span><span class=cF0>
<a name="l1418"></a>                      human_t_left =THRUST_MAX;
<a name="l1419"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1420"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
<a name="l1421"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
<a name="l1422"></a>                      ctrl_panel.shot_radius+=2;
<a name="l1423"></a>                    </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l1424"></a>                      human_t_right=THRUST_MAX;
<a name="l1425"></a>                      human_t_left =THRUST_MAX;
<a name="l1426"></a>                    </span><span class=cF7>}</span><span class=cF0>
<a name="l1427"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1428"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
<a name="l1429"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
<a name="l1430"></a>                      ctrl_panel.shot_radius-=2;
<a name="l1431"></a>                    </span><span class=cF1>else</span><span class=cF0>
<a name="l1432"></a>                      human_antispin=ANTISPIN_MAX;
<a name="l1433"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1434"></a>                }
<a name="l1435"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1436"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l1437"></a>                </span><span class=cF1>if</span><span class=cF0> (level&lt;4)
<a name="l1438"></a>                  HumanFireGunBegin;
<a name="l1439"></a>                </span><span class=cF1>else</span><span class=cF0>
<a name="l1440"></a>                  HumanFireLaserBegin;
<a name="l1441"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1442"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'w'</span><span class=cF0>:
<a name="l1443"></a>                ctrl_panel.spacewalk=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l1444"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1445"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'+'</span><span class=cF0>:
<a name="l1446"></a>                level++;
<a name="l1447"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1448"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'-'</span><span class=cF0>:
<a name="l1449"></a>                level--;
<a name="l1450"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1451"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l1452"></a>            </span><span class=cF1>break</span><span class=cF0>;
<a name="l1453"></a>          </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_KEY_UP</span><span class=cF0>:
<a name="l1454"></a>            ch=arg1; sc=arg2;
<a name="l1455"></a>            </span><span class=cF1>switch</span><span class=cF0> (ch) </span><span class=cF7>{</span><span class=cF0>
<a name="l1456"></a>              </span><span class=cF1>case</span><span class=cF0> 0:
<a name="l1457"></a>                </span><span class=cF1>switch</span><span class=cF0> (sc.u8[0]) {
<a name="l1458"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l1459"></a>                    human_t_right=0;
<a name="l1460"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1461"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l1462"></a>                    human_t_left =0;
<a name="l1463"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1464"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
<a name="l1465"></a>                    human_t_right=0;
<a name="l1466"></a>                    human_t_left =0;
<a name="l1467"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1468"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
<a name="l1469"></a>                    human_antispin=0;
<a name="l1470"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l1471"></a>                }
<a name="l1472"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1473"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l1474"></a>                ch=0;
<a name="l1475"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1476"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l1477"></a>                </span><span class=cF1>if</span><span class=cF0> (level&gt;=4)
<a name="l1478"></a>                  HumanFireLaserEnd;
<a name="l1479"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l1480"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l1481"></a>            </span><span class=cF1>break</span><span class=cF0>;
<a name="l1482"></a>        }
<a name="l1483"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1484"></a>      AI;
<a name="l1485"></a>      SolarFlares;
<a name="l1486"></a>      ExpireShots;
<a name="l1487"></a>      ExpireSplats;
<a name="l1488"></a>      ExpireMissiles;
<a name="l1489"></a>      CheckDamage;
<a name="l1490"></a>      </span><span class=cF5>Refresh</span><span class=cF0>; </span><span class=cF2>//msgs are only qued by winmgr</span><span class=cF0>
<a name="l1491"></a>      </span><span class=cF1>if</span><span class=cF0> (show_level_msg) </span><span class=cF7>{</span><span class=cF0>
<a name="l1492"></a>        ch=</span><span class=cF5>GetKey</span><span class=cF0>(&amp;sc);
<a name="l1493"></a>        </span><span class=cF1>if</span><span class=cF0> (ch==</span><span class=cF6>'\n'</span><span class=cF0>)
<a name="l1494"></a>          ch=0;
<a name="l1495"></a>        </span><span class=cF5>ODEPause</span><span class=cF0>(ode,</span><span class=cF3>OFF</span><span class=cF0>);
<a name="l1496"></a>        show_level_msg=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l1497"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (game_over) </span><span class=cF7>{</span><span class=cF0>
<a name="l1498"></a>        ch=</span><span class=cF5>ScanChar</span><span class=cF0>;
<a name="l1499"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l1500"></a>        </span><span class=cF1>if</span><span class=cF0> (!remaining) {
<a name="l1501"></a>          level++;
<a name="l1502"></a>          ShipDel(human);
<a name="l1503"></a>          human=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l1504"></a>          InitLevel;
<a name="l1505"></a>        }
<a name="l1506"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l1507"></a>    } </span><span class=cF1>while</span><span class=cF0> (ch!=</span><span class=cF3>CH_ESC</span><span class=cF0> &amp;&amp; ch!=</span><span class=cF6>'\n'</span><span class=cF0> &amp;&amp; ch!=</span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>);
<a name="l1508"></a>    AllDel(ode);
<a name="l1509"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>while</span><span class=cF0> (ch!=</span><span class=cF3>CH_ESC</span><span class=cF0> &amp;&amp; ch!=</span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>);
<a name="l1510"></a>  </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l1511"></a>  CtrlPanelDel(cp);
<a name="l1512"></a>  </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l1513"></a>  </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/XCaliber&quot;</span><span class=cF0>,
<a name="l1514"></a>        </span><span class=cF6>&quot;I64 best_score=%d;\n&quot;</span><span class=cF0>
<a name="l1515"></a>        </span><span class=cF6>&quot;I64 msg_flags=%d;\n&quot;</span><span class=cF0>,best_score,msg_flags);
<a name="l1516"></a>}
</span></pre></body>
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