templeos-info/public/Wb/Apps/Titanium/Titanium.HC

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RegDft("TempleOS/Titanium","I64 best_score=0;\n");
RegExe("TempleOS/Titanium");
#define MAP_HEIGHT 4096
#define B_LEN 10
#define B_SPEED 5
#define B_NUM 128
class Bullet
{
I64 x,y,dx,dy,dx2,dy2;
Bool dead,missile,pad[6];
} b[B_NUM];
I64 bullets_fired,missile_bmp;
I64 x,y,dx,dy,finish_line;
F64 é,t0,tf,snd_timeout;
#define PHASES_GROUPS 8
#define HACK_DIST 5
#define U_ENEMY_NUM (PHASES_GROUPS*64)
#define U_FRIENDLY_NUM (PHASES_GROUPS*16)
#define U_NUM (U_FRIENDLY_NUM+U_ENEMY_NUM)
class Unit
{
I64 x,y,best_dd;
F64 é,phase;
Bool friendly,dead,tank,CIA,pad[4];
} u[U_NUM];
#define ET_MAN 0
#define ET_TANK 1
#define ET_MISSILE 2
#define ET_BUILDING 3
#define E_NUM 512
class Explosion
{
I64 x,y,num,type;
F64 t0,tf;
Bool dead,pad[7];
} e[E_NUM];
I64 total_score,friendly_fire,enemy_by_friendly,friendly_left,enemy_left,
main_loop_pass;
Bool game_over;
$BG,14$
$SP,"<1>",BI=1$
$SP,"<2>",BI=2$
$SP,"<3>",BI=3$
$SP,"<4>",BI=4$
$SP,"<5>",BI=5$
$SP,"<6>",BI=6$
U8 *friendly_imgs[4]={$IB,"<5>",BI=5$,$IB,"<4>",BI=4$,$IB,"<5>",BI=5$,$IB,"<6>",BI=6$};
$SP,"<7>",BI=7$
$SP,"<8>",BI=8$
$SP,"<9>",BI=9$
U8 *CIA_neeger_imgs[4]={$IB,"<8>",BI=8$,$IB,"<7>",BI=7$,$IB,"<8>",BI=8$,$IB,"<9>",BI=9$};
$SP,"<10>",BI=10$
$SP,"<11>",BI=11$
$SP,"<12>",BI=12$
U8 *friendly_hacking_imgs[4]={$IB,"<10>",BI=10$,$IB,"<11>",BI=11$,$IB,"<10>",BI=10$,$IB,"<12>",BI=12$};
$SP,"<13>",BI=13$
$SP,"<14>",BI=14$
$SP,"<15>",BI=15$
U8 *enemy_imgs[4]={$IB,"<14>",BI=14$,$IB,"<13>",BI=13$,$IB,"<14>",BI=14$,$IB,"<15>",BI=15$};
$SP,"<16>",BI=16$
$SP,"<17>",BI=17$
$SP,"<18>",BI=18$
$SP,"<19>",BI=19$
U8 *enemy_hacking_imgs[4]={$IB,"<17>",BI=17$,$IB,"<16>",BI=16$,$IB,"<17>",BI=17$,$IB,"<18>",BI=18$};
$SP,"<20>",BI=20$
$SP,"<21>",BI=21$
$SP,"<22>",BI=22$
$SP,"<23>",BI=23$
$BG$
#define LS_APTS_NUM 20
#define LS_MOUNTAINS_NUM 3
#define LS_NUM 128
class LandScapeItem
{
I64 x,y;
U8 *img;
} ls[LS_NUM];
#define LS_TYPES 4
U8 *landscape_imgs[LS_TYPES]=
{$IB,"<20>",BI=20$,$IB,"<21>",BI=21$,$IB,"<22>",BI=22$,$IB,"<23>",BI=23$};
U0 ExplosionDraw(CDC *dc,Explosion *tmpe,I64 y)
{
I64 i,n1,n2,n3,n4,n5;
F64 t=(tS-tmpe->t0)/(tmpe->tf-tmpe->t0);
Seed(tmpe->num+1);
switch (tmpe->type) {
case ET_MAN: n1=8; n2=0; n3=0; n4=18; n5=28; break;
case ET_TANK: n1=64; n2=14; n3=24; n4=60; n5=90; break;
case ET_MISSILE: n1=128; n2=30; n3=60; n4=100; n5=200; break;
case ET_BUILDING: n1=128; n2=80; n3=80; n4=200; n5=300; break;
}
for (i=0;i<n1;i++) {
if (i&2)
switch (tmpe->type) {
case ET_MAN:
if (i&1)
dc->color=WHITE;
else
dc->color=LTGRAY;
break;
case ET_MISSILE:
if (i&1) {
if (i&4)
dc->color=RED;
else
dc->color=DKGRAY;
} else
dc->color=YELLOW;
break;
case ET_TANK:
if (i&1) {
if (i&4)
dc->color=RED;
else
dc->color=DKGRAY;
} else
dc->color=LTRED;
break;
case ET_BUILDING:
if (i&1) {
if (i&4)
dc->color=BLACK;
else
dc->color=DKGRAY;
} else
dc->color=LTGRAY;
break;
}
else if (i&1)
dc->color=WHITE;
else
dc->color=LTGRAY;
GrLine(dc,tmpe->x+n2*(Rand-.5),y+n3/2*Rand,
tmpe->x+n4*t*(Rand-.5),y-n5/2*t*Rand);
}
}
I64 mp_not_done_flags;
U0 MPMenDraw(CDC *dc2)
{
CTask *task=dc2->win_task;
CDC *dc=DCAlias(dc2,task);
I64 i,r[16],lo=Gs->num*U_NUM/mp_cnt,hi=(Gs->num+1)*U_NUM/mp_cnt,
yy,phase,scroll_y=MAP_HEIGHT-100-100*(tS-t0);
Unit *tmpu;
Explosion *tmpe;
U8 *tmps,**_tmps;
F64 tt,ts=tS;
for (i=Gs->num;i<E_NUM;i+=mp_cnt) {
tmpe=&e[i];
yy=(tmpe->y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=task->pix_bottom+32 && !tmpe->dead) {
ExplosionDraw(dc,tmpe,yy);
if (tS>tmpe->tf)
tmpe->dead=TRUE;
}
}
for (i=lo;i<hi;i++) {
tmpu=&u[i];
yy=(tmpu->y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=task->pix_bottom+32) {
if (!tmpu->dead) {
Mat4x4IdentEqu(r);
Mat4x4RotY(r,tmpu->é);
Mat4x4RotX(r,ã/6);
Mat4x4Scale(r,0.3);
if (tmpu->tank)
Sprite3Mat4x4B(dc,tmpu->x,yy,GR_Z_ALL,$IB,"<19>",BI=19$,r);
else {
if (tmpu->best_dd<(2*HACK_DIST)*(2*HACK_DIST)) {//It's neat so times 2
if (tmpu->friendly)
_tmps=friendly_hacking_imgs;
else
_tmps=enemy_hacking_imgs;
tt=4*Wrap(tmpu->phase+20*ts,0)/(2*ã);
} else {
if (tmpu->friendly) {
if (tmpu->CIA && Blink)
_tmps=CIA_neeger_imgs;
else
_tmps=friendly_imgs;
} else
_tmps=enemy_imgs;
tt=4*Wrap(tmpu->phase+5*ts,0)/(2*ã);
}
phase=tt; tt%=1.0;
tmps=SpriteInterpolate(tt,_tmps[phase&3],_tmps[(phase+1)&3]);
Sprite3Mat4x4B(dc,tmpu->x,yy,GR_Z_ALL,tmps,r);
Free(tmps);
}
}
}
}
dc->depth_buf=NULL;
DCDel(dc);
LBtr(&mp_not_done_flags,Gs->num);
Seed; //Return Seth task to timer-based.
}
U0 MissilePos(I64 m,F64 é,I64 *_x,I64 *_y)
{
I64 n;
if (m<2)
n=-1;
else
n=1;
*_x=x+3.0*Cos(é)-(15.0-(m&1)<<3)*Cos(é-n*ã/2);
*_y=y+3.0*Sin(é)-(15.0-(m&1)<<3)*Sin(é-n*ã/2);
}
U0 DrawIt(CTask *task,CDC *dc)
{
I64 i,m,xx,yy,scroll_y=MAP_HEIGHT-100-100*(tS-t0);
F64 tt,ts=tS;
Bullet *tmpb;
dc->color=ROPF_DITHER|BROWN<<16|YELLOW;
GrRect3(dc,0,0,0,dc->width,dc->height);
for (i=0;i<LS_NUM;i++) {
yy=(ls[i].y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=task->pix_bottom+32)
Sprite3(dc,ls[i].x,yy,0,ls[i].img);
}
dc->thick=3;
dc->color=BROWN;
GrLine3(dc,0, (finish_line-scroll_y)&(MAP_HEIGHT-1),0,
GR_WIDTH,(finish_line-scroll_y)&(MAP_HEIGHT-1),0);
dc->color=LTGRAY;
for (i=0,tmpb=b;i<B_NUM;i++,tmpb++)
if (!tmpb->dead) {
if (tmpb->missile)
Sprite3ZB(dc,tmpb->x>>32,tmpb->y>>32,0,$IB,"<2>",BI=2$,ã/2+Arg(tmpb->dx,tmpb->dy));
else
GrLine(dc,tmpb->x>>32,tmpb->y>>32,
(tmpb->x+tmpb->dy*B_LEN)>>32,
(tmpb->y+tmpb->dx*B_LEN)>>32);
}
DCDepthBufAlloc(dc);
mp_not_done_flags=1<<mp_cnt-1;
for (i=0;i<mp_cnt;i++)
JobQue(&MPMenDraw,dc,i);
while (mp_not_done_flags)
Yield;
Free(dc->depth_buf);
dc->depth_buf=NULL;
for (m=0;m<4;m++)
if (Bt(&missile_bmp,m)) {
MissilePos(m,é,&xx,&yy);
Sprite3ZB(dc,xx,yy,0,$IB,"<3>",BI=3$,é);
}
Sprite3ZB(dc,x,y,0,$IB,"<1>",BI=1$,é);
if (tf) {
tt=tf;
dc->color=RED;
if (game_over && Blink)
GrPrint(dc,task->pix_width/2-9*FONT_WIDTH/2,task->pix_height/2,
"Game Over");
} else {
tt=ts;
if (!enemy_left || !friendly_left)
game_over=TRUE;
}
dc->color=BLACK;
GrPrint(dc,0,0,"Enemy:%d Friends:%d Friendly Fire:%d Time:%6.2f Bullets:%d",
enemy_left,friendly_left,friendly_fire,tt-t0,bullets_fired);
GrPrint(dc,0,8,"Total Score:%,d High Score:%,d",
total_score,best_score);
}
Explosion *ExplosionNew(I64 x,I64 y)
{
I64 i;
for (i=0;i<E_NUM;i++)
if (e[i].dead) {
e[i].x=x;
e[i].y=y;
e[i].dead=FALSE;
return &e[i];
}
return NULL;
}
U0 ManDie(Unit *tmpu,Bool by_human)
{
Explosion *tmpe;
tmpu->dead=TRUE;
if (by_human) {
if (tmpe=ExplosionNew(tmpu->x,tmpu->y)) {
tmpe->t0=tS;
if (tmpu->tank) {
tmpe->type=ET_TANK;
tmpe->tf=tmpe->t0+0.40;
} else {
tmpe->type=ET_MAN;
tmpe->tf=tmpe->t0+0.20;
}
}
}
if (tmpu->friendly) {
friendly_left--;
if (by_human)
friendly_fire++;
} else {
enemy_left--;
if (!by_human)
enemy_by_friendly++;
}
if (by_human && !snd_timeout) {
snd_timeout=tS+0.01;
if (tmpu->friendly)
Snd(46);
else
Snd(22);
}
}
U0 ExplosionDo(I64 x,I64 y,I64 scroll_y)
{
I64 i,x2,y2;
Explosion *tmpe;
Unit *tmpu;
if (tmpe=ExplosionNew(x,y+scroll_y)) {
tmpe->t0=tS;
tmpe->type=ET_MISSILE;
tmpe->tf=tmpe->t0+1.0;
}
for (i=0,tmpu=u;i<U_NUM;i++,tmpu++) {
if (!tmpu->dead) {
x2=tmpu->x;
y2=(tmpu->y-scroll_y)&(MAP_HEIGHT-1);
if (SqrI64(x-x2)+SqrI64(y-y2)<100*100)
ManDie(tmpu,TRUE);
}
}
for (i=0;i<LS_APTS_NUM;i++) {
x2=ls[i].x;
y2=(ls[i].y-scroll_y)&(MAP_HEIGHT-1);
if (SqrI64(x-x2)+SqrI64(y-y2)<100*100) {
if (tmpe=ExplosionNew(x2,y2+scroll_y)) {
tmpe->t0=tS;
tmpe->type=ET_BUILDING;
tmpe->tf=tmpe->t0+2.0;
}
}
}
}
U0 CheckCollisions()
{
I64 i,n1,x,y,scroll_y=MAP_HEIGHT-100-100*(tS-t0);
Unit *tmpu;
Bullet *tmpb;
CDC *dc2=DCNew(GR_WIDTH,GR_HEIGHT);
dc2->color=LTRED;
for (i=0,tmpb=b;i<B_NUM;i++,tmpb++)
if (!tmpb->dead && !tmpb->missile) //Bullets not missiles
GrLine(dc2,tmpb->x>>32,tmpb->y>>32,
(tmpb->x+tmpb->dx*B_LEN)>>32,
(tmpb->y+tmpb->dy*B_LEN)>>32);
dc2->color =ROP_COLLISION;
dc2->bkcolor=BLACK;
for (i=0,tmpu=u;i<U_NUM;i++,tmpu++) {
if (!tmpu->dead) {
x=tmpu->x;
y=(tmpu->y-scroll_y)&(MAP_HEIGHT-1);
if (0<=x<GR_WIDTH && 0<=y<GR_HEIGHT) {
dc2->collision_cnt=0;
GrRect(dc2,x-3,y-9,6,8);
if (dc2->collision_cnt)
ManDie(tmpu,TRUE);
}
}
}
DCDel(dc2);
for (i=0,tmpb=b;i<B_NUM;i++,tmpb++)
if (!tmpb->dead && tmpb->missile) { //Missiles not bullets
x=tmpb->x>>32;
y=tmpb->y>>32;
for (i=0,tmpu=u;i<U_NUM;i++,tmpu++) {
if (tmpu->tank)
n1=16;
else
n1=6;
if (!tmpu->dead && AbsI64(x-tmpu->x-n1)+
AbsI64(y-(tmpu->y-scroll_y)&(MAP_HEIGHT-1)+n1)<n1<<1) {
tmpb->dead=TRUE;
ExplosionDo(x,y,scroll_y);
}
}
if (!tmpb->dead)
for (i=0;i<LS_APTS_NUM;i++)
if (2*SqrI64(x-ls[i].x)+
3*SqrI64(y+35-(ls[i].y-scroll_y)&(MAP_HEIGHT-1))<2*60*60) {
tmpb->dead=TRUE;
ExplosionDo(x,y,scroll_y);
}
}
}
U0 Init()
{
I64 i,xx,yy,scroll_y=MAP_HEIGHT-100;
Unit *tmpu;
snd_timeout=0;
Snd;
total_score=0;
game_over=FALSE;
main_loop_pass=0;
x=Fs->pix_width>>1;
y=0.9*Fs->pix_height;
finish_line=scroll_y+y;
dx=0;
dy=0;
é=-ã/2;
for (i=0;i<LS_NUM;i++) {
ls[i].x=(Fs->pix_width-100)*RandU32/U32_MAX+50;
ls[i].y=(MAP_HEIGHT-100)*RandU32/U32_MAX+50;
ls[i].img=landscape_imgs[RandU16%(LS_TYPES-2)];
}
for (i=0;i<LS_APTS_NUM;i++)
ls[i].img=landscape_imgs[LS_TYPES-1]; //Apartment
for (;i<LS_APTS_NUM+LS_MOUNTAINS_NUM;i++)
ls[i].img=landscape_imgs[LS_TYPES-2]; //mountain
MemSet(u,0,sizeof(u));
for (i=0,tmpu=u;i<U_NUM;i++,tmpu++) {
if (i<U_FRIENDLY_NUM) {
tmpu->friendly=TRUE;
if (!(i&7)) {
xx=(Fs->pix_width-200)*RandU32/U32_MAX;
yy=(MAP_HEIGHT-200)*RandU32/U32_MAX;
}
if (!(i&63))
tmpu->CIA=TRUE;
else
tmpu->CIA$PB$=FALSE;
} else {
tmpu->friendly=FALSE;
if (!(i&31)) {
xx=(Fs->pix_width-200)*RandU32/U32_MAX;
yy=(MAP_HEIGHT-200)*RandU32/U32_MAX;
}
if (!(i&15))
tmpu->tank=TRUE;
}
tmpu->dead=FALSE;
tmpu->x=xx+64*RandI32/I32_MAX+100;
tmpu->y=yy+64*RandU32/I32_MAX-64+100;
tmpu->best_dd=I64_MAX;
tmpu->é=ã/2;
tmpu->phase=2*ã*Rand;
}
for (i=0;i<B_NUM;i++)
b[i].dead=TRUE;
for (i=0;i<E_NUM;i++) {
e[i].dead=TRUE;
e[i].num=i;
}
friendly_left=U_FRIENDLY_NUM;
enemy_left =U_ENEMY_NUM;
enemy_by_friendly=0;
bullets_fired=0;
missile_bmp =15;
friendly_fire=0;
t0=tS;
tf=0;
}
U0 FireBullet()
{
I64 i,j;
F64 a;
Bullet *tmpb;
for (i=0;i<B_NUM-1;i++)
if (b[i].dead)
break;
tmpb=&b[i];
j=x+28.0*Cos(é);
tmpb->x=j<<32;
j=y+28.0*Sin(é);
tmpb->y=j<<32;
tmpb->dx2=(B_SPEED*Cos(é)+dx)*0x100000000;
tmpb->dy2= B_SPEED*Sin(é)*0x100000000;
a=Arg(tmpb->dx2,tmpb->dy2);
tmpb->dx=Sin(a)*0x100000000;
tmpb->dy=Cos(a)*0x100000000;
bullets_fired++;
tmpb->dead=FALSE;
tmpb->missile=FALSE;
if (!snd_timeout) {
snd_timeout=tS+0.0005;
Snd(74);
}
}
Bool FireMissile(I64 n)
{
I64 i,m;
F64 a;
Bullet *tmpb;
Bool res=FALSE;
m=n;
if (Btr(&missile_bmp,++m) || Btr(&missile_bmp,++m))
res=TRUE;
if (res) {
for (i=0;i<B_NUM-1;i++)
if (b[i].dead)
break;
tmpb=&b[i];
MissilePos(m,é,&tmpb->x,&tmpb->y);
tmpb->x<<=32;
tmpb->y<<=32;
tmpb->dx2=(B_SPEED*Cos(é)+dx)*0x100000000;
tmpb->dy2= B_SPEED*Sin(é)*0x100000000;
a=Arg(tmpb->dx2,tmpb->dy2);
tmpb->dx=Sin(a)*0x100000000;
tmpb->dy=Cos(a)*0x100000000;
tmpb->dead=FALSE;
tmpb->missile=TRUE;
if (!snd_timeout) {
snd_timeout=tS+0.0005;
Snd(74);
}
}
}
U0 MenMove(I64 phase_group)
{
I64 i,j,dd,best,best_dd;
for (i=phase_group;i<U_FRIENDLY_NUM;i+=PHASES_GROUPS) {
if (!u[i].dead) {
best=U_FRIENDLY_NUM;
best_dd=I64_MAX;
for (j=U_FRIENDLY_NUM;j<U_NUM;j++) {
if (!u[j].dead) {
dd=SqrI64(u[i].x-u[j].x)+SqrI64(u[i].y-u[j].y);
if (dd<best_dd) {
best_dd=dd;
best=j;
}
}
}
u[i].best_dd=best_dd;
if (best_dd!=I64_MAX) {
u[i].x+=4*SignI64(u[best].x-u[i].x);
u[i].y+=4*SignI64(u[best].y-u[i].y);
u[i].é=Arg(u[best].x-u[i].x,u[best].y-u[i].y);
}
}
}
for (i=U_FRIENDLY_NUM+phase_group;i<U_NUM;i+=PHASES_GROUPS) {
if (!u[i].dead) {
best=0;
best_dd=I64_MAX;
for (j=0;j<U_FRIENDLY_NUM;j++) {
if (!u[j].dead) {
dd=SqrI64(u[i].x-u[j].x)+SqrI64(u[i].y-u[j].y);
if (dd<best_dd) {
best_dd=dd;
best=j;
}
}
}
u[i].best_dd=best_dd;
if (best_dd!=I64_MAX) {
u[i].x+=4*SignI64(u[best].x-u[i].x);
u[i].y+=4*SignI64(u[best].y-u[i].y);
u[i].é=Arg(u[best].x-u[i].x,u[best].y-u[i].y);
}
}
}
}
U0 MenFight(I64 phase_group)
{
I64 i,j,dd,best,best_dd;
for (i=phase_group;i<U_FRIENDLY_NUM;i+=PHASES_GROUPS) {
if (!u[i].dead) {
best=U_FRIENDLY_NUM;
best_dd=I64_MAX;
for (j=U_FRIENDLY_NUM;j<U_NUM;j++) {
if (!u[j].dead && u[i].y-u[j].y<8) {
dd=SqrI64(u[i].x-u[j].x)+SqrI64(u[i].y-u[j].y);
if (dd<best_dd) {
best_dd=dd;
best=j;
}
}
}
u[i].best_dd=best_dd;
if (best_dd<HACK_DIST*HACK_DIST && !(RandU16&1))
ManDie(&u[best],FALSE);
}
}
for (i=U_FRIENDLY_NUM+phase_group;i<U_NUM;i+=PHASES_GROUPS) {
if (!u[i].dead) {
best=0;
best_dd=I64_MAX;
for (j=0;j<U_FRIENDLY_NUM;j++) {
if (!u[j].dead&& u[i].y-u[j].y<8) {
dd=SqrI64(u[i].x-u[j].x)+SqrI64(u[i].y-u[j].y);
if (dd<best_dd) {
best_dd=dd;
best=j;
}
}
}
u[i].best_dd=best_dd;
if (best_dd<HACK_DIST*HACK_DIST && !(RandU16&1))
ManDie(&u[best],FALSE);
}
}
}
U0 Titanium()
{
I64 i,msg_code,ch,sc;
Bool gun_on;
I64 next_update_jiffy;
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
MenuPush(
"File {"
" Abort(,CH_SHIFT_ESC);"
" Exit(,CH_ESC);"
"}"
"Play {"
" Restart(,'\n');"
" Fire(,CH_SPACE);"
" Left(,,SC_CURSOR_LEFT);"
" Right(,,SC_CURSOR_RIGHT);"
" LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);"
" RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);"
"}"
);
AutoComplete;
WinBorder;
WinMax;
DocCursor;
DocClear;
"\nScoring:\n"
"\tEnemy Killed\t\t+3\n"
"\tEnemy by Friendly\t+5\n"
"\tFriendly Fire\t\t-100\n"
"\tBullets Fired\t\t-1\n"
"\tGame Time\t\t-10 per second\n"
"\tSurviving Friendlies\t+250\n\n"
"Sweep side-to-side while shooting, "
"holding down $$GREEN$$<SPACE>$$FG$$.\n\n";
PressAKey;
Init;
DocClear;
Fs->draw_it=&DrawIt;
gun_on=FALSE;
try {
while (TRUE) {
next_update_jiffy=cnts.jiffies+JIFFY_FREQ/100;
while (msg_code=ScanMsg(&ch,&sc,1<<MSG_KEY_DOWN+1<<MSG_KEY_UP)) {
switch (msg_code) {
case MSG_KEY_DOWN:
switch (ch) {
case 0:
switch (sc.u8[0]) {
case SC_CURSOR_RIGHT:
if (sc&SCF_CTRL)
FireMissile(1);
break;
case SC_CURSOR_LEFT:
if (sc&SCF_CTRL)
FireMissile(-1);
break;
}
break;
case CH_SHIFT_ESC:
case CH_ESC:
goto to_done;
case '\n':
Init;
break;
case CH_SPACE:
gun_on=TRUE;
break;
}
break;
case MSG_KEY_UP:
if (ch==CH_SPACE)
gun_on=FALSE;
else if (sc.u8[0]==SC_CURSOR_RIGHT||sc.u8[0]==SC_CURSOR_LEFT)
é=-ã/2;
break;
}
}
for (i=0;i<B_NUM;i++) {
if (!b[i].dead) {
b[i].x+=b[i].dx2;
b[i].y+=b[i].dy2;
if (b[i].y<0||b[i].x<0||
b[i].x>>32>=Fs->pix_width||
b[i].y>>32>=Fs->pix_height)
b[i].dead=TRUE;
}
}
dx=0;
if (!Bt(kbd.down_bitmap,SC_CTRL)) {
if (Bt(kbd.down_bitmap,SC_CURSOR_LEFT)) {
é=-ã/2-15.0*ã/180.0;
dx=-2;
} else if (Bt(kbd.down_bitmap,SC_CURSOR_RIGHT)) {
é=-ã/2+15.0*ã/180.0;
dx=2;
}
}
x+=dx;
while (x>=Fs->pix_width)
x-=Fs->pix_width;
while (x<0)
x+=Fs->pix_width;
//It takes too much CPU do do all these all the time.
switch [main_loop_pass&7] {
case 0:
switch [main_loop_pass>>3&7] {
case 0:
if (--y<20)
game_over=TRUE;
case 2:
case 4:
case 6:
MenFight(main_loop_pass>>4%PHASES_GROUPS);
break;
case 1:
case 3:
case 5:
case 7:
MenMove (main_loop_pass>>4%PHASES_GROUPS);
break;
}
case 4:
break;
case 2:
case 6:
if (gun_on)
FireBullet;
break;
case 1:
case 3:
case 5:
case 7:
CheckCollisions;
break;
}
main_loop_pass++;
if (snd_timeout && tS>snd_timeout) {
snd_timeout=0;
Snd;
}
SleepUntil(next_update_jiffy);
total_score=3*(U_ENEMY_NUM-enemy_left)+5*enemy_by_friendly
-100*friendly_fire-10*(tS-t0)-bullets_fired;
if (game_over) {
tf=tS;
Sleep(750);
FlushMsgs;
while (!ScanKey(&ch)&&friendly_left||tS-tf<1.5) {
total_score+=250;
Snd(86); Sleep(150);
Snd; Sleep(50);
friendly_left--;
}
total_score+=250*friendly_left;
if (total_score>best_score)
best_score=total_score;
if (!ch) ch=GetChar(,FALSE);
if (ch==CH_ESC||ch==CH_SHIFT_ESC)
goto to_done;
gun_on=FALSE;
Init;
}
}
to_done:
GetMsg(,,1<<MSG_KEY_UP);
}
catch
PutExcept;
SettingsPop;
MenuPop;
RegWrite("TempleOS/Titanium","I64 best_score=%d;\n",best_score);
}
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""#!%$&&'%! $$%!#"&&'#" 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