446 lines
33 KiB
HTML
Executable File
446 lines
33 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="generator" content="TempleOS V5.03">
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<meta name="viewport" content="width=device-width">
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<link rel="stylesheet" href="/style/templeos.css">
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<script src="/script/templeos.js"></script>
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<style type="text/css">
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.cF0{color:#000000;background-color:#ffffff;}
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.cF1{color:#0000aa;background-color:#ffffff;}
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.cF2{color:#00aa00;background-color:#ffffff;}
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.cF3{color:#00aaaa;background-color:#ffffff;}
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.cF4{color:#aa0000;background-color:#ffffff;}
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.cF5{color:#aa00aa;background-color:#ffffff;}
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.cF6{color:#aa5500;background-color:#ffffff;}
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.cF7{color:#aaaaaa;background-color:#ffffff;}
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.cF8{color:#555555;background-color:#ffffff;}
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.cF9{color:#5555ff;background-color:#ffffff;}
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.cFA{color:#55ff55;background-color:#ffffff;}
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.cFB{color:#55ffff;background-color:#ffffff;}
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.cFC{color:#ff5555;background-color:#ffffff;}
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.cFD{color:#ff55ff;background-color:#ffffff;}
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.cFE{color:#ffff55;background-color:#ffffff;}
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.cFF{color:#ffffff;background-color:#ffffff;}
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</style>
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</head>
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<body>
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<pre id="content">
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<a name="l1"></a><span class=cF2>/*I got tricky by not defining a color</span><span class=cF0>
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<a name="l2"></a></span><span class=cF2>right away in these </span><a href="/Wb/Adam/Gr/Gr.HH.HTML#l157"><span class=cF4>CSprite</span></a><span class=cF2>s so they can</span><span class=cF0>
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<a name="l3"></a></span><span class=cF2>work for both players by setting dc->color</span><span class=cF0>
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<a name="l4"></a></span><span class=cF2>before drawing them. I actually made these</span><span class=cF0>
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<a name="l5"></a></span><span class=cF2>graphics by defining a color in the <CTRL-r></span><span class=cF0>
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<a name="l6"></a></span><span class=cF2>menu, drawing the unit and deleting the color.</span><span class=cF0>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=cF2>I had to leave a gap between the tank tread</span><span class=cF0>
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<a name="l9"></a></span><span class=cF2>and body because of how it is rendered when rotated.</span><span class=cF0>
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<a name="l10"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l11"></a></span><span class=cFA>
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<a name="l12"></a><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l13"></a></span><span class=cFA>
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<a name="l14"></a><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l15"></a>
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<a name="l16"></a></span><span class=cF2>//This is an infantry.</span><span class=cF0>
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<a name="l17"></a></span><span class=cFA>
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<a name="l18"></a><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l19"></a></span><span class=cFA>
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<a name="l20"></a><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l21"></a>
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<a name="l22"></a>
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<a name="l23"></a></span><span class=cF1>U0</span><span class=cF0> DrawHexes()
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<a name="l24"></a>{
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<a name="l25"></a> </span><span class=cF1>F64</span><span class=cF0> dx=2*HEX_SIDE+2*DCOS,dy=2*DSIN,
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<a name="l26"></a> x,y,x1,y1,x2,y2;
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<a name="l27"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
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<a name="l28"></a> map_dc->color=</span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l29"></a> </span><span class=cF5>GrRect</span><span class=cF0>(map_dc,0,0,map_dc->width,map_dc->height);
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<a name="l30"></a> map_dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l31"></a> y=0;
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<a name="l32"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j+=2) </span><span class=cF7>{</span><span class=cF0>
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<a name="l33"></a> x=DCOS;
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<a name="l34"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x,y,x-DCOS,y+DSIN);
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<a name="l35"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x-DCOS,y+DSIN,x,y+2*DSIN);
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<a name="l36"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) {
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<a name="l37"></a> x1=x; y1=y;
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<a name="l38"></a> x2=x1+HEX_SIDE; y2=y1;
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<a name="l39"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l40"></a> x1=x2; y1=y2;
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<a name="l41"></a> x2+=DCOS; y2+=DSIN;
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<a name="l42"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l43"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x2,y2,x2-DCOS,y2+DSIN);
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<a name="l44"></a> x1=x2; y1=y2;
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<a name="l45"></a> x2+=HEX_SIDE;
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<a name="l46"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l47"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x2,y2,x2+DCOS,y2+DSIN);
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<a name="l48"></a> x1=x2; y1=y2;
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<a name="l49"></a> x2+=DCOS; y2-=DSIN;
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<a name="l50"></a> </span><span class=cF1>if</span><span class=cF0> (j || i<map_cols-1)
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<a name="l51"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l52"></a> x+=dx;
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<a name="l53"></a> }
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<a name="l54"></a> y+=dy;
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<a name="l55"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l56"></a> x=DCOS;
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<a name="l57"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l58"></a> x1=x; y1=y;
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<a name="l59"></a> x2=x1+HEX_SIDE; y2=y1;
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<a name="l60"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l61"></a> x1=x2; y1=y2;
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<a name="l62"></a> x2+=DCOS; y2+=DSIN;
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<a name="l63"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l64"></a> x1=x2; y1=y2;
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<a name="l65"></a> x2+=HEX_SIDE;
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<a name="l66"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l67"></a> x1=x2; y1=y2;
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<a name="l68"></a> x2+=DCOS; y2-=DSIN;
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<a name="l69"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map_dc,x1,y1,x2,y2);
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<a name="l70"></a> x+=dx;
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<a name="l71"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l72"></a>}
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<a name="l73"></a>
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<a name="l74"></a></span><span class=cF1>U0</span><span class=cF0> MakeTerrain(</span><span class=cF1>U8</span><span class=cF0> color,</span><span class=cF9>I64</span><span class=cF0> cnt,</span><span class=cF9>I64</span><span class=cF0> clus_lo,</span><span class=cF9>I64</span><span class=cF0> clus_hi)
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<a name="l75"></a>{
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<a name="l76"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,l,row,col;
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<a name="l77"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<cnt;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l78"></a> col=</span><span class=cF5>RandU32</span><span class=cF0>%map_cols;
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<a name="l79"></a> row=</span><span class=cF5>RandU32</span><span class=cF0>%map_rows;
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<a name="l80"></a> l=clus_lo+</span><span class=cF5>RandU16</span><span class=cF0>%(clus_hi-clus_lo+1);
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<a name="l81"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<l;j++) {
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<a name="l82"></a> terrain[row][col]=color;
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<a name="l83"></a> Toward(&row,&col,</span><span class=cF5>RandU16</span><span class=cF0>%6);
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<a name="l84"></a> col=</span><span class=cF5>ClampI64</span><span class=cF0>(col,0,map_cols-1);
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<a name="l85"></a> row=</span><span class=cF5>ClampI64</span><span class=cF0>(row,0,map_rows-1);
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<a name="l86"></a> }
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<a name="l87"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l88"></a>}
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<a name="l89"></a>
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<a name="l90"></a></span><span class=cF1>U0</span><span class=cF0> MakeRivers()
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<a name="l91"></a>{
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<a name="l92"></a> </span><span class=cF9>I64</span><span class=cF0> i,row,col,direction;
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<a name="l93"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<4;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l94"></a> row=</span><span class=cF5>RandU32</span><span class=cF0>%map_rows;
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<a name="l95"></a> col=</span><span class=cF5>RandU32</span><span class=cF0>%map_cols;
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<a name="l96"></a> direction=</span><span class=cF5>RandU16</span><span class=cF0>%6;
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<a name="l97"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) {
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<a name="l98"></a> rivers[row][col]=</span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l99"></a> Toward(&row,&col,direction);
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<a name="l100"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>0<=row<map_rows && 0<=col<map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l101"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l102"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0>&3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l103"></a> direction=(direction+</span><span class=cF7>(</span><span class=cF0>7-</span><span class=cF5>RandU16</span><span class=cF0>%3</span><span class=cF7>)</span><span class=cF0>)%6;
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<a name="l104"></a> }
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<a name="l105"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l106"></a>}
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<a name="l107"></a>
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<a name="l108"></a></span><span class=cF1>U0</span><span class=cF0> MakeRoads()
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<a name="l109"></a>{
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<a name="l110"></a> </span><span class=cF9>I64</span><span class=cF0> i,row,col,direction;
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<a name="l111"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<5;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l112"></a> row=</span><span class=cF5>RandU32</span><span class=cF0>%map_rows;
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<a name="l113"></a> col=</span><span class=cF5>RandU32</span><span class=cF0>%map_cols;
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<a name="l114"></a> direction=</span><span class=cF5>RandU16</span><span class=cF0>%6;
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<a name="l115"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) {
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<a name="l116"></a> roads[row][col]=</span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l117"></a> Toward(&row,&col,direction);
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<a name="l118"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>0<=row<map_rows && 0<=col<map_cols</span><span class=cF7>)</span><span class=cF0>)
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<a name="l119"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l120"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0>%3</span><span class=cF7>)</span><span class=cF0>)
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<a name="l121"></a> direction=(direction+</span><span class=cF7>(</span><span class=cF0>7-</span><span class=cF5>RandU16</span><span class=cF0>%3</span><span class=cF7>)</span><span class=cF0>)%6;
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<a name="l122"></a> }
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<a name="l123"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l124"></a>}
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<a name="l125"></a>
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<a name="l126"></a></span><span class=cF1>U0</span><span class=cF0> DrawTerrain()
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<a name="l127"></a>{
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<a name="l128"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
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<a name="l129"></a> </span><span class=cF1>F64</span><span class=cF0> x,y;
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<a name="l130"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j++)
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<a name="l131"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l132"></a> map_dc->color=terrain[j][i];
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<a name="l133"></a> RowCol2XY(&x,&y,j,i);
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<a name="l134"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map_dc,x,y);
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<a name="l135"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l136"></a>}
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<a name="l137"></a>
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<a name="l138"></a></span><span class=cF1>U0</span><span class=cF0> DrawRivers()
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<a name="l139"></a>{
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<a name="l140"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,k,r,c;
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<a name="l141"></a> </span><span class=cF1>F64</span><span class=cF0> x1,y1,x2,y2;
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<a name="l142"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j++)
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<a name="l143"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l144"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[j][i]) {
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<a name="l145"></a> RowCol2XY(&x1,&y1,j,i);
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<a name="l146"></a> </span><span class=cF1>for</span><span class=cF0> (k=0;k<6;k++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l147"></a> r=j;c=i;
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<a name="l148"></a> Toward(&r,&c,k);
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<a name="l149"></a> </span><span class=cF1>if</span><span class=cF0> (0<=r<map_rows && 0<=c<map_cols &&
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<a name="l150"></a> rivers[r][c]) {
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<a name="l151"></a> RowCol2XY(&x2,&y2,r,c);
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<a name="l152"></a> map_dc->color=</span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l153"></a> map_dc->thick=4;
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<a name="l154"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc,x1,y1,0,x2,y2,0);
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<a name="l155"></a> map_dc->color=</span><span class=cF3>BLUE</span><span class=cF0>;
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<a name="l156"></a> map_dc->thick=2;
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<a name="l157"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc,x1,y1,0,x2,y2,0);
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<a name="l158"></a> }
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<a name="l159"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l160"></a> }
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<a name="l161"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l162"></a>}
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<a name="l163"></a>
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<a name="l164"></a></span><span class=cF1>U0</span><span class=cF0> DrawRoads()
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<a name="l165"></a>{
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<a name="l166"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,k,r,c;
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<a name="l167"></a> </span><span class=cF1>F64</span><span class=cF0> x1,y1,x2,y2;
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<a name="l168"></a> map_dc->color=</span><span class=cF3>RED</span><span class=cF0>;
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<a name="l169"></a> map_dc->thick=3;
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<a name="l170"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j++)
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<a name="l171"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l172"></a> </span><span class=cF1>if</span><span class=cF0> (roads[j][i]) {
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<a name="l173"></a> RowCol2XY(&x1,&y1,j,i);
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<a name="l174"></a> </span><span class=cF1>for</span><span class=cF0> (k=0;k<6;k++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l175"></a> r=j;c=i;
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<a name="l176"></a> Toward(&r,&c,k);
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<a name="l177"></a> </span><span class=cF1>if</span><span class=cF0> (0<=r<map_rows && 0<=c<map_cols &&
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<a name="l178"></a> roads[r][c]) {
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<a name="l179"></a> RowCol2XY(&x2,&y2,r,c);
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<a name="l180"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(map_dc,x1,y1,0,x2,y2,0);
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<a name="l181"></a> }
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<a name="l182"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l183"></a> }
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<a name="l184"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l185"></a>}
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<a name="l186"></a>
|
|
<a name="l187"></a></span><span class=cF1>U0</span><span class=cF0> DrawDots()
|
|
<a name="l188"></a>{
|
|
<a name="l189"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
|
|
<a name="l190"></a> </span><span class=cF1>F64</span><span class=cF0> x,y;
|
|
<a name="l191"></a> map_dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l192"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j++)
|
|
<a name="l193"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l194"></a> RowCol2XY(&x,&y,j,i);
|
|
<a name="l195"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(map_dc,x,y);
|
|
<a name="l196"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l197"></a>}
|
|
<a name="l198"></a>
|
|
<a name="l199"></a></span><span class=cF1>U0</span><span class=cF0> HexCentersCalc()
|
|
<a name="l200"></a>{
|
|
<a name="l201"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
|
|
<a name="l202"></a> </span><span class=cF1>F64</span><span class=cF0> x,y;
|
|
<a name="l203"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<map_rows;j++)
|
|
<a name="l204"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<map_cols;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l205"></a> x=(2*HEX_SIDE+2*DCOS)*i+HEX_SIDE/2+DCOS;
|
|
<a name="l206"></a> </span><span class=cF1>if</span><span class=cF0> (j&1)
|
|
<a name="l207"></a> x+=HEX_SIDE+DCOS;
|
|
<a name="l208"></a> y=DSIN*(j+1);
|
|
<a name="l209"></a> hex_centers[j][i].x=x;
|
|
<a name="l210"></a> hex_centers[j][i].y=y;
|
|
<a name="l211"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l212"></a>}
|
|
<a name="l213"></a>
|
|
<a name="l214"></a></span><span class=cF1>U0</span><span class=cF0> InitMap()
|
|
<a name="l215"></a>{
|
|
<a name="l216"></a> HexCentersCalc;
|
|
<a name="l217"></a> DrawHexes;
|
|
<a name="l218"></a> </span><span class=cF5>MemSet</span><span class=cF0>(terrain,PLAINS,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>terrain</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l219"></a> </span><span class=cF5>MemSet</span><span class=cF0>(roads,</span><span class=cF3>FALSE</span><span class=cF0>,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>roads</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l220"></a> </span><span class=cF5>MemSet</span><span class=cF0>(rivers,</span><span class=cF3>FALSE</span><span class=cF0>,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>rivers</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l221"></a> </span><span class=cF5>MemSet</span><span class=cF0>(vis_map,</span><span class=cF3>FALSE</span><span class=cF0>,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>vis_map</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l222"></a> MakeTerrain(MOUNTAINS,0.03*map_cols*map_cols,5,35);
|
|
<a name="l223"></a> MakeTerrain(TREES,0.03*map_cols*map_cols,5,35);
|
|
<a name="l224"></a> DrawTerrain;
|
|
<a name="l225"></a> MakeRivers;
|
|
<a name="l226"></a> DrawRivers;
|
|
<a name="l227"></a> MakeRoads;
|
|
<a name="l228"></a> DrawRoads;
|
|
<a name="l229"></a> DrawDots;
|
|
<a name="l230"></a>}
|
|
<a name="l231"></a>
|
|
<a name="l232"></a></span><span class=cF1>U0</span><span class=cF0> InitUnits()
|
|
<a name="l233"></a>{
|
|
<a name="l234"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,row,col,type;
|
|
<a name="l235"></a> Unit *tmpu;
|
|
<a name="l236"></a> </span><span class=cF5>MemSet</span><span class=cF0>(units,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>units</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l237"></a> alive_cnt[0]=alive_cnt[1]=UNITS_NUM;
|
|
<a name="l238"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<2;j++)
|
|
<a name="l239"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<alive_cnt[j];i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l240"></a> tmpu=&units[j][i];
|
|
<a name="l241"></a> tmpu->player=j;
|
|
<a name="l242"></a> tmpu->num=i;
|
|
<a name="l243"></a> tmpu->life=100;
|
|
<a name="l244"></a> tmpu->facing=</span><span class=cF5>RandU16</span><span class=cF0>%6;
|
|
<a name="l245"></a> </span><span class=cF1>if</span><span class=cF0> (!j) {
|
|
<a name="l246"></a> </span><span class=cF1>if</span><span class=cF0> (i>=UNITS_NUM/2) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l247"></a> </span><span class=cF1>if</span><span class=cF0> (i>=15*UNITS_NUM/16)
|
|
<a name="l248"></a> type=UT_ARTILLERY;
|
|
<a name="l249"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l250"></a> type=UT_INFANTRY;
|
|
<a name="l251"></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="l252"></a> </span><span class=cF1>if</span><span class=cF0> (i>=UNITS_NUM/4)
|
|
<a name="l253"></a> type=UT_MD_TANK;
|
|
<a name="l254"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l255"></a> type=UT_LT_TANK;
|
|
<a name="l256"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l257"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
|
<a name="l258"></a> </span><span class=cF1>if</span><span class=cF0> (i>=UNITS_NUM/2) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l259"></a> </span><span class=cF1>if</span><span class=cF0> (i>=15*UNITS_NUM/16)
|
|
<a name="l260"></a> type=UT_ARTILLERY;
|
|
<a name="l261"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l262"></a> type=UT_INFANTRY;
|
|
<a name="l263"></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="l264"></a> </span><span class=cF1>if</span><span class=cF0> (i>=UNITS_NUM/4)
|
|
<a name="l265"></a> type=UT_MD_TANK;
|
|
<a name="l266"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l267"></a> type=UT_LT_TANK;
|
|
<a name="l268"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l269"></a> }
|
|
<a name="l270"></a> tmpu->type=type;
|
|
<a name="l271"></a> </span><span class=cF1>switch</span><span class=cF0> (type) {
|
|
<a name="l272"></a> </span><span class=cF1>case</span><span class=cF0> UT_INFANTRY:
|
|
<a name="l273"></a> tmpu->infantry=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l274"></a> tmpu->indirect_fire=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l275"></a> tmpu->armor =0;
|
|
<a name="l276"></a> tmpu->armored_attack =15;
|
|
<a name="l277"></a> tmpu->unarmored_attack=180;
|
|
<a name="l278"></a> tmpu->accuracy=45;
|
|
<a name="l279"></a> tmpu->range =5;
|
|
<a name="l280"></a> tmpu->movement=4;
|
|
<a name="l281"></a> tmpu->img =</span><span class=cFA><1></span><span class=cF0>;
|
|
<a name="l282"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l283"></a> </span><span class=cF1>case</span><span class=cF0> UT_ARTILLERY:
|
|
<a name="l284"></a> tmpu->infantry=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l285"></a> tmpu->indirect_fire=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l286"></a> tmpu->armor =0;
|
|
<a name="l287"></a> tmpu->armored_attack =60;
|
|
<a name="l288"></a> tmpu->unarmored_attack=180;
|
|
<a name="l289"></a> tmpu->accuracy=25;
|
|
<a name="l290"></a> tmpu->range =20;
|
|
<a name="l291"></a> tmpu->movement=2;
|
|
<a name="l292"></a> tmpu->img =</span><span class=cFA><2></span><span class=cF0>;
|
|
<a name="l293"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l294"></a> </span><span class=cF1>case</span><span class=cF0> UT_LT_TANK:
|
|
<a name="l295"></a> tmpu->infantry=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l296"></a> tmpu->indirect_fire=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l297"></a> tmpu->armor =30;
|
|
<a name="l298"></a> tmpu->armored_attack =40;
|
|
<a name="l299"></a> tmpu->unarmored_attack=60;
|
|
<a name="l300"></a> tmpu->accuracy=25;
|
|
<a name="l301"></a> tmpu->range =8;
|
|
<a name="l302"></a> tmpu->movement=24;
|
|
<a name="l303"></a> tmpu->img =</span><span class=cFA><3></span><span class=cF0>;
|
|
<a name="l304"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l305"></a> </span><span class=cF1>case</span><span class=cF0> UT_MD_TANK:
|
|
<a name="l306"></a> tmpu->infantry=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l307"></a> tmpu->indirect_fire=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l308"></a> tmpu->armor =60;
|
|
<a name="l309"></a> tmpu->armored_attack =60;
|
|
<a name="l310"></a> tmpu->unarmored_attack=80;
|
|
<a name="l311"></a> tmpu->accuracy=25;
|
|
<a name="l312"></a> tmpu->range =12;
|
|
<a name="l313"></a> tmpu->movement=16;
|
|
<a name="l314"></a> tmpu->img =</span><span class=cFA><4></span><span class=cF0>;
|
|
<a name="l315"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l316"></a> }
|
|
<a name="l317"></a> </span><span class=cF1>do</span><span class=cF0> {
|
|
<a name="l318"></a> row=</span><span class=cF5>RandU32</span><span class=cF0>%map_rows;
|
|
<a name="l319"></a> col=</span><span class=cF5>RandU32</span><span class=cF0>%(map_cols/3);
|
|
<a name="l320"></a> </span><span class=cF1>if</span><span class=cF0> (j)
|
|
<a name="l321"></a> col+=2*map_cols/3;
|
|
<a name="l322"></a> } </span><span class=cF1>while</span><span class=cF0> (UnitFind</span><span class=cF7>(</span><span class=cF0>row,col</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l323"></a> tmpu->row=row;
|
|
<a name="l324"></a> tmpu->col=col;
|
|
<a name="l325"></a> </span><span class=cF5>LBts</span><span class=cF0>(&tmpu->vis[cur_player],0);
|
|
<a name="l326"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l327"></a>}
|
|
<a name="l328"></a>
|
|
<a name="l329"></a></span><span class=cF1>U0</span><span class=cF0> ViewPlayerSet(</span><span class=cF1>I8</span><span class=cF0> p)
|
|
<a name="l330"></a>{
|
|
<a name="l331"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l332"></a> view_player=p;
|
|
<a name="l333"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse=</span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu,</span><span class=cF6>"View/Player1"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l334"></a> tmpse->checked= view_player==0;
|
|
<a name="l335"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse=</span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu,</span><span class=cF6>"View/Player2"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l336"></a> tmpse->checked= view_player==1;
|
|
<a name="l337"></a>}
|
|
<a name="l338"></a>
|
|
<a name="l339"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l340"></a>{
|
|
<a name="l341"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l342"></a> </span><span class=cF6>"GameSeed(0x%X)\n"</span><span class=cF0>,</span><span class=cF5>Seed</span><span class=cF0>(</span><span class=cF5>PopUpGetI64</span><span class=cF7>(</span><span class=cF6>"GameSeed(0x%X):"</span><span class=cF0>,</span><span class=cF5>Seed</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l343"></a> moving_unit=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l344"></a> InitMap;
|
|
<a name="l345"></a> ViewPlayerSet(cur_player=0);
|
|
<a name="l346"></a> enemy_player=1;
|
|
<a name="l347"></a> </span><span class=cF1>if</span><span class=cF0> (map_width<</span><span class=cF3>GR_WIDTH</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l348"></a> x0=(MAP_WIDTH-map_width)>>1;
|
|
<a name="l349"></a> y0=(MAP_HEIGHT-map_height)>>1+</span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l350"></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="l351"></a> x0=0;
|
|
<a name="l352"></a> y0=</span><span class=cF3>FONT_HEIGHT</span><span class=cF0>;
|
|
<a name="l353"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l354"></a> InitUnits;
|
|
<a name="l355"></a> </span><span class=cF5>QueInit</span><span class=cF0>(&indirect_head);
|
|
<a name="l356"></a> turn=0;
|
|
<a name="l357"></a> fire_radius=0;
|
|
<a name="l358"></a> show_vis_row=-1;
|
|
<a name="l359"></a> show_vis_col=-1;
|
|
<a name="l360"></a> *msg_buf=0;
|
|
<a name="l361"></a> msg_off_timeout=0;
|
|
<a name="l362"></a> phase=PHASE_END;
|
|
<a name="l363"></a>}
|
|
<a name="l364"></a>
|
|
<a name="l365"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l366"></a>{
|
|
<a name="l367"></a> </span><span class=cF5>QueDel</span><span class=cF0>(&indirect_head,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l368"></a>}
|
|
<a name="l369"></a>
|
|
<a name="l370"></a></span><span class=cF1>U0</span><span class=cF0> PlayerPick(</span><span class=cF1>U8</span><span class=cF0> *dirname,</span><span class=cF9>I64</span><span class=cF0> player)
|
|
<a name="l371"></a>{
|
|
<a name="l372"></a> </span><span class=cF9>I64</span><span class=cF0> i=0;
|
|
<a name="l373"></a> </span><span class=cF1>U8</span><span class=cF0> *st;
|
|
<a name="l374"></a> </span><span class=cF9>CDirEntry</span><span class=cF0> *tmpde,*tmpde1,*tmpde2;
|
|
<a name="l375"></a> </span><span class=cF9>CDoc</span><span class=cF0> *doc=</span><span class=cF5>DocNew</span><span class=cF0>;
|
|
<a name="l376"></a> </span><span class=cF1>Bool</span><span class=cF0> *old_silent=</span><span class=cF5>Silent</span><span class=cF0>;
|
|
<a name="l377"></a> st=</span><span class=cF5>MStrPrint</span><span class=cF0>(</span><span class=cF6>"%s/*.HC*"</span><span class=cF0>,dirname);
|
|
<a name="l378"></a> tmpde=</span><span class=cF5>FilesFind</span><span class=cF0>(st);
|
|
<a name="l379"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l380"></a> tmpde2=</span><span class=cF5>FilesFind</span><span class=cF0>(</span><span class=cF6>"~/ToTheFront/*.HC*"</span><span class=cF0>);
|
|
<a name="l381"></a> tmpde1=tmpde;
|
|
<a name="l382"></a> </span><span class=cF5>Silent</span><span class=cF0>(old_silent);
|
|
<a name="l383"></a>
|
|
<a name="l384"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"Player %d Type\n\n$LTBLUE$"</span><span class=cF0>,player+1);
|
|
<a name="l385"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l386"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++&3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l387"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l388"></a> st=</span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l389"></a> </span><span class=cF5>FileExtRem</span><span class=cF0>(st);
|
|
<a name="l390"></a> tmpde1->user_data=</span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>,st,tmpde1);
|
|
<a name="l391"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l392"></a> tmpde1=tmpde1->next;
|
|
<a name="l393"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l394"></a> tmpde1=tmpde2;
|
|
<a name="l395"></a> </span><span class=cF1>while</span><span class=cF0> (tmpde1) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l396"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i++&3</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l397"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"\n"</span><span class=cF0>);
|
|
<a name="l398"></a> st=</span><span class=cF5>StrNew</span><span class=cF0>(tmpde1->name);
|
|
<a name="l399"></a> </span><span class=cF5>FileExtRem</span><span class=cF0>(st);
|
|
<a name="l400"></a> tmpde1->user_data=</span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"$MU-UL,\"%-10ts\",LE=%d$ "</span><span class=cF0>,st,tmpde1);
|
|
<a name="l401"></a> </span><span class=cF5>Free</span><span class=cF0>(st);
|
|
<a name="l402"></a> tmpde1=tmpde1->next;
|
|
<a name="l403"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l404"></a> </span><span class=cF5>DocPrint</span><span class=cF0>(doc,</span><span class=cF6>"\n\n\n$FG$Create your own AI in ~/ToTheFront."</span><span class=cF0>);
|
|
<a name="l405"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpde1=</span><span class=cF5>PopUpMenu</span><span class=cF0>(doc)</span><span class=cF7>)</span><span class=cF0><=0);
|
|
<a name="l406"></a> </span><span class=cF5>ExeFile</span><span class=cF0>(tmpde1->full_name);
|
|
<a name="l407"></a> </span><span class=cF5>DocDel</span><span class=cF0>(doc);
|
|
<a name="l408"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde);
|
|
<a name="l409"></a> </span><span class=cF5>DirTreeDel</span><span class=cF0>(tmpde2);
|
|
<a name="l410"></a> </span><span class=cF5>ExePrint</span><span class=cF0>(</span><span class=cF6>"player_indirect[%d]=&PlayerIndirect;"</span><span class=cF0>
|
|
<a name="l411"></a> </span><span class=cF6>"player_move[%d]=&PlayerMove;"</span><span class=cF0>
|
|
<a name="l412"></a> </span><span class=cF6>"player_direct[%d]=&PlayerDirect;"</span><span class=cF0>,
|
|
<a name="l413"></a> player,player,player);
|
|
<a name="l414"></a>}
|
|
</span></pre></body>
|
|
</html>
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