templeos-info/public/Wb/Apps/X-Caliber/X-Caliber.HC

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#define XMSGF_ANTISPIN 0
#define XMSGF_SOLAR_STORM 1
RegDft("TempleOS/XCaliber",
"I64 best_score=0;\n"
"I64 msg_flags=0;\n"
);
RegExe("TempleOS/XCaliber");
#define MT_HUMAN_SHIP 0
#define MT_ENEMY_SHIP 1
#define MT_SOLAR_FLARE 2
#define MT_ION 3
#define MT_ANTIMATTER_BALL 4
#define MT_ANTIMATTER_SPLAT 5
#define MT_MISSILE 6
class MyMass:CMass
{
F64 temperature,radius,die_timeout;
I64 type;
Bool no_overlap;
};
class MySpring:CSpring
{
F64 strength;
I64 color;
};
#define SPIN_GAIN 0.25
#define MASSES_NUM 8
#define SPRINGS_NUM 16
#define MISSILES_NUM 2
#define ST_HUMAN1 0
#define ST_ENEMY1 1
#define ST_ENEMY2 2
extern class Ship;
#define MISSILE_LEN 5
class Missile
{
Missile *next,*last;
F64 tons,fuse_time,die_timeout;
MyMass p_front,p_back;
MySpring s[5];
U8 *img;
Ship *owner,*target;
Bool active,launched,exploding;
U8 label[5];
} missile_head;
class Ship
{
Ship *next,*last;
I64 type,masses,springs;
MyMass p[MASSES_NUM];
MySpring s[SPRINGS_NUM];
F64 fire_rate;
F64 reload_timeout,spacewalk_timeout;
F64 die_time,die_timeout;
I64 spacewalk_side;
F64 laser_temperature;
Missile missiles[MISSILES_NUM];
Bool lasering,exploding,laser_overheat;
} ship_head,*human;
F64 human_t_left,human_t_right,human_antispin;
class Shot
{
Shot *next,*last;
F64 radius,fuse_time;
I64 splats;
MyMass p;
} shot_head;
F64 t_solar_storm;
Bool alarm;
#define THRUST_MAX 200.0
#define ANTISPIN_MAX 25.0
#define SPACEWALK_TIME 7.5
#define CMD_NULL 0
#define CMD_SPIN_LEFT 1
#define CMD_SPIN_RIGHT 2
#define CMD_THRUST 3
#define CMD_FIRE 4
#define CMD_EXIT 5
Bool game_over,show_level_msg;
#define STARS_NUM 100
I64 stars_x[STARS_NUM],stars_y[STARS_NUM];
CMathODE *ode=NULL;
I64 level,score,remaining;
$BG,0$
$SP,"<1>",BI=1$
$SP,"<2>",BI=2$
$SP,"<3>",BI=3$
$SP,"<4>",BI=4$
$SP,"<5>",BI=5$
$SP,"<6>",BI=6$
$SP,"<7>",BI=7$
$SP,"<8>",BI=8$
$BG$
//********************************** Ship
Bool CheckOverlap()
{
CD3 p;
MyMass *tmpm,*tmpm1;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
tmpm1=ode->next_mass;
while (tmpm1!=&ode->next_mass) {
if (tmpm!=tmpm1 && !tmpm->no_overlap && !tmpm1->no_overlap) {
D3Sub(&p,&tmpm->x,&tmpm1->x);
if (D3NormSqr(&p)<=Sqr(tmpm->radius+tmpm1->radius))
return TRUE;
}
tmpm1=tmpm1->next;
}
tmpm=tmpm->next;
}
return FALSE;
}
U0 MissileNew(Ship *tmpsp,I64 n)
{
I64 i;
CD3 p,p1,p2;
Missile *tmpmi=&tmpsp->missiles[n];
MemSet(tmpmi,0,sizeof(Missile));
D3Equ(&tmpmi->p_front.x,
(tmpsp->p[n+1].x+tmpsp->p[n+3].x)/2,
(tmpsp->p[n+1].y+tmpsp->p[n+3].y)/2,0);
D3Copy(&tmpmi->p_back.x,&tmpmi->p_front.x);
if (n&1)
StrCpy(tmpmi->label,"L");
else
StrCpy(tmpmi->label,"R");
tmpmi->owner=tmpsp;
tmpmi->tons=0.5;
tmpmi->p_front.mass=0.1;
tmpmi->p_front.type=MT_MISSILE;
tmpmi->p_back.mass =0.1;
tmpmi->p_back.type =MT_MISSILE;
tmpmi->p_front.radius=2;
tmpmi->p_back.radius =2;
tmpmi->p_front.no_overlap=TRUE;
tmpmi->p_back.no_overlap =TRUE;
D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
D3Unit(D3Add(&p,&p1,&p2));
D3AddEqu(&tmpmi->p_front.x,D3MulEqu(D3Copy(&p1,&p),MISSILE_LEN/2+1));
D3SubEqu(&tmpmi->p_back.x ,D3MulEqu(D3Copy(&p1,&p),MISSILE_LEN/2-1));
D3Copy(&tmpmi->p_front.DxDt,&tmpsp->p[n].DxDt);
D3Copy(&tmpmi->p_back.DxDt,&tmpsp->p[n].DxDt);
QueIns(&tmpmi->p_front,ode->last_mass);
QueIns(&tmpmi->p_back, ode->last_mass);
tmpmi->s[0].end1=&tmpmi->p_front;
tmpmi->s[0].end2=&tmpmi->p_back;
tmpmi->s[1].end1=&tmpmi->p_front;
tmpmi->s[1].end2=&tmpsp->p[n+1];
tmpmi->s[2].end1=&tmpmi->p_back;
tmpmi->s[2].end2=&tmpsp->p[n+1];
tmpmi->s[3].end1=&tmpmi->p_front;
tmpmi->s[3].end2=&tmpsp->p[n+3];
tmpmi->s[4].end1=&tmpmi->p_back;
tmpmi->s[4].end2=&tmpsp->p[n+3];
for (i=0;i<5;i++) {
tmpmi->s[i].const=10000;
tmpmi->s[i].strength =20000;
tmpmi->s[i].color=BLACK;
tmpmi->s[i].rest_len=D3Dist(&tmpmi->s[i].end1->x,&tmpmi->s[i].end2->x);
QueIns(&tmpmi->s[i],ode->last_spring);
}
tmpmi->img=$IB,"<7>",BI=7$;
tmpmi->active=TRUE;
QueIns(tmpmi,missile_head.last);
}
Ship *ShipNew(I64 x,I64 y,I64 type)
{
I64 i;
Ship *tmpsp=CAlloc(sizeof(Ship));
switch (tmpsp->type=type) {
case ST_HUMAN1:
tmpsp->fire_rate=25;
tmpsp->masses=5;
tmpsp->p[0].x=x;
tmpsp->p[0].y=y;
tmpsp->p[1].x=x+3;
tmpsp->p[1].y=y+10;
tmpsp->p[2].x=x-3;
tmpsp->p[2].y=y+10;
tmpsp->p[3].x=x+20;
tmpsp->p[3].y=y+20;
tmpsp->p[4].x=x-20;
tmpsp->p[4].y=y+20;
for (i=0;i<tmpsp->masses;i++) {
tmpsp->p[i].mass=1;
tmpsp->p[i].type=MT_HUMAN_SHIP;
if (i<3)
tmpsp->p[i].radius=2.5;
else
tmpsp->p[i].radius=4;
tmpsp->p[i].drag_profile_factor=3;
QueIns(&tmpsp->p[i],ode->last_mass);
}
tmpsp->p[3].mass/=10.0;
tmpsp->p[4].mass/=10.0;
tmpsp->springs=7;
tmpsp->s[0].end1=&tmpsp->p[0];
tmpsp->s[0].end2=&tmpsp->p[1];
tmpsp->s[1].end1=&tmpsp->p[2];
tmpsp->s[1].end2=&tmpsp->p[0];
tmpsp->s[2].end1=&tmpsp->p[1];
tmpsp->s[2].end2=&tmpsp->p[2];
tmpsp->s[3].end1=&tmpsp->p[1];
tmpsp->s[3].end2=&tmpsp->p[3];
tmpsp->s[4].end1=&tmpsp->p[0];
tmpsp->s[4].end2=&tmpsp->p[3];
tmpsp->s[5].end1=&tmpsp->p[2];
tmpsp->s[5].end2=&tmpsp->p[4];
tmpsp->s[6].end1=&tmpsp->p[0];
tmpsp->s[6].end2=&tmpsp->p[4];
for (i=0;i<tmpsp->springs;i++) {
tmpsp->s[i].rest_len=
D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
tmpsp->s[i].const=10000;
tmpsp->s[i].strength =30000;
if (i<=2)
tmpsp->s[i].color=LTCYAN;
else
tmpsp->s[i].color=LTGRAY;
QueIns(&tmpsp->s[i],ode->last_spring);
}
MissileNew(tmpsp,0);
MissileNew(tmpsp,1);
remaining=0;
break;
case ST_ENEMY1:
tmpsp->fire_rate=2.5;
tmpsp->masses=3;
tmpsp->p[0].x=x;
tmpsp->p[0].y=y;
tmpsp->p[1].x=x+15;
tmpsp->p[1].y=y;
tmpsp->p[2].x=x;
tmpsp->p[2].y=y+15;
for (i=0;i<tmpsp->masses;i++) {
tmpsp->p[i].mass=1;
tmpsp->p[i].type=MT_ENEMY_SHIP;
tmpsp->p[i].radius=7;
tmpsp->p[i].drag_profile_factor=3;
QueIns(&tmpsp->p[i],ode->last_mass);
}
tmpsp->springs=3;
tmpsp->s[0].end1=&tmpsp->p[0];
tmpsp->s[0].end2=&tmpsp->p[1];
tmpsp->s[1].end1=&tmpsp->p[1];
tmpsp->s[1].end2=&tmpsp->p[2];
tmpsp->s[2].end1=&tmpsp->p[2];
tmpsp->s[2].end2=&tmpsp->p[0];
for (i=0;i<tmpsp->springs;i++) {
tmpsp->s[i].rest_len=
D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
tmpsp->s[i].const=10000;
tmpsp->s[i].strength =20000;
tmpsp->s[i].color=BLACK;
QueIns(&tmpsp->s[i],ode->last_spring);
}
remaining++;
break;
case ST_ENEMY2:
tmpsp->fire_rate=5.0;
tmpsp->masses=5;
tmpsp->p[0].x=x;
tmpsp->p[0].y=y;
tmpsp->p[1].x=x-7;
tmpsp->p[1].y=y+10;
tmpsp->p[2].x=x+7;
tmpsp->p[2].y=y+10;
tmpsp->p[3].x=x-14;
tmpsp->p[3].y=y+20;
tmpsp->p[4].x=x+14;
tmpsp->p[4].y=y+20;
for (i=0;i<tmpsp->masses;i++) {
tmpsp->p[i].mass=1;
tmpsp->p[i].type=MT_ENEMY_SHIP;
tmpsp->p[i].radius=6;
tmpsp->p[i].drag_profile_factor=5;
QueIns(&tmpsp->p[i],ode->last_mass);
}
tmpsp->springs=7;
tmpsp->s[0].end1=&tmpsp->p[0];
tmpsp->s[0].end2=&tmpsp->p[1];
tmpsp->s[1].end1=&tmpsp->p[0];
tmpsp->s[1].end2=&tmpsp->p[2];
tmpsp->s[2].end1=&tmpsp->p[1];
tmpsp->s[2].end2=&tmpsp->p[2];
tmpsp->s[3].end1=&tmpsp->p[1];
tmpsp->s[3].end2=&tmpsp->p[3];
tmpsp->s[4].end1=&tmpsp->p[2];
tmpsp->s[4].end2=&tmpsp->p[4];
tmpsp->s[5].end1=&tmpsp->p[2];
tmpsp->s[5].end2=&tmpsp->p[3];
tmpsp->s[6].end1=&tmpsp->p[1];
tmpsp->s[6].end2=&tmpsp->p[4];
for (i=0;i<tmpsp->springs;i++) {
tmpsp->s[i].rest_len=
D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
tmpsp->s[i].const= 40000;
tmpsp->s[i].strength =75000;
if (i>=3)
tmpsp->s[i].color=LTPURPLE;
else
tmpsp->s[i].color=BLACK;
QueIns(&tmpsp->s[i],ode->last_spring);
}
remaining++;
break;
}
QueIns(tmpsp,ship_head.last);
return tmpsp;
}
U0 MissileDel(Missile *tmpmi)
{
I64 i;
if (tmpmi->active) {
QueRem(tmpmi);
for(i=0;i<5;i++)
QueRem(&tmpmi->s[i]);
QueRem(&tmpmi->p_front);
QueRem(&tmpmi->p_back);
tmpmi->active=FALSE;
}
}
U0 ShipDel(Ship *tmpsp)
{
I64 i;
if (!tmpsp) return;
for (i=0;i<tmpsp->masses;i++)
QueRem(&tmpsp->p[i]);
for (i=0;i<tmpsp->springs;i++)
QueRem(&tmpsp->s[i]);
for (i=0;i<2;i++)
MissileDel(&tmpsp->missiles[i]);
QueRem(tmpsp);
Free(tmpsp);
remaining--;
}
U0 PlaceShip(I64 type)
{
Ship *tmpsp;
if (CheckOverlap)
return;
while (TRUE) {
tmpsp=ShipNew(RandU16%(Fs->pix_width-20)+10,
RandU16%(Fs->pix_height-20)+10,type);
if (CheckOverlap)
ShipDel(tmpsp);
else
break;
}
}
//********************************** Human Ship
I64 Tweaked()
{
CD3 p,p1,p2;
if (human) {
D3Sub(&p1,&human->p[0].x,&human->p[1].x);
D3Sub(&p2,&human->p[0].x,&human->p[2].x);
D3Unit(D3Add(&p,&p1,&p2));
D3Sub(&p1,&human->p[0].x,&human->p[3].x);
D3Sub(&p2,&human->p[0].x,&human->p[4].x);
D3Unit(&p1);
D3Unit(&p2);
if (!(human->s[3].flags&SSF_INACTIVE) && D3Dot(&p,&p1)>Cos(20*<EFBFBD>/180))
return 3;
if (!(human->s[5].flags&SSF_INACTIVE) && D3Dot(&p,&p2)>Cos(20*<EFBFBD>/180))
return 4;
return 0;
}
}
U0 AllDel(CMathODE *ode)
{
Ship *tmpsp,*tmpsp1;
QueRem(ode);
tmpsp=ship_head.next;
while (tmpsp!=&ship_head) {
tmpsp1=tmpsp->next;
ShipDel(tmpsp);
tmpsp=tmpsp1;
}
human=NULL;
QueDel(&shot_head,TRUE);
ODEDel(ode);
}
Bool LaserPlot(CDC *dc,I64 x,I64 y,I64)
{
I64 c;
c=GrPeek(dc,x,y);
if (c!=BLACK && c!=WHITE)
return FALSE;
else {
GrPlot(dc,x,y);
return TRUE;
}
}
//**********************************
U0 DrawIt(CTask *task,CDC *dc)
{
I64 i,j;
F64 arg;
Ship *tmpsp;
Shot *tmps;
Missile *tmpmi;
CD3 p,p1,p2;
F64 t_left,t_right,spin,d,x,y;
MySpring *tmpsps;
MyMass *tmpm;
U8 *img;
Bool draw_laser_line=FALSE;
if (ode!=task->last_ode) return;
dc->color=WHITE;
GrPrint(dc,0,0,"Level:%d Score:%d High Score:%d",level,score,best_score);
if (game_over) {
if (Blink)
GrPrint(dc,(task->pix_width-9*FONT_WIDTH)/2,
(task->pix_height-FONT_HEIGHT)/2,"Game Over");
} else if (show_level_msg) {
if (Blink)
GrPrint(dc,(task->pix_width-8*FONT_WIDTH)/2,
(task->pix_height-FONT_HEIGHT)/2+50,"Level %d",level);
}
for (i=0;i<STARS_NUM;i++)
GrPlot(dc,stars_x[i],stars_y[i]);
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
if (tmpm->type==MT_ANTIMATTER_SPLAT) {
dc->color=LTGREEN;
GrPlot(dc,tmpm->x,tmpm->y);
} else if (tmpm->type==MT_ION) {
dc->color=YELLOW;
GrPlot(dc,tmpm->x,tmpm->y);
}
tmpm=tmpm->next;
}
tmpsps=ode->next_spring;
while (tmpsps!=&ode->next_spring) {
if (!(tmpsps->flags&SSF_INACTIVE) && tmpsps->color) {
dc->color=tmpsps->color;
GrLine(dc,tmpsps->end1->x,tmpsps->end1->y,
tmpsps->end2->x,tmpsps->end2->y);
}
tmpsps=tmpsps->next;
}
tmpmi=missile_head.next;
while (tmpmi!=&missile_head) {
if (tmpmi->active) {
if (tmpmi->launched && tmpmi->exploding) {
d=(tS-tmpmi->fuse_time)/(tmpmi->die_timeout-tmpmi->fuse_time);
d=70*Sin(<EFBFBD>*d)*tmpmi->tons+1;
for (i=1;i<d;i++) {
if (i&1)
dc->color=YELLOW;
else
dc->color=LTRED;
GrCircle(dc,tmpmi->p_front.x,tmpmi->p_front.y,i);
}
} else
Sprite3ZB(dc,(tmpmi->p_front.x+tmpmi->p_back.x)/2,
(tmpmi->p_front.y+tmpmi->p_back.y)/2,0,tmpmi->img,
Arg(tmpmi->p_front.x-tmpmi->p_back.x,
tmpmi->p_front.y-tmpmi->p_back.y));
}
tmpmi=tmpmi->next;
}
tmpsp=ship_head.next;
while (tmpsp!=&ship_head) {
if (!tmpsp->exploding) {
switch (tmpsp->type) {
case ST_HUMAN1:
if (tmpsp->spacewalk_side) {
t_left=0;
t_right=0;
} else {
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x))) {
D3Sub(&p2,&tmpsp->p[0].DxDt,&tmpsp->p[1].DxDt);
D3Cross(&p,&p1,&p2);
spin=p.z/d;
} else
spin=0;
t_left =Clamp(human_t_left+SPIN_GAIN*spin*human_antispin,
0,THRUST_MAX);
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[2].x))) {
D3Sub(&p2,&tmpsp->p[0].DxDt,&tmpsp->p[2].DxDt);
D3Cross(&p,&p1,&p2);
spin=p.z/d;
} else
spin=0;
t_right=Clamp(human_t_right-SPIN_GAIN*spin*human_antispin,
0,THRUST_MAX);
}
D3Sub(&p1,&tmpsp->p[1].x,&tmpsp->p[0].x);
D3Sub(&p2,&tmpsp->p[2].x,&tmpsp->p[0].x);
D3Unit(D3Add(&p,&p1,&p2));
if (!(tmpsp->s[3].flags&SSF_INACTIVE)) {
dc->color=YELLOW;
D3AddEqu(D3Mul(&p1,t_left/25,&p),&tmpsp->p[3].x);
GrLine(dc,tmpsp->p[1].x,tmpsp->p[1].y,p1.x,p1.y);
arg=Arg(p.x,p.y);
Sprite3ZB(dc,tmpsp->p[3].x,tmpsp->p[3].y,0,$IB,"<thruster>",BI=1$,arg);
}
if (!(tmpsp->s[5].flags&SSF_INACTIVE)) {
dc->color=YELLOW;
D3AddEqu(D3Mul(&p2,t_right/25,&p),&tmpsp->p[4].x);
GrLine(dc,tmpsp->p[2].x,tmpsp->p[2].y,p2.x,p2.y);
arg=Arg(p.x,p.y);
Sprite3ZB(dc,tmpsp->p[4].x,tmpsp->p[4].y,0,$IB,"<thruster>",BI=1$,arg);
}
if (tS>tmpsp->reload_timeout)
img=$IB,"<gun_ready>",BI=2$;
else
img=$IB,"<gun_busy>",BI=3$;
arg=Arg(p.x,p.y);
switch (level) {
case 3:
if (!(tmpsp->s[3].flags&SSF_INACTIVE))
Sprite3ZB(dc,tmpsp->p[3].x,tmpsp->p[3].y,0,img,arg);
if (!(tmpsp->s[5].flags&SSF_INACTIVE))
Sprite3ZB(dc,tmpsp->p[4].x,tmpsp->p[4].y,0,img,arg);
case 2:
if (!(tmpsp->s[1].flags&SSF_INACTIVE))
Sprite3ZB(dc,tmpsp->p[1].x,tmpsp->p[1].y,0,img,arg);
if (!(tmpsp->s[2].flags&SSF_INACTIVE))
Sprite3ZB(dc,tmpsp->p[2].x,tmpsp->p[2].y,0,img,arg);
case 1:
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,img,arg);
break;
default:
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,$IB,"<Laser>",BI=6$,arg);
if (tmpsp->lasering && !tmpsp->laser_overheat) {
draw_laser_line=TRUE;
Snd(74);
}
}
ctrl_panel.laser_temperature=tmpsp->laser_temperature;
if (tmpsp->spacewalk_side) {
d=1.0-(tmpsp->spacewalk_timeout-tS)/SPACEWALK_TIME;
if (d>1.0) {
tmpsp->spacewalk_side=0;
ctrl_panel.spacewalk=FALSE;
} else {
if (d<0.5) {
d=d*2;
x=tmpsp->p[0].x*(1.0-d)+
tmpsp->p[tmpsp->spacewalk_side].x*(d);
y=tmpsp->p[0].y*(1.0-d)+
tmpsp->p[tmpsp->spacewalk_side].y*(d);
} else {
d=(d-0.5)*2;
x=tmpsp->p[tmpsp->spacewalk_side].x*(1.0-d)+
tmpsp->p[0].x*(d);
y=tmpsp->p[tmpsp->spacewalk_side].y*(1.0-d)+
tmpsp->p[0].y*(d);
}
Sprite3ZB(dc,x,y,0,$IB,"<spacewalk>",BI=4$,arg+0.75*Sin(tS*2));
}
} else {
if (ctrl_panel.spacewalk) {
if (tmpsp->spacewalk_side=Tweaked)
tmpsp->spacewalk_timeout=tS+SPACEWALK_TIME;
else
ctrl_panel.spacewalk=FALSE;
}
}
break;
case ST_ENEMY2:
for (i=3;i<tmpsp->masses;i++) {
dc->color=PURPLE;
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,tmpsp->p[i].radius);
GrFloodFill(dc,tmpsp->p[i].x,tmpsp->p[i].y+2,TRUE);
dc->color=WHITE;
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,tmpsp->p[i].radius);
}
case ST_ENEMY1:
D3DivEqu(D3Sub(&p1,&tmpsp->p[1].x,&tmpsp->p[0].x),2.0);
D3DivEqu(D3Sub(&p2,&tmpsp->p[2].x,&tmpsp->p[0].x),2.0);
D3Unit(D3Add(&p,&p1,&p2));
if (tS>tmpsp->reload_timeout)
img=$IB,"<gun_ready>",BI=2$;
else
img=$IB,"<gun_busy>",BI=3$;
arg=Arg(p.x,p.y);
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,img,arg);
arg=Arg(p1.x,p1.y);
Sprite3ZB(dc,tmpsp->p[0].x+p1.x,tmpsp->p[0].y+p1.y,0,
$IB,"<EnemySide>",BI=5$,arg);
arg=Arg(p2.x,p2.y);
Sprite3ZB(dc,tmpsp->p[0].x+p2.x,tmpsp->p[0].y+p2.y,0,
$IB,"<EnemySide>",BI=5$,arg);
break;
}
for (i=0;i<tmpsp->masses;i++) {
dc->color=YELLOW;
if (tmpsp->p[i].temperature>=1.0)
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,
tmpsp->p[i].temperature);
}
}
else if (tmpsp->die_time<=tS<=tmpsp->die_timeout)
for (j=0;j<tmpsp->masses;j++) {
d=(tS-tmpsp->die_time)/(tmpsp->die_timeout-tmpsp->die_time);
d=7*Sin(<EFBFBD>*d)*(6+j)+1;
for (i=1;i<d;i++) {
if (i&1)
dc->color=YELLOW;
else
dc->color=LTRED;
GrCircle(dc,tmpsp->p[j].x,tmpsp->p[j].y,i);
}
}
tmpsp=tmpsp->next;
}
tmps=shot_head.next;
while (tmps!=&shot_head) {
if (tmps->radius<1.0) {
dc->color=LTGREEN;
GrPlot(dc,tmps->p.x,tmps->p.y);
} else {
dc->color=YELLOW;
GrCircle(dc,tmps->p.x,tmps->p.y,tmps->radius);
if (tmps->radius>=2.0)
GrFloodFill(dc,tmps->p.x,tmps->p.y,TRUE);
dc->color=LTGREEN;
GrCircle(dc,tmps->p.x,tmps->p.y,tmps->radius);
}
tmps=tmps->next;
}
if (human && draw_laser_line) {
D3Sub(&p1,&human->p[1].x,&human->p[0].x);
D3Sub(&p2,&human->p[2].x,&human->p[0].x);
D3Unit(D3Add(&p,&p1,&p2));
dc->color=LTBLUE;
Line(dc,human->p[0].x-10*p.x,human->p[0].y-10*p.y,0,
human->p[0].x-800*p.x,human->p[0].y-800*p.y,0,&LaserPlot);
}
tmpmi=missile_head.next;
while (tmpmi!=&missile_head) {
if (tmpsp=tmpmi->target) {
dc->color=LTRED;
GrCircle(dc,tmpsp->p[0].x,tmpsp->p[0].y,10);
GrPrint(dc,tmpsp->p[0].x+12,tmpsp->p[0].y-4,tmpmi->label);
}
tmpmi=tmpmi->next;
}
}
U0 Explosion(MyMass *tmpm1,MyMass *tmpm2,F64 tons)
{
MyMass *tmpm;
CD3 p1;
F64 d;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
if (tmpm!=tmpm1 && tmpm!=tmpm2) {
D3Sub(&p1,&tmpm->state->x,&tmpm1->state->x);
d=D3NormSqr(&p1)-tmpm->radius*tmpm->radius;
if (d<100.0*100.0) {
if (d<1)
d=1;
else
d=Sqrt(d);
d=250000*tons/d`2;
D3MulEqu(&p1,d);
D3AddEqu(&tmpm->DstateDt->DxDt,&p1);
}
}
tmpm=tmpm->next;
}
}
Ship TargetGet(Missile *tmpmi)
{
Ship *tmpsp,*res=NULL;
F64 dd,best_dd=F64_MAX;
I64 i;
CD3 p,p1,p2;
D3Unit(D3Sub(&p,&tmpmi->p_front.state->x,&tmpmi->p_back.state->x));
tmpsp=ship_head.next;
while (tmpsp!=&ship_head) {
if (!tmpsp->exploding && tmpsp!=tmpmi->owner)
for (i=0;i<tmpsp->masses;i++) {
D3Sub(&p1,&tmpsp->p[i].state->x,&tmpmi->p_front.state->x);
D3Unit(D3Copy(&p2,&p1));
D3Cross(&p1,&p,&p2);
if (D3Dot(&p,&p2)>0 && D3Norm(&p1)<=<EFBFBD>/16) {
dd=D3NormSqr(&p1);
if (dd<best_dd) {
best_dd=dd;
res=tmpsp;
}
}
}
tmpsp=tmpsp->next;
}
return res;
}
U0 MyDerivative(CMathODE *ode,F64,COrder2D3 *,COrder2D3 *)
{
I64 i;
F64 d,dd,dd2,spin,t_left,t_right,<EFBFBD>_err,<EFBFBD>_thrust,D<EFBFBD>Dt;
CTask *task=ode->win_task;
CD3 p,p1,p2;
Ship *tmpsp;
Missile *tmpmi;
MyMass *tmpm,*tmpm1;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
if (tmpm->type!=MT_SOLAR_FLARE && tmpm->type!=MT_ION) {
d=tmpm->state->x;
if (d-tmpm->radius<0)
tmpm->DstateDt->DxDt+=Sqr(Sqr(Sqr(d-tmpm->radius)));
if (d+tmpm->radius>task->pix_width)
tmpm->DstateDt->DxDt-=Sqr(Sqr(Sqr((d+tmpm->radius)-task->pix_width)));
d=tmpm->state->y;
if (d-tmpm->radius<0)
tmpm->DstateDt->DyDt+=Sqr(Sqr(Sqr(d-tmpm->radius)));
if (d+tmpm->radius>task->pix_height)
tmpm->DstateDt->DyDt-=Sqr(Sqr(Sqr((d+tmpm->radius)-task->pix_height)));
}
if (tmpm->type!=MT_ION && tmpm->type!=MT_ANTIMATTER_SPLAT) {
tmpm1=ode->next_mass;
while (tmpm1!=&ode->next_mass) {
if (tmpm!=tmpm1) {
if (tmpm1->type==MT_ANTIMATTER_SPLAT) {
if (tmpm->type==MT_HUMAN_SHIP || tmpm->type==MT_ENEMY_SHIP) {
D3Sub(&p,&tmpm->state->x,&tmpm1->state->x);
dd=D3NormSqr(&p)+1;
if (dd<100000) {
D3MulEqu(&p,100000/dd);
D3AddEqu(&tmpm1->DstateDt->DxDt,&p);
}
}
} else if (tmpm1->type!=MT_ION) {
D3Sub(&p,&tmpm->state->x,&tmpm1->state->x);
dd=D3NormSqr(&p);
dd2=Sqr(tmpm->radius+tmpm1->radius);
if (dd<=dd2) {
d=Sqrt(dd)+0.0001;
D3MulEqu(&p,Sqr(Sqr(dd2-dd))/d);
D3AddEqu(&tmpm ->DstateDt->DxDt,&p);
D3SubEqu(&tmpm1->DstateDt->DxDt,&p);
}
}
}
tmpm1=tmpm1->next;
}
}
tmpm=tmpm->next;
}
tmpsp=ship_head.next;
while (tmpsp!=&ship_head) {
if (tmpsp->exploding && tmpsp->die_time<=tS<=tmpsp->die_timeout)
for (i=0;i<tmpsp->masses;i++)
Explosion(&tmpsp->p[i],NULL,tmpsp->p[i].radius/250.0);
switch (tmpsp->type) {
case ST_HUMAN1:
if (!tmpsp->exploding) {
if (tmpsp->spacewalk_side) {
t_left=0;
t_right=0;
d=1.0-(tmpsp->spacewalk_timeout-tS)/SPACEWALK_TIME;
if (0.485<d<0.515) {
D3Unit(D3Sub(&p,&tmpsp->p[2].state->x,&tmpsp->p[1].state->x));
if (tmpsp->spacewalk_side==3) {
tmpsp->p[3].DstateDt->DxDt-=10*THRUST_MAX*p.x;
tmpsp->p[3].DstateDt->DyDt-=10*THRUST_MAX*p.y;
tmpsp->p[1].DstateDt->DxDt+=10*THRUST_MAX*p.x;
tmpsp->p[1].DstateDt->DyDt+=10*THRUST_MAX*p.y;
} else {
tmpsp->p[4].DstateDt->DxDt+=10*THRUST_MAX*p.x;
tmpsp->p[4].DstateDt->DyDt+=10*THRUST_MAX*p.y;
tmpsp->p[2].DstateDt->DxDt-=10*THRUST_MAX*p.x;
tmpsp->p[2].DstateDt->DyDt-=10*THRUST_MAX*p.y;
}
}
} else {
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].state->x,
&tmpsp->p[1].state->x))) {
D3Sub(&p2,&tmpsp->p[0].state->DxDt,&tmpsp->p[1].state->DxDt);
D3Cross(&p,&p1,&p2);
spin=p.z/d;
} else
spin=0;
t_left =Clamp(human_t_left+SPIN_GAIN*spin*human_antispin,
0,THRUST_MAX);
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].state->x,
&tmpsp->p[2].state->x))) {
D3Sub(&p2,&tmpsp->p[0].state->DxDt,&tmpsp->p[2].state->DxDt);
D3Cross(&p,&p1,&p2);
spin=p.z/d;
} else
spin=0;
t_right=Clamp(human_t_right-SPIN_GAIN*spin*human_antispin,
0,THRUST_MAX);
D3Sub(&p1,&tmpsp->p[0].state->x,&tmpsp->p[1].state->x);
D3Sub(&p2,&tmpsp->p[0].state->x,&tmpsp->p[2].state->x);
D3Unit(D3Add(&p,&p1,&p2));
if (!(tmpsp->s[3].flags&SSF_INACTIVE)) {
D3Mul(&p1,t_left,&p);
D3AddEqu(&tmpsp->p[3].DstateDt->DxDt,&p1);
}
if (!(tmpsp->s[5].flags&SSF_INACTIVE)) {
D3Mul(&p2,t_right,&p);
D3AddEqu(&tmpsp->p[4].DstateDt->DxDt,&p2);
}
}
}
break;
}
tmpsp=tmpsp->next;
}
tmpmi=missile_head.next;
while (tmpmi!=&missile_head) {
if (tmpmi->active) {
if (tmpmi->launched) {
if (tmpmi->exploding)
Explosion(&tmpmi->p_front,&tmpmi->p_back,tmpmi->tons);
else {
//Guide missile
if (tmpsp=tmpmi->target) {
D3Unit(D3Sub(&p,&tmpmi->p_front.state->x,
&tmpmi->p_back.state->x));
D3Sub(&p1,&tmpsp->p[0].state->x,&tmpmi->p_front.state->x);
d=D3Norm(&p1);
D3Unit(&p1);
<EFBFBD>_err=D3Dot(&p,&p1);
D3Sub(&p1,&tmpmi->p_front.state->DxDt,&tmpmi->p_back.state->DxDt);
D3Cross(&p2,&p,&p1);
D<EFBFBD>Dt=D3Norm(&p2);
if (p2.z<0)
D<EFBFBD>Dt=-D<EFBFBD>Dt;
<EFBFBD>_thrust=Clamp(200*(<EFBFBD>_err+2*D<EFBFBD>Dt)/(d+200),-<EFBFBD>/8,<EFBFBD>/8);
p2.x=p.x*Cos(<EFBFBD>_thrust)-p.y*Sin(<EFBFBD>_thrust);
p2.y=p.y*Cos(<EFBFBD>_thrust)+p.x*Sin(<EFBFBD>_thrust);
p2.z=0;
D3AddEqu(&tmpmi->p_back.DstateDt->DxDt,D3MulEqu(&p2,THRUST_MAX));
}
}
} else
tmpmi->target=TargetGet(tmpmi);
} else
tmpmi->target=NULL;
tmpmi=tmpmi->next;
}
}
U0 CheckDamage()
{
I64 i,j,death_score;
Ship *tmpsp,*tmpsp1;
MyMass *tmpm,*tmpm1,*best_mass;
CD3 p,p1,p2;
F64 d,best_distance;
Bool facing_sun=FALSE;
if (human) {
D3Sub(&p1,&human->p[1].x,&human->p[0].x);
D3Sub(&p2,&human->p[2].x,&human->p[0].x);
D3Add(&p,&p1,&p2);
if (p.x>0)
facing_sun=TRUE;
}
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
if (tmpm->type==MT_ION) {
if (facing_sun) {
tmpm1=ode->next_mass;
while (tmpm1!=&ode->next_mass) {
if (tmpm1->type==MT_HUMAN_SHIP) {
D3Sub(&p,&tmpm1->x,&tmpm->x);
if (D3NormSqr(&p)<Sqr(tmpm1->radius))
tmpm1->temperature+=3.0;
}
tmpm1=tmpm1->next;
}
}
} else if (tmpm->type==MT_ANTIMATTER_SPLAT) {
tmpm1=ode->next_mass;
while (tmpm1!=&ode->next_mass) {
if (tmpm1->type!=MT_ION && tmpm1->type!=MT_ANTIMATTER_SPLAT) {
D3Sub(&p,&tmpm1->x,&tmpm->x);
if (D3NormSqr(&p)<Sqr(tmpm1->radius))
tmpm1->temperature+=0.4;
}
tmpm1=tmpm1->next;
}
} else
tmpm->temperature*=0.9;
tmpm=tmpm->next;
}
if (human) {
human->laser_temperature*=0.975;
if (human->laser_overheat) {
if (human->laser_temperature<LASER_THRESHOLD_TEMP)
human->laser_overheat=FALSE;
}
if (!human->laser_overheat && human->lasering) {
if (human->laser_temperature>=LASER_TEMP_MAX) {
human->laser_overheat=TRUE;
Snd;
} else {
human->laser_temperature+=1.0;
D3Sub(&p1,&human->p[0].x,&human->p[1].x);
D3Sub(&p2,&human->p[0].x,&human->p[2].x);
D3Unit(D3Add(&p,&p1,&p2));
p2.x=p.y;
p2.y=-p.x;
p2.z=0;
best_mass=NULL;
best_distance=F64_MAX;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
D3Sub(&p1,&human->p[0].x,&tmpm->x);
if (Abs(D3Dot(&p1,&p2))<tmpm->radius &&
D3Dot(&p1,&p)<0.0) {
d=D3NormSqr(&p1);
if (d<best_distance) {
best_distance=d;
best_mass=tmpm;
}
}
tmpm=tmpm->next;
}
if (best_mass)
best_mass->temperature+=1.0;
}
}
}
tmpsp=ship_head.next;
while (tmpsp!=&ship_head) {
tmpsp1=tmpsp->next;
death_score=0;
switch (tmpsp->type) {
case ST_HUMAN1:
if (tmpsp->exploding) {
if (tS>tmpsp->die_timeout) {
ShipDel(tmpsp);
human=NULL;
}
} else
for (i=0;i<tmpsp->springs;i++) {
if (Abs(tmpsp->s[i].f)>tmpsp->s[i].strength) {
tmpsp->s[i].flags|=SSF_INACTIVE;
if (i==4)
MissileDel(&tmpsp->missiles[0]);
else if (i==5)
MissileDel(&tmpsp->missiles[1]);
}
if (tmpsp->s[i].flags&SSF_INACTIVE && i<3)
death_score++;
}
break;
default:
if (tmpsp->exploding) {
if (tS>tmpsp->die_timeout) {
ShipDel(tmpsp);
score+=level;
if (score>best_score)
best_score=score;
}
} else {
j=0;
for (i=0;i<tmpsp->springs;i++) {
if (tmpsp->s[i].flags&SSF_INACTIVE)
j++;
else if (Abs(tmpsp->s[i].f)>tmpsp->s[i].strength) {
tmpsp->s[i].flags|=SSF_INACTIVE;
j++;
}
}
if (j>1)
death_score++;
}
}
if (!tmpsp->exploding) {
for (i=0;i<tmpsp->masses;i++)
if (tmpsp->p[i].temperature>MASS_TEMP_MAX)
death_score++;
if (death_score) {
tmpsp->exploding=TRUE;
tmpsp->die_time=tS;
tmpsp->die_timeout=tS+0.75;
Noise(750,74,93);
if (tmpsp->type==ST_HUMAN1)
game_over=TRUE;
}
}
tmpsp=tmpsp1;
}
}
//********************************** Shots
Shot *ShotNew(I64 type,CD3 *_p,CD3 *_v,F64 r,F64 fuse_time,
CD3 *_p_gun_offset=NULL)
{
Shot *tmps=CAlloc(sizeof(Shot));
D3Copy(&tmps->p.x,_p);
tmps->radius=r;
tmps->splats=20*r;
tmps->fuse_time=tS+fuse_time;
tmps->p.mass=0.3*r*r*r;
tmps->p.type=type;
if (_p_gun_offset)
D3AddEqu(&tmps->p.x,_p_gun_offset);
D3Copy(&tmps->p.DxDt,_v);
QueIns(&tmps->p,ode->last_mass);
QueIns(tmps,shot_head.last);
}
U0 SolarFlares()
{
CD3 p,v,p1,p2;
CTask *task=ode->win_task;
if (!alarm && t_solar_storm-2.0<tS<t_solar_storm+1.0) {
Sweep(2000,74,93);
alarm=TRUE;
}
if (t_solar_storm<tS) { //If solar storm has arrived
if (tS<t_solar_storm+5.0) { //If solar storm not over
if (Rand<.1) {
D3Equ(&p,-300,Rand*task->pix_height,0);
D3Equ(&v,200.0,0,0);
ShotNew(MT_SOLAR_FLARE,&p,&v,25,0.1);
}
} else {
t_solar_storm=tS+25*Rand; //Schedule next solar storm
alarm=FALSE;
}
}
}
U0 FireOneGun(Ship *tmpsp,I64 n,F64 r,F64 fuse_time)
{
I64 ona;
CD3 p,v,p1,p2;
Shot *tmps;
D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
D3Unit(D3Add(&p,&p1,&p2));
D3MulEqu(D3Copy(&p1,&p),r+tmpsp->p[0].radius+5);
D3AddEqu(D3MulEqu(D3Copy(&v,&p),1000/(r+1)),&tmpsp->p[n].DxDt);
tmps=ShotNew(MT_ANTIMATTER_BALL,&tmpsp->p[n].x,&v,r,fuse_time,&p1);
D3MulEqu(&p,tmps->p.mass/tmpsp->p[n].mass/100.0);
D3SubEqu(&tmpsp->p[n].DxDt,&p);
tmpsp->reload_timeout=tS+r/tmpsp->fire_rate;
ona=Freq2Ona(500/r);
Noise(100,ona,ona+12);
}
U0 FireOneMissile(Ship *tmpsp,I64 n)
{
I64 i;
Missile *tmpmi=&tmpsp->missiles[n];
if (!tmpmi->launched && tmpmi->target) {
tmpmi->fuse_time=tS+1.0;
tmpmi->die_timeout=tmpmi->fuse_time+0.125;
tmpmi->img=$IB,"<8>",BI=8$;
for (i=1;i<5;i++)
tmpmi->s[i].flags|=SSF_INACTIVE;
tmpmi->launched=TRUE;
Sweep(250,53,56);
}
}
U0 HumanFireGunBegin()
{
F64 r=3.0*ctrl_panel.shot_radius/CTRL_PANEL_RANGE+0.5,
fuse_time=ToF64(ctrl_panel.fuse_time+1)/CTRL_PANEL_RANGE;
if (human) {
if (!human->exploding && !human->spacewalk_side && tS>human->reload_timeout)
switch (level) {
case 3:
if (!(human->s[3].flags&SSF_INACTIVE))
FireOneGun(human,3,r,fuse_time);
if (!(human->s[5].flags&SSF_INACTIVE))
FireOneGun(human,4,r,fuse_time);
case 2:
if (!(human->s[1].flags&SSF_INACTIVE))
FireOneGun(human,1,r,fuse_time);
if (!(human->s[2].flags&SSF_INACTIVE))
FireOneGun(human,2,r,fuse_time);
case 1:
FireOneGun(human,0,r,fuse_time);
break;
}
}
}
U0 HumanFireMissileBegin(I64 n)
{
if (human && !human->exploding &&
!human->spacewalk_side && tS>human->reload_timeout)
FireOneMissile(human,n);
}
U0 HumanFireLaserBegin()
{
if (human && !human->exploding &&
!human->spacewalk_side && tS>human->reload_timeout)
human->lasering=TRUE;
}
U0 HumanFireLaserEnd()
{
if (human && !human->exploding) {
human->lasering=FALSE;
Snd;
}
}
U0 SplatNew(Shot *tmps,F64 die_time,F64 start,F64 end)
{
MyMass *tmpm;
F64 <EFBFBD>=Arg(tmps->p.DxDt,tmps->p.DyDt);
I64 i;
for (i=0;i<tmps->splats;i++) {
tmpm=CAlloc(sizeof(MyMass));
D3Copy(&tmpm->x,&tmps->p.x);
tmpm->radius=1;
tmpm->mass=1;
tmpm->die_timeout=tS+die_time;
if (tmps->p.type==MT_SOLAR_FLARE)
tmpm->type=MT_ION;
else
tmpm->type=MT_ANTIMATTER_SPLAT;
D3Copy(&tmpm->DxDt,&tmps->p.DxDt);
tmpm->DxDt+=50*Sqr(tmps->radius)*Rand*
Sin(start+<EFBFBD>+(end-start)*i/tmps->splats);
tmpm->DyDt+=50*Sqr(tmps->radius)*Rand*
Cos(start+<EFBFBD>+(end-start)*i/tmps->splats);
QueIns(tmpm,ode->last_mass);
}
}
U0 ExpireShots()
{
Shot *tmps=shot_head.next,*tmps1;
while (tmps!=&shot_head) {
tmps1=tmps->next;
if (tS>tmps->fuse_time) {
if (tmps->p.type==MT_SOLAR_FLARE)
SplatNew(tmps,1.0,3*<EFBFBD>/8,5*<EFBFBD>/8);
else
SplatNew(tmps,.2,0,2*<EFBFBD>);
QueRem(tmps);
QueRem(&tmps->p);
Free(tmps);
}
tmps=tmps1;
}
}
U0 ExpireSplats()
{
MyMass *tmpm,*tmpm1;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
tmpm1=tmpm->next;
if ((tmpm->type==MT_ION || tmpm->type==MT_ANTIMATTER_SPLAT) &&
tS>tmpm->die_timeout) {
QueRem(tmpm);
Free(tmpm);
}
tmpm=tmpm1;
}
}
U0 ExpireMissiles()
{
I64 i;
F64 dd,best_dd;
Missile *tmpmi=missile_head.next,*tmpm1;
while (tmpmi!=&missile_head) {
tmpm1=tmpmi->next;
if (tmpmi->launched) {
best_dd=F64_MAX;
if (tmpmi->target)
for (i=0;i<tmpmi->target->masses;i++) {
dd=D3DistSqr(&tmpmi->p_front.x,&tmpmi->target->p[i].x);
if (dd<best_dd)
best_dd=dd;
}
if (!tmpmi->exploding && (best_dd<30*30 || tS>tmpmi->fuse_time)) {
tmpmi->p_front.mass=10.0; //They go flying, if too light.
tmpmi->p_back.mass =10.0;
tmpmi->exploding=TRUE;
Noise(50,93,105);
} else if (tS>tmpmi->die_timeout)
MissileDel(tmpmi);
}
tmpmi=tmpm1;
}
}
//********************************** AI
U0 AI()
{
CD3 p,p1,p2;
Ship *tmpsp=ship_head.next;
if (human && !human->exploding) {
while (tmpsp!=&ship_head) {
D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
D3Add(&p,&p1,&p2);
D3Sub(&p1,&human->p[0].x,&tmpsp->p[0].x);
if (D3Dot(D3Unit(&p),D3Unit(&p1))>0.995 &&
tS>tmpsp->reload_timeout) {
FireOneGun(tmpsp,0,1.5+.5,.4);
}
tmpsp=tmpsp->next;
}
}
}
//********************************** Init
U0 InitLevel()
{
I64 i;
MyMass *tmpm,*tmpm1;
t_solar_storm=0;
tmpm=ode->next_mass;
while (tmpm!=&ode->next_mass) {
tmpm1=tmpm->next;
if (tmpm->type==MT_ION || tmpm->type==MT_ANTIMATTER_SPLAT) {
QueRem(tmpm);
Free(tmpm);
}
tmpm=tmpm1;
}
if (level==1)
OneTimePopUp(&msg_flags,XMSGF_SOLAR_STORM,
"Face away from Sun in solar storm.\n");
if (level==4)
OneTimePopUp(&msg_flags,XMSGF_ANTISPIN,
"Press $$GREEN$$<CURSOR-DOWN>$$FG$$ for anti-spin stabilizer.\n");
human=ShipNew(Fs->pix_width/2,Fs->pix_height/2,ST_HUMAN1);
for (i=0;i<level+2;i++)
PlaceShip(ST_ENEMY1);
PlaceShip(ST_ENEMY2);
show_level_msg=TRUE;
ODEPause(ode);
}
U0 Init()
{
I64 i;
game_over=FALSE;
score=0;
level=1;
QueInit(&ship_head);
QueInit(&shot_head);
QueInit(&missile_head);
for (i=0;i<STARS_NUM;i++) {
stars_x[i]=RandU16%GR_WIDTH;
stars_y[i]=RandU16%GR_HEIGHT;
}
human_t_left=0;
human_t_right=0;
human_antispin=0;
InitLevel;
}
//********************************** Main
U0 XCaliber()
{
I64 ch,msg_code,arg1,arg2,sc;
CCtrl *cp=CtrlPanelNew;
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
Fs->text_attr=BLACK<<4+WHITE;
MenuPush(
"File {"
" Abort(,CH_SHIFT_ESC);"
" Exit(,CH_ESC);"
"}"
"Game {"
" Restart(,'\n');"
" LevelUp(,'+');"
" LevelDown(,'-');"
"}"
"Play {"
" Fire(,CH_SPACE);"
" Thrust(,,SC_CURSOR_UP);"
" StopSpin(,,SC_CURSOR_DOWN);"
" Left(,,SC_CURSOR_LEFT);"
" Right(,,SC_CURSOR_RIGHT);"
" LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);"
" RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);"
" Spackwalk(,'w');"
" LongerFuse(,,SC_CURSOR_RIGHT|SCF_SHIFT);"
" ShorterFuse(,,SC_CURSOR_LEFT|SCF_SHIFT);"
" LargerShot(,,SC_CURSOR_UP|SCF_SHIFT);"
" SmallerShot(,,SC_CURSOR_DOWN|SCF_SHIFT);"
"}"
);
AutoComplete;
WinBorder;
WinMax;
DocCursor;
DocClear;
Fs->win_inhibit=WIG_TASK_DFT-WIF_SELF_FOCUS
-WIF_SELF_BORDER-WIF_FOCUS_TASK_MENU-WIF_SELF_CTRLS;
Fs->draw_it=&DrawIt;
do {
ode=ODENew(0,0.01,ODEF_HAS_MASSES);
ode->derive=&MyDerivative;
ode->min_tolerance=1e-9;
ode->drag_v3=0.00001;
Init;
QueIns(ode,Fs->last_ode);
ch=0;
do {
while (!game_over && !show_level_msg &&
(msg_code=ScanMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_KEY_UP))) {
switch (msg_code) {
case MSG_KEY_DOWN:
ch=arg1; sc=arg2;
switch (ch) {
case 0:
switch (sc.u8[0]) {
case SC_CURSOR_RIGHT:
if (sc&SCF_CTRL)
HumanFireMissileBegin(0);
else if (sc&SCF_SHIFT)
ctrl_panel.fuse_time+=2;
else
human_t_right=THRUST_MAX;
break;
case SC_CURSOR_LEFT:
if (sc&SCF_CTRL)
HumanFireMissileBegin(1);
else if (sc&SCF_SHIFT)
ctrl_panel.fuse_time-=2;
else
human_t_left =THRUST_MAX;
break;
case SC_CURSOR_UP:
if (sc&SCF_SHIFT)
ctrl_panel.shot_radius+=2;
else {
human_t_right=THRUST_MAX;
human_t_left =THRUST_MAX;
}
break;
case SC_CURSOR_DOWN:
if (sc&SCF_SHIFT)
ctrl_panel.shot_radius-=2;
else
human_antispin=ANTISPIN_MAX;
break;
}
break;
case CH_SPACE:
if (level<4)
HumanFireGunBegin;
else
HumanFireLaserBegin;
break;
case 'w':
ctrl_panel.spacewalk=TRUE;
break;
case '+':
level++;
break;
case '-':
level--;
break;
}
break;
case MSG_KEY_UP:
ch=arg1; sc=arg2;
switch (ch) {
case 0:
switch (sc.u8[0]) {
case SC_CURSOR_RIGHT:
human_t_right=0;
break;
case SC_CURSOR_LEFT:
human_t_left =0;
break;
case SC_CURSOR_UP:
human_t_right=0;
human_t_left =0;
break;
case SC_CURSOR_DOWN:
human_antispin=0;
break;
}
break;
case '\n':
ch=0;
break;
case CH_SPACE:
if (level>=4)
HumanFireLaserEnd;
break;
}
break;
}
}
AI;
SolarFlares;
ExpireShots;
ExpireSplats;
ExpireMissiles;
CheckDamage;
Refresh; //msgs are only qued by winmgr
if (show_level_msg) {
ch=GetKey(&sc);
if (ch=='\n')
ch=0;
ODEPause(ode,OFF);
show_level_msg=FALSE;
} else if (game_over) {
ch=ScanChar;
} else {
if (!remaining) {
level++;
ShipDel(human);
human=NULL;
InitLevel;
}
}
} while (ch!=CH_ESC && ch!='\n' && ch!=CH_SHIFT_ESC);
AllDel(ode);
} while (ch!=CH_ESC && ch!=CH_SHIFT_ESC);
SettingsPop;
CtrlPanelDel(cp);
MenuPop;
RegWrite("TempleOS/XCaliber",
"I64 best_score=%d;\n"
"I64 msg_flags=%d;\n",best_score,msg_flags);
}
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