1265 lines
99 KiB
HTML
Executable File
1265 lines
99 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>//Uses </span><a href="/Wb/Demo/Lectures/FixedPoint.HC.HTML#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=cF5>RegDft</span><span class=cF0>(</span><span class=cF6>"TempleOS/Talons"</span><span class=cF0>,</span><span class=cF6>"F64 best_score=9999;\n"</span><span class=cF0>);
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<a name="l4"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"TempleOS/Talons"</span><span class=cF0>);
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<a name="l5"></a>
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<a name="l6"></a></span><span class=cF2>//Keep these power of two so shift is used instead of multiply</span><span class=cF0>
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<a name="l7"></a></span><span class=cF2>//to index arrays.</span><span class=cF0>
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<a name="l8"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_WIDTH 1024
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<a name="l9"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT 1024
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<a name="l10"></a>
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<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_SCALE 150
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<a name="l12"></a>#</span><span class=cF1>define</span><span class=cF0> DISPLAY_SCALE 100
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<a name="l13"></a>#</span><span class=cF1>define</span><span class=cF0> CTRLS_SCALE 0.05
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<a name="l14"></a>
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<a name="l15"></a></span><span class=cF2>//I think I did these so the heads-up showed intelligable numbers.</span><span class=cF0>
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<a name="l16"></a></span><span class=cF2>//Scaling is a mess.</span><span class=cF0>
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<a name="l17"></a>#</span><span class=cF1>define</span><span class=cF0> COORDINATE_SCALE 256
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<a name="l18"></a>#</span><span class=cF1>define</span><span class=cF0> COORDINATE_BITS 8
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<a name="l19"></a>
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<a name="l20"></a>#</span><span class=cF1>define</span><span class=cF0> WATER_ELEVATION 15
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<a name="l21"></a>#</span><span class=cF1>define</span><span class=cF0> BIRD_ELEVATION 10
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<a name="l22"></a>#</span><span class=cF1>define</span><span class=cF0> ROCK_ELEVATION 45
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<a name="l23"></a>#</span><span class=cF1>define</span><span class=cF0> SNOW_ELEVATION 55
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<a name="l24"></a>
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<a name="l25"></a></span><span class=cF2>//Too big makes off-scrn draws take place.</span><span class=cF0>
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<a name="l26"></a>#</span><span class=cF1>define</span><span class=cF0> PANEL_SIZE_MAX 16
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<a name="l31"></a>
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<a name="l32"></a> </span><span class=cFA><1>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l52"></a> </span><span class=cFA><2>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l78"></a> </span><span class=cFA><3>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l100"></a> </span><span class=cFA><4>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l116"></a> </span><span class=cFA><5>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l132"></a> </span><span class=cFA><6>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l133"></a>
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<a name="l141"></a>#</span><span class=cF1>define</span><span class=cF0> LS_TYPES 3
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<a name="l142"></a></span><span class=cF1>U8</span><span class=cF0> *landscape_small_imgs[LS_TYPES]={</span><span class=cFA><4></span><span class=cF0>,</span><span class=cFA><5></span><span class=cF0>,</span><span class=cFA><6></span><span class=cF0>},
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<a name="l143"></a> *landscape_large_imgs[LS_TYPES];
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<a name="l144"></a>
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<a name="l145"></a>#</span><span class=cF1>define</span><span class=cF0> B_NUM 256
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<a name="l146"></a></span><span class=cF1>class</span><span class=cF0> Bird
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<a name="l147"></a>{
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<a name="l148"></a> Bird *next,*last;
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<a name="l149"></a> </span><span class=cF9>CD3I64</span><span class=cF0> p;
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<a name="l150"></a> </span><span class=cF1>F64</span><span class=cF0> theta;
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<a name="l151"></a>} b_head[</span><span class=cFB>mp_cnt</span><span class=cF0>];
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<a name="l152"></a>
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<a name="l153"></a></span><span class=cF1>class</span><span class=cF0> Obj
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<a name="l154"></a>{
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<a name="l155"></a> Obj *next,*last;
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<a name="l156"></a> </span><span class=cF9>CD3I64</span><span class=cF0> p;
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<a name="l157"></a> </span><span class=cF1>U8</span><span class=cF0> *img;
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<a name="l158"></a> </span><span class=cF1>Bool</span><span class=cF0> fish;
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<a name="l159"></a>};
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<a name="l160"></a>
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<a name="l161"></a></span><span class=cF1>class</span><span class=cF0> Panel
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<a name="l162"></a>{</span><span class=cF2>//Polygon or Obj</span><span class=cF0>
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<a name="l163"></a> Panel *next;
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<a name="l164"></a> </span><span class=cF9>CD3I32</span><span class=cF0> *pts;
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<a name="l165"></a> </span><span class=cF9>I64</span><span class=cF0> cnt;
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<a name="l166"></a> </span><span class=cF9>U16</span><span class=cF0> update,num_sides;
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<a name="l167"></a> </span><span class=cF9>CColorROPU32</span><span class=cF0> color;
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<a name="l168"></a> Obj *next_obj,*last_obj;
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<a name="l169"></a>} *panel_head,*panels[MAP_HEIGHT][MAP_WIDTH];
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<a name="l170"></a>
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<a name="l171"></a></span><span class=cF9>I64</span><span class=cF0> critical_section_flag;
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<a name="l172"></a></span><span class=cF9>I16</span><span class=cF0> elevations[MAP_HEIGHT][MAP_WIDTH];
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<a name="l173"></a></span><span class=cF9>CD3</span><span class=cF0> normals[MAP_HEIGHT][MAP_WIDTH];
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<a name="l174"></a>
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<a name="l175"></a></span><span class=cF1>class</span><span class=cF0> MPCtrl {
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<a name="l176"></a> </span><span class=cF9>I64</span><span class=cF0> init_not_done_flags,update_not_done_flags,app_not_done_flags;
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<a name="l177"></a> </span><span class=cF9>I64</span><span class=cF0> strip_width[</span><span class=cF3>MP_PROCESSORS_NUM</span><span class=cF0>];
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<a name="l178"></a> </span><span class=cF1>Bool</span><span class=cF0> app_done;
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<a name="l179"></a>} mp;
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<a name="l180"></a>
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<a name="l181"></a></span><span class=cF1>F64</span><span class=cF0> game_t0,game_tf,pitch,roll,heading,phi,speed;
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<a name="l182"></a></span><span class=cF1>Bool</span><span class=cF0> invert_pitch,rolled_over;
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<a name="l183"></a></span><span class=cF9>I64</span><span class=cF0> strip_height,x,y,z,fish_left;
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<a name="l184"></a></span><span class=cF9>CD3</span><span class=cF0> v;
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<a name="l185"></a>
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<a name="l186"></a></span><span class=cF1>U0</span><span class=cF0> WrapAngles()
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<a name="l187"></a>{
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<a name="l188"></a> </span><span class=cF9>I64</span><span class=cF0> r[4][4],x,y,z;
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<a name="l189"></a>
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<a name="l190"></a> phi=</span><span class=cF5>Wrap</span><span class=cF0>(phi);
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<a name="l191"></a> pitch=</span><span class=cF5>Wrap</span><span class=cF0>(-phi-</span><span class=cF3>pi</span><span class=cF0>/2);
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<a name="l192"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>pitch</span><span class=cF7>)</span><span class=cF0>></span><span class=cF3>pi</span><span class=cF0>/2) </span><span class=cF7>{</span><span class=cF0>
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<a name="l193"></a> invert_pitch=</span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l194"></a> pitch=</span><span class=cF5>Wrap</span><span class=cF0>(</span><span class=cF3>pi</span><span class=cF0>-pitch);
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<a name="l195"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
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<a name="l196"></a> invert_pitch=</span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l197"></a> roll=</span><span class=cF5>Wrap</span><span class=cF0>(roll);
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<a name="l198"></a> </span><span class=cF1>if</span><span class=cF0> (invert_pitch ^^ -</span><span class=cF3>pi</span><span class=cF0>/2<=roll<</span><span class=cF3>pi</span><span class=cF0>/2)
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<a name="l199"></a> rolled_over=</span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l200"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l201"></a> rolled_over=</span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l202"></a> heading=</span><span class=cF5>Wrap</span><span class=cF0>(heading,0);
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<a name="l203"></a>
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<a name="l204"></a> </span><span class=cF2>//World to scrn coordinates</span><span class=cF0>
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<a name="l205"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(r);
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<a name="l206"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r,heading);
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<a name="l207"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r,phi);
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<a name="l208"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r,roll);
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<a name="l209"></a>
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<a name="l210"></a> </span><span class=cF2>//We use velocity vector for dog-fighting.</span><span class=cF0>
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<a name="l211"></a> x=0x100000000*speed; y=0; z=0;
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<a name="l212"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(r,&x,&y,&z);
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<a name="l213"></a> v.x=x/</span><span class=cF5>ToF64</span><span class=cF0>(0x100000000); v.y=y/</span><span class=cF5>ToF64</span><span class=cF0>(0x100000000); v.z=z/</span><span class=cF5>ToF64</span><span class=cF0>(0x100000000);
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<a name="l214"></a>}
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<a name="l215"></a>
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<a name="l216"></a></span><span class=cF1>U0</span><span class=cF0> EDTransform(</span><span class=cF9>CDC</span><span class=cF0> *dc,</span><span class=cF9>I64</span><span class=cF0> *x,</span><span class=cF9>I64</span><span class=cF0> *y,</span><span class=cF9>I64</span><span class=cF0> *z)
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<a name="l217"></a>{
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<a name="l218"></a> </span><span class=cF9>I64</span><span class=cF0> zz;
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<a name="l219"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(dc->r,x,y,z);
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<a name="l220"></a> *z=zz=-*z;
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<a name="l221"></a> </span><span class=cF1>if</span><span class=cF0> (zz>0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l222"></a> *x = dc->x + *x * DISPLAY_SCALE/zz; </span><span class=cF2>//Foreshortening</span><span class=cF0>
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<a name="l223"></a> *y = dc->y - *y * DISPLAY_SCALE/zz;
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<a name="l224"></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>
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<a name="l225"></a> *x = dc->x + *x;
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<a name="l226"></a> *y = dc->y - *y;
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<a name="l227"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l228"></a>}
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<a name="l229"></a>
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<a name="l230"></a></span><span class=cF1>U0</span><span class=cF0> CalcNormals()
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<a name="l231"></a>{</span><span class=cF2>/*Find the normal vect with a curl.</span><span class=cF0>
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<a name="l232"></a>
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<a name="l233"></a></span><span class=cF2>i,j and k are the axis unit vectors,</span><span class=cF0>
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<a name="l234"></a></span><span class=cF2>not to be confused with my local index variables.</span><span class=cF0>
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<a name="l235"></a>
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<a name="l236"></a></span><span class=cF2>i j k</span><span class=cF0>
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<a name="l237"></a></span><span class=cF2>0 1 dz2</span><span class=cF0>
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<a name="l238"></a></span><span class=cF2>1 0 dz1</span><span class=cF0>
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<a name="l239"></a>
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<a name="l240"></a></span><span class=cF2>Normal: dz1*i + dz2*j - k</span><span class=cF0>
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<a name="l241"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l242"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
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<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<MAP_HEIGHT-1;j++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l244"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<MAP_WIDTH-1;i++) {
|
|
<a name="l245"></a> normals[j][i].x=elevations[j][i+1]-elevations[j][i];
|
|
<a name="l246"></a> normals[j][i].y=elevations[j+1][i]-elevations[j][i];
|
|
<a name="l247"></a> normals[j][i].z=-1;
|
|
<a name="l248"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&normals[j][i]);
|
|
<a name="l249"></a> }
|
|
<a name="l250"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&normals[j][i],0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l251"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l252"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<MAP_WIDTH-1;i++)
|
|
<a name="l253"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&normals[j][i],0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l254"></a>}
|
|
<a name="l255"></a>
|
|
<a name="l256"></a></span><span class=cF1>Bool</span><span class=cF0> TestSameSlope(</span><span class=cF9>I64</span><span class=cF0> x,</span><span class=cF9>I64</span><span class=cF0> y,</span><span class=cF9>I64</span><span class=cF0> w,</span><span class=cF9>I64</span><span class=cF0> h)
|
|
<a name="l257"></a>{
|
|
<a name="l258"></a> </span><span class=cF9>CD3</span><span class=cF0> p,*s;
|
|
<a name="l259"></a> </span><span class=cF9>I64</span><span class=cF0> k1,k2;
|
|
<a name="l260"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>0<=x && x+w<MAP_WIDTH && 0<=y && y+h<MAP_HEIGHT</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l261"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l262"></a> s=&normals[y][x];
|
|
<a name="l263"></a> </span><span class=cF1>for</span><span class=cF0> (k2=0;k2<h;k2++)
|
|
<a name="l264"></a> </span><span class=cF1>for</span><span class=cF0> (k1=0;k1<w;k1++)
|
|
<a name="l265"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF5>D3Sub</span><span class=cF0>(&p,&normals[y+k2][x+k1],s)</span><span class=cF7>)</span><span class=cF0>>.10)
|
|
<a name="l266"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l267"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l268"></a>}
|
|
<a name="l269"></a>
|
|
<a name="l270"></a></span><span class=cF1>U0</span><span class=cF0> MPDoPanels(</span><span class=cF9>CTask</span><span class=cF0> *task)
|
|
<a name="l271"></a>{
|
|
<a name="l272"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,l,k1,k2,w,h,threshold,lo,hi;
|
|
<a name="l273"></a> </span><span class=cF1>Bool</span><span class=cF0> cont;
|
|
<a name="l274"></a> Panel *tmpp,*start_ptr=</span><span class=cF3>NULL</span><span class=cF0>,*end_ptr=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l275"></a> </span><span class=cF9>CD3I32</span><span class=cF0> *poly;
|
|
<a name="l276"></a> Obj *tmpo;
|
|
<a name="l277"></a> lo=</span><span class=cF5>Gs</span><span class=cF0>->num*(MAP_HEIGHT-1)/</span><span class=cFB>mp_cnt</span><span class=cF0>;
|
|
<a name="l278"></a> hi=(</span><span class=cF5>Gs</span><span class=cF0>->num+1)*(MAP_HEIGHT-1)/</span><span class=cFB>mp_cnt</span><span class=cF0>;
|
|
<a name="l279"></a> </span><span class=cF1>for</span><span class=cF0> (threshold=8;threshold>=1;threshold--)
|
|
<a name="l280"></a> </span><span class=cF1>for</span><span class=cF0> (j=lo;j<hi;j++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l281"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<MAP_WIDTH-1;i++) {
|
|
<a name="l282"></a> </span><span class=cF1>if</span><span class=cF0> (!panels[j][i]) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l283"></a> w=1;
|
|
<a name="l284"></a> h=1;
|
|
<a name="l285"></a> </span><span class=cF1>do</span><span class=cF0> {
|
|
<a name="l286"></a> cont=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l287"></a> </span><span class=cF1>if</span><span class=cF0> (w<PANEL_SIZE_MAX && TestSameSlope</span><span class=cF7>(</span><span class=cF0>i,j,w+1,h</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l288"></a> w++;
|
|
<a name="l289"></a> cont=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l290"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l291"></a> </span><span class=cF1>if</span><span class=cF0> (h<PANEL_SIZE_MAX && TestSameSlope</span><span class=cF7>(</span><span class=cF0>i,j,w,h+1</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l292"></a> h++;
|
|
<a name="l293"></a> cont=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l294"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l295"></a> } </span><span class=cF1>while</span><span class=cF0> (cont);
|
|
<a name="l296"></a> </span><span class=cF1>if</span><span class=cF0> (w>=threshold || h>=threshold) {
|
|
<a name="l297"></a> tmpp=</span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Panel</span><span class=cF7>)</span><span class=cF0>,task);
|
|
<a name="l298"></a> </span><span class=cF5>QueInit</span><span class=cF0>(&tmpp->next_obj);
|
|
<a name="l299"></a> l=elevations[j][i];
|
|
<a name="l300"></a> </span><span class=cF1>if</span><span class=cF0> (l<=WATER_ELEVATION*MAP_SCALE &&
|
|
<a name="l301"></a> elevations[j][i+w-1]<=WATER_ELEVATION*MAP_SCALE &&
|
|
<a name="l302"></a> elevations[j+h-1][i]<=WATER_ELEVATION*MAP_SCALE &&
|
|
<a name="l303"></a> elevations[j+h-1][i+w-1]<=WATER_ELEVATION*MAP_SCALE) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l304"></a> tmpp->color=</span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l305"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><0.05) {
|
|
<a name="l306"></a> tmpo=</span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>,task);
|
|
<a name="l307"></a> tmpo->p.x=(i+w/2)*MAP_SCALE;
|
|
<a name="l308"></a> tmpo->p.y=(j+h/2)*MAP_SCALE;
|
|
<a name="l309"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><0.1) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l310"></a> tmpo->fish=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l311"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l312"></a> tmpo->img=landscape_large_imgs[0]; </span><span class=cF2>//Boat</span><span class=cF0>
|
|
<a name="l313"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l314"></a> tmpo->img=landscape_large_imgs[1]; </span><span class=cF2>//Boat</span><span class=cF0>
|
|
<a name="l315"></a> tmpo->p.z=(WATER_ELEVATION+2)*MAP_SCALE;
|
|
<a name="l316"></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="l317"></a> tmpo->fish=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l318"></a> tmpo->img=</span><span class=cFA><1></span><span class=cF0>; </span><span class=cF2>//Fish</span><span class=cF0>
|
|
<a name="l319"></a> tmpo->p.z=WATER_ELEVATION*MAP_SCALE;
|
|
<a name="l320"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l321"></a> </span><span class=cF5>QueIns</span><span class=cF0>(tmpo,tmpp->last_obj);
|
|
<a name="l322"></a> }
|
|
<a name="l323"></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="l324"></a> </span><span class=cF1>if</span><span class=cF0> (l<ROCK_ELEVATION*MAP_SCALE) {
|
|
<a name="l325"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l326"></a> tmpp->color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l327"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l328"></a> tmpp->color=</span><span class=cF3>GREEN</span><span class=cF0>+</span><span class=cF3>LTGREEN</span><span class=cF0><<16+</span><span class=cF3>ROPF_DITHER</span><span class=cF0>;
|
|
<a name="l329"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><0.03) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l330"></a> tmpo=</span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Obj</span><span class=cF7>)</span><span class=cF0>,task);
|
|
<a name="l331"></a> tmpo->p.x=(i+w/2)*MAP_SCALE;
|
|
<a name="l332"></a> tmpo->p.y=(j+h/2)*MAP_SCALE;
|
|
<a name="l333"></a> tmpo->p.z=l;
|
|
<a name="l334"></a> tmpo->img=landscape_large_imgs[2]; </span><span class=cF2>//Tree</span><span class=cF0>
|
|
<a name="l335"></a> tmpo->fish=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l336"></a> </span><span class=cF5>QueIns</span><span class=cF0>(tmpo,tmpp->last_obj);
|
|
<a name="l337"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l338"></a> } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (l<SNOW_ELEVATION*MAP_SCALE) {
|
|
<a name="l339"></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>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l340"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l341"></a> tmpp->color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l342"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l343"></a> tmpp->color=</span><span class=cF3>DKGRAY</span><span class=cF0>+</span><span class=cF3>LTGRAY</span><span class=cF0><<16+</span><span class=cF3>ROPF_DITHER</span><span class=cF0>;
|
|
<a name="l344"></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="l345"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l346"></a> tmpp->color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l347"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l348"></a> tmpp->color=</span><span class=cF3>GREEN</span><span class=cF0>+</span><span class=cF3>LTGREEN</span><span class=cF0><<16+</span><span class=cF3>ROPF_DITHER</span><span class=cF0>;
|
|
<a name="l349"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l350"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
|
<a name="l351"></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>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l352"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l353"></a> tmpp->color=</span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l354"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l355"></a> tmpp->color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l356"></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="l357"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>RandI16</span><span class=cF0>&1)
|
|
<a name="l358"></a> tmpp->color=</span><span class=cF3>LTGRAY</span><span class=cF0>+</span><span class=cF3>WHITE</span><span class=cF0><<16+</span><span class=cF3>ROPF_DITHER</span><span class=cF0>;
|
|
<a name="l359"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l360"></a> tmpp->color=</span><span class=cF3>DKGRAY</span><span class=cF0>+</span><span class=cF3>LTGRAY</span><span class=cF0><<16+</span><span class=cF3>ROPF_DITHER</span><span class=cF0>;
|
|
<a name="l361"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l362"></a> }
|
|
<a name="l363"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l364"></a> tmpp->num_sides=4;
|
|
<a name="l365"></a> poly=tmpp->pts=</span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>*tmpp->num_sides,task);
|
|
<a name="l366"></a> poly[0].x=MAP_SCALE*i;
|
|
<a name="l367"></a> poly[0].y=MAP_SCALE*j;
|
|
<a name="l368"></a> poly[0].z=elevations[j][i];
|
|
<a name="l369"></a> poly[1].x=MAP_SCALE*(i+w);
|
|
<a name="l370"></a> poly[1].y=MAP_SCALE*j;
|
|
<a name="l371"></a> poly[1].z=elevations[j][i+w];
|
|
<a name="l372"></a> poly[2].x=MAP_SCALE*(i+w);
|
|
<a name="l373"></a> poly[2].y=MAP_SCALE*(j+h);
|
|
<a name="l374"></a> poly[2].z=elevations[j+h][i+w];
|
|
<a name="l375"></a> poly[3].x=MAP_SCALE*i;
|
|
<a name="l376"></a> poly[3].y=MAP_SCALE*(j+h);
|
|
<a name="l377"></a> poly[3].z=elevations[j+h][i];
|
|
<a name="l378"></a> tmpp->next=start_ptr;
|
|
<a name="l379"></a> start_ptr=tmpp;
|
|
<a name="l380"></a> </span><span class=cF1>if</span><span class=cF0> (!end_ptr)
|
|
<a name="l381"></a> end_ptr=tmpp;
|
|
<a name="l382"></a> </span><span class=cF1>for</span><span class=cF0> (k2=0;k2<h;k2++)
|
|
<a name="l383"></a> </span><span class=cF1>for</span><span class=cF0> (k1=0;k1<w;k1++)
|
|
<a name="l384"></a> panels[j+k2][i+k1]=tmpp;
|
|
<a name="l385"></a> }
|
|
<a name="l386"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l387"></a> }
|
|
<a name="l388"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l389"></a> </span><span class=cF1>if</span><span class=cF0> (end_ptr) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l390"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&critical_section_flag,0</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l391"></a> </span><span class=cF5>Yield</span><span class=cF0>;
|
|
<a name="l392"></a> </span><span class=cF1>if</span><span class=cF0> (end_ptr)
|
|
<a name="l393"></a> end_ptr->next=panel_head;
|
|
<a name="l394"></a> panel_head=start_ptr;
|
|
<a name="l395"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&critical_section_flag,0);
|
|
<a name="l396"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l397"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&mp.init_not_done_flags,</span><span class=cF5>Gs</span><span class=cF0>->num);
|
|
<a name="l398"></a>}
|
|
<a name="l399"></a>
|
|
<a name="l400"></a></span><span class=cF1>U0</span><span class=cF0> InitElevations()
|
|
<a name="l401"></a>{
|
|
<a name="l402"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,l,x,y,xx,yy,x1,y1,x2,y2;
|
|
<a name="l403"></a> </span><span class=cF5>MemSet</span><span class=cF0>(elevations,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>elevations</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l404"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<MAP_WIDTH*MAP_HEIGHT/128;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l405"></a> x=</span><span class=cF5>RandU32</span><span class=cF0>%MAP_WIDTH;
|
|
<a name="l406"></a> y=</span><span class=cF5>RandU32</span><span class=cF0>%MAP_HEIGHT;
|
|
<a name="l407"></a> j=1<<(</span><span class=cF5>RandU32</span><span class=cF0>%6);
|
|
<a name="l408"></a> l=0;
|
|
<a name="l409"></a> </span><span class=cF1>while</span><span class=cF0> (j--) {
|
|
<a name="l410"></a> </span><span class=cF1>if</span><span class=cF0> (!l && </span><span class=cF5>RandU16</span><span class=cF0><</span><span class=cF3>U16_MAX</span><span class=cF0>/4)
|
|
<a name="l411"></a> l=</span><span class=cF5>RandU16</span><span class=cF0>%(j+1);
|
|
<a name="l412"></a> </span><span class=cF1>if</span><span class=cF0> (l) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l413"></a> x1=</span><span class=cF5>ClampI64</span><span class=cF0>(x-j,0,MAP_WIDTH-1);
|
|
<a name="l414"></a> x2=</span><span class=cF5>ClampI64</span><span class=cF0>(x+j,0,MAP_WIDTH-1);
|
|
<a name="l415"></a> y1=</span><span class=cF5>ClampI64</span><span class=cF0>(y-j,0,MAP_HEIGHT-1);
|
|
<a name="l416"></a> y2=</span><span class=cF5>ClampI64</span><span class=cF0>(y+j,0,MAP_HEIGHT-1);
|
|
<a name="l417"></a> </span><span class=cF1>for</span><span class=cF0> (yy=y1;yy<y2;yy++)
|
|
<a name="l418"></a> </span><span class=cF1>for</span><span class=cF0> (xx=x1;xx<x2;xx++)
|
|
<a name="l419"></a> elevations[yy][xx]+=MAP_SCALE/2;
|
|
<a name="l420"></a> l--;
|
|
<a name="l421"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l422"></a> }
|
|
<a name="l423"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l424"></a>
|
|
<a name="l425"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<MAP_HEIGHT;j++)
|
|
<a name="l426"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<MAP_WIDTH;i++)
|
|
<a name="l427"></a> </span><span class=cF1>if</span><span class=cF0> (elevations[j][i]<WATER_ELEVATION*MAP_SCALE)
|
|
<a name="l428"></a> elevations[j][i]=WATER_ELEVATION*MAP_SCALE;
|
|
<a name="l429"></a>}
|
|
<a name="l430"></a>
|
|
<a name="l431"></a></span><span class=cF1>U0</span><span class=cF0> InitMap()
|
|
<a name="l432"></a>{</span><span class=cF2>/*We make a topographic data structure "elevations[][]"</span><span class=cF0>
|
|
<a name="l433"></a></span><span class=cF2>and convert it to panels. "panels[][]" holds the panels</span><span class=cF0>
|
|
<a name="l434"></a></span><span class=cF2>for each spot.</span><span class=cF0>
|
|
<a name="l435"></a></span><span class=cF2>*/</span><span class=cF0>
|
|
<a name="l436"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l437"></a> InitElevations;
|
|
<a name="l438"></a> </span><span class=cF5>MemSet</span><span class=cF0>(panels,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>panels</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l439"></a> CalcNormals;
|
|
<a name="l440"></a> panel_head=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l441"></a> mp.init_not_done_flags=1<<</span><span class=cFB>mp_cnt</span><span class=cF0>-1;
|
|
<a name="l442"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++)
|
|
<a name="l443"></a> </span><span class=cF5>Spawn</span><span class=cF0>(&MPDoPanels,</span><span class=cF5>Fs</span><span class=cF0>,</span><span class=cF6>"Do Panels"</span><span class=cF0>,i);
|
|
<a name="l444"></a> </span><span class=cF1>while</span><span class=cF0> (mp.init_not_done_flags)
|
|
<a name="l445"></a> </span><span class=cF5>Sleep</span><span class=cF0>(1);
|
|
<a name="l446"></a>}
|
|
<a name="l447"></a>
|
|
<a name="l448"></a></span><span class=cF1>F64</span><span class=cF0> claws_down;
|
|
<a name="l449"></a>
|
|
<a name="l450"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_X (1.0-claws_down)*(0.3*w)+claws_down*(0.4*w)
|
|
<a name="l451"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_Y (1.0-claws_down)*(h-125)+claws_down*h
|
|
<a name="l452"></a>
|
|
<a name="l453"></a>
|
|
<a name="l454"></a>
|
|
<a name="l455"></a></span><span class=cFA>
|
|
<a name="l456"></a><7>/* Graphics Not Rendered in HTML */
|
|
<a name="l457"></a><8>/* Graphics Not Rendered in HTML */</span><span class=cF0>
|
|
<a name="l458"></a>
|
|
<a name="l459"></a>
|
|
<a name="l460"></a>
|
|
<a name="l461"></a></span><span class=cF1>U0</span><span class=cF0> ClawDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc,</span><span class=cF9>I64</span><span class=cF0> x1,</span><span class=cF9>I64</span><span class=cF0> y1,</span><span class=cF9>I64</span><span class=cF0> x2,</span><span class=cF9>I64</span><span class=cF0> y2,</span><span class=cF9>I64</span><span class=cF0> w,</span><span class=cF9>I64</span><span class=cF0> segments,</span><span class=cF1>Bool</span><span class=cF0> talon)
|
|
<a name="l462"></a>{
|
|
<a name="l463"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
|
|
<a name="l464"></a> </span><span class=cF1>for</span><span class=cF0> (i=0,j=segments;i<segments;i++,j--) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l465"></a> dc->thick=w;
|
|
<a name="l466"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l467"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc,
|
|
<a name="l468"></a> j*x1/segments+i*x2/segments,
|
|
<a name="l469"></a> j*y1/segments+i*y2/segments,0,
|
|
<a name="l470"></a> </span><span class=cF7>(</span><span class=cF0>j-1</span><span class=cF7>)</span><span class=cF0>*x1/segments+</span><span class=cF7>(</span><span class=cF0>i+1</span><span class=cF7>)</span><span class=cF0>*x2/segments,
|
|
<a name="l471"></a> </span><span class=cF7>(</span><span class=cF0>j-1</span><span class=cF7>)</span><span class=cF0>*y1/segments+</span><span class=cF7>(</span><span class=cF0>i+1</span><span class=cF7>)</span><span class=cF0>*y2/segments,0);
|
|
<a name="l472"></a> dc->thick=w-2;
|
|
<a name="l473"></a> dc->color=</span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l474"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc,
|
|
<a name="l475"></a> j*x1/segments+i*x2/segments,
|
|
<a name="l476"></a> j*y1/segments+i*y2/segments,0,
|
|
<a name="l477"></a> </span><span class=cF7>(</span><span class=cF0>j-1</span><span class=cF7>)</span><span class=cF0>*x1/segments+</span><span class=cF7>(</span><span class=cF0>i+1</span><span class=cF7>)</span><span class=cF0>*x2/segments,
|
|
<a name="l478"></a> </span><span class=cF7>(</span><span class=cF0>j-1</span><span class=cF7>)</span><span class=cF0>*y1/segments+</span><span class=cF7>(</span><span class=cF0>i+1</span><span class=cF7>)</span><span class=cF0>*y2/segments,0);
|
|
<a name="l479"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l480"></a> </span><span class=cF1>if</span><span class=cF0> (talon) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l481"></a> </span><span class=cF1>if</span><span class=cF0> (y1<y2)
|
|
<a name="l482"></a> </span><span class=cF5>Sprite3B</span><span class=cF0>(dc,x1,y1,0,</span><span class=cFA><7></span><span class=cF0>);
|
|
<a name="l483"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l484"></a> </span><span class=cF5>Sprite3B</span><span class=cF0>(dc,x1,y1,0,</span><span class=cFA><8></span><span class=cF0>);
|
|
<a name="l485"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l486"></a>}
|
|
<a name="l487"></a>
|
|
<a name="l488"></a></span><span class=cF1>U0</span><span class=cF0> ClawsDraw(</span><span class=cF9>CTask</span><span class=cF0> *task,</span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l489"></a>{
|
|
<a name="l490"></a> </span><span class=cF1>F64</span><span class=cF0> claws_up=1.0-claws_down;
|
|
<a name="l491"></a> </span><span class=cF9>I64</span><span class=cF0> w=task->pix_width,h=task->pix_height;
|
|
<a name="l492"></a> dc->flags|=</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>;
|
|
<a name="l493"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc,w>>1,0,w>>1,1);
|
|
<a name="l494"></a>
|
|
<a name="l495"></a> ClawDraw(dc,HAND_X-30,HAND_Y-50*claws_up,HAND_X-5,HAND_Y, 22,4,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l496"></a> ClawDraw(dc,HAND_X-10,HAND_Y-60*claws_up,HAND_X,HAND_Y, 22,4,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l497"></a> ClawDraw(dc,HAND_X+10,HAND_Y-60*claws_up,HAND_X,HAND_Y, 22,4,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l498"></a> ClawDraw(dc,HAND_X+30,HAND_Y-50*claws_up,HAND_X+5,HAND_Y, 22,4,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l499"></a> ClawDraw(dc,HAND_X+25,HAND_Y+40*claws_up,HAND_X+5,HAND_Y, 22,4,</span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l500"></a>
|
|
<a name="l501"></a> ClawDraw(dc,HAND_X,HAND_Y,6*w/20,h,38,5,</span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l502"></a>}
|
|
<a name="l503"></a>
|
|
<a name="l504"></a></span><span class=cF9>CDC</span><span class=cF0> *main_dc;
|
|
<a name="l505"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task,</span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l506"></a>{
|
|
<a name="l507"></a> main_dc->flags|=</span><span class=cF3>DCF_NO_TRANSPARENTS</span><span class=cF0>;
|
|
<a name="l508"></a> </span><span class=cF5>GrBlot</span><span class=cF0>(dc,0,0,main_dc);
|
|
<a name="l509"></a> </span><span class=cF1>if</span><span class=cF0> (claws_down)
|
|
<a name="l510"></a> ClawsDraw(task,dc);
|
|
<a name="l511"></a>}
|
|
<a name="l512"></a>
|
|
<a name="l513"></a></span><span class=cF2>/*</span><span class=cFA>
|
|
<a name="l514"></a><9>/* Graphics Not Rendered in HTML */</span><span class=cF0>
|
|
<a name="l515"></a>
|
|
<a name="l516"></a>
|
|
<a name="l517"></a>
|
|
<a name="l518"></a>
|
|
<a name="l519"></a>
|
|
<a name="l520"></a>
|
|
<a name="l521"></a>
|
|
<a name="l522"></a>
|
|
<a name="l523"></a>
|
|
<a name="l524"></a>
|
|
<a name="l525"></a>
|
|
<a name="l526"></a>
|
|
<a name="l527"></a>
|
|
<a name="l528"></a>
|
|
<a name="l529"></a>
|
|
<a name="l530"></a>
|
|
<a name="l531"></a>
|
|
<a name="l532"></a></span><span class=cFA>
|
|
<a name="l533"></a><10>/* Graphics Not Rendered in HTML */</span><span class=cF0>
|
|
<a name="l534"></a>
|
|
<a name="l535"></a>
|
|
<a name="l536"></a>
|
|
<a name="l537"></a>
|
|
<a name="l538"></a>
|
|
<a name="l539"></a>
|
|
<a name="l540"></a>
|
|
<a name="l541"></a>
|
|
<a name="l542"></a>
|
|
<a name="l543"></a>
|
|
<a name="l544"></a>
|
|
<a name="l545"></a>
|
|
<a name="l546"></a>
|
|
<a name="l547"></a>
|
|
<a name="l548"></a>
|
|
<a name="l549"></a>
|
|
<a name="l550"></a>
|
|
<a name="l551"></a>
|
|
<a name="l552"></a>
|
|
<a name="l553"></a>
|
|
<a name="l554"></a>
|
|
<a name="l555"></a>
|
|
<a name="l556"></a>
|
|
<a name="l557"></a>
|
|
<a name="l558"></a>
|
|
<a name="l559"></a>
|
|
<a name="l560"></a>
|
|
<a name="l561"></a>
|
|
<a name="l562"></a>
|
|
<a name="l563"></a>
|
|
<a name="l564"></a>
|
|
<a name="l565"></a>
|
|
<a name="l566"></a></span><span class=cF2>Cores render strips that +/- 15%. The cores check the panel map array</span><span class=cF0>
|
|
<a name="l567"></a></span><span class=cF2>and render the panel for each square, marking-it done.</span><span class=cF0>
|
|
<a name="l568"></a>
|
|
<a name="l569"></a></span><span class=cF2>The depth buf is not locked in the graphic routines</span><span class=cF0>
|
|
<a name="l570"></a></span><span class=cF2>so we get some glitches.</span><span class=cF0>
|
|
<a name="l571"></a></span><span class=cF2>*/</span><span class=cF0>
|
|
<a name="l572"></a>
|
|
<a name="l573"></a></span><span class=cF9>I64</span><span class=cF0> update_jiffy_limit;
|
|
<a name="l574"></a>
|
|
<a name="l575"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MPDrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task,</span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l576"></a>{
|
|
<a name="l577"></a> </span><span class=cF9>I64</span><span class=cF0> j,update=</span><span class=cFB>winmgr</span><span class=cF0>.updates&65535,strip_width,*s2w,x1,y1,z1,xx,yy,
|
|
<a name="l578"></a> xh,yh,zh,yh2,xh2,x1h,y1h,x1wa,y1wa,x1wb,y1wb,x3,y3,z3,dd,dd_old,
|
|
<a name="l579"></a> cx=task->pix_width>>1,cy=task->pix_height>>1,r[16],*elems1,*elems_hard;
|
|
<a name="l580"></a> Panel </span><span class=cF1>reg</span><span class=cF0> *tmpp;
|
|
<a name="l581"></a> Bird *tmpb;
|
|
<a name="l582"></a> Obj *tmpo;
|
|
<a name="l583"></a> </span><span class=cF1>Bool</span><span class=cF0> w_on_map,h_on_map;
|
|
<a name="l584"></a>
|
|
<a name="l585"></a> xx=x/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l586"></a> yy=y/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l587"></a>
|
|
<a name="l588"></a> </span><span class=cF2>//World to scrn coordinates</span><span class=cF0>
|
|
<a name="l589"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(dc->r);
|
|
<a name="l590"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r,heading);
|
|
<a name="l591"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(dc->r,phi);
|
|
<a name="l592"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r,roll);
|
|
<a name="l593"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc,dc->r);
|
|
<a name="l594"></a>
|
|
<a name="l595"></a> </span><span class=cF2>//Scrn to world coordinates</span><span class=cF0>
|
|
<a name="l596"></a>
|
|
<a name="l597"></a> </span><span class=cF2>//This gives us the vects for stepping through the grid in</span><span class=cF0>
|
|
<a name="l598"></a> </span><span class=cF2>//the direction the plane is facing. we step horizontally and vertically</span><span class=cF0>
|
|
<a name="l599"></a> </span><span class=cF2>//and use the reciprocal slope principle</span><span class=cF0>
|
|
<a name="l600"></a> </span><span class=cF2>//y=mx+b and y=(-1/m)x+b are perpendicular.</span><span class=cF0>
|
|
<a name="l601"></a>
|
|
<a name="l602"></a> s2w=</span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>;
|
|
<a name="l603"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-roll);
|
|
<a name="l604"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(s2w,-phi);
|
|
<a name="l605"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-heading);
|
|
<a name="l606"></a>
|
|
<a name="l607"></a> xh=0;
|
|
<a name="l608"></a> yh=0;
|
|
<a name="l609"></a> zh=-256;
|
|
<a name="l610"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(s2w,&xh,&yh,&zh);
|
|
<a name="l611"></a>
|
|
<a name="l612"></a> </span><span class=cF2>//The layer for core1 is not cleared automatically</span><span class=cF0>
|
|
<a name="l613"></a> </span><span class=cF2>//it is persistent. I have carefully syncronized to the update</span><span class=cF0>
|
|
<a name="l614"></a> </span><span class=cF2>//cycle initiated by Core0 to prevent flicker.</span><span class=cF0>
|
|
<a name="l615"></a>
|
|
<a name="l616"></a> dc->flags|=</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l617"></a> dc->transform=&EDTransform;
|
|
<a name="l618"></a> dc->x=cx;
|
|
<a name="l619"></a> dc->y=cy;
|
|
<a name="l620"></a>
|
|
<a name="l621"></a> </span><span class=cF2>//dc->x and the translation part of dc->r are ident in effect,</span><span class=cF0>
|
|
<a name="l622"></a> </span><span class=cF2>//but we use both to show-off.</span><span class=cF0> </span><span class=cF2>We could add offsets together and</span><span class=cF0>
|
|
<a name="l623"></a> </span><span class=cF2>//use one or the other.</span><span class=cF0>
|
|
<a name="l624"></a>
|
|
<a name="l625"></a> x1=-x>>COORDINATE_BITS;
|
|
<a name="l626"></a> y1=-y>>COORDINATE_BITS;
|
|
<a name="l627"></a> z1=-z>>COORDINATE_BITS;
|
|
<a name="l628"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(dc->r,&x1,&y1,&z1);
|
|
<a name="l629"></a> </span><span class=cF5>Mat4x4TranslationEqu</span><span class=cF0>(dc->r,x1,y1,z1);
|
|
<a name="l630"></a>
|
|
<a name="l631"></a> </span><span class=cF2>//This is a refinement.</span><span class=cF0>
|
|
<a name="l632"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Abs</span><span class=cF7>(</span><span class=cF0>phi*180/</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>>90) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l633"></a> x3=0;
|
|
<a name="l634"></a> y3=-cy;
|
|
<a name="l635"></a> z3=0;
|
|
<a name="l636"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(s2w,&x3,&y3,&z3);
|
|
<a name="l637"></a> xx+=x3;
|
|
<a name="l638"></a> yy+=y3;
|
|
<a name="l639"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l640"></a>
|
|
<a name="l641"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Gs</span><span class=cF0>->num&1) </span><span class=cF7>{</span><span class=cF2>//alt left-right,right-left</span><span class=cF0>
|
|
<a name="l642"></a> yh2=-yh;
|
|
<a name="l643"></a> xh2=-xh;
|
|
<a name="l644"></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="l645"></a> yh2=yh;
|
|
<a name="l646"></a> xh2=xh;
|
|
<a name="l647"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l648"></a>
|
|
<a name="l649"></a> </span><span class=cF2>//Calc starting point.</span><span class=cF0>
|
|
<a name="l650"></a> x1wa=xx<<8+xh*strip_height>>1/1.3*(</span><span class=cF5>Gs</span><span class=cF0>->num+1.15);
|
|
<a name="l651"></a> y1wa=yy<<8+yh*strip_height>>1/1.3*(</span><span class=cF5>Gs</span><span class=cF0>->num+1.15);
|
|
<a name="l652"></a> x1wb=0;
|
|
<a name="l653"></a> y1wb=0;
|
|
<a name="l654"></a>
|
|
<a name="l655"></a> xh=-xh; </span><span class=cF2>//Back to front to help with depth.</span><span class=cF0>
|
|
<a name="l656"></a> yh=-yh;
|
|
<a name="l657"></a>
|
|
<a name="l658"></a> </span><span class=cF2>//Take half steps to cover whole grid.</span><span class=cF0>
|
|
<a name="l659"></a> xh>>=1; yh>>=1;
|
|
<a name="l660"></a> xh2>>=1; yh2>>=1;
|
|
<a name="l661"></a> w_on_map=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l662"></a> dd_old=</span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l663"></a> </span><span class=cF1>for</span><span class=cF0> (strip_width=0;</span><span class=cFB>cnts</span><span class=cF0>.jiffies<update_jiffy_limit;strip_width++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l664"></a> x1h=x1wa;
|
|
<a name="l665"></a> y1h=y1wa;
|
|
<a name="l666"></a> h_on_map=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l667"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<strip_height && </span><span class=cFB>cnts</span><span class=cF0>.jiffies<update_jiffy_limit;j++) {
|
|
<a name="l668"></a> x1=x1h>>8; y1=y1h>>8;
|
|
<a name="l669"></a> </span><span class=cF1>if</span><span class=cF0> (0<=x1<MAP_WIDTH && 0<=y1<MAP_HEIGHT) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l670"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>tmpp=panels[y1][x1]</span><span class=cF7>)</span><span class=cF0> && tmpp->update!=update) {
|
|
<a name="l671"></a> tmpp->update=update;
|
|
<a name="l672"></a> </span><span class=cF1>if</span><span class=cF0> (tmpp->cnt>8*</span><span class=cF7>(</span><span class=cF0>1.1-</span><span class=cF5>Gs</span><span class=cF0>->idle_factor</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l673"></a> dc->color=tmpp->color;
|
|
<a name="l674"></a> tmpp->cnt=</span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc,tmpp->num_sides,tmpp->pts);
|
|
<a name="l675"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l676"></a> tmpp->cnt++;
|
|
<a name="l677"></a> tmpo=tmpp->next_obj;
|
|
<a name="l678"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo!=&tmpp->next_obj) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l679"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,tmpo->p.x,tmpo->p.y,tmpo->p.z,tmpo->img);
|
|
<a name="l680"></a> tmpo=tmpo->next;
|
|
<a name="l681"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l682"></a> }
|
|
<a name="l683"></a> h_on_map=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l684"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (h_on_map)
|
|
<a name="l685"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l686"></a> x1h+=xh;
|
|
<a name="l687"></a> y1h+=yh;
|
|
<a name="l688"></a> }
|
|
<a name="l689"></a> </span><span class=cF1>if</span><span class=cF0> (h_on_map)
|
|
<a name="l690"></a> w_on_map=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l691"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (w_on_map) {
|
|
<a name="l692"></a> strip_width=</span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l693"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l694"></a> }
|
|
<a name="l695"></a> x1wb-=yh2;
|
|
<a name="l696"></a> y1wb+=xh2;
|
|
<a name="l697"></a> </span><span class=cF1>if</span><span class=cF0> (strip_width&1) {
|
|
<a name="l698"></a> x1wa-=x1wb;
|
|
<a name="l699"></a> y1wa-=y1wb;
|
|
<a name="l700"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
|
<a name="l701"></a> x1wa+=x1wb;
|
|
<a name="l702"></a> y1wa+=y1wb;
|
|
<a name="l703"></a> }
|
|
<a name="l704"></a> </span><span class=cF1>if</span><span class=cF0> (!w_on_map) {
|
|
<a name="l705"></a> dd=</span><span class=cF5>SqrI64</span><span class=cF0>(x1wa>>8-MAP_WIDTH>>1)+</span><span class=cF5>SqrI64</span><span class=cF0>(y1wa>>8-MAP_HEIGHT>>1);
|
|
<a name="l706"></a> </span><span class=cF1>if</span><span class=cF0> (dd>dd_old)
|
|
<a name="l707"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l708"></a> dd_old=dd;
|
|
<a name="l709"></a> }
|
|
<a name="l710"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l711"></a>
|
|
<a name="l712"></a> tmpb=b_head[</span><span class=cF5>Gs</span><span class=cF0>->num].next;
|
|
<a name="l713"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb!=&b_head[</span><span class=cF5>Gs</span><span class=cF0>->num]) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l714"></a> elems1=</span><span class=cF5>SpriteInterpolate</span><span class=cF0>(</span><span class=cF5>Tri</span><span class=cF7>(</span><span class=cF5>tS</span><span class=cF0>,0.2</span><span class=cF7>)</span><span class=cF0>,</span><span class=cFA><2></span><span class=cF0>,</span><span class=cFA><3></span><span class=cF0>);
|
|
<a name="l715"></a>
|
|
<a name="l716"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(r);
|
|
<a name="l717"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r,tmpb->theta);
|
|
<a name="l718"></a> elems_hard=</span><span class=cF5>SpriteTransform</span><span class=cF0>(elems1,r);
|
|
<a name="l719"></a>
|
|
<a name="l720"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,tmpb->p.x,tmpb->p.y,tmpb->p.z,elems_hard);
|
|
<a name="l721"></a> </span><span class=cF5>Free</span><span class=cF0>(elems_hard);
|
|
<a name="l722"></a> </span><span class=cF5>Free</span><span class=cF0>(elems1);
|
|
<a name="l723"></a>
|
|
<a name="l724"></a> tmpb=tmpb->next;
|
|
<a name="l725"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l726"></a>
|
|
<a name="l727"></a> </span><span class=cF5>Free</span><span class=cF0>(s2w);
|
|
<a name="l728"></a> mp.strip_width[</span><span class=cF5>Gs</span><span class=cF0>->num]=strip_width;
|
|
<a name="l729"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&mp.update_not_done_flags,</span><span class=cF5>Gs</span><span class=cF0>->num);
|
|
<a name="l730"></a>}
|
|
<a name="l731"></a>
|
|
<a name="l732"></a></span><span class=cF1>U0</span><span class=cF0> CoreAPTalonsTask(</span><span class=cF9>CTask</span><span class=cF0> *master_task)
|
|
<a name="l733"></a>{
|
|
<a name="l734"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc=</span><span class=cF5>DCAlias</span><span class=cF0>(main_dc,master_task);
|
|
<a name="l735"></a> </span><span class=cF1>while</span><span class=cF0> (!mp.app_done) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l736"></a> </span><span class=cF1>while</span><span class=cF0> (!</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&mp.update_not_done_flags,</span><span class=cF5>Gs</span><span class=cF0>->num</span><span class=cF7>)</span><span class=cF0> && !mp.app_done)
|
|
<a name="l737"></a> </span><span class=cF5>Sleep</span><span class=cF0>(1);
|
|
<a name="l738"></a> </span><span class=cF1>if</span><span class=cF0> (!mp.app_done)
|
|
<a name="l739"></a> </span><span class=cF5>MPDrawIt</span><span class=cF0>(master_task,dc);
|
|
<a name="l740"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l741"></a>
|
|
<a name="l742"></a> </span><span class=cF2>//We made an alias of this we don't want freed.</span><span class=cF0>
|
|
<a name="l743"></a> dc->depth_buf=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l744"></a>
|
|
<a name="l745"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
|
|
<a name="l746"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&mp.app_not_done_flags,</span><span class=cF5>Gs</span><span class=cF0>->num);
|
|
<a name="l747"></a>}
|
|
<a name="l748"></a>
|
|
<a name="l749"></a></span><span class=cF1>U0</span><span class=cF0> DrawHorizon(</span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l750"></a>{
|
|
<a name="l751"></a> </span><span class=cF9>I64</span><span class=cF0> x1,y1,z1,x2,y2,z2,xh,yh,zh,*s2w=</span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>,
|
|
<a name="l752"></a> cx=</span><span class=cF5>Fs</span><span class=cF0>->pix_width>>1,
|
|
<a name="l753"></a> cy=</span><span class=cF5>Fs</span><span class=cF0>->pix_height>>1;
|
|
<a name="l754"></a> </span><span class=cF9>CD3I32</span><span class=cF0> p[4];
|
|
<a name="l755"></a> </span><span class=cF9>I32</span><span class=cF0> *old_db=dc->depth_buf;
|
|
<a name="l756"></a> dc->depth_buf=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l757"></a> </span><span class=cF9>CColorROPU32</span><span class=cF0> ground_color;
|
|
<a name="l758"></a>
|
|
<a name="l759"></a> </span><span class=cF1>if</span><span class=cF0> (game_tf && fish_left)
|
|
<a name="l760"></a> </span><span class=cF5>DCFill</span><span class=cF0>(dc,</span><span class=cF3>BLACK</span><span class=cF0>);
|
|
<a name="l761"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (-</span><span class=cF3>pi</span><span class=cF0>/4<=</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>phi-</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0><</span><span class=cF3>pi</span><span class=cF0>/4)
|
|
<a name="l762"></a> </span><span class=cF5>DCFill</span><span class=cF0>(dc,</span><span class=cF3>LTCYAN</span><span class=cF0>);
|
|
<a name="l763"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l764"></a> </span><span class=cF1>if</span><span class=cF0> (z/COORDINATE_SCALE<</span><span class=cF7>(</span><span class=cF0>WATER_ELEVATION+3</span><span class=cF7>)</span><span class=cF0>*MAP_SCALE)
|
|
<a name="l765"></a> ground_color=</span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l766"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l767"></a> ground_color=</span><span class=cF3>LTGREEN</span><span class=cF0>;
|
|
<a name="l768"></a>
|
|
<a name="l769"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(dc->r);
|
|
<a name="l770"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r,heading);
|
|
<a name="l771"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(dc->r,phi);
|
|
<a name="l772"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc->r,roll);
|
|
<a name="l773"></a>
|
|
<a name="l774"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc,dc->r);
|
|
<a name="l775"></a> dc->flags&=~</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l776"></a> dc->transform=&EDTransform;
|
|
<a name="l777"></a> dc->x=cx;
|
|
<a name="l778"></a> dc->y=cy;
|
|
<a name="l779"></a>
|
|
<a name="l780"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-roll);
|
|
<a name="l781"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(s2w,-phi);
|
|
<a name="l782"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-heading);
|
|
<a name="l783"></a>
|
|
<a name="l784"></a> xh=0;
|
|
<a name="l785"></a> yh=0;
|
|
<a name="l786"></a> zh=-256;
|
|
<a name="l787"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(s2w,&xh,&yh,&zh);
|
|
<a name="l788"></a> </span><span class=cF5>Free</span><span class=cF0>(s2w);
|
|
<a name="l789"></a>
|
|
<a name="l790"></a> x1=xh+yh*32; y1=yh-xh*32; z1=0;
|
|
<a name="l791"></a> (*dc->transform)(dc,&x1,&y1,&z1);
|
|
<a name="l792"></a> x2=xh-yh*32; y2=yh+xh*32; z2=0;
|
|
<a name="l793"></a> (*dc->transform)(dc,&x2,&y2,&z2);
|
|
<a name="l794"></a> </span><span class=cF5>DCClipLine</span><span class=cF0>(dc,&x1,&y1,&x2,&y2);
|
|
<a name="l795"></a>
|
|
<a name="l796"></a> </span><span class=cF5>MemSet</span><span class=cF0>(p,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>p</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l797"></a> </span><span class=cF1>if</span><span class=cF0> (x2<x1) {
|
|
<a name="l798"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&x1,&x2);
|
|
<a name="l799"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&y1,&y2);
|
|
<a name="l800"></a> }
|
|
<a name="l801"></a> </span><span class=cF1>if</span><span class=cF0> (!x1 && x2==dc->width-1) {
|
|
<a name="l802"></a> p[0].x=0;
|
|
<a name="l803"></a> p[0].y=0;
|
|
<a name="l804"></a> p[1].x=dc->width-1;
|
|
<a name="l805"></a> p[1].y=0;
|
|
<a name="l806"></a> p[2].x=dc->width-1;
|
|
<a name="l807"></a> p[2].y=y2;
|
|
<a name="l808"></a> p[3].x=0;
|
|
<a name="l809"></a> p[3].y=y1;
|
|
<a name="l810"></a> </span><span class=cF1>if</span><span class=cF0> (rolled_over)
|
|
<a name="l811"></a> dc->color=ground_color;
|
|
<a name="l812"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l813"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l814"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc,4,p);
|
|
<a name="l815"></a> p[0].y=dc->height-1;
|
|
<a name="l816"></a> p[1].y=dc->height-1;
|
|
<a name="l817"></a> </span><span class=cF1>if</span><span class=cF0> (rolled_over)
|
|
<a name="l818"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l819"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l820"></a> dc->color=ground_color;
|
|
<a name="l821"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc,4,p);
|
|
<a name="l822"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
|
<a name="l823"></a> </span><span class=cF1>if</span><span class=cF0> (y2<y1) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l824"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&x1,&x2);
|
|
<a name="l825"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&y1,&y2);
|
|
<a name="l826"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l827"></a> </span><span class=cF1>if</span><span class=cF0> (!y1 && y2==dc->height-1) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l828"></a> p[0].x=0;
|
|
<a name="l829"></a> p[0].y=0;
|
|
<a name="l830"></a> p[1].x=0;
|
|
<a name="l831"></a> p[1].y=dc->height-1;
|
|
<a name="l832"></a> p[2].x=x2;
|
|
<a name="l833"></a> p[2].y=dc->height-1;
|
|
<a name="l834"></a> p[3].x=x1;
|
|
<a name="l835"></a> p[3].y=0;
|
|
<a name="l836"></a> </span><span class=cF1>if</span><span class=cF0> (x1<x2 ^^ rolled_over)
|
|
<a name="l837"></a> dc->color=ground_color;
|
|
<a name="l838"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l839"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l840"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc,4,p);
|
|
<a name="l841"></a> p[0].x=dc->width-1;
|
|
<a name="l842"></a> p[1].x=dc->width-1;
|
|
<a name="l843"></a> </span><span class=cF1>if</span><span class=cF0> (x1<x2 ^^ rolled_over)
|
|
<a name="l844"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l845"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l846"></a> dc->color=ground_color;
|
|
<a name="l847"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc,4,p);
|
|
<a name="l848"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l849"></a> </span><span class=cF5>DCFill</span><span class=cF0>(dc,</span><span class=cF3>LTCYAN</span><span class=cF0>); </span><span class=cF2>//Not correct.</span><span class=cF0>
|
|
<a name="l850"></a> }
|
|
<a name="l851"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l852"></a>
|
|
<a name="l853"></a> dc->depth_buf=old_db;
|
|
<a name="l854"></a>}
|
|
<a name="l855"></a>
|
|
<a name="l856"></a></span><span class=cF1>U0</span><span class=cF0> Core0Talons()
|
|
<a name="l857"></a>{
|
|
<a name="l858"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc=</span><span class=cF5>DCAlias</span><span class=cF0>(main_dc,</span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l859"></a> </span><span class=cF9>I64</span><span class=cF0> i,xx,yy,elev,height,cx=</span><span class=cF5>Fs</span><span class=cF0>->pix_width>>1,cy=</span><span class=cF5>Fs</span><span class=cF0>->pix_height>>1;
|
|
<a name="l860"></a> </span><span class=cF1>F64</span><span class=cF0> min_strip_width,tt;
|
|
<a name="l861"></a>
|
|
<a name="l862"></a> update_jiffy_limit=</span><span class=cFB>cnts</span><span class=cF0>.jiffies+</span><span class=cF3>JIFFY_FREQ</span><span class=cF0>/40;
|
|
<a name="l863"></a>
|
|
<a name="l864"></a> xx=x/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l865"></a> yy=y/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l866"></a> </span><span class=cF1>if</span><span class=cF0> (0<=xx<MAP_WIDTH && 0<=yy<MAP_HEIGHT)
|
|
<a name="l867"></a> elev=elevations[yy][xx];
|
|
<a name="l868"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l869"></a> elev=</span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l870"></a>
|
|
<a name="l871"></a> height=z/COORDINATE_SCALE-elev;
|
|
<a name="l872"></a> </span><span class=cF1>if</span><span class=cF0> (height<0 && elev>WATER_ELEVATION*MAP_SCALE && !game_tf) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l873"></a> </span><span class=cFB>music</span><span class=cF0>.mute=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l874"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l875"></a> game_tf=</span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l876"></a> </span><span class=cFB>music</span><span class=cF0>.mute=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l877"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l878"></a>
|
|
<a name="l879"></a> DrawHorizon(dc);
|
|
<a name="l880"></a>
|
|
<a name="l881"></a> </span><span class=cF1>if</span><span class=cF0> (game_tf) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l882"></a> tt=game_tf-game_t0;
|
|
<a name="l883"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>) {
|
|
<a name="l884"></a> dc->color=</span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l885"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_width-9*</span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0>/2,
|
|
<a name="l886"></a> </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>/2,</span><span class=cF6>"Game Over"</span><span class=cF0>);
|
|
<a name="l887"></a> }
|
|
<a name="l888"></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="l889"></a> </span><span class=cF5>DCDepthBufRst</span><span class=cF0>(dc);
|
|
<a name="l890"></a> mp.update_not_done_flags=1<<</span><span class=cFB>mp_cnt</span><span class=cF0>-1;
|
|
<a name="l891"></a> </span><span class=cF5>MPDrawIt</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>,dc);
|
|
<a name="l892"></a> </span><span class=cF1>while</span><span class=cF0> (mp.update_not_done_flags)
|
|
<a name="l893"></a> </span><span class=cF5>Sleep</span><span class=cF0>(1);
|
|
<a name="l894"></a>
|
|
<a name="l895"></a> min_strip_width=</span><span class=cF3>F64_MAX</span><span class=cF0>;
|
|
<a name="l896"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++)
|
|
<a name="l897"></a> min_strip_width=</span><span class=cF5>Min</span><span class=cF0>(min_strip_width,32.0*mp.strip_width[i]/</span><span class=cF7>(</span><span class=cF0>i+32.0</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l898"></a> strip_height=</span><span class=cF5>ClampI64</span><span class=cF0>(
|
|
<a name="l899"></a> strip_height*</span><span class=cF5>Clamp</span><span class=cF7>(</span><span class=cF0>0.25*min_strip_width/strip_height,0.9,1.1</span><span class=cF7>)</span><span class=cF0>,
|
|
<a name="l900"></a> 64,1024);
|
|
<a name="l901"></a>
|
|
<a name="l902"></a> tt=</span><span class=cF5>tS</span><span class=cF0>-game_t0;
|
|
<a name="l903"></a> </span><span class=cF1>if</span><span class=cF0> (tt<5.0 && </span><span class=cF5>Blink</span><span class=cF0>) {
|
|
<a name="l904"></a> dc->color=</span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l905"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_width-13*</span><span class=cF3>FONT_WIDTH</span><span class=cF7>)</span><span class=cF0>/2,
|
|
<a name="l906"></a> </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>/2-4*</span><span class=cF3>FONT_HEIGHT</span><span class=cF0>,</span><span class=cF6>"Catch 10 Fish"</span><span class=cF0>);
|
|
<a name="l907"></a> }
|
|
<a name="l908"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l909"></a>
|
|
<a name="l910"></a> dc->thick=2;
|
|
<a name="l911"></a> </span><span class=cF1>if</span><span class=cF0> (game_tf && fish_left)
|
|
<a name="l912"></a> dc->color=</span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l913"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l914"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l915"></a> dc->flags&=~</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l916"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc,cx+5,cy,0,cx-5,cy,0);
|
|
<a name="l917"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc,cx,cy+5,0,cx,cy-5,0);
|
|
<a name="l918"></a> </span><span class=cF1>if</span><span class=cF0> (invert_pitch)
|
|
<a name="l919"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,0,</span><span class=cF6>"Pitch:%5.1f Roll:%5.1f Heading:%5.1f "</span><span class=cF0>
|
|
<a name="l920"></a> </span><span class=cF6>"Height:%5d [Core Strip:%3d]"</span><span class=cF0>,
|
|
<a name="l921"></a> pitch*180/</span><span class=cF3>pi</span><span class=cF0>,</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>roll+</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>*180/</span><span class=cF3>pi</span><span class=cF0>,</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>heading+</span><span class=cF3>pi</span><span class=cF0>,0</span><span class=cF7>)</span><span class=cF0>*180/</span><span class=cF3>pi</span><span class=cF0>,
|
|
<a name="l922"></a> height,strip_height);
|
|
<a name="l923"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l924"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,0,</span><span class=cF6>"Pitch:%5.1f Roll:%5.1f Heading:%5.1f "</span><span class=cF0>
|
|
<a name="l925"></a> </span><span class=cF6>"Height:%5d [Core Strip:%3d]"</span><span class=cF0>,
|
|
<a name="l926"></a> pitch*180/</span><span class=cF3>pi</span><span class=cF0>,roll*180/</span><span class=cF3>pi</span><span class=cF0>,heading*180/</span><span class=cF3>pi</span><span class=cF0>,height,strip_height);
|
|
<a name="l927"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,</span><span class=cF3>FONT_HEIGHT</span><span class=cF0>,</span><span class=cF6>"Fish Remaining:%d Time:%3.2f Best:%3.2f"</span><span class=cF0>,
|
|
<a name="l928"></a> fish_left,tt,best_score);
|
|
<a name="l929"></a>
|
|
<a name="l930"></a> </span><span class=cF2>//We made an alias of this we don't want freed.</span><span class=cF0>
|
|
<a name="l931"></a> dc->depth_buf=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l932"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
|
|
<a name="l933"></a> </span><span class=cF5>Refresh</span><span class=cF0>;
|
|
<a name="l934"></a>}
|
|
<a name="l935"></a>
|
|
<a name="l936"></a>
|
|
<a name="l937"></a>Obj *FishFind(</span><span class=cF9>I64</span><span class=cF0> x1,</span><span class=cF9>I64</span><span class=cF0> y1,</span><span class=cF9>I64</span><span class=cF0> *_dd)
|
|
<a name="l938"></a>{
|
|
<a name="l939"></a> </span><span class=cF9>I64</span><span class=cF0> dd,best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
|
|
<a name="l940"></a> Obj *res=</span><span class=cF3>NULL</span><span class=cF0>,*tmpo;
|
|
<a name="l941"></a> Panel *tmpp=panel_head;
|
|
<a name="l942"></a> </span><span class=cF1>while</span><span class=cF0> (tmpp) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l943"></a> tmpo=tmpp->next_obj;
|
|
<a name="l944"></a> </span><span class=cF1>while</span><span class=cF0> (tmpo!=&tmpp->next_obj) {
|
|
<a name="l945"></a> </span><span class=cF1>if</span><span class=cF0> (tmpo->fish) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l946"></a> dd=</span><span class=cF5>SqrI64</span><span class=cF0>(tmpo->p.x-x1)+</span><span class=cF5>SqrI64</span><span class=cF0>(tmpo->p.y-y1);
|
|
<a name="l947"></a> </span><span class=cF1>if</span><span class=cF0> (dd<best_dd) {
|
|
<a name="l948"></a> best_dd=dd;
|
|
<a name="l949"></a> res=tmpo;
|
|
<a name="l950"></a> }
|
|
<a name="l951"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l952"></a> tmpo=tmpo->next;
|
|
<a name="l953"></a> }
|
|
<a name="l954"></a> tmpp=tmpp->next;
|
|
<a name="l955"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l956"></a> *_dd=best_dd;
|
|
<a name="l957"></a> </span><span class=cF1>return</span><span class=cF0> res;
|
|
<a name="l958"></a>}
|
|
<a name="l959"></a>
|
|
<a name="l960"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMATE_MS 10
|
|
<a name="l961"></a>
|
|
<a name="l962"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l963"></a>{</span><span class=cF2>//Steadily moves the airplane fwd.</span><span class=cF0>
|
|
<a name="l964"></a> </span><span class=cF9>I64</span><span class=cF0> i,*s2w,x1,y1,z1,dx,dy,dz,dd;
|
|
<a name="l965"></a> </span><span class=cF1>F64</span><span class=cF0> t0=</span><span class=cF5>tS</span><span class=cF0>,</span><span class=cFB>ms</span><span class=cF0>,theta,d;
|
|
<a name="l966"></a> Obj *tmpo;
|
|
<a name="l967"></a> Bird *tmpb;
|
|
<a name="l968"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l969"></a> </span><span class=cFB>ms</span><span class=cF0>=1000*(</span><span class=cF5>tS</span><span class=cF0>-t0);
|
|
<a name="l970"></a> t0=</span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l971"></a> </span><span class=cF1>if</span><span class=cF0> (!game_tf) {
|
|
<a name="l972"></a></span><span class=cF2>//Scrn to world coordinates</span><span class=cF0>
|
|
<a name="l973"></a> s2w=</span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>;
|
|
<a name="l974"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-roll);
|
|
<a name="l975"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(s2w,-phi);
|
|
<a name="l976"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(s2w,-heading);
|
|
<a name="l977"></a>
|
|
<a name="l978"></a> dx=0;dy=0;dz=1<<16;
|
|
<a name="l979"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(s2w,&dx,&dy,&dz);
|
|
<a name="l980"></a> x-=speed*</span><span class=cFB>ms</span><span class=cF0>*COORDINATE_SCALE*dx/1<<16;
|
|
<a name="l981"></a> y-=speed*</span><span class=cFB>ms</span><span class=cF0>*COORDINATE_SCALE*dy/1<<16;
|
|
<a name="l982"></a> z-=speed*</span><span class=cFB>ms</span><span class=cF0>*COORDINATE_SCALE*dz/1<<16;
|
|
<a name="l983"></a> </span><span class=cF5>Free</span><span class=cF0>(s2w);
|
|
<a name="l984"></a> x1=x/COORDINATE_SCALE; y1=y/COORDINATE_SCALE; z1=z/COORDINATE_SCALE;
|
|
<a name="l985"></a> </span><span class=cF1>if</span><span class=cF0> (z1<</span><span class=cF7>(</span><span class=cF0>WATER_ELEVATION+3</span><span class=cF7>)</span><span class=cF0>*MAP_SCALE) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l986"></a> </span><span class=cF1>if</span><span class=cF0> (z1<WATER_ELEVATION*MAP_SCALE) {
|
|
<a name="l987"></a> z=WATER_ELEVATION*MAP_SCALE*COORDINATE_SCALE;
|
|
<a name="l988"></a> </span><span class=cF1>if</span><span class=cF0> (invert_pitch) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l989"></a> </span><span class=cF1>if</span><span class=cF0> (pitch<-</span><span class=cF3>pi</span><span class=cF0>/8)
|
|
<a name="l990"></a> phi+=</span><span class=cFB>ms</span><span class=cF0>/1000.0*</span><span class=cF5>Sign</span><span class=cF0>(3*</span><span class=cF3>pi</span><span class=cF0>/8-phi);
|
|
<a name="l991"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (pitch<-</span><span class=cF3>pi</span><span class=cF0>/8)
|
|
<a name="l992"></a> phi+=</span><span class=cFB>ms</span><span class=cF0>/1000.0*</span><span class=cF5>Sign</span><span class=cF0>(-3*</span><span class=cF3>pi</span><span class=cF0>/8-phi);
|
|
<a name="l993"></a> WrapAngles;
|
|
<a name="l994"></a> }
|
|
<a name="l995"></a> speed=1.0;
|
|
<a name="l996"></a> </span><span class=cF1>if</span><span class=cF0> (rolled_over || !</span><span class=cF7>(</span><span class=cF0>tmpo=FishFind(x1,y1,&dd)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l997"></a> claws_down=0;
|
|
<a name="l998"></a> </span><span class=cF1>else</span><span class=cF0> {
|
|
<a name="l999"></a> d=</span><span class=cF5>Sqrt</span><span class=cF0>(dd);
|
|
<a name="l1000"></a> x1-=tmpo->p.x;
|
|
<a name="l1001"></a> y1-=tmpo->p.y;
|
|
<a name="l1002"></a> theta=</span><span class=cF5>ACos</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>dx*x1+dy*y1</span><span class=cF7>)</span><span class=cF0>/</span><span class=cF7>(</span><span class=cF0>d*1<<16</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1003"></a> </span><span class=cF1>if</span><span class=cF0> (theta>0 && d<MAP_SCALE*4)
|
|
<a name="l1004"></a> claws_down=</span><span class=cF5>Saw</span><span class=cF0>(d,MAP_SCALE*4);
|
|
<a name="l1005"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1006"></a> claws_down=0.01;
|
|
<a name="l1007"></a> </span><span class=cF1>if</span><span class=cF0> (d<MAP_SCALE*2) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1008"></a> </span><span class=cF1>if</span><span class=cF0> (!--fish_left) {
|
|
<a name="l1009"></a> game_tf=</span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l1010"></a> </span><span class=cF1>if</span><span class=cF0> (game_tf-game_t0<best_score)
|
|
<a name="l1011"></a> best_score=game_tf-game_t0;
|
|
<a name="l1012"></a> }
|
|
<a name="l1013"></a> </span><span class=cF5>QueRem</span><span class=cF0>(tmpo);
|
|
<a name="l1014"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpo);
|
|
<a name="l1015"></a> </span><span class=cFB>music</span><span class=cF0>.mute=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1016"></a> </span><span class=cF5>Snd</span><span class=cF0>(74); </span><span class=cF5>Sleep</span><span class=cF0>(200); </span><span class=cF5>Snd</span><span class=cF0>;
|
|
<a name="l1017"></a> </span><span class=cFB>music</span><span class=cF0>.mute=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1018"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1019"></a> }
|
|
<a name="l1020"></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="l1021"></a> claws_down=0;
|
|
<a name="l1022"></a> </span><span class=cF1>if</span><span class=cF0> (-</span><span class=cF3>pi</span><span class=cF0>/4<=phi<=</span><span class=cF3>pi</span><span class=cF0>/4)
|
|
<a name="l1023"></a> speed+=0.0005;
|
|
<a name="l1024"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (-3*</span><span class=cF3>pi</span><span class=cF0>/4<=phi<=3*</span><span class=cF3>pi</span><span class=cF0>/4)
|
|
<a name="l1025"></a> speed+=0.0001;
|
|
<a name="l1026"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1027"></a> speed-=0.0001;
|
|
<a name="l1028"></a> speed=</span><span class=cF5>Clamp</span><span class=cF0>(speed+</span><span class=cF7>(</span><span class=cF0>0.0005-0.0002*</span><span class=cF5>Abs</span><span class=cF0>(phi)/(</span><span class=cF3>pi</span><span class=cF0>/4)</span><span class=cF7>)</span><span class=cF0>,0.1,5.0);
|
|
<a name="l1029"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1030"></a>
|
|
<a name="l1031"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1032"></a> tmpb=b_head[i].next;
|
|
<a name="l1033"></a> </span><span class=cF1>while</span><span class=cF0> (tmpb!=&b_head[i]) {
|
|
<a name="l1034"></a> tmpb->p.x+=10*</span><span class=cFB>ms</span><span class=cF0>/1000*MAP_SCALE*</span><span class=cF5>Cos</span><span class=cF0>(tmpb->theta);
|
|
<a name="l1035"></a> tmpb->p.y+=10*</span><span class=cFB>ms</span><span class=cF0>/1000*MAP_SCALE*</span><span class=cF5>Sin</span><span class=cF0>(tmpb->theta);
|
|
<a name="l1036"></a> tmpb->p.z=BIRD_ELEVATION*MAP_SCALE+
|
|
<a name="l1037"></a> elevations[tmpb->p.y/MAP_SCALE][tmpb->p.x/MAP_SCALE];
|
|
<a name="l1038"></a> tmpb->theta+=2*</span><span class=cF3>pi</span><span class=cF0>*</span><span class=cFB>ms</span><span class=cF0>/1000/10;
|
|
<a name="l1039"></a> tmpb=tmpb->next;
|
|
<a name="l1040"></a> }
|
|
<a name="l1041"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1042"></a> }
|
|
<a name="l1043"></a> </span><span class=cF5>Refresh</span><span class=cF0>;
|
|
<a name="l1044"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1045"></a>}
|
|
<a name="l1046"></a>
|
|
<a name="l1047"></a></span><span class=cF1>U0</span><span class=cF0> MPEnd()
|
|
<a name="l1048"></a>{
|
|
<a name="l1049"></a> update_jiffy_limit=0;
|
|
<a name="l1050"></a> mp.app_not_done_flags=1<<</span><span class=cFB>mp_cnt</span><span class=cF0>-1-1;
|
|
<a name="l1051"></a> mp.app_done=</span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1052"></a></span><span class=cF2>//Wait for all cores to exit</span><span class=cF0>
|
|
<a name="l1053"></a> </span><span class=cF1>while</span><span class=cF0> (mp.app_not_done_flags)
|
|
<a name="l1054"></a> </span><span class=cF5>Sleep</span><span class=cF0>(1);
|
|
<a name="l1055"></a>}
|
|
<a name="l1056"></a>
|
|
<a name="l1057"></a></span><span class=cF1>U0</span><span class=cF0> TaskEndCB()
|
|
<a name="l1058"></a>{
|
|
<a name="l1059"></a> MPEnd;
|
|
<a name="l1060"></a> </span><span class=cF5>Exit</span><span class=cF0>;
|
|
<a name="l1061"></a>}
|
|
<a name="l1062"></a>
|
|
<a name="l1063"></a></span><span class=cF1>U0</span><span class=cF0> SongTask(</span><span class=cF9>I64</span><span class=cF0>)
|
|
<a name="l1064"></a>{
|
|
<a name="l1065"></a> </span><span class=cF5>Fs</span><span class=cF0>->task_end_cb=&</span><span class=cF5>SndTaskEndCB</span><span class=cF0>;
|
|
<a name="l1066"></a> </span><span class=cF5>MusicSettingsRst</span><span class=cF0>;
|
|
<a name="l1067"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1068"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"5eCGFsD4A5e.C4sG5eGDqCDeGsGG4qG"</span><span class=cF0>);
|
|
<a name="l1069"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"5eCGFsD4A5e.C4sG5eGDqCDeGsGG4qG"</span><span class=cF0>);
|
|
<a name="l1070"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"5eGECGC4A5FCsC4B5C4B5e.GsG4qGB"</span><span class=cF0>);
|
|
<a name="l1071"></a> </span><span class=cF5>Play</span><span class=cF0>(</span><span class=cF6>"5eGECGC4A5FCsC4B5C4B5e.GsG4qGB"</span><span class=cF0>);
|
|
<a name="l1072"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1073"></a>}
|
|
<a name="l1074"></a>
|
|
<a name="l1075"></a></span><span class=cF1>U0</span><span class=cF0> PreInit()
|
|
<a name="l1076"></a>{
|
|
<a name="l1077"></a> </span><span class=cF9>I64</span><span class=cF0> i,*r=</span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>;
|
|
<a name="l1078"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r,10.0);
|
|
<a name="l1079"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<LS_TYPES;i++)
|
|
<a name="l1080"></a> landscape_large_imgs[i]=</span><span class=cF5>SpriteTransform</span><span class=cF0>(landscape_small_imgs[i],r);
|
|
<a name="l1081"></a> </span><span class=cF5>Free</span><span class=cF0>(r);
|
|
<a name="l1082"></a>}
|
|
<a name="l1083"></a>
|
|
<a name="l1084"></a></span><span class=cF1>U0</span><span class=cF0> PostCleanUp()
|
|
<a name="l1085"></a>{
|
|
<a name="l1086"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1087"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<LS_TYPES;i++)
|
|
<a name="l1088"></a> </span><span class=cF5>Free</span><span class=cF0>(landscape_large_imgs[i]);
|
|
<a name="l1089"></a>}
|
|
<a name="l1090"></a>
|
|
<a name="l1091"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l1092"></a>{
|
|
<a name="l1093"></a> </span><span class=cF9>I64</span><span class=cF0> i,xx,yy;
|
|
<a name="l1094"></a> Bird *tmpb;
|
|
<a name="l1095"></a>
|
|
<a name="l1096"></a> main_dc=</span><span class=cF5>DCNew</span><span class=cF0>(</span><span class=cF3>GR_WIDTH</span><span class=cF0>,</span><span class=cF3>GR_HEIGHT</span><span class=cF0>);
|
|
<a name="l1097"></a> critical_section_flag=0;
|
|
<a name="l1098"></a> game_tf=0;
|
|
<a name="l1099"></a> fish_left=10;
|
|
<a name="l1100"></a>
|
|
<a name="l1101"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&mp,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>MPCtrl</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1102"></a> InitMap;
|
|
<a name="l1103"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(main_dc);
|
|
<a name="l1104"></a>
|
|
<a name="l1105"></a> strip_height=128;
|
|
<a name="l1106"></a>
|
|
<a name="l1107"></a> phi =-90.0*</span><span class=cF3>pi</span><span class=cF0>/180.0;
|
|
<a name="l1108"></a> roll =0;
|
|
<a name="l1109"></a> heading=0;
|
|
<a name="l1110"></a> speed =2.5;
|
|
<a name="l1111"></a> claws_down=0;
|
|
<a name="l1112"></a> WrapAngles;
|
|
<a name="l1113"></a>
|
|
<a name="l1114"></a> x=MAP_WIDTH>>1 *COORDINATE_SCALE*MAP_SCALE;
|
|
<a name="l1115"></a> y=MAP_HEIGHT>>1*COORDINATE_SCALE*MAP_SCALE;
|
|
<a name="l1116"></a> z=64 *COORDINATE_SCALE*MAP_SCALE;
|
|
<a name="l1117"></a>
|
|
<a name="l1118"></a> xx=x/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l1119"></a> yy=y/(MAP_SCALE*COORDINATE_SCALE);
|
|
<a name="l1120"></a> z+=elevations[yy][xx]*COORDINATE_SCALE;
|
|
<a name="l1121"></a>
|
|
<a name="l1122"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++)
|
|
<a name="l1123"></a> </span><span class=cF5>QueInit</span><span class=cF0>(&b_head[i]);
|
|
<a name="l1124"></a>
|
|
<a name="l1125"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<B_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1126"></a> tmpb=</span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Bird</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1127"></a> tmpb->p.x=</span><span class=cF5>Rand</span><span class=cF0>*MAP_WIDTH*MAP_SCALE;
|
|
<a name="l1128"></a> tmpb->p.y=</span><span class=cF5>Rand</span><span class=cF0>*MAP_HEIGHT*MAP_SCALE;
|
|
<a name="l1129"></a> tmpb->p.z=BIRD_ELEVATION*MAP_SCALE+
|
|
<a name="l1130"></a> elevations[tmpb->p.y/MAP_SCALE][tmpb->p.x/MAP_SCALE];
|
|
<a name="l1131"></a> tmpb->theta=2*</span><span class=cF3>pi</span><span class=cF0>*</span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l1132"></a> </span><span class=cF5>QueIns</span><span class=cF0>(tmpb,b_head[i%</span><span class=cFB>mp_cnt</span><span class=cF0>].last);
|
|
<a name="l1133"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1134"></a>
|
|
<a name="l1135"></a> </span><span class=cF1>for</span><span class=cF0> (i=1;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++)
|
|
<a name="l1136"></a> </span><span class=cF5>Spawn</span><span class=cF0>(&CoreAPTalonsTask,</span><span class=cF5>Fs</span><span class=cF0>,</span><span class=cF6>"AP Talons"</span><span class=cF0>,i);
|
|
<a name="l1137"></a> </span><span class=cF5>Fs</span><span class=cF0>->task_end_cb=&TaskEndCB;
|
|
<a name="l1138"></a> game_t0=</span><span class=cF5>tS</span><span class=cF0>;
|
|
<a name="l1139"></a>}
|
|
<a name="l1140"></a>
|
|
<a name="l1141"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
|
|
<a name="l1142"></a>{
|
|
<a name="l1143"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1144"></a> Panel *tmpp=panel_head,*tmpp1;
|
|
<a name="l1145"></a> MPEnd;
|
|
<a name="l1146"></a> </span><span class=cF1>while</span><span class=cF0> (tmpp) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1147"></a> tmpp1=tmpp->next;
|
|
<a name="l1148"></a> </span><span class=cF5>QueDel</span><span class=cF0>(&tmpp->next_obj);
|
|
<a name="l1149"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpp->pts);
|
|
<a name="l1150"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpp);
|
|
<a name="l1151"></a> tmpp=tmpp1;
|
|
<a name="l1152"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1153"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<</span><span class=cFB>mp_cnt</span><span class=cF0>;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1154"></a> </span><span class=cF5>QueDel</span><span class=cF0>(&b_head[i]);
|
|
<a name="l1155"></a> </span><span class=cF5>QueInit</span><span class=cF0>(&b_head[i]);
|
|
<a name="l1156"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1157"></a> </span><span class=cF5>DCDel</span><span class=cF0>(main_dc);
|
|
<a name="l1158"></a>}
|
|
<a name="l1159"></a>
|
|
<a name="l1160"></a></span><span class=cF1>U0</span><span class=cF0> Talons()
|
|
<a name="l1161"></a>{
|
|
<a name="l1162"></a> </span><span class=cF9>I64</span><span class=cF0> ch,sc;
|
|
<a name="l1163"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="/Wb/Adam/TaskSettings.HC.HTML#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l1164"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
|
<a name="l1165"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l1166"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l1167"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l1168"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1169"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l1170"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l1171"></a> </span><span class=cF6>" Down(,,SC_CURSOR_UP);"</span><span class=cF0>
|
|
<a name="l1172"></a> </span><span class=cF6>" Up(,,SC_CURSOR_DOWN);"</span><span class=cF0>
|
|
<a name="l1173"></a> </span><span class=cF6>" Left(,,SC_CURSOR_LEFT);"</span><span class=cF0>
|
|
<a name="l1174"></a> </span><span class=cF6>" Right(,,SC_CURSOR_RIGHT);"</span><span class=cF0>
|
|
<a name="l1175"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1176"></a> );
|
|
<a name="l1177"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l1178"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l1179"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l1180"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l1181"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l1182"></a> </span><span class=cF6>"Initializing...\n"</span><span class=cF0>;
|
|
<a name="l1183"></a> </span><span class=cF5>Fs</span><span class=cF0>->song_task=</span><span class=cF5>Spawn</span><span class=cF0>(&SongTask,</span><span class=cF3>NULL</span><span class=cF0>,</span><span class=cF6>"Song"</span><span class=cF0>,,</span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l1184"></a> PreInit;
|
|
<a name="l1185"></a> Init;
|
|
<a name="l1186"></a> </span><span class=cF5>Fs</span><span class=cF0>->animate_task=</span><span class=cF5>Spawn</span><span class=cF0>(&AnimateTask,</span><span class=cF3>NULL</span><span class=cF0>,</span><span class=cF6>"Animate"</span><span class=cF0>,,</span><span class=cF5>Fs</span><span class=cF0>);
|
|
<a name="l1187"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it=&</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l1188"></a> </span><span class=cF1>try</span><span class=cF0> </span><span class=cF2>//in case <CTRL-ALT-c> is pressed.</span><span class=cF0>
|
|
<a name="l1189"></a> </span><span class=cF1>do</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1190"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>ScanKey</span><span class=cF7>(</span><span class=cF0>&ch,&sc</span><span class=cF7>)</span><span class=cF0>) {
|
|
<a name="l1191"></a> </span><span class=cF1>switch</span><span class=cF0> (ch) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1192"></a> </span><span class=cF1>case</span><span class=cF0> 0:
|
|
<a name="l1193"></a> </span><span class=cF1>switch</span><span class=cF0> (sc.u8[0]) {
|
|
<a name="l1194"></a> </span><span class=cF1>start</span><span class=cF0>:
|
|
<a name="l1195"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_DOWN</span><span class=cF0>:
|
|
<a name="l1196"></a> phi-=CTRLS_SCALE*</span><span class=cF5>Cos</span><span class=cF0>(roll);
|
|
<a name="l1197"></a> heading-=CTRLS_SCALE*</span><span class=cF5>Sin</span><span class=cF0>(roll)*</span><span class=cF5>Sin</span><span class=cF0>(phi);
|
|
<a name="l1198"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1199"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_UP</span><span class=cF0>:
|
|
<a name="l1200"></a> phi+=CTRLS_SCALE*</span><span class=cF5>Cos</span><span class=cF0>(roll);
|
|
<a name="l1201"></a> heading+=CTRLS_SCALE*</span><span class=cF5>Sin</span><span class=cF0>(roll)*</span><span class=cF5>Sin</span><span class=cF0>(phi);
|
|
<a name="l1202"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1203"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
|
|
<a name="l1204"></a> roll+=CTRLS_SCALE;
|
|
<a name="l1205"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1206"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
|
|
<a name="l1207"></a> roll-=CTRLS_SCALE;
|
|
<a name="l1208"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1209"></a> </span><span class=cF1>end</span><span class=cF0>:
|
|
<a name="l1210"></a> WrapAngles;
|
|
<a name="l1211"></a> }
|
|
<a name="l1212"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1213"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l1214"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1215"></a> CleanUp;
|
|
<a name="l1216"></a> </span><span class=cF5>Refresh</span><span class=cF0>;
|
|
<a name="l1217"></a> Init;
|
|
<a name="l1218"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it=&</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l1219"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1220"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1221"></a> } </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1222"></a> Core0Talons;
|
|
<a name="l1223"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>while</span><span class=cF0> (ch!=</span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0> && ch!=</span><span class=cF3>CH_ESC</span><span class=cF0>);
|
|
<a name="l1224"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l1225"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l1226"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l1227"></a> CleanUp;
|
|
<a name="l1228"></a> PostCleanUp;
|
|
<a name="l1229"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1230"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"TempleOS/Talons"</span><span class=cF0>,</span><span class=cF6>"F64 best_score=%5.4f;\n"</span><span class=cF0>,best_score);
|
|
<a name="l1231"></a>}
|
|
<a name="l1232"></a>
|
|
<a name="l1233"></a>Talons;
|
|
</span></pre></body>
|
|
</html>
|