414 lines
32 KiB
HTML
Executable File
414 lines
32 KiB
HTML
Executable File
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<meta name="generator" content="TempleOS V5.03">
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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=c20>
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<a name="l4"></a></span><span class=c2A>
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<a name="l5"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l6"></a>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=c2A>
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<a name="l9"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l10"></a>
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<a name="l11"></a>
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<a name="l12"></a></span><span class=c2A>
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<a name="l13"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l14"></a>
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<a name="l15"></a>
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<a name="l16"></a></span><span class=c2A>
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<a name="l17"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l18"></a>
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<a name="l19"></a>
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<a name="l20"></a></span><span class=c2A>
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<a name="l21"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> FRAMES 6
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<a name="l25"></a>
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<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[FRAMES]={</span><span class=cFA>
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<a name="l27"></a><1></span><span class=cF0>,</span><span class=cFA><2></span><span class=cF0>,</span><span class=cFA><3></span><span class=cF0>,</span><span class=cFA><4></span><span class=cF0>,</span><span class=cFA><3></span><span class=cF0>,</span><span class=cFA><2></span><span class=cF0>};
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<a name="l28"></a>
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<a name="l29"></a></span><span class=cF1>F64</span><span class=cF0> fire_end_time;
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<a name="l30"></a>
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<a name="l31"></a></span><span class=cF1>class</span><span class=cF0> Trooper
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<a name="l32"></a>{
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<a name="l33"></a> </span><span class=cF9>I64</span><span class=cF0> x,y,dx,dy,att,def,rng,player;
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<a name="l34"></a> </span><span class=cF1>F64</span><span class=cF0> animate_time_base,fire_end_time;
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<a name="l35"></a> Trooper *target;
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<a name="l36"></a>};
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<a name="l37"></a>
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<a name="l38"></a>#</span><span class=cF1>define</span><span class=cF0> TROOPERS_NUM 100
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<a name="l39"></a>Trooper tr[2][TROOPERS_NUM];
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<a name="l40"></a>
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<a name="l41"></a></span><span class=cF1>Bool</span><span class=cF0> time_lapse=</span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l42"></a>
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<a name="l43"></a>#</span><span class=cF1>define</span><span class=cF0> TAP_MODE_RADIUS 50
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<a name="l44"></a></span><span class=cF1>Bool</span><span class=cF0> tap_mode;
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<a name="l45"></a>
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<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> AI_NOTHING 0
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<a name="l47"></a>#</span><span class=cF1>define</span><span class=cF0> AI_TARGET 1
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<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> AI_RANDOM 2
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<a name="l49"></a>#</span><span class=cF1>define</span><span class=cF0> AI_AI_NUM 3
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<a name="l50"></a></span><span class=cF9>I64</span><span class=cF0> ai_mode;
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<a name="l51"></a>
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<a name="l52"></a></span><span class=cF9>I64</span><span class=cF0> ai_targets[10];
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<a name="l53"></a>
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<a name="l54"></a></span><span class=cF1>U0</span><span class=cF0> DrawTrooper(</span><span class=cF9>CTask</span><span class=cF0> *,</span><span class=cF9>CDC</span><span class=cF0> *dc,Trooper *tmpt)
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<a name="l55"></a>{
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<a name="l56"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l57"></a> </span><span class=cF9>I64</span><span class=cF0> x,y,gx,gy;
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<a name="l58"></a> </span><span class=cF1>F64</span><span class=cF0> speed,tt;
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<a name="l59"></a>
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<a name="l60"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def>0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l61"></a> x=tmpt->dx>>28;
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<a name="l62"></a> y=tmpt->dy>>28;
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<a name="l63"></a> speed=0.5*</span><span class=cF5>Sqrt</span><span class=cF0>(x*x+y*y);
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<a name="l64"></a>
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<a name="l65"></a> tt=tmpt->animate_time_base+</span><span class=cF5>tS</span><span class=cF0>*speed;
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<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (time_lapse) {
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<a name="l67"></a> x=(tmpt->x+500*tmpt->dx)>>32;
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<a name="l68"></a> y=(tmpt->y+500*tmpt->dy)>>32;
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<a name="l69"></a> } </span><span class=cF1>else</span><span class=cF0> {
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<a name="l70"></a> x=tmpt->x.i32[1];
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<a name="l71"></a> y=tmpt->y.i32[1];
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<a name="l72"></a> }
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<a name="l73"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target) {
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<a name="l74"></a> gx=x;gy=y;
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<a name="l75"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx<0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l76"></a> dc->flags|=</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l77"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc,x,y,x,y+1);
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<a name="l78"></a> gx-=13;
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<a name="l79"></a> gy-=7;
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<a name="l80"></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="l81"></a> dc->flags&=~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l82"></a> gx+=13;
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<a name="l83"></a> gy-=7;
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<a name="l84"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l85"></a>
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<a name="l86"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l87"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,x+1,y,0,</span><span class=cFA><5></span><span class=cF0>);
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<a name="l88"></a>
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<a name="l89"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l90"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l91"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l92"></a> dc->color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l93"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,x,y,0,</span><span class=cFA><5></span><span class=cF0>);
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<a name="l94"></a>
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<a name="l95"></a> dc->flags&=~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l96"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l97"></a> dc->color=</span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l98"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l99"></a> dc->color=</span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l100"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc,gx,gy,0,tmpt->target->x.i32[1],tmpt->target->y.i32[1],0);
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<a name="l101"></a> } </span><span class=cF1>else</span><span class=cF0> {
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<a name="l102"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx<0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l103"></a> dc->flags|=</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l104"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc,x,y,x,y+1);
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<a name="l105"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
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<a name="l106"></a> dc->flags&=~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l107"></a> tmps=</span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt%1.0,imgs[tt%FRAMES],imgs[</span><span class=cF7>(</span><span class=cF0>tt+1.0</span><span class=cF7>)</span><span class=cF0>%FRAMES]);
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<a name="l108"></a>
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<a name="l109"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l110"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,x+1,y,0,tmps);
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<a name="l111"></a>
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l113"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l114"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l115"></a> dc->color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l116"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,x,y,0,tmps);
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<a name="l117"></a>
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<a name="l118"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
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<a name="l119"></a> dc->flags&=~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0>|</span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l120"></a> }
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<a name="l121"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l122"></a>}
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<a name="l123"></a>
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<a name="l124"></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)
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<a name="l125"></a>{
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<a name="l126"></a> Trooper *tmpt=tr;
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<a name="l127"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,cnt[2],
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<a name="l128"></a> x=</span><span class=cFB>ms</span><span class=cF0>.pos.x-task->pix_left-task->scroll_x,
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<a name="l129"></a> y=</span><span class=cFB>ms</span><span class=cF0>.pos.y-task->pix_top-task->scroll_y;
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<a name="l130"></a> </span><span class=cF1>Bool</span><span class=cF0> repulsive=</span><span class=cFB>ms</span><span class=cF0>.pos.z>0 ^^ </span><span class=cFB>ms</span><span class=cF0>.rb,
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<a name="l131"></a> active=!</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>ms</span><span class=cF0>.lb||</span><span class=cFB>ms</span><span class=cF0>.rb);
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<a name="l132"></a>
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<a name="l133"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<2;j++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l134"></a> cnt[j]=0;
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<a name="l135"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++,tmpt++) {
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<a name="l136"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def>0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l137"></a> DrawTrooper(task,dc,tmpt);
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<a name="l138"></a> cnt[j]++;
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<a name="l139"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l140"></a> }
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<a name="l141"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l142"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode) </span><span class=cF7>{</span><span class=cF0>
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<a name="l143"></a> dc->color=</span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l144"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc,x,y,TAP_MODE_RADIUS);
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<a name="l145"></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="l146"></a> </span><span class=cF1>if</span><span class=cF0> (repulsive) {
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<a name="l147"></a> </span><span class=cF1>if</span><span class=cF0> (active)
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<a name="l148"></a> dc->color=</span><span class=cF3>LTRED</span><span class=cF0>;
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<a name="l149"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l150"></a> dc->color=</span><span class=cF3>RED</span><span class=cF0>;
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<a name="l151"></a> } </span><span class=cF1>else</span><span class=cF0> {
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<a name="l152"></a> </span><span class=cF1>if</span><span class=cF0> (active)
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<a name="l153"></a> dc->color=</span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l154"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l155"></a> dc->color=</span><span class=cF3>BLUE</span><span class=cF0>;
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<a name="l156"></a> }
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<a name="l157"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc,x,y,</span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cFB>ms</span><span class=cF0>.pos.z</span><span class=cF7>)</span><span class=cF0>);
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<a name="l158"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l159"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l160"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task->win_right-8</span><span class=cF7>)</span><span class=cF0>*</span><span class=cF3>FONT_WIDTH</span><span class=cF0>,0,</span><span class=cF6>"%03d"</span><span class=cF0>,cnt[0]);
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<a name="l161"></a> dc->color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l162"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task->win_right-4</span><span class=cF7>)</span><span class=cF0>*</span><span class=cF3>FONT_WIDTH</span><span class=cF0>,0,</span><span class=cF6>"%03d"</span><span class=cF0>,cnt[1]);
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<a name="l163"></a>}
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<a name="l164"></a>
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<a name="l165"></a></span><span class=cF1>U0</span><span class=cF0> DoAiTarget()
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<a name="l166"></a>{
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<a name="l167"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
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<a name="l168"></a> Trooper *tmpt1,*tmpt0;
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<a name="l169"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<10;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l170"></a> tmpt0=&tr[0][ai_targets[i]];
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<a name="l171"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<10;j++) {
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<a name="l172"></a> tmpt1=&tr[1][i*10+j];
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<a name="l173"></a> tmpt1->dx=(tmpt0->x-tmpt1->x)>>11;
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<a name="l174"></a> tmpt1->dy=(tmpt0->y-tmpt1->y)>>11;
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<a name="l175"></a> }
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<a name="l176"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l177"></a>}
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<a name="l178"></a>
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<a name="l179"></a></span><span class=cF1>U0</span><span class=cF0> UpdatePos()
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<a name="l180"></a>{
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<a name="l181"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
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<a name="l182"></a> Trooper *tmpt=tr;
|
|
<a name="l183"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<2;j++)
|
|
<a name="l184"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++,tmpt++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l185"></a> tmpt->x+=tmpt->dx;
|
|
<a name="l186"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x>=</span><span class=cF3>GR_WIDTH</span><span class=cF0><<32) tmpt->x-=</span><span class=cF3>GR_WIDTH</span><span class=cF0><<32;
|
|
<a name="l187"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x<0) tmpt->x+=</span><span class=cF3>GR_WIDTH</span><span class=cF0><<32;
|
|
<a name="l188"></a> tmpt->y+=tmpt->dy;
|
|
<a name="l189"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y>=</span><span class=cF3>GR_HEIGHT</span><span class=cF0><<32) tmpt->y-=</span><span class=cF3>GR_HEIGHT</span><span class=cF0><<32;
|
|
<a name="l190"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y<0) tmpt->y+=</span><span class=cF3>GR_HEIGHT</span><span class=cF0><<32;
|
|
<a name="l191"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l192"></a>}
|
|
<a name="l193"></a>
|
|
<a name="l194"></a></span><span class=cF1>U0</span><span class=cF0> ResolveFiring()
|
|
<a name="l195"></a>{
|
|
<a name="l196"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,dd,dx,dy;
|
|
<a name="l197"></a> Trooper *tmpt=tr,*tmpt0,*tmpt1;
|
|
<a name="l198"></a>
|
|
<a name="l199"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<2;j++)
|
|
<a name="l200"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++,tmpt++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l201"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target && tmpt->fire_end_time<</span><span class=cF5>tS</span><span class=cF0>) {
|
|
<a name="l202"></a> tmpt->target->def-=tmpt->att;
|
|
<a name="l203"></a> tmpt->fire_end_time=0;
|
|
<a name="l204"></a> tmpt->target=</span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l205"></a> }
|
|
<a name="l206"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l209"></a> tmpt0=&tr[0][i];
|
|
<a name="l210"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<TROOPERS_NUM;j++) {
|
|
<a name="l211"></a> tmpt1=&tr[1][j];
|
|
<a name="l212"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt0->def>0 && tmpt1->def>0) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l213"></a> dx=(tmpt0->x-tmpt1->x)>>32;
|
|
<a name="l214"></a> dy=(tmpt0->y-tmpt1->y)>>32;
|
|
<a name="l215"></a> dd=dx*dx+dy*dy;
|
|
<a name="l216"></a> </span><span class=cF1>if</span><span class=cF0> (dd<tmpt0->rng && !tmpt0->target) {
|
|
<a name="l217"></a> fire_end_time=tmpt0->fire_end_time=</span><span class=cF5>tS</span><span class=cF0>+0.125;
|
|
<a name="l218"></a> </span><span class=cF5>Snd</span><span class=cF0>(86);
|
|
<a name="l219"></a> tmpt0->target=tmpt1;
|
|
<a name="l220"></a> }
|
|
<a name="l221"></a> </span><span class=cF1>if</span><span class=cF0> (dd<tmpt1->rng && !tmpt1->target) {
|
|
<a name="l222"></a> fire_end_time=tmpt1->fire_end_time=</span><span class=cF5>tS</span><span class=cF0>+0.125;
|
|
<a name="l223"></a> </span><span class=cF5>Snd</span><span class=cF0>(86);
|
|
<a name="l224"></a> tmpt1->target=tmpt0;
|
|
<a name="l225"></a> }
|
|
<a name="l226"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l227"></a> }
|
|
<a name="l228"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l229"></a>
|
|
<a name="l230"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>>=fire_end_time)
|
|
<a name="l231"></a> </span><span class=cF5>Snd</span><span class=cF0>;
|
|
<a name="l232"></a>}
|
|
<a name="l233"></a>
|
|
<a name="l234"></a></span><span class=cF1>U0</span><span class=cF0> UpdateHumanVelocities()
|
|
<a name="l235"></a>{
|
|
<a name="l236"></a> </span><span class=cF1>F64</span><span class=cF0> intensity;
|
|
<a name="l237"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,dx,dy,d,
|
|
<a name="l238"></a> x=</span><span class=cFB>ms</span><span class=cF0>.pos.x-</span><span class=cF5>Fs</span><span class=cF0>->pix_left-</span><span class=cF5>Fs</span><span class=cF0>->scroll_x,
|
|
<a name="l239"></a> y=</span><span class=cFB>ms</span><span class=cF0>.pos.y-</span><span class=cF5>Fs</span><span class=cF0>->pix_top-</span><span class=cF5>Fs</span><span class=cF0>->scroll_y;
|
|
<a name="l240"></a> </span><span class=cF1>Bool</span><span class=cF0> active=!</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll&&(</span><span class=cFB>ms</span><span class=cF0>.lb||</span><span class=cFB>ms</span><span class=cF0>.rb);
|
|
<a name="l241"></a> Trooper *tmpt=&tr[0][0];
|
|
<a name="l242"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++,tmpt++) {
|
|
<a name="l244"></a> dx=x- tmpt->x.i32[1];
|
|
<a name="l245"></a> dy=y- tmpt->y.i32[1];
|
|
<a name="l246"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>d=dx*dx+dy*dy</span><span class=cF7>)</span><span class=cF0> && d<TAP_MODE_RADIUS*TAP_MODE_RADIUS) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l247"></a> intensity=</span><span class=cF5>SqrI64</span><span class=cF0>(</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(TAP_MODE_RADIUS)-d</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l248"></a> dx=intensity*dx/d;
|
|
<a name="l249"></a> dy=intensity*dy/d;
|
|
<a name="l250"></a> tmpt->dx=tmpt->dx-dx;
|
|
<a name="l251"></a> tmpt->dy=tmpt->dy-dy;
|
|
<a name="l252"></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="l253"></a> tmpt->dx-=0.2*tmpt->dx;
|
|
<a name="l254"></a> tmpt->dy-=0.2*tmpt->dy;
|
|
<a name="l255"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l256"></a> }
|
|
<a name="l257"></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> (active) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l258"></a> j=400000000*</span><span class=cFB>ms</span><span class=cF0>.pos.z;
|
|
<a name="l259"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>ms</span><span class=cF0>.rb)
|
|
<a name="l260"></a> j=-j;
|
|
<a name="l261"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<TROOPERS_NUM;i++,tmpt++) {
|
|
<a name="l262"></a> dx=x- tmpt->x.i32[1];
|
|
<a name="l263"></a> dy=y- tmpt->y.i32[1];
|
|
<a name="l264"></a> </span><span class=cF1>if</span><span class=cF0> (d=dx*dx+dy*dy) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l265"></a> dx=j*dx/d;
|
|
<a name="l266"></a> dy=j*dy/d;
|
|
<a name="l267"></a> tmpt->dx=tmpt->dx-dx;
|
|
<a name="l268"></a> tmpt->dy=tmpt->dy-dy;
|
|
<a name="l269"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l270"></a> }
|
|
<a name="l271"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l272"></a>}
|
|
<a name="l273"></a>
|
|
<a name="l274"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l275"></a>{
|
|
<a name="l276"></a> </span><span class=cF9>I64</span><span class=cF0> i,j,dx,dy;
|
|
<a name="l277"></a> Trooper *tmpt;
|
|
<a name="l278"></a> </span><span class=cF5>MsSet</span><span class=cF0>(,,25);
|
|
<a name="l279"></a> tap_mode=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l280"></a> time_lapse=</span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l281"></a> fire_end_time=0;
|
|
<a name="l282"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tr,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>tr</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l283"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<10;i++) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l284"></a> ai_targets[i]=</span><span class=cF5>RandU16</span><span class=cF0>%TROOPERS_NUM;
|
|
<a name="l285"></a> dx=</span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l286"></a> dy=</span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l287"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<10;j++) {
|
|
<a name="l288"></a> tmpt=&tr[0][i*10+j];
|
|
<a name="l289"></a> tmpt->x=(</span><span class=cF3>GR_WIDTH</span><span class=cF0>-100-i*10)<<32;
|
|
<a name="l290"></a> tmpt->y=(</span><span class=cF3>GR_HEIGHT</span><span class=cF0>>>1-50+j*10)<<32;
|
|
<a name="l291"></a> tmpt->att=3;
|
|
<a name="l292"></a> tmpt->def=10;
|
|
<a name="l293"></a> tmpt->rng=50*50;
|
|
<a name="l294"></a> tmpt->animate_time_base=10*</span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l295"></a> tmpt->player=0;
|
|
<a name="l296"></a>
|
|
<a name="l297"></a> tmpt=&tr[1][i*10+j];
|
|
<a name="l298"></a> tmpt->x=(100+i*10)<<32;
|
|
<a name="l299"></a> tmpt->y=(</span><span class=cF3>GR_HEIGHT</span><span class=cF0>>>1-50+j*10)<<32;
|
|
<a name="l300"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode==AI_RANDOM) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l301"></a> tmpt->dx=dx;
|
|
<a name="l302"></a> tmpt->dy=dy;
|
|
<a name="l303"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l304"></a> tmpt->att=3;
|
|
<a name="l305"></a> tmpt->def=10;
|
|
<a name="l306"></a> tmpt->rng=50*50;
|
|
<a name="l307"></a> tmpt->animate_time_base=10*</span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l308"></a> tmpt->player=1;
|
|
<a name="l309"></a> }
|
|
<a name="l310"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l311"></a> ai_mode=</span><span class=cF5>RandU16</span><span class=cF0>%AI_AI_NUM;
|
|
<a name="l312"></a>}
|
|
<a name="l313"></a>
|
|
<a name="l314"></a></span><span class=cF1>U0</span><span class=cF0> BattleLines()
|
|
<a name="l315"></a>{
|
|
<a name="l316"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l317"></a>
|
|
<a name="l318"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
|
<a name="l319"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l320"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l321"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l322"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l323"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l324"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l325"></a> </span><span class=cF6>" TimeLapse(,'1');"</span><span class=cF0>
|
|
<a name="l326"></a> </span><span class=cF6>" TapMode(,'2');"</span><span class=cF0>
|
|
<a name="l327"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l328"></a> );
|
|
<a name="l329"></a>
|
|
<a name="l330"></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="l331"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr=</span><span class=cF3>GREEN</span><span class=cF0><<4+</span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l332"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l333"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l334"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l335"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l336"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l337"></a> Init;
|
|
<a name="l338"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it=&</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l339"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"The mouse wheel controls\n"</span><span class=cF0>
|
|
<a name="l340"></a> </span><span class=cF6>"the command force.\n"</span><span class=cF0>
|
|
<a name="l341"></a> </span><span class=cF6>"Attract or repel with\n"</span><span class=cF0>
|
|
<a name="l342"></a> </span><span class=cF6>"left or right bttn.\n\n"</span><span class=cF0>);
|
|
<a name="l343"></a>
|
|
<a name="l344"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit=</span><span class=cF3>WIG_TASK_DFT</span><span class=cF0>-</span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0>
|
|
<a name="l345"></a> -</span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0>-</span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
|
|
<a name="l346"></a> </span><span class=cF1>try</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l347"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) {
|
|
<a name="l348"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>ScanChar</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l349"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
|
|
<a name="l350"></a> time_lapse=!time_lapse;
|
|
<a name="l351"></a> tmpse=</span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu,</span><span class=cF6>"Play/TimeLapse"</span><span class=cF0>);
|
|
<a name="l352"></a> tmpse->checked=time_lapse;
|
|
<a name="l353"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l354"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
|
|
<a name="l355"></a> tap_mode=!tap_mode;
|
|
<a name="l356"></a> tmpse=</span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu,</span><span class=cF6>"Play/TapMode"</span><span class=cF0>);
|
|
<a name="l357"></a> tmpse->checked=tap_mode;
|
|
<a name="l358"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l359"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l360"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l361"></a> </span><span class=cF1>goto</span><span class=cF0> wg_done;
|
|
<a name="l362"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l363"></a> Init;
|
|
<a name="l364"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l365"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l366"></a> </span><span class=cF5>Sleep</span><span class=cF0>(40);
|
|
<a name="l367"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode==AI_TARGET)
|
|
<a name="l368"></a> DoAiTarget;
|
|
<a name="l369"></a> UpdateHumanVelocities;
|
|
<a name="l370"></a> UpdatePos;
|
|
<a name="l371"></a> ResolveFiring;
|
|
<a name="l372"></a> }
|
|
<a name="l373"></a>wg_done:
|
|
<a name="l374"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l375"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l376"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l377"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l378"></a>}
|
|
<a name="l379"></a>
|
|
<a name="l380"></a>BattleLines;
|
|
</span></pre></body>
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</html>
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