1567 lines
37 KiB
HolyC
Executable File
1567 lines
37 KiB
HolyC
Executable File
#define XMSGF_ANTISPIN 0
|
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#define XMSGF_SOLAR_STORM 1
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RegDft("TempleOS/XCaliber",
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"I64 best_score=0;\n"
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"I64 msg_flags=0;\n"
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);
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RegExe("TempleOS/XCaliber");
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#define MT_HUMAN_SHIP 0
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#define MT_ENEMY_SHIP 1
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#define MT_SOLAR_FLARE 2
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#define MT_ION 3
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#define MT_ANTIMATTER_BALL 4
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#define MT_ANTIMATTER_SPLAT 5
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#define MT_MISSILE 6
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class MyMass:CMass
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{
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F64 temperature,radius,die_timeout;
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I64 type;
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Bool no_overlap;
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};
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class MySpring:CSpring
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{
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F64 strength;
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I64 color;
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};
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#define SPIN_GAIN 0.25
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#define MASSES_NUM 8
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#define SPRINGS_NUM 16
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#define MISSILES_NUM 2
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#define ST_HUMAN1 0
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#define ST_ENEMY1 1
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#define ST_ENEMY2 2
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extern class Ship;
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#define MISSILE_LEN 5
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class Missile
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{
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Missile *next,*last;
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F64 tons,fuse_time,die_timeout;
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MyMass p_front,p_back;
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MySpring s[5];
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U8 *img;
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Ship *owner,*target;
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Bool active,launched,exploding;
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U8 label[5];
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} missile_head;
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class Ship
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{
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Ship *next,*last;
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I64 type,masses,springs;
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MyMass p[MASSES_NUM];
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MySpring s[SPRINGS_NUM];
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F64 fire_rate;
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F64 reload_timeout,spacewalk_timeout;
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F64 die_time,die_timeout;
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I64 spacewalk_side;
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F64 laser_temperature;
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Missile missiles[MISSILES_NUM];
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Bool lasering,exploding,laser_overheat;
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} ship_head,*human;
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F64 human_t_left,human_t_right,human_antispin;
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class Shot
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{
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Shot *next,*last;
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F64 radius,fuse_time;
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I64 splats;
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MyMass p;
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} shot_head;
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F64 t_solar_storm;
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Bool alarm;
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#define THRUST_MAX 200.0
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#define ANTISPIN_MAX 25.0
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#define SPACEWALK_TIME 7.5
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#define CMD_NULL 0
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#define CMD_SPIN_LEFT 1
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#define CMD_SPIN_RIGHT 2
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#define CMD_THRUST 3
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#define CMD_FIRE 4
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#define CMD_EXIT 5
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Bool game_over,show_level_msg;
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#define STARS_NUM 100
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I64 stars_x[STARS_NUM],stars_y[STARS_NUM];
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CMathODE *ode=NULL;
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I64 level,score,remaining;
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$BG,0$
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$SP,"<1>",BI=1$
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$SP,"<2>",BI=2$
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$SP,"<3>",BI=3$
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$SP,"<4>",BI=4$
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$SP,"<5>",BI=5$
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$SP,"<6>",BI=6$
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$SP,"<7>",BI=7$
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$SP,"<8>",BI=8$
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$BG$
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//********************************** Ship
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Bool CheckOverlap()
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{
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CD3 p;
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MyMass *tmpm,*tmpm1;
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tmpm=ode->next_mass;
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while (tmpm!=&ode->next_mass) {
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tmpm1=ode->next_mass;
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while (tmpm1!=&ode->next_mass) {
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if (tmpm!=tmpm1 && !tmpm->no_overlap && !tmpm1->no_overlap) {
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D3Sub(&p,&tmpm->x,&tmpm1->x);
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if (D3NormSqr(&p)<=Sqr(tmpm->radius+tmpm1->radius))
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return TRUE;
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}
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tmpm1=tmpm1->next;
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}
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tmpm=tmpm->next;
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}
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return FALSE;
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}
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U0 MissileNew(Ship *tmpsp,I64 n)
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{
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I64 i;
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CD3 p,p1,p2;
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Missile *tmpmi=&tmpsp->missiles[n];
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MemSet(tmpmi,0,sizeof(Missile));
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D3Equ(&tmpmi->p_front.x,
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(tmpsp->p[n+1].x+tmpsp->p[n+3].x)/2,
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(tmpsp->p[n+1].y+tmpsp->p[n+3].y)/2,0);
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D3Copy(&tmpmi->p_back.x,&tmpmi->p_front.x);
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if (n&1)
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StrCpy(tmpmi->label,"L");
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else
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StrCpy(tmpmi->label,"R");
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tmpmi->owner=tmpsp;
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tmpmi->tons=0.5;
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tmpmi->p_front.mass=0.1;
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tmpmi->p_front.type=MT_MISSILE;
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tmpmi->p_back.mass =0.1;
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tmpmi->p_back.type =MT_MISSILE;
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tmpmi->p_front.radius=2;
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tmpmi->p_back.radius =2;
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tmpmi->p_front.no_overlap=TRUE;
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tmpmi->p_back.no_overlap =TRUE;
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D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
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D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
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D3Unit(D3Add(&p,&p1,&p2));
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D3AddEqu(&tmpmi->p_front.x,D3MulEqu(D3Copy(&p1,&p),MISSILE_LEN/2+1));
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D3SubEqu(&tmpmi->p_back.x ,D3MulEqu(D3Copy(&p1,&p),MISSILE_LEN/2-1));
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D3Copy(&tmpmi->p_front.DxDt,&tmpsp->p[n].DxDt);
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D3Copy(&tmpmi->p_back.DxDt,&tmpsp->p[n].DxDt);
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QueIns(&tmpmi->p_front,ode->last_mass);
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QueIns(&tmpmi->p_back, ode->last_mass);
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tmpmi->s[0].end1=&tmpmi->p_front;
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tmpmi->s[0].end2=&tmpmi->p_back;
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tmpmi->s[1].end1=&tmpmi->p_front;
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tmpmi->s[1].end2=&tmpsp->p[n+1];
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tmpmi->s[2].end1=&tmpmi->p_back;
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tmpmi->s[2].end2=&tmpsp->p[n+1];
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tmpmi->s[3].end1=&tmpmi->p_front;
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tmpmi->s[3].end2=&tmpsp->p[n+3];
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tmpmi->s[4].end1=&tmpmi->p_back;
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tmpmi->s[4].end2=&tmpsp->p[n+3];
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for (i=0;i<5;i++) {
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tmpmi->s[i].const=10000;
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tmpmi->s[i].strength =20000;
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tmpmi->s[i].color=BLACK;
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tmpmi->s[i].rest_len=D3Dist(&tmpmi->s[i].end1->x,&tmpmi->s[i].end2->x);
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QueIns(&tmpmi->s[i],ode->last_spring);
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}
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tmpmi->img=$IB,"<7>",BI=7$;
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tmpmi->active=TRUE;
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QueIns(tmpmi,missile_head.last);
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}
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Ship *ShipNew(I64 x,I64 y,I64 type)
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{
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I64 i;
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Ship *tmpsp=CAlloc(sizeof(Ship));
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switch (tmpsp->type=type) {
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case ST_HUMAN1:
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tmpsp->fire_rate=25;
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tmpsp->masses=5;
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tmpsp->p[0].x=x;
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tmpsp->p[0].y=y;
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tmpsp->p[1].x=x+3;
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tmpsp->p[1].y=y+10;
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tmpsp->p[2].x=x-3;
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tmpsp->p[2].y=y+10;
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tmpsp->p[3].x=x+20;
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tmpsp->p[3].y=y+20;
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tmpsp->p[4].x=x-20;
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tmpsp->p[4].y=y+20;
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for (i=0;i<tmpsp->masses;i++) {
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tmpsp->p[i].mass=1;
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tmpsp->p[i].type=MT_HUMAN_SHIP;
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if (i<3)
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tmpsp->p[i].radius=2.5;
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else
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tmpsp->p[i].radius=4;
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tmpsp->p[i].drag_profile_factor=3;
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QueIns(&tmpsp->p[i],ode->last_mass);
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}
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tmpsp->p[3].mass/=10.0;
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tmpsp->p[4].mass/=10.0;
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tmpsp->springs=7;
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tmpsp->s[0].end1=&tmpsp->p[0];
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tmpsp->s[0].end2=&tmpsp->p[1];
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tmpsp->s[1].end1=&tmpsp->p[2];
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tmpsp->s[1].end2=&tmpsp->p[0];
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tmpsp->s[2].end1=&tmpsp->p[1];
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tmpsp->s[2].end2=&tmpsp->p[2];
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tmpsp->s[3].end1=&tmpsp->p[1];
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tmpsp->s[3].end2=&tmpsp->p[3];
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tmpsp->s[4].end1=&tmpsp->p[0];
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tmpsp->s[4].end2=&tmpsp->p[3];
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tmpsp->s[5].end1=&tmpsp->p[2];
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tmpsp->s[5].end2=&tmpsp->p[4];
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tmpsp->s[6].end1=&tmpsp->p[0];
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tmpsp->s[6].end2=&tmpsp->p[4];
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for (i=0;i<tmpsp->springs;i++) {
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tmpsp->s[i].rest_len=
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D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
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tmpsp->s[i].const=10000;
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tmpsp->s[i].strength =30000;
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if (i<=2)
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tmpsp->s[i].color=LTCYAN;
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else
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tmpsp->s[i].color=LTGRAY;
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QueIns(&tmpsp->s[i],ode->last_spring);
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}
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MissileNew(tmpsp,0);
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MissileNew(tmpsp,1);
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remaining=0;
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break;
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case ST_ENEMY1:
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tmpsp->fire_rate=2.5;
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tmpsp->masses=3;
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tmpsp->p[0].x=x;
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tmpsp->p[0].y=y;
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tmpsp->p[1].x=x+15;
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tmpsp->p[1].y=y;
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tmpsp->p[2].x=x;
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tmpsp->p[2].y=y+15;
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for (i=0;i<tmpsp->masses;i++) {
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tmpsp->p[i].mass=1;
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tmpsp->p[i].type=MT_ENEMY_SHIP;
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tmpsp->p[i].radius=7;
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tmpsp->p[i].drag_profile_factor=3;
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QueIns(&tmpsp->p[i],ode->last_mass);
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}
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tmpsp->springs=3;
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tmpsp->s[0].end1=&tmpsp->p[0];
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tmpsp->s[0].end2=&tmpsp->p[1];
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tmpsp->s[1].end1=&tmpsp->p[1];
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tmpsp->s[1].end2=&tmpsp->p[2];
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tmpsp->s[2].end1=&tmpsp->p[2];
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tmpsp->s[2].end2=&tmpsp->p[0];
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for (i=0;i<tmpsp->springs;i++) {
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tmpsp->s[i].rest_len=
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D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
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tmpsp->s[i].const=10000;
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tmpsp->s[i].strength =20000;
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tmpsp->s[i].color=BLACK;
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QueIns(&tmpsp->s[i],ode->last_spring);
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}
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remaining++;
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break;
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case ST_ENEMY2:
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tmpsp->fire_rate=5.0;
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tmpsp->masses=5;
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tmpsp->p[0].x=x;
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tmpsp->p[0].y=y;
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tmpsp->p[1].x=x-7;
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tmpsp->p[1].y=y+10;
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tmpsp->p[2].x=x+7;
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tmpsp->p[2].y=y+10;
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tmpsp->p[3].x=x-14;
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tmpsp->p[3].y=y+20;
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tmpsp->p[4].x=x+14;
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tmpsp->p[4].y=y+20;
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for (i=0;i<tmpsp->masses;i++) {
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tmpsp->p[i].mass=1;
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tmpsp->p[i].type=MT_ENEMY_SHIP;
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tmpsp->p[i].radius=6;
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tmpsp->p[i].drag_profile_factor=5;
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QueIns(&tmpsp->p[i],ode->last_mass);
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}
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tmpsp->springs=7;
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tmpsp->s[0].end1=&tmpsp->p[0];
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tmpsp->s[0].end2=&tmpsp->p[1];
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tmpsp->s[1].end1=&tmpsp->p[0];
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tmpsp->s[1].end2=&tmpsp->p[2];
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tmpsp->s[2].end1=&tmpsp->p[1];
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tmpsp->s[2].end2=&tmpsp->p[2];
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tmpsp->s[3].end1=&tmpsp->p[1];
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tmpsp->s[3].end2=&tmpsp->p[3];
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tmpsp->s[4].end1=&tmpsp->p[2];
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tmpsp->s[4].end2=&tmpsp->p[4];
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tmpsp->s[5].end1=&tmpsp->p[2];
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tmpsp->s[5].end2=&tmpsp->p[3];
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tmpsp->s[6].end1=&tmpsp->p[1];
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tmpsp->s[6].end2=&tmpsp->p[4];
|
||
|
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for (i=0;i<tmpsp->springs;i++) {
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tmpsp->s[i].rest_len=
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D3Dist(&tmpsp->s[i].end1->x,&tmpsp->s[i].end2->x);
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tmpsp->s[i].const= 40000;
|
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tmpsp->s[i].strength =75000;
|
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if (i>=3)
|
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tmpsp->s[i].color=LTPURPLE;
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else
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tmpsp->s[i].color=BLACK;
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QueIns(&tmpsp->s[i],ode->last_spring);
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}
|
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remaining++;
|
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break;
|
||
}
|
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QueIns(tmpsp,ship_head.last);
|
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return tmpsp;
|
||
}
|
||
|
||
U0 MissileDel(Missile *tmpmi)
|
||
{
|
||
I64 i;
|
||
if (tmpmi->active) {
|
||
QueRem(tmpmi);
|
||
for(i=0;i<5;i++)
|
||
QueRem(&tmpmi->s[i]);
|
||
QueRem(&tmpmi->p_front);
|
||
QueRem(&tmpmi->p_back);
|
||
tmpmi->active=FALSE;
|
||
}
|
||
}
|
||
|
||
U0 ShipDel(Ship *tmpsp)
|
||
{
|
||
I64 i;
|
||
if (!tmpsp) return;
|
||
for (i=0;i<tmpsp->masses;i++)
|
||
QueRem(&tmpsp->p[i]);
|
||
for (i=0;i<tmpsp->springs;i++)
|
||
QueRem(&tmpsp->s[i]);
|
||
for (i=0;i<2;i++)
|
||
MissileDel(&tmpsp->missiles[i]);
|
||
QueRem(tmpsp);
|
||
Free(tmpsp);
|
||
remaining--;
|
||
}
|
||
|
||
U0 PlaceShip(I64 type)
|
||
{
|
||
Ship *tmpsp;
|
||
if (CheckOverlap)
|
||
return;
|
||
while (TRUE) {
|
||
tmpsp=ShipNew(RandU16%(Fs->pix_width-20)+10,
|
||
RandU16%(Fs->pix_height-20)+10,type);
|
||
if (CheckOverlap)
|
||
ShipDel(tmpsp);
|
||
else
|
||
break;
|
||
}
|
||
}
|
||
|
||
//********************************** Human Ship
|
||
|
||
I64 Tweaked()
|
||
{
|
||
CD3 p,p1,p2;
|
||
if (human) {
|
||
D3Sub(&p1,&human->p[0].x,&human->p[1].x);
|
||
D3Sub(&p2,&human->p[0].x,&human->p[2].x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
D3Sub(&p1,&human->p[0].x,&human->p[3].x);
|
||
D3Sub(&p2,&human->p[0].x,&human->p[4].x);
|
||
D3Unit(&p1);
|
||
D3Unit(&p2);
|
||
if (!(human->s[3].flags&SSF_INACTIVE) && D3Dot(&p,&p1)>Cos(20*<EFBFBD>/180))
|
||
return 3;
|
||
if (!(human->s[5].flags&SSF_INACTIVE) && D3Dot(&p,&p2)>Cos(20*<EFBFBD>/180))
|
||
return 4;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
U0 AllDel(CMathODE *ode)
|
||
{
|
||
Ship *tmpsp,*tmpsp1;
|
||
QueRem(ode);
|
||
tmpsp=ship_head.next;
|
||
while (tmpsp!=&ship_head) {
|
||
tmpsp1=tmpsp->next;
|
||
ShipDel(tmpsp);
|
||
tmpsp=tmpsp1;
|
||
}
|
||
human=NULL;
|
||
QueDel(&shot_head,TRUE);
|
||
ODEDel(ode);
|
||
}
|
||
|
||
Bool LaserPlot(CDC *dc,I64 x,I64 y,I64)
|
||
{
|
||
I64 c;
|
||
c=GrPeek(dc,x,y);
|
||
if (c!=BLACK && c!=WHITE)
|
||
return FALSE;
|
||
else {
|
||
GrPlot(dc,x,y);
|
||
return TRUE;
|
||
}
|
||
}
|
||
|
||
//**********************************
|
||
U0 DrawIt(CTask *task,CDC *dc)
|
||
{
|
||
I64 i,j;
|
||
F64 arg;
|
||
Ship *tmpsp;
|
||
Shot *tmps;
|
||
Missile *tmpmi;
|
||
CD3 p,p1,p2;
|
||
F64 t_left,t_right,spin,d,x,y;
|
||
MySpring *tmpsps;
|
||
MyMass *tmpm;
|
||
U8 *img;
|
||
Bool draw_laser_line=FALSE;
|
||
|
||
if (ode!=task->last_ode) return;
|
||
|
||
dc->color=WHITE;
|
||
GrPrint(dc,0,0,"Level:%d Score:%d High Score:%d",level,score,best_score);
|
||
if (game_over) {
|
||
if (Blink)
|
||
GrPrint(dc,(task->pix_width-9*FONT_WIDTH)/2,
|
||
(task->pix_height-FONT_HEIGHT)/2,"Game Over");
|
||
} else if (show_level_msg) {
|
||
if (Blink)
|
||
GrPrint(dc,(task->pix_width-8*FONT_WIDTH)/2,
|
||
(task->pix_height-FONT_HEIGHT)/2+50,"Level %d",level);
|
||
}
|
||
|
||
for (i=0;i<STARS_NUM;i++)
|
||
GrPlot(dc,stars_x[i],stars_y[i]);
|
||
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
if (tmpm->type==MT_ANTIMATTER_SPLAT) {
|
||
dc->color=LTGREEN;
|
||
GrPlot(dc,tmpm->x,tmpm->y);
|
||
} else if (tmpm->type==MT_ION) {
|
||
dc->color=YELLOW;
|
||
GrPlot(dc,tmpm->x,tmpm->y);
|
||
}
|
||
tmpm=tmpm->next;
|
||
}
|
||
|
||
tmpsps=ode->next_spring;
|
||
while (tmpsps!=&ode->next_spring) {
|
||
if (!(tmpsps->flags&SSF_INACTIVE) && tmpsps->color) {
|
||
dc->color=tmpsps->color;
|
||
GrLine(dc,tmpsps->end1->x,tmpsps->end1->y,
|
||
tmpsps->end2->x,tmpsps->end2->y);
|
||
}
|
||
tmpsps=tmpsps->next;
|
||
}
|
||
|
||
tmpmi=missile_head.next;
|
||
while (tmpmi!=&missile_head) {
|
||
if (tmpmi->active) {
|
||
if (tmpmi->launched && tmpmi->exploding) {
|
||
d=(tS-tmpmi->fuse_time)/(tmpmi->die_timeout-tmpmi->fuse_time);
|
||
d=70*Sin(<EFBFBD>*d)*tmpmi->tons+1;
|
||
for (i=1;i<d;i++) {
|
||
if (i&1)
|
||
dc->color=YELLOW;
|
||
else
|
||
dc->color=LTRED;
|
||
GrCircle(dc,tmpmi->p_front.x,tmpmi->p_front.y,i);
|
||
}
|
||
} else
|
||
Sprite3ZB(dc,(tmpmi->p_front.x+tmpmi->p_back.x)/2,
|
||
(tmpmi->p_front.y+tmpmi->p_back.y)/2,0,tmpmi->img,
|
||
Arg(tmpmi->p_front.x-tmpmi->p_back.x,
|
||
tmpmi->p_front.y-tmpmi->p_back.y));
|
||
}
|
||
tmpmi=tmpmi->next;
|
||
}
|
||
|
||
tmpsp=ship_head.next;
|
||
while (tmpsp!=&ship_head) {
|
||
if (!tmpsp->exploding) {
|
||
switch (tmpsp->type) {
|
||
case ST_HUMAN1:
|
||
if (tmpsp->spacewalk_side) {
|
||
t_left=0;
|
||
t_right=0;
|
||
} else {
|
||
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x))) {
|
||
D3Sub(&p2,&tmpsp->p[0].DxDt,&tmpsp->p[1].DxDt);
|
||
D3Cross(&p,&p1,&p2);
|
||
spin=p.z/d;
|
||
} else
|
||
spin=0;
|
||
t_left =Clamp(human_t_left+SPIN_GAIN*spin*human_antispin,
|
||
0,THRUST_MAX);
|
||
|
||
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[2].x))) {
|
||
D3Sub(&p2,&tmpsp->p[0].DxDt,&tmpsp->p[2].DxDt);
|
||
D3Cross(&p,&p1,&p2);
|
||
spin=p.z/d;
|
||
} else
|
||
spin=0;
|
||
t_right=Clamp(human_t_right-SPIN_GAIN*spin*human_antispin,
|
||
0,THRUST_MAX);
|
||
}
|
||
|
||
D3Sub(&p1,&tmpsp->p[1].x,&tmpsp->p[0].x);
|
||
D3Sub(&p2,&tmpsp->p[2].x,&tmpsp->p[0].x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
|
||
if (!(tmpsp->s[3].flags&SSF_INACTIVE)) {
|
||
dc->color=YELLOW;
|
||
D3AddEqu(D3Mul(&p1,t_left/25,&p),&tmpsp->p[3].x);
|
||
GrLine(dc,tmpsp->p[1].x,tmpsp->p[1].y,p1.x,p1.y);
|
||
arg=Arg(p.x,p.y);
|
||
Sprite3ZB(dc,tmpsp->p[3].x,tmpsp->p[3].y,0,$IB,"<thruster>",BI=1$,arg);
|
||
}
|
||
|
||
if (!(tmpsp->s[5].flags&SSF_INACTIVE)) {
|
||
dc->color=YELLOW;
|
||
D3AddEqu(D3Mul(&p2,t_right/25,&p),&tmpsp->p[4].x);
|
||
GrLine(dc,tmpsp->p[2].x,tmpsp->p[2].y,p2.x,p2.y);
|
||
arg=Arg(p.x,p.y);
|
||
Sprite3ZB(dc,tmpsp->p[4].x,tmpsp->p[4].y,0,$IB,"<thruster>",BI=1$,arg);
|
||
}
|
||
|
||
if (tS>tmpsp->reload_timeout)
|
||
img=$IB,"<gun_ready>",BI=2$;
|
||
else
|
||
img=$IB,"<gun_busy>",BI=3$;
|
||
arg=Arg(p.x,p.y);
|
||
switch (level) {
|
||
case 3:
|
||
if (!(tmpsp->s[3].flags&SSF_INACTIVE))
|
||
Sprite3ZB(dc,tmpsp->p[3].x,tmpsp->p[3].y,0,img,arg);
|
||
if (!(tmpsp->s[5].flags&SSF_INACTIVE))
|
||
Sprite3ZB(dc,tmpsp->p[4].x,tmpsp->p[4].y,0,img,arg);
|
||
case 2:
|
||
if (!(tmpsp->s[1].flags&SSF_INACTIVE))
|
||
Sprite3ZB(dc,tmpsp->p[1].x,tmpsp->p[1].y,0,img,arg);
|
||
if (!(tmpsp->s[2].flags&SSF_INACTIVE))
|
||
Sprite3ZB(dc,tmpsp->p[2].x,tmpsp->p[2].y,0,img,arg);
|
||
case 1:
|
||
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,img,arg);
|
||
break;
|
||
default:
|
||
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,$IB,"<Laser>",BI=6$,arg);
|
||
if (tmpsp->lasering && !tmpsp->laser_overheat) {
|
||
draw_laser_line=TRUE;
|
||
Snd(74);
|
||
}
|
||
}
|
||
|
||
ctrl_panel.laser_temperature=tmpsp->laser_temperature;
|
||
|
||
if (tmpsp->spacewalk_side) {
|
||
d=1.0-(tmpsp->spacewalk_timeout-tS)/SPACEWALK_TIME;
|
||
if (d>1.0) {
|
||
tmpsp->spacewalk_side=0;
|
||
ctrl_panel.spacewalk=FALSE;
|
||
} else {
|
||
if (d<0.5) {
|
||
d=d*2;
|
||
x=tmpsp->p[0].x*(1.0-d)+
|
||
tmpsp->p[tmpsp->spacewalk_side].x*(d);
|
||
y=tmpsp->p[0].y*(1.0-d)+
|
||
tmpsp->p[tmpsp->spacewalk_side].y*(d);
|
||
} else {
|
||
d=(d-0.5)*2;
|
||
x=tmpsp->p[tmpsp->spacewalk_side].x*(1.0-d)+
|
||
tmpsp->p[0].x*(d);
|
||
y=tmpsp->p[tmpsp->spacewalk_side].y*(1.0-d)+
|
||
tmpsp->p[0].y*(d);
|
||
}
|
||
Sprite3ZB(dc,x,y,0,$IB,"<spacewalk>",BI=4$,arg+0.75*Sin(tS*2));
|
||
}
|
||
} else {
|
||
if (ctrl_panel.spacewalk) {
|
||
if (tmpsp->spacewalk_side=Tweaked)
|
||
tmpsp->spacewalk_timeout=tS+SPACEWALK_TIME;
|
||
else
|
||
ctrl_panel.spacewalk=FALSE;
|
||
}
|
||
}
|
||
break;
|
||
case ST_ENEMY2:
|
||
for (i=3;i<tmpsp->masses;i++) {
|
||
dc->color=PURPLE;
|
||
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,tmpsp->p[i].radius);
|
||
GrFloodFill(dc,tmpsp->p[i].x,tmpsp->p[i].y+2,TRUE);
|
||
dc->color=WHITE;
|
||
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,tmpsp->p[i].radius);
|
||
}
|
||
case ST_ENEMY1:
|
||
D3DivEqu(D3Sub(&p1,&tmpsp->p[1].x,&tmpsp->p[0].x),2.0);
|
||
D3DivEqu(D3Sub(&p2,&tmpsp->p[2].x,&tmpsp->p[0].x),2.0);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
if (tS>tmpsp->reload_timeout)
|
||
img=$IB,"<gun_ready>",BI=2$;
|
||
else
|
||
img=$IB,"<gun_busy>",BI=3$;
|
||
arg=Arg(p.x,p.y);
|
||
Sprite3ZB(dc,tmpsp->p[0].x,tmpsp->p[0].y,0,img,arg);
|
||
arg=Arg(p1.x,p1.y);
|
||
Sprite3ZB(dc,tmpsp->p[0].x+p1.x,tmpsp->p[0].y+p1.y,0,
|
||
$IB,"<EnemySide>",BI=5$,arg);
|
||
arg=Arg(p2.x,p2.y);
|
||
Sprite3ZB(dc,tmpsp->p[0].x+p2.x,tmpsp->p[0].y+p2.y,0,
|
||
$IB,"<EnemySide>",BI=5$,arg);
|
||
break;
|
||
}
|
||
for (i=0;i<tmpsp->masses;i++) {
|
||
dc->color=YELLOW;
|
||
if (tmpsp->p[i].temperature>=1.0)
|
||
GrCircle(dc,tmpsp->p[i].x,tmpsp->p[i].y,
|
||
tmpsp->p[i].temperature);
|
||
}
|
||
}
|
||
else if (tmpsp->die_time<=tS<=tmpsp->die_timeout)
|
||
for (j=0;j<tmpsp->masses;j++) {
|
||
d=(tS-tmpsp->die_time)/(tmpsp->die_timeout-tmpsp->die_time);
|
||
d=7*Sin(<EFBFBD>*d)*(6+j)+1;
|
||
for (i=1;i<d;i++) {
|
||
if (i&1)
|
||
dc->color=YELLOW;
|
||
else
|
||
dc->color=LTRED;
|
||
GrCircle(dc,tmpsp->p[j].x,tmpsp->p[j].y,i);
|
||
}
|
||
}
|
||
tmpsp=tmpsp->next;
|
||
}
|
||
|
||
tmps=shot_head.next;
|
||
while (tmps!=&shot_head) {
|
||
if (tmps->radius<1.0) {
|
||
dc->color=LTGREEN;
|
||
GrPlot(dc,tmps->p.x,tmps->p.y);
|
||
} else {
|
||
dc->color=YELLOW;
|
||
GrCircle(dc,tmps->p.x,tmps->p.y,tmps->radius);
|
||
if (tmps->radius>=2.0)
|
||
GrFloodFill(dc,tmps->p.x,tmps->p.y,TRUE);
|
||
dc->color=LTGREEN;
|
||
GrCircle(dc,tmps->p.x,tmps->p.y,tmps->radius);
|
||
}
|
||
tmps=tmps->next;
|
||
}
|
||
|
||
if (human && draw_laser_line) {
|
||
D3Sub(&p1,&human->p[1].x,&human->p[0].x);
|
||
D3Sub(&p2,&human->p[2].x,&human->p[0].x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
dc->color=LTBLUE;
|
||
Line(dc,human->p[0].x-10*p.x,human->p[0].y-10*p.y,0,
|
||
human->p[0].x-800*p.x,human->p[0].y-800*p.y,0,&LaserPlot);
|
||
}
|
||
|
||
tmpmi=missile_head.next;
|
||
while (tmpmi!=&missile_head) {
|
||
if (tmpsp=tmpmi->target) {
|
||
dc->color=LTRED;
|
||
GrCircle(dc,tmpsp->p[0].x,tmpsp->p[0].y,10);
|
||
GrPrint(dc,tmpsp->p[0].x+12,tmpsp->p[0].y-4,tmpmi->label);
|
||
}
|
||
tmpmi=tmpmi->next;
|
||
}
|
||
}
|
||
|
||
U0 Explosion(MyMass *tmpm1,MyMass *tmpm2,F64 tons)
|
||
{
|
||
MyMass *tmpm;
|
||
CD3 p1;
|
||
F64 d;
|
||
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
if (tmpm!=tmpm1 && tmpm!=tmpm2) {
|
||
D3Sub(&p1,&tmpm->state->x,&tmpm1->state->x);
|
||
d=D3NormSqr(&p1)-tmpm->radius*tmpm->radius;
|
||
if (d<100.0*100.0) {
|
||
if (d<1)
|
||
d=1;
|
||
else
|
||
d=Sqrt(d);
|
||
d=250000*tons/d`2;
|
||
D3MulEqu(&p1,d);
|
||
D3AddEqu(&tmpm->DstateDt->DxDt,&p1);
|
||
}
|
||
}
|
||
tmpm=tmpm->next;
|
||
}
|
||
}
|
||
|
||
Ship TargetGet(Missile *tmpmi)
|
||
{
|
||
Ship *tmpsp,*res=NULL;
|
||
F64 dd,best_dd=F64_MAX;
|
||
I64 i;
|
||
CD3 p,p1,p2;
|
||
D3Unit(D3Sub(&p,&tmpmi->p_front.state->x,&tmpmi->p_back.state->x));
|
||
tmpsp=ship_head.next;
|
||
while (tmpsp!=&ship_head) {
|
||
if (!tmpsp->exploding && tmpsp!=tmpmi->owner)
|
||
for (i=0;i<tmpsp->masses;i++) {
|
||
D3Sub(&p1,&tmpsp->p[i].state->x,&tmpmi->p_front.state->x);
|
||
D3Unit(D3Copy(&p2,&p1));
|
||
D3Cross(&p1,&p,&p2);
|
||
if (D3Dot(&p,&p2)>0 && D3Norm(&p1)<=<EFBFBD>/16) {
|
||
dd=D3NormSqr(&p1);
|
||
if (dd<best_dd) {
|
||
best_dd=dd;
|
||
res=tmpsp;
|
||
}
|
||
}
|
||
}
|
||
tmpsp=tmpsp->next;
|
||
}
|
||
return res;
|
||
}
|
||
|
||
U0 MyDerivative(CMathODE *ode,F64,COrder2D3 *,COrder2D3 *)
|
||
{
|
||
I64 i;
|
||
F64 d,dd,dd2,spin,t_left,t_right,<EFBFBD>_err,<EFBFBD>_thrust,D<EFBFBD>Dt;
|
||
CTask *task=ode->win_task;
|
||
CD3 p,p1,p2;
|
||
Ship *tmpsp;
|
||
Missile *tmpmi;
|
||
MyMass *tmpm,*tmpm1;
|
||
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
if (tmpm->type!=MT_SOLAR_FLARE && tmpm->type!=MT_ION) {
|
||
d=tmpm->state->x;
|
||
if (d-tmpm->radius<0)
|
||
tmpm->DstateDt->DxDt+=Sqr(Sqr(Sqr(d-tmpm->radius)));
|
||
if (d+tmpm->radius>task->pix_width)
|
||
tmpm->DstateDt->DxDt-=Sqr(Sqr(Sqr((d+tmpm->radius)-task->pix_width)));
|
||
d=tmpm->state->y;
|
||
if (d-tmpm->radius<0)
|
||
tmpm->DstateDt->DyDt+=Sqr(Sqr(Sqr(d-tmpm->radius)));
|
||
if (d+tmpm->radius>task->pix_height)
|
||
tmpm->DstateDt->DyDt-=Sqr(Sqr(Sqr((d+tmpm->radius)-task->pix_height)));
|
||
}
|
||
if (tmpm->type!=MT_ION && tmpm->type!=MT_ANTIMATTER_SPLAT) {
|
||
tmpm1=ode->next_mass;
|
||
while (tmpm1!=&ode->next_mass) {
|
||
if (tmpm!=tmpm1) {
|
||
if (tmpm1->type==MT_ANTIMATTER_SPLAT) {
|
||
if (tmpm->type==MT_HUMAN_SHIP || tmpm->type==MT_ENEMY_SHIP) {
|
||
D3Sub(&p,&tmpm->state->x,&tmpm1->state->x);
|
||
dd=D3NormSqr(&p)+1;
|
||
if (dd<100000) {
|
||
D3MulEqu(&p,100000/dd);
|
||
D3AddEqu(&tmpm1->DstateDt->DxDt,&p);
|
||
}
|
||
}
|
||
} else if (tmpm1->type!=MT_ION) {
|
||
D3Sub(&p,&tmpm->state->x,&tmpm1->state->x);
|
||
dd=D3NormSqr(&p);
|
||
dd2=Sqr(tmpm->radius+tmpm1->radius);
|
||
if (dd<=dd2) {
|
||
d=Sqrt(dd)+0.0001;
|
||
D3MulEqu(&p,Sqr(Sqr(dd2-dd))/d);
|
||
D3AddEqu(&tmpm ->DstateDt->DxDt,&p);
|
||
D3SubEqu(&tmpm1->DstateDt->DxDt,&p);
|
||
}
|
||
}
|
||
}
|
||
tmpm1=tmpm1->next;
|
||
}
|
||
}
|
||
tmpm=tmpm->next;
|
||
}
|
||
|
||
tmpsp=ship_head.next;
|
||
while (tmpsp!=&ship_head) {
|
||
if (tmpsp->exploding && tmpsp->die_time<=tS<=tmpsp->die_timeout)
|
||
for (i=0;i<tmpsp->masses;i++)
|
||
Explosion(&tmpsp->p[i],NULL,tmpsp->p[i].radius/250.0);
|
||
switch (tmpsp->type) {
|
||
case ST_HUMAN1:
|
||
if (!tmpsp->exploding) {
|
||
if (tmpsp->spacewalk_side) {
|
||
t_left=0;
|
||
t_right=0;
|
||
d=1.0-(tmpsp->spacewalk_timeout-tS)/SPACEWALK_TIME;
|
||
if (0.485<d<0.515) {
|
||
D3Unit(D3Sub(&p,&tmpsp->p[2].state->x,&tmpsp->p[1].state->x));
|
||
if (tmpsp->spacewalk_side==3) {
|
||
tmpsp->p[3].DstateDt->DxDt-=10*THRUST_MAX*p.x;
|
||
tmpsp->p[3].DstateDt->DyDt-=10*THRUST_MAX*p.y;
|
||
tmpsp->p[1].DstateDt->DxDt+=10*THRUST_MAX*p.x;
|
||
tmpsp->p[1].DstateDt->DyDt+=10*THRUST_MAX*p.y;
|
||
} else {
|
||
tmpsp->p[4].DstateDt->DxDt+=10*THRUST_MAX*p.x;
|
||
tmpsp->p[4].DstateDt->DyDt+=10*THRUST_MAX*p.y;
|
||
tmpsp->p[2].DstateDt->DxDt-=10*THRUST_MAX*p.x;
|
||
tmpsp->p[2].DstateDt->DyDt-=10*THRUST_MAX*p.y;
|
||
}
|
||
}
|
||
} else {
|
||
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].state->x,
|
||
&tmpsp->p[1].state->x))) {
|
||
D3Sub(&p2,&tmpsp->p[0].state->DxDt,&tmpsp->p[1].state->DxDt);
|
||
D3Cross(&p,&p1,&p2);
|
||
spin=p.z/d;
|
||
} else
|
||
spin=0;
|
||
t_left =Clamp(human_t_left+SPIN_GAIN*spin*human_antispin,
|
||
0,THRUST_MAX);
|
||
|
||
if (d=D3Norm(D3Sub(&p1,&tmpsp->p[0].state->x,
|
||
&tmpsp->p[2].state->x))) {
|
||
D3Sub(&p2,&tmpsp->p[0].state->DxDt,&tmpsp->p[2].state->DxDt);
|
||
D3Cross(&p,&p1,&p2);
|
||
spin=p.z/d;
|
||
} else
|
||
spin=0;
|
||
t_right=Clamp(human_t_right-SPIN_GAIN*spin*human_antispin,
|
||
0,THRUST_MAX);
|
||
|
||
D3Sub(&p1,&tmpsp->p[0].state->x,&tmpsp->p[1].state->x);
|
||
D3Sub(&p2,&tmpsp->p[0].state->x,&tmpsp->p[2].state->x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
if (!(tmpsp->s[3].flags&SSF_INACTIVE)) {
|
||
D3Mul(&p1,t_left,&p);
|
||
D3AddEqu(&tmpsp->p[3].DstateDt->DxDt,&p1);
|
||
}
|
||
if (!(tmpsp->s[5].flags&SSF_INACTIVE)) {
|
||
D3Mul(&p2,t_right,&p);
|
||
D3AddEqu(&tmpsp->p[4].DstateDt->DxDt,&p2);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
tmpsp=tmpsp->next;
|
||
}
|
||
|
||
tmpmi=missile_head.next;
|
||
while (tmpmi!=&missile_head) {
|
||
if (tmpmi->active) {
|
||
if (tmpmi->launched) {
|
||
if (tmpmi->exploding)
|
||
Explosion(&tmpmi->p_front,&tmpmi->p_back,tmpmi->tons);
|
||
else {
|
||
//Guide missile
|
||
if (tmpsp=tmpmi->target) {
|
||
D3Unit(D3Sub(&p,&tmpmi->p_front.state->x,
|
||
&tmpmi->p_back.state->x));
|
||
D3Sub(&p1,&tmpsp->p[0].state->x,&tmpmi->p_front.state->x);
|
||
d=D3Norm(&p1);
|
||
D3Unit(&p1);
|
||
<EFBFBD>_err=D3Dot(&p,&p1);
|
||
D3Sub(&p1,&tmpmi->p_front.state->DxDt,&tmpmi->p_back.state->DxDt);
|
||
D3Cross(&p2,&p,&p1);
|
||
D<EFBFBD>Dt=D3Norm(&p2);
|
||
if (p2.z<0)
|
||
D<EFBFBD>Dt=-D<EFBFBD>Dt;
|
||
<EFBFBD>_thrust=Clamp(200*(<EFBFBD>_err+2*D<EFBFBD>Dt)/(d+200),-<EFBFBD>/8,<EFBFBD>/8);
|
||
p2.x=p.x*Cos(<EFBFBD>_thrust)-p.y*Sin(<EFBFBD>_thrust);
|
||
p2.y=p.y*Cos(<EFBFBD>_thrust)+p.x*Sin(<EFBFBD>_thrust);
|
||
p2.z=0;
|
||
D3AddEqu(&tmpmi->p_back.DstateDt->DxDt,D3MulEqu(&p2,THRUST_MAX));
|
||
}
|
||
}
|
||
} else
|
||
tmpmi->target=TargetGet(tmpmi);
|
||
} else
|
||
tmpmi->target=NULL;
|
||
tmpmi=tmpmi->next;
|
||
}
|
||
}
|
||
|
||
U0 CheckDamage()
|
||
{
|
||
I64 i,j,death_score;
|
||
Ship *tmpsp,*tmpsp1;
|
||
MyMass *tmpm,*tmpm1,*best_mass;
|
||
CD3 p,p1,p2;
|
||
F64 d,best_distance;
|
||
Bool facing_sun=FALSE;
|
||
|
||
if (human) {
|
||
D3Sub(&p1,&human->p[1].x,&human->p[0].x);
|
||
D3Sub(&p2,&human->p[2].x,&human->p[0].x);
|
||
D3Add(&p,&p1,&p2);
|
||
if (p.x>0)
|
||
facing_sun=TRUE;
|
||
}
|
||
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
if (tmpm->type==MT_ION) {
|
||
if (facing_sun) {
|
||
tmpm1=ode->next_mass;
|
||
while (tmpm1!=&ode->next_mass) {
|
||
if (tmpm1->type==MT_HUMAN_SHIP) {
|
||
D3Sub(&p,&tmpm1->x,&tmpm->x);
|
||
if (D3NormSqr(&p)<Sqr(tmpm1->radius))
|
||
tmpm1->temperature+=3.0;
|
||
}
|
||
tmpm1=tmpm1->next;
|
||
}
|
||
}
|
||
} else if (tmpm->type==MT_ANTIMATTER_SPLAT) {
|
||
tmpm1=ode->next_mass;
|
||
while (tmpm1!=&ode->next_mass) {
|
||
if (tmpm1->type!=MT_ION && tmpm1->type!=MT_ANTIMATTER_SPLAT) {
|
||
D3Sub(&p,&tmpm1->x,&tmpm->x);
|
||
if (D3NormSqr(&p)<Sqr(tmpm1->radius))
|
||
tmpm1->temperature+=0.4;
|
||
}
|
||
tmpm1=tmpm1->next;
|
||
}
|
||
} else
|
||
tmpm->temperature*=0.9;
|
||
tmpm=tmpm->next;
|
||
}
|
||
|
||
if (human) {
|
||
human->laser_temperature*=0.975;
|
||
|
||
if (human->laser_overheat) {
|
||
if (human->laser_temperature<LASER_THRESHOLD_TEMP)
|
||
human->laser_overheat=FALSE;
|
||
}
|
||
if (!human->laser_overheat && human->lasering) {
|
||
if (human->laser_temperature>=LASER_TEMP_MAX) {
|
||
human->laser_overheat=TRUE;
|
||
Snd;
|
||
} else {
|
||
human->laser_temperature+=1.0;
|
||
D3Sub(&p1,&human->p[0].x,&human->p[1].x);
|
||
D3Sub(&p2,&human->p[0].x,&human->p[2].x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
p2.x=p.y;
|
||
p2.y=-p.x;
|
||
p2.z=0;
|
||
best_mass=NULL;
|
||
best_distance=F64_MAX;
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
D3Sub(&p1,&human->p[0].x,&tmpm->x);
|
||
if (Abs(D3Dot(&p1,&p2))<tmpm->radius &&
|
||
D3Dot(&p1,&p)<0.0) {
|
||
d=D3NormSqr(&p1);
|
||
if (d<best_distance) {
|
||
best_distance=d;
|
||
best_mass=tmpm;
|
||
}
|
||
}
|
||
tmpm=tmpm->next;
|
||
}
|
||
if (best_mass)
|
||
best_mass->temperature+=1.0;
|
||
}
|
||
}
|
||
}
|
||
|
||
tmpsp=ship_head.next;
|
||
while (tmpsp!=&ship_head) {
|
||
tmpsp1=tmpsp->next;
|
||
death_score=0;
|
||
switch (tmpsp->type) {
|
||
case ST_HUMAN1:
|
||
if (tmpsp->exploding) {
|
||
if (tS>tmpsp->die_timeout) {
|
||
ShipDel(tmpsp);
|
||
human=NULL;
|
||
}
|
||
} else
|
||
for (i=0;i<tmpsp->springs;i++) {
|
||
if (Abs(tmpsp->s[i].f)>tmpsp->s[i].strength) {
|
||
tmpsp->s[i].flags|=SSF_INACTIVE;
|
||
if (i==4)
|
||
MissileDel(&tmpsp->missiles[0]);
|
||
else if (i==5)
|
||
MissileDel(&tmpsp->missiles[1]);
|
||
}
|
||
if (tmpsp->s[i].flags&SSF_INACTIVE && i<3)
|
||
death_score++;
|
||
}
|
||
break;
|
||
default:
|
||
if (tmpsp->exploding) {
|
||
if (tS>tmpsp->die_timeout) {
|
||
ShipDel(tmpsp);
|
||
score+=level;
|
||
if (score>best_score)
|
||
best_score=score;
|
||
}
|
||
} else {
|
||
j=0;
|
||
for (i=0;i<tmpsp->springs;i++) {
|
||
if (tmpsp->s[i].flags&SSF_INACTIVE)
|
||
j++;
|
||
else if (Abs(tmpsp->s[i].f)>tmpsp->s[i].strength) {
|
||
tmpsp->s[i].flags|=SSF_INACTIVE;
|
||
j++;
|
||
}
|
||
}
|
||
if (j>1)
|
||
death_score++;
|
||
}
|
||
}
|
||
if (!tmpsp->exploding) {
|
||
for (i=0;i<tmpsp->masses;i++)
|
||
if (tmpsp->p[i].temperature>MASS_TEMP_MAX)
|
||
death_score++;
|
||
if (death_score) {
|
||
tmpsp->exploding=TRUE;
|
||
tmpsp->die_time=tS;
|
||
tmpsp->die_timeout=tS+0.75;
|
||
Noise(750,74,93);
|
||
if (tmpsp->type==ST_HUMAN1)
|
||
game_over=TRUE;
|
||
}
|
||
}
|
||
tmpsp=tmpsp1;
|
||
}
|
||
}
|
||
|
||
//********************************** Shots
|
||
|
||
Shot *ShotNew(I64 type,CD3 *_p,CD3 *_v,F64 r,F64 fuse_time,
|
||
CD3 *_p_gun_offset=NULL)
|
||
{
|
||
Shot *tmps=CAlloc(sizeof(Shot));
|
||
D3Copy(&tmps->p.x,_p);
|
||
tmps->radius=r;
|
||
tmps->splats=20*r;
|
||
tmps->fuse_time=tS+fuse_time;
|
||
tmps->p.mass=0.3*r*r*r;
|
||
tmps->p.type=type;
|
||
if (_p_gun_offset)
|
||
D3AddEqu(&tmps->p.x,_p_gun_offset);
|
||
D3Copy(&tmps->p.DxDt,_v);
|
||
QueIns(&tmps->p,ode->last_mass);
|
||
QueIns(tmps,shot_head.last);
|
||
}
|
||
|
||
U0 SolarFlares()
|
||
{
|
||
CD3 p,v,p1,p2;
|
||
CTask *task=ode->win_task;
|
||
if (!alarm && t_solar_storm-2.0<tS<t_solar_storm+1.0) {
|
||
Sweep(2000,74,93);
|
||
alarm=TRUE;
|
||
}
|
||
if (t_solar_storm<tS) { //If solar storm has arrived
|
||
if (tS<t_solar_storm+5.0) { //If solar storm not over
|
||
if (Rand<.1) {
|
||
D3Equ(&p,-300,Rand*task->pix_height,0);
|
||
D3Equ(&v,200.0,0,0);
|
||
ShotNew(MT_SOLAR_FLARE,&p,&v,25,0.1);
|
||
}
|
||
} else {
|
||
t_solar_storm=tS+25*Rand; //Schedule next solar storm
|
||
alarm=FALSE;
|
||
}
|
||
}
|
||
}
|
||
|
||
U0 FireOneGun(Ship *tmpsp,I64 n,F64 r,F64 fuse_time)
|
||
{
|
||
I64 ona;
|
||
CD3 p,v,p1,p2;
|
||
Shot *tmps;
|
||
D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
|
||
D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
|
||
D3Unit(D3Add(&p,&p1,&p2));
|
||
D3MulEqu(D3Copy(&p1,&p),r+tmpsp->p[0].radius+5);
|
||
D3AddEqu(D3MulEqu(D3Copy(&v,&p),1000/(r+1)),&tmpsp->p[n].DxDt);
|
||
tmps=ShotNew(MT_ANTIMATTER_BALL,&tmpsp->p[n].x,&v,r,fuse_time,&p1);
|
||
D3MulEqu(&p,tmps->p.mass/tmpsp->p[n].mass/100.0);
|
||
D3SubEqu(&tmpsp->p[n].DxDt,&p);
|
||
tmpsp->reload_timeout=tS+r/tmpsp->fire_rate;
|
||
ona=Freq2Ona(500/r);
|
||
Noise(100,ona,ona+12);
|
||
}
|
||
|
||
U0 FireOneMissile(Ship *tmpsp,I64 n)
|
||
{
|
||
I64 i;
|
||
Missile *tmpmi=&tmpsp->missiles[n];
|
||
if (!tmpmi->launched && tmpmi->target) {
|
||
tmpmi->fuse_time=tS+1.0;
|
||
tmpmi->die_timeout=tmpmi->fuse_time+0.125;
|
||
tmpmi->img=$IB,"<8>",BI=8$;
|
||
for (i=1;i<5;i++)
|
||
tmpmi->s[i].flags|=SSF_INACTIVE;
|
||
tmpmi->launched=TRUE;
|
||
Sweep(250,53,56);
|
||
}
|
||
}
|
||
|
||
U0 HumanFireGunBegin()
|
||
{
|
||
F64 r=3.0*ctrl_panel.shot_radius/CTRL_PANEL_RANGE+0.5,
|
||
fuse_time=ToF64(ctrl_panel.fuse_time+1)/CTRL_PANEL_RANGE;
|
||
if (human) {
|
||
if (!human->exploding && !human->spacewalk_side && tS>human->reload_timeout)
|
||
switch (level) {
|
||
case 3:
|
||
if (!(human->s[3].flags&SSF_INACTIVE))
|
||
FireOneGun(human,3,r,fuse_time);
|
||
if (!(human->s[5].flags&SSF_INACTIVE))
|
||
FireOneGun(human,4,r,fuse_time);
|
||
case 2:
|
||
if (!(human->s[1].flags&SSF_INACTIVE))
|
||
FireOneGun(human,1,r,fuse_time);
|
||
if (!(human->s[2].flags&SSF_INACTIVE))
|
||
FireOneGun(human,2,r,fuse_time);
|
||
case 1:
|
||
FireOneGun(human,0,r,fuse_time);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
U0 HumanFireMissileBegin(I64 n)
|
||
{
|
||
if (human && !human->exploding &&
|
||
!human->spacewalk_side && tS>human->reload_timeout)
|
||
FireOneMissile(human,n);
|
||
}
|
||
|
||
U0 HumanFireLaserBegin()
|
||
{
|
||
if (human && !human->exploding &&
|
||
!human->spacewalk_side && tS>human->reload_timeout)
|
||
human->lasering=TRUE;
|
||
}
|
||
U0 HumanFireLaserEnd()
|
||
{
|
||
if (human && !human->exploding) {
|
||
human->lasering=FALSE;
|
||
Snd;
|
||
}
|
||
}
|
||
|
||
U0 SplatNew(Shot *tmps,F64 die_time,F64 start,F64 end)
|
||
{
|
||
MyMass *tmpm;
|
||
F64 <EFBFBD>=Arg(tmps->p.DxDt,tmps->p.DyDt);
|
||
I64 i;
|
||
for (i=0;i<tmps->splats;i++) {
|
||
tmpm=CAlloc(sizeof(MyMass));
|
||
D3Copy(&tmpm->x,&tmps->p.x);
|
||
tmpm->radius=1;
|
||
tmpm->mass=1;
|
||
tmpm->die_timeout=tS+die_time;
|
||
if (tmps->p.type==MT_SOLAR_FLARE)
|
||
tmpm->type=MT_ION;
|
||
else
|
||
tmpm->type=MT_ANTIMATTER_SPLAT;
|
||
D3Copy(&tmpm->DxDt,&tmps->p.DxDt);
|
||
tmpm->DxDt+=50*Sqr(tmps->radius)*Rand*
|
||
Sin(start+<EFBFBD>+(end-start)*i/tmps->splats);
|
||
tmpm->DyDt+=50*Sqr(tmps->radius)*Rand*
|
||
Cos(start+<EFBFBD>+(end-start)*i/tmps->splats);
|
||
QueIns(tmpm,ode->last_mass);
|
||
}
|
||
}
|
||
|
||
U0 ExpireShots()
|
||
{
|
||
Shot *tmps=shot_head.next,*tmps1;
|
||
while (tmps!=&shot_head) {
|
||
tmps1=tmps->next;
|
||
if (tS>tmps->fuse_time) {
|
||
if (tmps->p.type==MT_SOLAR_FLARE)
|
||
SplatNew(tmps,1.0,3*<EFBFBD>/8,5*<EFBFBD>/8);
|
||
else
|
||
SplatNew(tmps,.2,0,2*<EFBFBD>);
|
||
QueRem(tmps);
|
||
QueRem(&tmps->p);
|
||
Free(tmps);
|
||
}
|
||
tmps=tmps1;
|
||
}
|
||
}
|
||
|
||
U0 ExpireSplats()
|
||
{
|
||
MyMass *tmpm,*tmpm1;
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
tmpm1=tmpm->next;
|
||
if ((tmpm->type==MT_ION || tmpm->type==MT_ANTIMATTER_SPLAT) &&
|
||
tS>tmpm->die_timeout) {
|
||
QueRem(tmpm);
|
||
Free(tmpm);
|
||
}
|
||
tmpm=tmpm1;
|
||
}
|
||
}
|
||
|
||
U0 ExpireMissiles()
|
||
{
|
||
I64 i;
|
||
F64 dd,best_dd;
|
||
Missile *tmpmi=missile_head.next,*tmpm1;
|
||
while (tmpmi!=&missile_head) {
|
||
tmpm1=tmpmi->next;
|
||
if (tmpmi->launched) {
|
||
best_dd=F64_MAX;
|
||
if (tmpmi->target)
|
||
for (i=0;i<tmpmi->target->masses;i++) {
|
||
dd=D3DistSqr(&tmpmi->p_front.x,&tmpmi->target->p[i].x);
|
||
if (dd<best_dd)
|
||
best_dd=dd;
|
||
}
|
||
if (!tmpmi->exploding && (best_dd<30*30 || tS>tmpmi->fuse_time)) {
|
||
tmpmi->p_front.mass=10.0; //They go flying, if too light.
|
||
tmpmi->p_back.mass =10.0;
|
||
tmpmi->exploding=TRUE;
|
||
Noise(50,93,105);
|
||
} else if (tS>tmpmi->die_timeout)
|
||
MissileDel(tmpmi);
|
||
}
|
||
tmpmi=tmpm1;
|
||
}
|
||
}
|
||
|
||
//********************************** AI
|
||
|
||
U0 AI()
|
||
{
|
||
CD3 p,p1,p2;
|
||
Ship *tmpsp=ship_head.next;
|
||
if (human && !human->exploding) {
|
||
while (tmpsp!=&ship_head) {
|
||
D3Sub(&p1,&tmpsp->p[0].x,&tmpsp->p[1].x);
|
||
D3Sub(&p2,&tmpsp->p[0].x,&tmpsp->p[2].x);
|
||
D3Add(&p,&p1,&p2);
|
||
D3Sub(&p1,&human->p[0].x,&tmpsp->p[0].x);
|
||
if (D3Dot(D3Unit(&p),D3Unit(&p1))>0.995 &&
|
||
tS>tmpsp->reload_timeout) {
|
||
FireOneGun(tmpsp,0,1.5+.5,.4);
|
||
}
|
||
tmpsp=tmpsp->next;
|
||
}
|
||
}
|
||
}
|
||
|
||
//********************************** Init
|
||
U0 InitLevel()
|
||
{
|
||
I64 i;
|
||
MyMass *tmpm,*tmpm1;
|
||
|
||
t_solar_storm=0;
|
||
|
||
tmpm=ode->next_mass;
|
||
while (tmpm!=&ode->next_mass) {
|
||
tmpm1=tmpm->next;
|
||
if (tmpm->type==MT_ION || tmpm->type==MT_ANTIMATTER_SPLAT) {
|
||
QueRem(tmpm);
|
||
Free(tmpm);
|
||
}
|
||
tmpm=tmpm1;
|
||
}
|
||
if (level==1)
|
||
OneTimePopUp(&msg_flags,XMSGF_SOLAR_STORM,
|
||
"Face away from Sun in solar storm.\n");
|
||
if (level==4)
|
||
OneTimePopUp(&msg_flags,XMSGF_ANTISPIN,
|
||
"Press $$GREEN$$<CURSOR-DOWN>$$FG$$ for anti-spin stabilizer.\n");
|
||
human=ShipNew(Fs->pix_width/2,Fs->pix_height/2,ST_HUMAN1);
|
||
for (i=0;i<level+2;i++)
|
||
PlaceShip(ST_ENEMY1);
|
||
PlaceShip(ST_ENEMY2);
|
||
show_level_msg=TRUE;
|
||
ODEPause(ode);
|
||
}
|
||
|
||
U0 Init()
|
||
{
|
||
I64 i;
|
||
game_over=FALSE;
|
||
score=0;
|
||
level=1;
|
||
|
||
QueInit(&ship_head);
|
||
QueInit(&shot_head);
|
||
QueInit(&missile_head);
|
||
|
||
for (i=0;i<STARS_NUM;i++) {
|
||
stars_x[i]=RandU16%GR_WIDTH;
|
||
stars_y[i]=RandU16%GR_HEIGHT;
|
||
}
|
||
|
||
human_t_left=0;
|
||
human_t_right=0;
|
||
human_antispin=0;
|
||
|
||
InitLevel;
|
||
}
|
||
|
||
//********************************** Main
|
||
U0 XCaliber()
|
||
{
|
||
I64 ch,msg_code,arg1,arg2,sc;
|
||
CCtrl *cp=CtrlPanelNew;
|
||
|
||
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
|
||
Fs->text_attr=BLACK<<4+WHITE;
|
||
MenuPush(
|
||
"File {"
|
||
" Abort(,CH_SHIFT_ESC);"
|
||
" Exit(,CH_ESC);"
|
||
"}"
|
||
"Game {"
|
||
" Restart(,'\n');"
|
||
" LevelUp(,'+');"
|
||
" LevelDown(,'-');"
|
||
"}"
|
||
"Play {"
|
||
" Fire(,CH_SPACE);"
|
||
" Thrust(,,SC_CURSOR_UP);"
|
||
" StopSpin(,,SC_CURSOR_DOWN);"
|
||
" Left(,,SC_CURSOR_LEFT);"
|
||
" Right(,,SC_CURSOR_RIGHT);"
|
||
" LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);"
|
||
" RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);"
|
||
" Spackwalk(,'w');"
|
||
" LongerFuse(,,SC_CURSOR_RIGHT|SCF_SHIFT);"
|
||
" ShorterFuse(,,SC_CURSOR_LEFT|SCF_SHIFT);"
|
||
" LargerShot(,,SC_CURSOR_UP|SCF_SHIFT);"
|
||
" SmallerShot(,,SC_CURSOR_DOWN|SCF_SHIFT);"
|
||
"}"
|
||
);
|
||
AutoComplete;
|
||
WinBorder;
|
||
WinMax;
|
||
DocCursor;
|
||
DocClear;
|
||
Fs->win_inhibit=WIG_TASK_DFT-WIF_SELF_FOCUS
|
||
-WIF_SELF_BORDER-WIF_FOCUS_TASK_MENU-WIF_SELF_CTRLS;
|
||
Fs->draw_it=&DrawIt;
|
||
do {
|
||
ode=ODENew(0,0.01,ODEF_HAS_MASSES);
|
||
ode->derive=&MyDerivative;
|
||
ode->min_tolerance=1e-9;
|
||
ode->drag_v3=0.00001;
|
||
Init;
|
||
QueIns(ode,Fs->last_ode);
|
||
ch=0;
|
||
do {
|
||
while (!game_over && !show_level_msg &&
|
||
(msg_code=ScanMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_KEY_UP))) {
|
||
switch (msg_code) {
|
||
case MSG_KEY_DOWN:
|
||
ch=arg1; sc=arg2;
|
||
switch (ch) {
|
||
case 0:
|
||
switch (sc.u8[0]) {
|
||
case SC_CURSOR_RIGHT:
|
||
if (sc&SCF_CTRL)
|
||
HumanFireMissileBegin(0);
|
||
else if (sc&SCF_SHIFT)
|
||
ctrl_panel.fuse_time+=2;
|
||
else
|
||
human_t_right=THRUST_MAX;
|
||
break;
|
||
case SC_CURSOR_LEFT:
|
||
if (sc&SCF_CTRL)
|
||
HumanFireMissileBegin(1);
|
||
else if (sc&SCF_SHIFT)
|
||
ctrl_panel.fuse_time-=2;
|
||
else
|
||
human_t_left =THRUST_MAX;
|
||
break;
|
||
case SC_CURSOR_UP:
|
||
if (sc&SCF_SHIFT)
|
||
ctrl_panel.shot_radius+=2;
|
||
else {
|
||
human_t_right=THRUST_MAX;
|
||
human_t_left =THRUST_MAX;
|
||
}
|
||
break;
|
||
case SC_CURSOR_DOWN:
|
||
if (sc&SCF_SHIFT)
|
||
ctrl_panel.shot_radius-=2;
|
||
else
|
||
human_antispin=ANTISPIN_MAX;
|
||
break;
|
||
}
|
||
break;
|
||
case CH_SPACE:
|
||
if (level<4)
|
||
HumanFireGunBegin;
|
||
else
|
||
HumanFireLaserBegin;
|
||
break;
|
||
case 'w':
|
||
ctrl_panel.spacewalk=TRUE;
|
||
break;
|
||
case '+':
|
||
level++;
|
||
break;
|
||
case '-':
|
||
level--;
|
||
break;
|
||
}
|
||
break;
|
||
case MSG_KEY_UP:
|
||
ch=arg1; sc=arg2;
|
||
switch (ch) {
|
||
case 0:
|
||
switch (sc.u8[0]) {
|
||
case SC_CURSOR_RIGHT:
|
||
human_t_right=0;
|
||
break;
|
||
case SC_CURSOR_LEFT:
|
||
human_t_left =0;
|
||
break;
|
||
case SC_CURSOR_UP:
|
||
human_t_right=0;
|
||
human_t_left =0;
|
||
break;
|
||
case SC_CURSOR_DOWN:
|
||
human_antispin=0;
|
||
break;
|
||
}
|
||
break;
|
||
case '\n':
|
||
ch=0;
|
||
break;
|
||
case CH_SPACE:
|
||
if (level>=4)
|
||
HumanFireLaserEnd;
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
AI;
|
||
SolarFlares;
|
||
ExpireShots;
|
||
ExpireSplats;
|
||
ExpireMissiles;
|
||
CheckDamage;
|
||
Refresh; //msgs are only qued by winmgr
|
||
if (show_level_msg) {
|
||
ch=GetKey(&sc);
|
||
if (ch=='\n')
|
||
ch=0;
|
||
ODEPause(ode,OFF);
|
||
show_level_msg=FALSE;
|
||
} else if (game_over) {
|
||
ch=ScanChar;
|
||
} else {
|
||
if (!remaining) {
|
||
level++;
|
||
ShipDel(human);
|
||
human=NULL;
|
||
InitLevel;
|
||
}
|
||
}
|
||
} while (ch!=CH_ESC && ch!='\n' && ch!=CH_SHIFT_ESC);
|
||
AllDel(ode);
|
||
} while (ch!=CH_ESC && ch!=CH_SHIFT_ESC);
|
||
SettingsPop;
|
||
CtrlPanelDel(cp);
|
||
MenuPop;
|
||
RegWrite("TempleOS/XCaliber",
|
||
"I64 best_score=%d;\n"
|
||
"I64 msg_flags=%d;\n",best_score,msg_flags);
|
||
}
|
||
|