TempleOSTS_140317.ISO

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Terry A. Davis authored and minexew committed 2018-09-08 21:46:02 +02:00
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AcctRegSetDftEntry("TempleOS/TimeOut","I64 best_score=0;\n");
AcctRegExeBranch("TempleOS/TimeOut");
#define MAP_HEIGHT 4096
#define SHOT_LEN 10
#define SHOT_SPEED 5
#define MAX_SHOTS 128
class Shot
{
I64 x,y,dx,dy,dx2,dy2;
Bool dead,pad[7];
} s[MAX_SHOTS];
I64 shots_fired;
I64 x,y,dx,dy,scroll_y,finish_line;
F64 é;
F64 t0,tf,snd_shot_timeout,snd_death_timeout;
#define PHASES_GROUPS 10
#define MAX_ENEMY (PHASES_GROUPS*100)
#define MAX_FRIENDLY (PHASES_GROUPS*20)
#define MAX_MAN (MAX_FRIENDLY+MAX_ENEMY)
class Man
{
I64 x,y;
F64 corpse_timeout;
Bool friendly,dead,pad[6];
} m[MAX_MAN];
I64 total_score,friendly_fire,enemy_by_friendly,friendly_left,enemy_left,
main_loop_pass;
Bool game_over;
$BG,14$
$SP,"<1>",BI=1$
$SP,"<2>",BI=2$
$SP,"<3>",BI=3$
$SP,"<4>",BI=4$
$SP,"<5>",BI=5$
#define LANDSCAPE_TYPES 4
$SP,"<6>",BI=6$
$SP,"<7>",BI=7$
$SP,"<8>",BI=8$
$SP,"<9>",BI=9$
$BG$
CSprite *landscape_imgs[LANDSCAPE_TYPES]=
{$IB,"<tree>",BI=6$,$IB,"<rock>",BI=7$,$IB,"<mountain>",BI=8$,$IB,"<castle>",BI=9$};
#define MAX_LANDSCAPE 64
class LandScapeItem
{
I64 x,y;
U8 *img;
} ls[MAX_LANDSCAPE];
U0 DrawIt(CTask *task,CDC *dc)
{
I64 i,yy;
F64 t1;
Man *tempm;
Shot *temps;
for (i=0;i<MAX_LANDSCAPE;i++) {
yy=(ls[i].y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=Fs->pix_bottom+32)
Sprite3(dc,ls[i].x,yy,0,ls[i].img);
}
dc->pen_width=3;
dc->color=BROWN;
GrLine3(dc,0, (finish_line-scroll_y)&(MAP_HEIGHT-1),0,
GR_WIDTH,(finish_line-scroll_y)&(MAP_HEIGHT-1),0);
dc->color=LTRED;
for (i=0,temps=s;i<MAX_SHOTS;i++,temps++)
if (!temps->dead)
GrLine(dc,temps->x>>32,temps->y>>32,
(temps->x+temps->dx*SHOT_LEN)>>32,
(temps->y+temps->dy*SHOT_LEN)>>32);
for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
yy=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=Fs->pix_bottom+32) {
if (tempm->dead &&
tS<tempm->corpse_timeout)
if (!(RandU16&15)) {
if (tempm->friendly)
Sprite3(dc,tempm->x,yy,0,$IB,"<dead_friendly>",BI=4$);
else
Sprite3(dc,tempm->x,yy,0,$IB,"<dead_enemy>",BI=5$);
}
}
}
for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
yy=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
if (-32<=yy<=Fs->pix_bottom+32) {
if (!tempm->dead) {
if (tempm->friendly)
Sprite3(dc,tempm->x,yy,0,$IB,"<friendly>",BI=2$);
else
Sprite3(dc,tempm->x,yy,0,$IB,"<enemy>",BI=3$);
}
}
}
SpriteZ3B(dc,x,y,0,$IB,"<ship>",BI=1$,é);
if (tf) {
t1=tf;
dc->color=RED;
if (game_over && Blink)
GrPrint(dc,task->pix_width/2-9*FONT_WIDTH/2,
task->pix_height/2,"Game Over");
} else {
t1=tS;
if (!enemy_left || !friendly_left)
game_over=TRUE;
}
dc->color=BROWN;
GrPrint(dc,0,0,"Enemy:%d Friends:%d Friendly Fire:%d Time:%6.2f Shots:%d",
enemy_left,friendly_left,friendly_fire,t1-t0,shots_fired);
GrPrint(dc,0,8,"Total Score:%,d High Score:%,d",
total_score,best_score);
}
U0 CheckCollisions()
{
I64 i,x,y;
Man *tempm;
Shot *temps;
CDC *dc2=DCNew(GR_WIDTH,GR_HEIGHT);
dc2->color=LTRED;
for (i=0,temps=s;i<MAX_SHOTS;i++,temps++)
if (!temps->dead)
GrLine(dc2,temps->x>>32,temps->y>>32,
(temps->x+temps->dx*SHOT_LEN)>>32,
(temps->y+temps->dy*SHOT_LEN)>>32);
dc2->color =ROP_COLLISION;
dc2->bkcolor=BLACK;
for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
if (!tempm->dead) {
x=tempm->x;
y=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
if (0<=x<GR_WIDTH && 0<=y<GR_HEIGHT) {
dc2->collision_cnt=0;
if (tempm->friendly)
Sprite3(dc2,x,y,0,$IB,"<friend>",BI=2$);
else
Sprite3(dc2,x,y,0,$IB,"<enemy>",BI=3$);
if (dc2->collision_cnt) {
tempm->dead=TRUE;
tempm->corpse_timeout=tS+30.0;
if (tempm->friendly) {
friendly_fire++;
friendly_left--;
Snd(200);
} else {
enemy_left--;
Snd(50);
}
snd_death_timeout=tS+0.01;
}
}
}
}
DCDel(dc2);
}
U0 Init()
{
I64 i,xx,yy;
Man *tempm;
snd_shot_timeout=snd_death_timeout=0;
Snd(0);
total_score=0;
game_over=FALSE;
main_loop_pass=0;
scroll_y=MAP_HEIGHT-100;
x=Fs->pix_width>>1;
y=0.9*Fs->pix_height;
finish_line=scroll_y+y;
dx=0;
dy=0;
é=0;
for (i=0;i<MAX_LANDSCAPE;i++) {
ls[i].x=(Fs->pix_width-100)*RandU32/MAX_U32+50;
ls[i].y=(MAP_HEIGHT-100)*RandU32/MAX_U32+50;
ls[i].img=landscape_imgs[RandU16%(LANDSCAPE_TYPES-2)];
}
ls[0].img=landscape_imgs[LANDSCAPE_TYPES-2]; //mountain
ls[1].img=landscape_imgs[LANDSCAPE_TYPES-2]; //mountain
ls[2].img=landscape_imgs[LANDSCAPE_TYPES-1]; //castle
for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
if (i<MAX_FRIENDLY) {
tempm->friendly=TRUE;
if (!(i&7)) {
xx=(Fs->pix_width-200)*RandU32/MAX_U32;
yy=(MAP_HEIGHT-200)*RandU32/MAX_U32;
}
} else {
tempm->friendly=FALSE;
if (!(i&31)) {
xx=(Fs->pix_width-200)*RandU32/MAX_U32;
yy=(MAP_HEIGHT-200)*RandU32/MAX_U32;
}
}
tempm->dead=FALSE;
tempm->x=xx+64*RandI32/MAX_I32+100;
tempm->y=yy+64*RandU32/MAX_I32-64+100;
tempm->corpse_timeout=0;
}
for (i=0;i<MAX_SHOTS;i++)
s[i].dead=TRUE;
friendly_left=MAX_FRIENDLY;
enemy_left =MAX_ENEMY;
enemy_by_friendly=0;
shots_fired=0;
friendly_fire=0;
t0=tS;
tf=0;
}
U0 FireShot()
{
I64 i,j;
F64 a;
Shot *temps;
for (i=0;i<MAX_SHOTS-1;i++)
if (s[i].dead)
break;
temps=&s[i];
j=x+24.0*Sin(é);
temps->x=j<<32;
j=y-24.0*Cos(é);
temps->y=j<<32;
temps->dx2=(SHOT_SPEED*Sin(é)+dx)*0x100000000;
temps->dy2=-SHOT_SPEED*Cos(é)*0x100000000;
a=Arg(temps->dx2,temps->dy2);
temps->dx=Cos(a)*0x100000000;
temps->dy=Sin(a)*0x100000000;
shots_fired++;
temps->dead=FALSE;
if (!snd_death_timeout) {
Snd(1000);
snd_shot_timeout=tS+0.0005;
}
}
U0 MenMove(I64 phase_group)
{
I64 i,j,d,closest,closest_d;
for (i=phase_group;i<MAX_FRIENDLY;i+=PHASES_GROUPS) {
if (!m[i].dead) {
closest=MAX_FRIENDLY;
closest_d=MAX_I64;
for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
if (!m[j].dead) {
d=AbsI64(m[i].x-m[j].x)+AbsI64(m[i].y-m[j].y);
if (d<closest_d) {
closest_d=d;
closest=j;
}
}
}
if (closest_d!=MAX_I64) {
m[i].x+=4*SignI64(m[closest].x-m[i].x);
m[i].y+=4*SignI64(m[closest].y-m[i].y);
}
}
}
for (i=MAX_FRIENDLY+phase_group;i<MAX_MAN;i+=PHASES_GROUPS) {
if (!m[i].dead) {
closest=0;
closest_d=MAX_I64;
for (j=0;j<MAX_FRIENDLY;j++) {
if (!m[j].dead) {
d=AbsI64(m[i].x-m[j].x)+AbsI64(m[i].y-m[j].y);
if (d<closest_d) {
closest_d=d;
closest=j;
}
}
}
if (closest_d!=MAX_I64) {
m[i].x+=4*SignI64(m[closest].x-m[i].x);
m[i].y+=4*SignI64(m[closest].y-m[i].y);
}
}
}
}
U0 MenFight(I64 phase_group)
{
I64 i,j,d,closest,closest_d;
for (i=phase_group;i<MAX_FRIENDLY;i+=PHASES_GROUPS) {
if (!m[i].dead) {
closest=MAX_FRIENDLY;
closest_d=MAX_I64;
for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
if (!m[j].dead && m[i].y-m[j].y<8) {
d=Sqr(m[i].x-m[j].x)+Sqr(m[i].y-m[j].y);
if (d<closest_d) {
closest_d=d;
closest=j;
}
}
}
if (closest_d<8*8)
if (!(RandU16&1)) {
enemy_left--;
enemy_by_friendly++;
m[closest].dead=TRUE;
m[closest].corpse_timeout=tS+30.0;
}
}
}
for (i=MAX_FRIENDLY+phase_group;i<MAX_MAN;i+=PHASES_GROUPS) {
if (!m[i].dead) {
closest=0;
closest_d=MAX_I64;
for (j=0;j<MAX_FRIENDLY;j++) {
if (!m[j].dead&& m[i].y-m[j].y<8) {
d=Sqr(m[i].x-m[j].x)+Sqr(m[i].y-m[j].y);
if (d<closest_d) {
closest_d=d;
closest=j;
}
}
}
if (closest_d<8*8)
if (!(RandU16&1)) {
friendly_left--;
m[closest].dead=TRUE;
m[closest].corpse_timeout=tS+30.0;
}
}
}
}
U0 TimeOut()
{
I64 i,msg_code,p1,p2;
Bool gun_on;
I64 next_update_jiffy;
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
Preempt(OFF);
WinBorder;
WordStat;
MenuPush(
"File {"
" Abort(,CH_SHIFT_ESC);"
" Exit(,CH_ESC);"
"}"
"Play {"
" Restart(,'\n');"
" Fire(,CH_SPACE);"
" Left(,,SC_CURSOR_LEFT);"
" Right(,,SC_CURSOR_RIGHT);"
"}"
);
WinMax;
DocClear;
"\n\nYou're sent back through time "
"to help fight some bad guys. ($$LTPURPLE$$Purple$$FG$$)\n\n"
"Scoring:\n"
" Enemy Killed\t\t+5\n"
" Enemy by Friendly\t+10\n"
" Friendly Fire\t\t-200\n"
" Shots Fired\t\t-1\n"
" Game Time\t\t-10 per second\n"
" Surviving Friendlies\t+500\n"
"\n";
PressAKey;
Fs->text_attr=YELLOW<<4+CYAN;
Init;
DocCursor;
DocClear;
Fs->draw_it=&DrawIt;
gun_on=FALSE;
try {
while (TRUE) {
next_update_jiffy=sys_jiffies+JIFFY_FREQ/100;
while (msg_code=ScanMsg(&p1,&p2,
1<<MSG_KEY_DOWN+1<<MSG_KEY_UP)) {
switch (msg_code) {
case MSG_KEY_DOWN:
switch (p1) {
case CH_SHIFT_ESC:
case CH_ESC:
goto to_done;
case '\n':
Init;
break;
case CH_SPACE:
gun_on=TRUE;
break;
}
break;
case MSG_KEY_UP:
if (p1==CH_SPACE)
gun_on=FALSE;
else if (p2.u8[0]==SC_CURSOR_RIGHT||p2.u8[0]==SC_CURSOR_LEFT)
é=0.0;
break;
}
}
if (snd_death_timeout) {
if (tS>snd_death_timeout) {
snd_death_timeout=0;
Snd(0);
}
} else if (snd_shot_timeout && tS>snd_shot_timeout) {
snd_shot_timeout=0;
Snd(0);
}
for (i=0;i<MAX_SHOTS;i++) {
if (!s[i].dead) {
s[i].x+=s[i].dx2;
s[i].y+=s[i].dy2;
if (s[i].y<0||s[i].x<0||
s[i].x>>32>=Fs->pix_width||
s[i].y>>32>=Fs->pix_height)
s[i].dead=TRUE;
}
}
dx=0;
if (Bt(key_down_bitmap,SC_CURSOR_LEFT)) {
é=-15.0*ã/180.0;
dx=-2;
} else if (Bt(key_down_bitmap,SC_CURSOR_RIGHT)) {
é=15.0*ã/180.0;
dx=2;
}
x+=dx;
while (x>=Fs->pix_width)
x-=Fs->pix_width;
while (x<0)
x+=Fs->pix_width;
//It takes too much CPU do do all these all the time.
nobound_switch (main_loop_pass&7) {
case 0:
nobound_switch (main_loop_pass>>3&7) {
case 0:
if (--y<20)
game_over=TRUE;
case 2:
case 4:
case 6:
MenFight(main_loop_pass>>4%PHASES_GROUPS);
break;
case 1:
case 3:
case 5:
case 7:
MenMove (main_loop_pass>>4%PHASES_GROUPS);
break;
}
case 4:
break;
case 2:
case 6:
if (gun_on)
FireShot;
break;
case 1:
case 3:
case 5:
case 7:
CheckCollisions;
break;
}
main_loop_pass++;
scroll_y--;
SleepUntil(next_update_jiffy);
total_score=5*(MAX_ENEMY-enemy_left)
+10*enemy_by_friendly
-200*friendly_fire
-10*(tS-t0)
-shots_fired;
if (game_over) {
tf=tS;
Sleep(500);
FlushMsgs;
while (!ScanKey(&p1)&&friendly_left) {
total_score+=500;
Snd(2000); Sleep(150);
Snd(0); Sleep(50);
friendly_left--;
}
total_score+=500*friendly_left;
if (total_score>best_score)
best_score=total_score;
if (!p1) p1=GetChar(,FALSE);
if (p1==CH_ESC||p1==CH_SHIFT_ESC)
goto to_done;
gun_on=FALSE;
Init;
}
}
to_done:
GetMsg(,,1<<MSG_KEY_UP);
}
catch
PutExcept;
SettingsPop;
MenuPop;
AcctRegWriteBranch("TempleOS/TimeOut","I64 best_score=%d;\n",best_score);
}
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