TempleOSCDV5.00.ISO
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122df6338e
commit
f6eacf7744
374 files changed
+11078
-11204
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@@ -1,7 +1,7 @@
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U0 PlayerIndirect()
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{
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Unit *tmpu=NULL;
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I64 i,remaining=0,msg_code,a1,a2;
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I64 i,remaining=0,msg_code,arg1,arg2;
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F64 target_x,target_y;
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ViewPlayerSet(cur_player);
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for (i=0;i<MAX_UNITS;i++) {
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@@ -12,16 +12,16 @@ U0 PlayerIndirect()
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while (remaining) {
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if (!alive_cnt[0] || !alive_cnt[1])
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throw('GameOver',TRUE);
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msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
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1<<MSG_IP_R_UP);
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msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
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1<<MSG_MS_R_UP);
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switch (msg_code) {
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case MSG_KEY_DOWN:
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CharDo(a1);
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CharDo(arg1);
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break;
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case MSG_IP_L_DOWN:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_DOWN:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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if (tmpu=UnitFind(cursor_row,cursor_col)) {
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if (tmpu->player==enemy_player || tmpu->fired ||
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!tmpu->indirect_fire)
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@@ -33,10 +33,10 @@ U0 PlayerIndirect()
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}
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}
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break;
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case MSG_IP_L_UP:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_UP:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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RowCol2XY(&target_x,&target_y,cursor_row,cursor_col);
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if (!tmpu)
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Beep;
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@@ -53,8 +53,8 @@ U0 PlayerIndirect()
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tmpu=NULL;
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fire_radius=0;
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break;
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case MSG_IP_R_UP:
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if (CursorInWin(Fs,a1,a2))
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case MSG_MS_R_UP:
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if (CursorInWin(Fs,arg1,arg2))
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throw('PhaseOvr',TRUE);
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break;
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}
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@@ -65,42 +65,42 @@ U0 PlayerIndirect()
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U0 PlayerMove()
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{
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Unit *tmpu=NULL;
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I64 msg_code,a1,a2;
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I64 msg_code,arg1,arg2;
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ViewPlayerSet(cur_player);
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while (TRUE) {
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if (!alive_cnt[0] || !alive_cnt[1])
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throw('GameOver',TRUE);
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msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
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1<<MSG_IP_R_UP);
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msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
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1<<MSG_MS_R_UP);
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switch (msg_code) {
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case MSG_KEY_DOWN:
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CharDo(a1);
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CharDo(arg1);
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break;
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case MSG_IP_L_DOWN:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_DOWN:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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if (tmpu=UnitFind(cursor_row,cursor_col)) {
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if (tmpu->player==enemy_player || !tmpu->remaining_movement)
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tmpu=NULL;
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}
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}
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break;
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case MSG_IP_L_UP:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_UP:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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if (!tmpu)
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Beep;
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else {
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UnitMove(tmpu,a1,a2);
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UnitMove(tmpu,arg1,arg2);
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break;
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}
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}
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tmpu=NULL;
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break;
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case MSG_IP_R_UP:
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if (CursorInWin(Fs,a1,a2))
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case MSG_MS_R_UP:
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if (CursorInWin(Fs,arg1,arg2))
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throw('PhaseOvr',TRUE);
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break;
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}
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@@ -110,21 +110,21 @@ U0 PlayerMove()
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U0 PlayerDirect()
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{
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Unit *tmpu=NULL,*target;
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I64 msg_code,a1,a2;
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I64 msg_code,arg1,arg2;
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ViewPlayerSet(cur_player);
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while (TRUE) {
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if (!alive_cnt[0] || !alive_cnt[1])
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throw('GameOver',TRUE);
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msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
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1<<MSG_IP_R_UP);
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msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
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1<<MSG_MS_R_UP);
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switch (msg_code) {
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case MSG_KEY_DOWN:
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CharDo(a1);
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CharDo(arg1);
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break;
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case MSG_IP_L_DOWN:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_DOWN:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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if (tmpu=UnitFind(cursor_row,cursor_col)) {
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if (tmpu->player==enemy_player || tmpu->fired ||
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tmpu->indirect_fire)
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@@ -138,10 +138,10 @@ U0 PlayerDirect()
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}
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}
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break;
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case MSG_IP_L_UP:
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if (CursorInWin(Fs,a1,a2)) {
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a1-=x0; a2-=y0;
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CursorUpdate(Fs,a1,a2);
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case MSG_MS_L_UP:
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if (CursorInWin(Fs,arg1,arg2)) {
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arg1-=x0; arg2-=y0;
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CursorUpdate(Fs,arg1,arg2);
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target=UnitFind(cursor_row,cursor_col);
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if (!tmpu)
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Beep;
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@@ -157,8 +157,8 @@ U0 PlayerDirect()
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tmpu=NULL;
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fire_radius=0;
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break;
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case MSG_IP_R_UP:
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if (CursorInWin(Fs,a1,a2))
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case MSG_MS_R_UP:
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if (CursorInWin(Fs,arg1,arg2))
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throw('PhaseOvr',TRUE);
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break;
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}
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Binary file not shown.
+11
-11
@@ -65,7 +65,7 @@ Bool DamageDo(Unit *target,F64 damage)
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"%3d Life - %3f Damage\t=",target->life,damage;
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if (damage>=target->life) {
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"$$RED$$Killed$$FG$$\n";
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Noise(1000*animation_delay,1000,4000);
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Noise(1000*animation_delay,74,98);
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Sleep(1000*animation_delay);
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target->life=0;
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VisRecalc(VR_FRIENDLY_UNIT_DIED,target);
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@@ -140,13 +140,13 @@ U0 UnitDirectFire(Unit *tmpu,Unit *target)
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if (d>=0) {
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"+%5.2f Hit\n",d;
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target_hit=TRUE;
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Noise(500*animation_delay,100,150);
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Noise(500*animation_delay,34,41);
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Sleep(500*animation_delay);
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Line(NULL,x1,y1,0,x2,y2,0,&BulletPlot);
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} else {
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"-%5.2f Miss\n",-d;
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target_hit=FALSE;
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Noise(1000*animation_delay,750,1000);
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Noise(1000*animation_delay,69,74);
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Sleep(1000*animation_delay);
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a=ã*2*Rand;
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d=(0.5-d/100)*HEX_SIDE;
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@@ -162,7 +162,7 @@ U0 UnitDirectFire(Unit *tmpu,Unit *target)
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facing=0;
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DamageDo(target,HitDamage(tmpu,target,facing,range_factor));
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}
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while (snd.freq) //see $LK,"Snd",A="MN:Snd"$()
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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target_unit=NULL;
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}
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@@ -177,7 +177,7 @@ Bool HexOccupy(Bool overrun,Unit *tmpu,Unit *target)
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AttackHeader(tmpu,"OverRun",target);
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else
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AttackHeader(tmpu,"CloseAssault",target);
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Noise(500*animation_delay,100,150);
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Noise(500*animation_delay,34,41);
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Sleep(500*animation_delay);
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tmpu->fired=TRUE;
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target->fired=TRUE;
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@@ -195,7 +195,7 @@ Bool HexOccupy(Bool overrun,Unit *tmpu,Unit *target)
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}
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if (DamageDo(target,Round(damage))) {
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"$$RED$$Success$$FG$$\n";
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while (snd.freq) //see $LK,"Snd",A="MN:Snd"$()
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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return TRUE;
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} else {
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@@ -203,7 +203,7 @@ Bool HexOccupy(Bool overrun,Unit *tmpu,Unit *target)
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VisRecalc(VR_FRIENDLY_UNIT_DIED,tmpu);
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alive_cnt[tmpu->player]--;
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"$$RED$$Failure$$FG$$\n";
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while (snd.freq) //see $LK,"Snd",A="MN:Snd"$()
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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return FALSE;
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}
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@@ -233,11 +233,11 @@ U0 IndirectResolveAll()
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if (d>=0) {
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"+%5.2f Hit\n",d;
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Noise(500*animation_delay,100,150);
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Noise(500*animation_delay,34,41);
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Sleep(500*animation_delay);
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} else {
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"-%5.2f Miss\n",-d;
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Noise(1000*animation_delay,750,1000);
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Noise(1000*animation_delay,69,74);
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Sleep(1000*animation_delay);
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i=RandU16%6;
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if (tmpi->row&1)
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@@ -265,9 +265,9 @@ U0 IndirectResolveAll()
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DamageDo(target,HitDamage(tmpu,target));
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}
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}
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Noise(2000*animation_delay,800,1000);
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Noise(2000*animation_delay,70,74);
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Sleep(2000*animation_delay);
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while (snd.freq) //see $LK,"Snd",A="MN:Snd"$()
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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indirect_explosion=FALSE;
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@@ -64,10 +64,10 @@ U0 UnitMoveAnimation(Unit *tmpu,I64 r,I64 c,I64 facing)
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move_x=x1; move_y=y1;
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moving=TRUE;
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if (tmpu->infantry)
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Snd(300);
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Snd(53);
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else {
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move_facing=tmpu->facing*60.0*ã/180.0;
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Snd(150);
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Snd(41);
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while (Wrap(f-move_facing,-ã)<=0) {
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move_facing-=0.03;
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Sleep(5*animation_delay);
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@@ -76,12 +76,12 @@ U0 UnitMoveAnimation(Unit *tmpu,I64 r,I64 c,I64 facing)
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move_facing+=0.03;
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Sleep(5*animation_delay);
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}
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Snd(100);
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Snd(34);
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}
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move_facing=f;
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RowCol2XY(&x2,&y2,r,c);
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Line(NULL,x1,y1,0,x2,y2,0,&UnitMovePlot);
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Snd(0);
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Snd;
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moving_unit=NULL;
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moving=FALSE;
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}
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@@ -144,7 +144,7 @@ stk size, so don't get in the habit.
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$LK,"MAlloc",A="MN:MAlloc"$() would probably be the better choice.
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*/
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MPCtrl1 job[mp_cnt];
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CSrvCmd *cmd[mp_cnt];
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CJob *cmd[mp_cnt];
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if (mode==VR_FRIENDLY_UNIT_DIED) {
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MemSet((&vis_unit_bitmap[enemy_player])(U8 *)+
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@@ -200,7 +200,7 @@ U0 VisRecalcMap(I64 row,I64 col)
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{
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I64 i,hi,k,cnt;
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MPCtrl2 job[mp_cnt];
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CSrvCmd *cmd[mp_cnt];
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CJob *cmd[mp_cnt];
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cnt=mp_cnt; //Cores
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hi=map_rows;
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@@ -16,7 +16,7 @@ U0 TurnNew()
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SleepUntil(msg_off_timeout);
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msg_off_timeout=cnts.jiffies+JIFFY_FREQ*2*animation_delay+1;
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Snd(1000);
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Snd(74);
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StrPrint(msg_buf,"Turn %d",++turn);
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VRSetUp(0);
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VRSetUp(1);
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@@ -36,7 +36,7 @@ U0 PhaseNew()
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SleepUntil(msg_off_timeout);
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msg_off_timeout=cnts.jiffies+JIFFY_FREQ*2*animation_delay+1;
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Snd(1000);
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Snd(74);
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switch (phase) {
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case PHASE_INDIRECT0:
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case PHASE_INDIRECT1:
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@@ -102,7 +102,7 @@ U0 UserChk()
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U0 TaskEndCB()
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{
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Snd(0);
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Snd;
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progress4=progress4_max=progress1=progress1_max=0;
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Exit;
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}
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@@ -132,7 +132,7 @@ U0 ToTheFront()
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SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
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Cd(__DIR__);
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Fs->win_inhibit|=WIF_SELF_IP_L|WIF_SELF_IP_R|WIG_DBL_CLICK;
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Fs->win_inhibit|=WIF_SELF_MS_L|WIF_SELF_MS_R|WIG_DBL_CLICK;
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MenuPush(
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"File {"
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@@ -181,7 +181,7 @@ U0 ToTheFront()
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while (TRUE) {
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msg_off_timeout=0;
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StrCpy(msg_buf,"Game Over");
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Snd(0);
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Snd;
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ch=GetChar(,FALSE);
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if (ch=='\n') {
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CleanUp;
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