Files
TempleOS-Rijn/Demo/Games/FlatTops.CPP
T
2018-09-08 21:46:15 +02:00

881 lines
26 KiB
C++

#define GAME_SPEED_SCALE 0.1
F64 game_speed,
launch_unit_x1,launch_unit_y1,launch_unit_x2,launch_unit_y2,launch_t,
return_unit_x1,return_unit_y1,return_unit_x2,return_unit_y2,return_t,
set_é_unit_x1,set_é_unit_y1,set_é_unit_x2,set_é_unit_y2,set_é_t,
next_noise;
CTask *main_task;
#define OT_CARRIER 0
#define OT_CRUISER 1
#define OT_FIGHTER 2
#define OT_NUM_TYPES 3
#define OF_SHIP 1
#define OF_ACTIVE 2
#define OF_RETURNING 4
#define OF_SHOOTING 8
#define FIRE_WIDTH 56
#define FIRE_HEIGHT 16
#define FIRE_X_SCALE 0.5
#define FIRE_Y_SCALE 0.5
#define FIRE_COLORS 16
U8 fire_colors[FIRE_COLORS]={
YELLOW,YELLOW,LTRED,YELLOW, BLACK,YELLOW,RED,YELLOW,
YELLOW,BLACK,YELLOW,LTRED, RED,YELLOW,DKGRAY,YELLOW};
class Obj
{
Obj *next,*last;
Obj *next_in_squadron,*last_in_squadron;
Obj *host;
U8 player,type;
U16 flags;
I16 squadron,member_num;
F64 x,y,é,dé,
speed,turn_rate,
life_percent,
target_x,target_y,
ship_guns,ship_guns_range,
air_guns,air_guns_range,
fuel,max_fuel,fuel_burn_rate,
death_time,next_action_time;
I32 torpedos,max_torpedos;
F64 torpedos_range;
U8 fire[(FIRE_WIDTH*FIRE_HEIGHT+7)/8];
} obj_root;
class Torpedo
{
Torpedo *next,*last;
Obj *target;
F64 x,y,é,speed,timeout;
} torpedo_root;
#define SA_PARKED 0
#define SA_LAUNCHING 1
#define SA_FLYING 2
#define SA_SET_é 3
#define SA_RETURNING 4
#define SA_DEAD 5
class Squadron : Obj
{
I64 action,dead_mask,total_mask;
} *squadrons;
U0 SquadronIns(Obj *o,Obj *pred)
{
Obj *succ=pred->next_in_squadron;
o->next_in_squadron=succ;
o->last_in_squadron=pred;
pred->next_in_squadron=o;
succ->last_in_squadron=o;
}
U0 SquadronRem(Obj *o)
{
Obj *pred=o->last_in_squadron,*succ=o->next_in_squadron;
pred->next_in_squadron=succ;
succ->last_in_squadron=pred;
}
#define NUM_PLAYERS 2
I64 num_carriers[NUM_PLAYERS]={2,3},
num_cruisers[NUM_PLAYERS]={2,3},
num_planes_per_squadron[NUM_PLAYERS]={6,5},
num_squadrons_per_carrier[NUM_PLAYERS]={2,3},
num_alive[NUM_PLAYERS],
num_squadrons;
Obj *ObjFind(F64 x,F64 y,
I64 flag_mask=OF_ACTIVE|OF_RETURNING,I64 flag_val=OF_ACTIVE,
I64 type_mask=-1,I64 player_mask=-1,F64 *_d=NULL)
{
Obj *tempo=obj_root.next,*best=NULL;
F64 dd,best_dd=MAX_F64;
while (tempo!=&obj_root) {
if (tempo->flags&flag_mask==flag_val &&
Bt(&type_mask,tempo->type)&&Bt(&player_mask,tempo->player)) {
dd=Sqr(tempo->x-x)+Sqr(tempo->y-y);
if (dd<best_dd) {
best=tempo;
best_dd=dd;
}
}
tempo=tempo->next;
}
if (_d) *_d=Sqrt(best_dd);
return best;
}
U0 ObjDel(Obj *tempo)
{
if (tempo) {
if (tS<tempo->death_time)
tempo->flags&=~OF_ACTIVE;
else {
if (tempo->squadron>=0)
SquadronRem(tempo);
QueRem(tempo);
if (tempo->squadron>=0)
LBts(&squadrons[tempo->squadron].dead_mask,tempo->member_num);
num_alive[tempo->player]--;
Free(tempo);
}
}
}
$BG,1$
$SP,"<1>",BI=1$
$SP,"<2>",BI=2$
$SP,"<3>",BI=3$
$SP,"<4>",BI=4$
$SP,"<5>",BI=5$
$SP,"<6>",BI=6$
$BG$
CSprite *imgs[NUM_PLAYERS][OT_NUM_TYPES]={{$IB,"<1>",BI=1$,$IB,"<2>",BI=2$,$IB,"<3>",BI=3$},{$IB,"<4>",BI=4$,$IB,"<5>",BI=5$,$IB,"<6>",BI=6$}};
U0 DrawIt(CTask *task,CDC *dc)
{
I64 i,j,k;
F64 d,cur_time=tS;
Obj *tempo;
Torpedo *tempt;
Bool old_preempt=Preempt(OFF);
tempt=torpedo_root.next;
while (tempt!=&torpedo_root) {
dc->color=WHITE;
GrPlot(dc,tempt->x,tempt->y);
tempt=tempt->next;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->flags&OF_ACTIVE && tempo->flags&OF_SHIP) {
SpriteZ3B(dc,tempo->x,tempo->y,0,imgs[tempo->player][tempo->type],tempo->é+ã/2);
k=0;
for (j=0;j<FIRE_HEIGHT;j++)
for (i=0;i<FIRE_WIDTH;i++)
if (Bt(tempo->fire,k++)) {
dc->color=fire_colors[ToI64(k+10*tS)&(FIRE_COLORS-1)];
GrPlot(dc,tempo->x+FIRE_X_SCALE*(i-FIRE_WIDTH /2+(11*tS+i)%1.7)*Cos(tempo->é)-
FIRE_Y_SCALE*(j-FIRE_HEIGHT/2+(12*tS+j)%1.7)*Sin(tempo->é),
tempo->y+FIRE_Y_SCALE*(j-FIRE_HEIGHT/2+(19*tS+j)%1.7)*Cos(tempo->é)+
FIRE_X_SCALE*(i-FIRE_WIDTH /2+(13*tS+i)%1.7)*Sin(tempo->é));
}
if (Blink) {
dc->color=BLACK;
GrLine(dc,tempo->x+5,tempo->y,tempo->x+5+10,tempo->y);
if (tempo->life_percent>0) {
if (tempo->life_percent<33)
dc->color=RED;
else if (tempo->life_percent<66)
dc->color=YELLOW;
else
dc->color=GREEN;
GrLine(dc,tempo->x+5,tempo->y,tempo->x+5+10*tempo->life_percent/100,tempo->y);
}
dc->color=BLACK;
GrLine(dc,tempo->x+5,tempo->y+2,tempo->x+5+10,tempo->y+2);
d=tempo->fuel*100/tempo->max_fuel;
if (d>0) {
if (d<33)
dc->color=RED;
else if (d<66)
dc->color=YELLOW;
else
dc->color=GREEN;
GrLine(dc,tempo->x+5,tempo->y+2,tempo->x+5+10*d/100,tempo->y+2);
}
}
}
tempo=tempo->next;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->flags&OF_ACTIVE && !(tempo->flags&OF_SHIP))
SpriteZ3B(dc,tempo->x,tempo->y,0,imgs[tempo->player][tempo->type],tempo->é+ã/2);
if (tempo->flags&OF_SHOOTING) {
dc->color=LTRED;
GrLine(dc,tempo->x,tempo->y,tempo->target_x,tempo->target_y,3);
}
tempo=tempo->next;
}
dc->flags|=DCF_TRANSFORMATION;
if (cur_time<launch_t) {
dc->color=LTGREEN;
GrArrow3(dc,launch_unit_x1,launch_unit_y1,0,launch_unit_x2,launch_unit_y2,0);
}
if (cur_time<return_t) {
dc->color=LTRED;
GrArrow3(dc,return_unit_x1,return_unit_y1,0,return_unit_x2,return_unit_y2,0);
}
if (cur_time<set_é_t) {
dc->color=YELLOW;
GrArrow3(dc,set_é_unit_x1,set_é_unit_y1,0,set_é_unit_x2,set_é_unit_y2,0);
}
dc->color=YELLOW;
GrPrint(dc,-task->scroll_x,-task->scroll_y,"Game Speed: %5.2f",game_speed);
dc->color=LTCYAN;
GrPrint(dc,-task->scroll_x,-task->scroll_y+ FONT_HEIGHT,"Player 1: %d",num_alive[0]);
dc->color=LTPURPLE;
GrPrint(dc,-task->scroll_x,-task->scroll_y+2*FONT_HEIGHT,"Player 2: %d",num_alive[1]);
if ((!num_alive[0]||!num_alive[1]) && Blink) {
if (!num_alive[1]) {
dc->color=LTGREEN;
GrPrint(dc,task->pix_width>>1 -(FONT_WIDTH*14)/2-task->scroll_x,
task->pix_height>>1-FONT_HEIGHT/2-task->scroll_y,"Game Completed");
} else {
dc->color=LTRED;
GrPrint(dc,task->pix_width>>1 -(FONT_WIDTH*9)/2-task->scroll_x,
task->pix_height>>1-FONT_HEIGHT/2-task->scroll_y,"Game Over");
}
}
Preempt(old_preempt);
}
U0 Init()
{
I64 i,fighter,ship,player,squadron,
w=Fs->pix_width,h=Fs->pix_height;
Squadron *temps;
Obj *tempo,*tempo1;
QueInit(&obj_root);
QueInit(&torpedo_root);
next_noise=tS;
Fs->scroll_x=0;
Fs->scroll_y=0;
game_speed=1.0;
launch_t=return_t=set_é_t=0;
main_task=Fs;
num_squadrons=0;
for (player=0;player<NUM_PLAYERS;player++) {
num_alive[player]=0;
for (ship=0;ship<num_cruisers[player];ship++) {
tempo1=CAlloc(sizeof(Obj));
num_alive[player]++;
tempo1->type=OT_CRUISER; tempo1->player=player;
tempo1->squadron=-1; tempo1->member_num=ship;
tempo1->flags=OF_ACTIVE|OF_SHIP;
tempo1->x=0.8*w*(Rand-0.5)+w>>1; tempo1->y=0.8*h*(Rand-0.5)+h>>1;
tempo1->host=NULL;
tempo1->speed=35.0; tempo1->turn_rate=2.5;
tempo1->é=2*ã*(Rand-0.5); tempo1->dé=0;
tempo1->life_percent=100.0;
tempo1->fuel=tempo1->max_fuel=100000;
tempo1->fuel_burn_rate=100.0;
tempo1->air_guns =5000; tempo1->air_guns_range =30.0;
tempo1->ship_guns=10000; tempo1->ship_guns_range=30.0;
tempo1->torpedos =tempo1->max_torpedos=0;
tempo1->torpedos_range =0.0;
tempo1->next_action_time=0;
QueIns(tempo1,obj_root.last);
}
for (ship=0;ship<num_carriers[player];ship++) {
tempo1=CAlloc(sizeof(Obj));
num_alive[player]++;
tempo1->type=OT_CARRIER; tempo1->player=player;
tempo1->squadron=-1; tempo1->member_num=ship;
tempo1->flags=OF_ACTIVE|OF_SHIP;
tempo1->x=0.8*w*(Rand-0.5)+w>>1; tempo1->y=0.8*h*(Rand-0.5)+h>>1;
tempo1->host=NULL;
tempo1->speed=28.0; tempo1->turn_rate=1.0;
tempo1->é=2*ã*(Rand-0.5); tempo1->dé=0;
tempo1->life_percent=100.0;
tempo1->fuel=tempo1->max_fuel=750000;
tempo1->fuel_burn_rate=500.0;
tempo1->air_guns =5000; tempo1->air_guns_range =20.0;
tempo1->ship_guns=2000; tempo1->ship_guns_range=30.0;
tempo1->torpedos =tempo1->max_torpedos=0;
tempo1->torpedos_range =0.0;
tempo1->next_action_time=0;
QueIns(tempo1,obj_root.last);
for (squadron=0;squadron<num_squadrons_per_carrier[player];squadron++,num_squadrons++) {
for (fighter=0;fighter<num_planes_per_squadron[player];fighter++) {
tempo=CAlloc(sizeof(Obj));
num_alive[player]++;
tempo->type=OT_FIGHTER; tempo->player=player;
tempo->squadron=num_squadrons; tempo->member_num=fighter;
tempo->flags=0;
tempo->host=tempo1;
tempo->speed=300.0; tempo->turn_rate=25.0;
tempo->life_percent=100.0;
tempo->fuel=tempo->max_fuel=1000;
tempo->fuel_burn_rate=1.0;
tempo->air_guns =35000; tempo->air_guns_range =8.0;
tempo->ship_guns=0; tempo->ship_guns_range=0.0;
tempo->torpedos =tempo->max_torpedos=1;
tempo->torpedos_range =20.0;
QueIns(tempo,obj_root.last);
}
}
}
}
squadrons=CAlloc(num_squadrons*sizeof(Squadron));
for (i=0,temps=squadrons;i<num_squadrons;i++,temps++) {
temps->next_in_squadron=temps->last_in_squadron=temps;
temps->squadron=i;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->squadron>=0) {
temps=&squadrons[tempo->squadron];
temps->host =tempo->host;
temps->player=tempo->player;
temps->total_mask=1<<num_planes_per_squadron[tempo->player]-1;
SquadronIns(tempo,temps->last_in_squadron);
}
tempo=tempo->next;
}
}
U0 CleanUp()
{
QueDel(&obj_root,TRUE);
QueDel(&torpedo_root,TRUE);
Free(squadrons);
}
Obj *ObjLaunch(I64 player,I64 squadron=-1,Obj *host=NULL,F64 x=MAX_F64,F64 y=MAX_F64,F64 é=MAX_F64)
{
Obj *tempo;
F64 cur_time=tS;
if (!host)
host=ObjFind(x,y,,,1<<OT_CARRIER,1<<player);
if (host && cur_time>host->next_action_time) {
if (é==MAX_F64)
é=Arg(x-host->x,y-host->y);
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->host==host && (squadron<0||tempo->squadron==squadron) && !(tempo->flags&OF_ACTIVE) &&
(tempo->squadron<0||squadrons[tempo->squadron].action==SA_PARKED||squadrons[tempo->squadron].action==SA_LAUNCHING)) {
if (tempo->fuel<=0.0) //When low on fuel, not zero, gets launched and captured.
LBts(&squadrons[tempo->squadron].dead_mask,tempo->member_num);
else {
tempo->flags=tempo->flags&~OF_RETURNING|OF_ACTIVE;
tempo->é=host->é;
if (x==MAX_F64 || y==MAX_F64 || Sqr(x-host->x)+Sqr(y-host->y)>3*3)
tempo->dé=Wrap(é-tempo->é,-ã);
else
tempo->dé=0;
tempo->x=host->x;
tempo->y=host->y;
host->next_action_time=cur_time+0.25/game_speed;
return tempo;
}
}
tempo=tempo->next;
}
}
return NULL;
}
Squadron *SquadronLaunch(I64 player,F64 x=MAX_F64,F64 y=MAX_F64)
{
Squadron *temps;
Obj *tempo;
if (tempo=ObjLaunch(player,,,x,y)) {
if (player==0) {
launch_unit_x1=tempo->x;
launch_unit_y1=tempo->y;
launch_unit_x2=ip.pos.x-main_task->pix_left-main_task->scroll_x;
launch_unit_y2=ip.pos.y-main_task->pix_top -main_task->scroll_y;
launch_t=tS+0.5;
}
if (tempo->squadron>=0) {
temps=&squadrons[tempo->squadron];
if (temps->action==SA_PARKED) {
temps->action=SA_LAUNCHING;
temps->é=tempo->é+tempo->dé;
}
return temps;
}
}
return NULL;
}
Obj *ObjReturn(I64 player,F64 x,F64 y)
{
Obj *tempo;
if (tempo=ObjFind(x,y,OF_ACTIVE,OF_ACTIVE,1<<OT_FIGHTER,1<<player))
tempo->flags|=OF_RETURNING;
return tempo;
}
Squadron *SquadronReturn(I64 player,F64 x,F64 y)
{
Squadron *temps;
Obj *tempo;
if (tempo=ObjReturn(player,x,y)) {
if (player==0) {
return_unit_x1=tempo->x;
return_unit_y1=tempo->y;
if (tempo->host) {
return_unit_x2=tempo->host->x;
return_unit_y2=tempo->host->y;
return_t=tS+0.5;
}
}
if (tempo->squadron>=0) {
temps=&squadrons[tempo->squadron];
if (temps->action==SA_FLYING)
temps->action=SA_RETURNING;
return temps;
}
}
return NULL;
}
Obj *ObjSeté(I64 player,F64 x=MAX_F64,F64 y=MAX_F64,F64 é=MAX_F64)
{
Obj *tempo;
if ((tempo=ObjFind(x,y,,,,1<<player)) && tempo->flags&OF_ACTIVE && !(tempo->flags&OF_RETURNING)) {
if (é==MAX_F64)
é=Arg(x-tempo->x,y-tempo->y);
tempo->dé+=Wrap(é-(tempo->é+tempo->dé),-ã);
return tempo;
}
return NULL;
}
Squadron *SquadronSeté(I64 player,F64 x=MAX_F64,F64 y=MAX_F64,F64 é=MAX_F64)
{
Squadron *temps;
Obj *tempo;
if (tempo=ObjSeté(player,x,y,é)) {
if (player==0) {
set_é_unit_x1=tempo->x;
set_é_unit_y1=tempo->y;
set_é_unit_x2=ip.pos.x-main_task->pix_left-main_task->scroll_x;
set_é_unit_y2=ip.pos.y-main_task->pix_top -main_task->scroll_y;
set_é_t=tS+0.5;
}
if (tempo->squadron>=0) {
temps=&squadrons[tempo->squadron];
if (temps->action==SA_FLYING) {
temps->action=SA_SET_é;
temps->é=tempo->é+tempo->dé;
}
return temps;
}
}
return NULL;
}
U0 SquadronActions()
{
I64 i,completed_mask;
Obj *tempo;
Squadron *temps;
for (i=0,temps=squadrons;i<num_squadrons;i++,temps++) {
completed_mask=0;
switch (temps->action) {
case SA_LAUNCHING:
ObjLaunch(temps->player,i,temps->host,,,temps->é);
tempo=temps->next_in_squadron;
while (tempo!=temps) {
LBEqu(&completed_mask,tempo->member_num,tempo->flags&OF_ACTIVE);
tempo=tempo->next_in_squadron;
}
if (completed_mask|temps->dead_mask==temps->total_mask)
temps->action=SA_FLYING;
break;
case SA_FLYING:
tempo=temps->next_in_squadron;
while (tempo!=temps) {
LBEqu(&completed_mask,tempo->member_num,!(tempo->flags&OF_ACTIVE));
tempo=tempo->next_in_squadron;
}
if (completed_mask|temps->dead_mask==temps->total_mask)
temps->action=SA_PARKED;
break;
case SA_SET_é:
tempo=temps->next_in_squadron;
while (tempo!=temps) {
tempo->dé+=Wrap(temps->é-(tempo->é+tempo->dé),-ã);
tempo=tempo->next_in_squadron;
}
temps->action=SA_FLYING;
break;
case SA_RETURNING:
tempo=temps->next_in_squadron;
while (tempo!=temps) {
tempo->flags|=OF_RETURNING;
LBEqu(&completed_mask,tempo->member_num,!(tempo->flags&OF_ACTIVE));
tempo=tempo->next_in_squadron;
}
if (completed_mask|temps->dead_mask==temps->total_mask)
temps->action=SA_PARKED;
break;
}
if (temps->dead_mask==temps->total_mask)
temps->action=SA_DEAD;
}
}
U0 AI(I64 player,F64 period)
{
Obj *tempo;
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->player==player) {
if (tempo->type==OT_CARRIER && Rand<5*period)
SquadronLaunch(player,tempo->x,tempo->y);
if (tempo->flags&OF_ACTIVE && !(tempo->flags&OF_RETURNING) && Rand<10.0*period)
SquadronSeté(player,tempo->x,tempo->y,tempo->é+pi/2*(Rand-0.5));
}
tempo=tempo->next;
}
}
U0 ShipDammage(Obj *tempo,F64 d)
{
I64 i,x=Rand*FIRE_WIDTH,y=Rand*FIRE_HEIGHT;
tempo->life_percent-=d;
while (d>0) {
if (!Bts(tempo->fire,y*FIRE_WIDTH+x))
d-=500.0/(FIRE_WIDTH*FIRE_HEIGHT);
else
d-=25.0/(FIRE_WIDTH*FIRE_HEIGHT);
i=RandI16&7;
x+=gr_x_offsets[i];
y+=gr_y_offsets[i];
while (x>=FIRE_WIDTH)
x-=FIRE_WIDTH;
while (x<0)
x+=FIRE_WIDTH;
while (y>=FIRE_HEIGHT)
y-=FIRE_HEIGHT;
while (y<0)
y+=FIRE_HEIGHT;
}
}
U0 ShipFix(Obj *tempo,F64 d)
{
tempo->life_percent+=d;
if (tempo->life_percent>=100.0) {
tempo->life_percent=100.0;
MemSet(tempo->fire,0,sizeof(Obj.fire));
return;
}
while (d>0)
if (Btr(tempo->fire,FIRE_WIDTH*FIRE_HEIGHT*Rand))
d-=400.0/(FIRE_WIDTH*FIRE_HEIGHT);
else
d-=20.0/(FIRE_WIDTH*FIRE_HEIGHT);
}
U0 Combat(F64 period)
{
F64 d;
Obj *tempo,*tempo1;
Torpedo *tempt;
tempo=obj_root.next;
while (tempo!=&obj_root) {
tempo->flags&=~OF_SHOOTING;
if (tempo->flags&OF_ACTIVE &&
(tempo1=ObjFind(tempo->x,tempo->y,OF_ACTIVE,OF_ACTIVE,,1<<(tempo->player^1),&d))) {
tempo->target_x=tempo1->x;
tempo->target_y=tempo1->y;
if (tempo1->flags&OF_SHIP) {
if (tempo->torpedos && d<tempo->torpedos_range && Rand<125*period) {
tempo->torpedos--;
tempt=CAlloc(sizeof(Torpedo));
tempt->x=tempo->x;
tempt->y=tempo->y;
tempt->speed=100;
d/=tempt->speed*(GAME_SPEED_SCALE*game_speed);
tempo1->death_time=tempt->timeout=tS+d;
tempt->target=tempo1;
tempt->é=Arg(tempo1->x-tempo->x,tempo1->y-tempo->y);
QueIns(tempt,torpedo_root.last);
Sweep(2000,2000,300);
} else if (tempo->ship_guns>0 && d<tempo->ship_guns_range) {
tempo->flags|=OF_SHOOTING;
if (Rand<125.0*period) {
ShipDammage(tempo1,tempo->ship_guns*Rand*period);
if (Rand<10.0*period)
tempo1->fuel*=0.75*Rand+0.25;
}
if (tS>next_noise) {
Noise(100,75,200);
next_noise=tS+0.1;
}
}
} else {
if (tempo->air_guns>0 && d<tempo->air_guns_range) {
tempo->flags|=OF_SHOOTING;
if (Rand<125.0*period) {
tempo1->life_percent-=tempo->air_guns*Rand*period;
if (Rand<10.0*period)
tempo1->fuel*=0.75*Rand+0.25;
}
if (tS>next_noise) {
Noise(25,500,2000);
next_noise=tS+0.025;
}
}
}
}
tempo=tempo->next;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
tempo1=tempo->next;
if (tempo->type==OT_FIGHTER &&
(tempo->life_percent<=0.0 || tempo->flags&OF_ACTIVE && tempo->fuel<=0.0 ||
tempo->host && !(tempo->flags&OF_ACTIVE) && tempo->host->life_percent<=0.0))
ObjDel(tempo);
tempo=tempo1;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
tempo1=tempo->next;
if (tempo->life_percent<=0.0)
ObjDel(tempo);
tempo=tempo1;
}
}
#define ANIMATE_FREQ 50
U0 AnimateTask(I64)
{//Preemption is off after Spawn
Obj *tempo;
Torpedo *tempt,*tempt1;
F64 d,period;
while (TRUE) {
period=GAME_SPEED_SCALE*game_speed/ANIMATE_FREQ;
SquadronActions;
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->flags&OF_ACTIVE && tempo->fuel>0) {
if (tempo->dé) {
d=tempo->dé;
if (d> tempo->turn_rate*period) d= tempo->turn_rate*period;
if (d<-tempo->turn_rate*period) d=-tempo->turn_rate*period;
tempo->é +=d;
tempo->dé-=d;
}
tempo->x+=tempo->speed*Cos(tempo->é)*period*tempo->life_percent/100.0;
tempo->y+=tempo->speed*Sin(tempo->é)*period*tempo->life_percent/100.0;
tempo->fuel-=tempo->speed*tempo->fuel_burn_rate*period;
}
tempo=tempo->next;
}
tempt=torpedo_root.next;
while (tempt!=&torpedo_root) {
tempt1=tempt->next;
if (tS>tempt->timeout) {
tempo=tempt->target;
if (Rand<0.333333) {
ShipDammage(tempo,150*Rand*Rand);
if (Rand<0.333333)
tempo->fuel*=0.75*Rand+0.25;
}
QueRem(tempt);
Free(tempt);
} else {
tempt->x+=tempt->speed*Cos(tempt->é)*period;
tempt->y+=tempt->speed*Sin(tempt->é)*period;
}
tempt=tempt1;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->host && !(tempo->flags&OF_ACTIVE)) {
tempo->x=tempo->host->x;
tempo->y=tempo->host->y;
}
tempo=tempo->next;
}
tempo=obj_root.next;
while (tempo!=&obj_root) {
if (tempo->flags&OF_ACTIVE) {
if (tempo->host) {
d=Sqrt(Sqr(tempo->x-tempo->host->x)+Sqr(tempo->y-tempo->host->y));
if (d<8 && tempo->max_fuel-tempo->fuel>30) {
tempo->life_percent=100.0;
if (tempo->host->fuel>0) {
d=tempo->max_fuel-tempo->fuel;
if (d>tempo->host->fuel) d=tempo->host->fuel;
tempo->host->fuel-=d;
tempo->fuel+=d;
}
tempo->torpedos=tempo->max_torpedos;
tempo->x=tempo->host->x;
tempo->y=tempo->host->y;
tempo->flags&=~OF_ACTIVE;
} else if (d>tempo->fuel-250)
tempo->flags|=OF_RETURNING;
if (tempo->flags&OF_RETURNING)
tempo->dé+=Wrap(Arg(tempo->host->x-tempo->x,tempo->host->y-tempo->y)-(tempo->é+tempo->dé),-ã);
} else if (tempo->type==OT_CARRIER)
ShipFix(tempo,2.5*period);
}
tempo=tempo->next;
}
AI(1,period);
Combat(period);
Sleep(1000/ANIMATE_FREQ);
}
}
U0 FlatTops()
{
I64 a1,a2;
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
Fs->text_attr=BLUE<<4+WHITE;
WinMax;
WinBorder;
AutoComplete;
DocCursor;
DocClear;
PopUpOk("$$GREEN$${Left-Mouse}$$FG$$\t\tChange Course\n"
"$$GREEN$${Right-Mouse}$$FG$$\t\tLaunch Squadron\n"
"$$GREEN$${Right-Double-Mouse}$$FG$$\tReturn Squadron\n"
"$$GREEN$${Ctrl-Left Grab}$$FG$$\tScroll Screen\n");
Preempt(OFF),
MenuPush(
"File {"
" Abort(,CH_SHIFT_ESC);"
" Exit(,CH_ESC);"
"}"
"Play {"
" Restart(,'\n');"
" Faster(,'+');"
" Slower(,'-');"
"}"
);
Fs->win_inhibit|=WIF_SELF_IP_L|WIF_SELF_IP_R;
Init;
Fs->draw_it=&DrawIt;
Fs->animate_task=Spawn(&AnimateTask,NULL,"Animate",,Fs);
try {
while (TRUE)
switch(GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|1<<MSG_IP_L_UP|1<<MSG_IP_R_UP|1<<MSG_IP_R_D_UP)) {
case MSG_KEY_DOWN:
switch (a1) {
case '\n':
CleanUp;
Init;
break;
case CH_ESC:
case CH_SHIFT_ESC:
goto nv_done;
case '+':
game_speed*=1.5;
break;
case '-':
game_speed/=1.5;
break;
}
break;
case MSG_IP_L_UP:
SquadronSeté(0,a1,a2);
break;
case MSG_IP_R_UP:
SquadronLaunch(0,a1,a2);
break;
case MSG_IP_R_D_UP:
SquadronReturn(0,a1,a2);
break;
}
nv_done:
GetMsg(,,1<<MSG_KEY_UP);
} catch
PutExcept;
MenuPop;
SettingsPop;
CleanUp;
}
FlatTops;
//Maybe use this in the future $SP,"<7>",BI=7$
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