823 lines
41 KiB
C++
823 lines
41 KiB
C++
AcctRegSetDftEntry("TempleOS/TimeOut","I64 best_score=0;\n");
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AcctRegExeBranch("TempleOS/TimeOut");
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#define MAP_HEIGHT 4096
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#define BULLET_LEN 10
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#define BULLET_SPEED 5
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#define MAX_BULLETS 128
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class Bullet
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{
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I64 x,y,dx,dy,dx2,dy2;
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Bool dead,pad[7];
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} b[MAX_BULLETS];
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I64 bullets_fired;
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I64 x,y,dx,dy,scroll_y,finish_line;
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F64 é;
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F64 t0,tf,snd_bullet_timeout,snd_death_timeout;
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#define PHASES_GROUPS 10
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#define MAX_ENEMY (PHASES_GROUPS*100)
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#define MAX_FRIENDLY (PHASES_GROUPS*20)
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#define MAX_MAN (MAX_FRIENDLY+MAX_ENEMY)
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#define HACK_DIST 5
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class Man
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{
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I64 x,y,closest_d;
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F64 é,hack_phase,corpse_timeout;
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Bool friendly,dead,pad[6];
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} m[MAX_MAN];
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I64 total_score,friendly_fire,enemy_by_friendly,friendly_left,enemy_left,
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main_loop_pass;
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Bool game_over;
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$BG,14$
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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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CSprite *friendly_imgs[4]={$IB,"<3>",BI=3$,$IB,"<2>",BI=2$,$IB,"<3>",BI=3$,$IB,"<4>",BI=4$};
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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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$SP,"<9>",BI=9$
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CSprite *enemy_imgs[4]={$IB,"<7>",BI=7$,$IB,"<6>",BI=6$,$IB,"<7>",BI=7$,$IB,"<8>",BI=8$};
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#define LANDSCAPE_TYPES 4
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$SP,"<10>",BI=10$
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$SP,"<11>",BI=11$
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$SP,"<12>",BI=12$
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$SP,"<13>",BI=13$
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$BG$
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CSprite *landscape_imgs[LANDSCAPE_TYPES]=
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{$IB,"<tree>",BI=10$,$IB,"<rock>",BI=11$,$IB,"<mountain>",BI=12$,$IB,"<castle>",BI=13$};
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#define MAX_LANDSCAPE 64
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class LandScapeItem
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{
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I64 x,y;
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U8 *img;
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} ls[MAX_LANDSCAPE];
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U0 DrawIt(CTask *task,CDC *dc)
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{
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I64 i,yy;
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F64 t1;
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Man *tempm;
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Bullet *tempb;
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CSprite *temps,**_temps;
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for (i=0;i<MAX_LANDSCAPE;i++) {
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yy=(ls[i].y-scroll_y)&(MAP_HEIGHT-1);
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if (-32<=yy<=Fs->pix_bottom+32)
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Sprite3(dc,ls[i].x,yy,0,ls[i].img);
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}
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dc->pen_width=3;
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dc->color=BROWN;
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GrLine3(dc,0, (finish_line-scroll_y)&(MAP_HEIGHT-1),0,
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GR_WIDTH,(finish_line-scroll_y)&(MAP_HEIGHT-1),0);
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dc->color=LTRED;
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for (i=0,tempb=b;i<MAX_BULLETS;i++,tempb++)
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if (!tempb->dead)
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GrLine(dc,tempb->x>>32,tempb->y>>32,
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(tempb->x+tempb->dx*BULLET_LEN)>>32,
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(tempb->y+tempb->dy*BULLET_LEN)>>32);
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for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
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yy=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
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if (-32<=yy<=Fs->pix_bottom+32) {
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if (tempm->dead &&
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tS<tempm->corpse_timeout)
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if (!(RandU16&15)) {
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if (tempm->friendly)
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temps=$IB,"<5>",BI=5$;
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else
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temps=$IB,"<9>",BI=9$;
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SpriteZ3B(dc,tempm->x,yy,0,temps,tempm->é);
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}
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}
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}
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for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
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yy=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
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if (-32<=yy<=Fs->pix_bottom+32) {
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if (!tempm->dead) {
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if (tempm->friendly)
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_temps=friendly_imgs;
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else
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_temps=enemy_imgs;
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if (tempm->closest_d<HACK_DIST*HACK_DIST)
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temps=_temps[4*Wrap(tempm->hack_phase+20*tS,0)/(2*ã)];
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else
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temps=_temps[0];
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SpriteZ3B(dc,tempm->x,yy,0,temps,tempm->é);
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}
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}
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}
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SpriteZ3B(dc,x,y,0,$IB,"<1>",BI=1$,é);
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if (tf) {
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t1=tf;
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dc->color=RED;
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if (game_over && Blink)
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GrPrint(dc,task->pix_width/2-9*FONT_WIDTH/2,task->pix_height/2,"Game Over");
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} else {
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t1=tS;
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if (!enemy_left || !friendly_left)
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game_over=TRUE;
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}
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dc->color=BROWN;
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GrPrint(dc,0,0,"Enemy:%d Friends:%d Friendly Fire:%d Time:%6.2f Bullets:%d",
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enemy_left,friendly_left,friendly_fire,t1-t0,bullets_fired);
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GrPrint(dc,0,8,"Total Score:%,d High Score:%,d",
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total_score,best_score);
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}
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U0 CheckCollisions()
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{
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I64 i,x,y;
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Man *tempm;
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Bullet *tempb;
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CDC *dc2=DCNew(GR_WIDTH,GR_HEIGHT);
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dc2->color=LTRED;
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for (i=0,tempb=b;i<MAX_BULLETS;i++,tempb++)
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if (!tempb->dead)
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GrLine(dc2,tempb->x>>32,tempb->y>>32,
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(tempb->x+tempb->dx*BULLET_LEN)>>32,
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(tempb->y+tempb->dy*BULLET_LEN)>>32);
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dc2->color =ROP_COLLISION;
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dc2->bkcolor=BLACK;
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for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
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if (!tempm->dead) {
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x=tempm->x;
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y=(tempm->y-scroll_y)&(MAP_HEIGHT-1);
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if (0<=x<GR_WIDTH && 0<=y<GR_HEIGHT) {
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dc2->collision_cnt=0;
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if (tempm->friendly)
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Sprite3(dc2,x,y,0,$IB,"<2>",BI=2$);
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else
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Sprite3(dc2,x,y,0,$IB,"<6>",BI=6$);
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if (dc2->collision_cnt) {
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tempm->dead=TRUE;
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tempm->corpse_timeout=tS+30.0;
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if (tempm->friendly) {
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friendly_fire++;
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friendly_left--;
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Snd(200);
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} else {
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enemy_left--;
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Snd(50);
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}
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snd_death_timeout=tS+0.01;
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}
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}
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}
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}
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DCDel(dc2);
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}
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U0 Init()
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{
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I64 i,xx,yy;
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Man *tempm;
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snd_bullet_timeout=snd_death_timeout=0;
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Snd(0);
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total_score=0;
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game_over=FALSE;
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main_loop_pass=0;
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scroll_y=MAP_HEIGHT-100;
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x=Fs->pix_width>>1;
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y=0.9*Fs->pix_height;
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finish_line=scroll_y+y;
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dx=0;
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dy=0;
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é=0;
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for (i=0;i<MAX_LANDSCAPE;i++) {
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ls[i].x=(Fs->pix_width-100)*RandU32/MAX_U32+50;
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ls[i].y=(MAP_HEIGHT-100)*RandU32/MAX_U32+50;
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ls[i].img=landscape_imgs[RandU16%(LANDSCAPE_TYPES-2)];
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}
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ls[0].img=landscape_imgs[LANDSCAPE_TYPES-2]; //mountain
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ls[1].img=landscape_imgs[LANDSCAPE_TYPES-2]; //mountain
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ls[2].img=landscape_imgs[LANDSCAPE_TYPES-1]; //castle
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for (i=0,tempm=m;i<MAX_MAN;i++,tempm++) {
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if (i<MAX_FRIENDLY) {
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tempm->friendly=TRUE;
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if (!(i&7)) {
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xx=(Fs->pix_width-200)*RandU32/MAX_U32;
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yy=(MAP_HEIGHT-200)*RandU32/MAX_U32;
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}
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} else {
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tempm->friendly=FALSE;
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if (!(i&31)) {
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xx=(Fs->pix_width-200)*RandU32/MAX_U32;
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yy=(MAP_HEIGHT-200)*RandU32/MAX_U32;
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}
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}
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tempm->dead=FALSE;
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tempm->x=xx+64*RandI32/MAX_I32+100;
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tempm->y=yy+64*RandU32/MAX_I32-64+100;
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tempm->corpse_timeout=0;
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tempm->hack_phase=2*ã*Rand;
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tempm->closest_d=MAX_I64;
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}
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for (i=0;i<MAX_BULLETS;i++)
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b[i].dead=TRUE;
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friendly_left=MAX_FRIENDLY;
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enemy_left =MAX_ENEMY;
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enemy_by_friendly=0;
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bullets_fired=0;
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friendly_fire=0;
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t0=tS;
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tf=0;
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}
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U0 FireBullet()
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{
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I64 i,j;
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F64 a;
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Bullet *tempb;
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for (i=0;i<MAX_BULLETS-1;i++)
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if (b[i].dead)
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break;
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tempb=&b[i];
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j=x+24.0*Sin(é);
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tempb->x=j<<32;
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j=y-24.0*Cos(é);
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tempb->y=j<<32;
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tempb->dx2=(BULLET_SPEED*Sin(é)+dx)*0x100000000;
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tempb->dy2=-BULLET_SPEED*Cos(é)*0x100000000;
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a=Arg(tempb->dx2,tempb->dy2);
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tempb->dx=Cos(a)*0x100000000;
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tempb->dy=Sin(a)*0x100000000;
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bullets_fired++;
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tempb->dead=FALSE;
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if (!snd_death_timeout) {
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Snd(1000);
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snd_bullet_timeout=tS+0.0005;
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}
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}
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U0 MenMove(I64 phase_group)
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{
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I64 i,j,d,closest,closest_d;
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for (i=phase_group;i<MAX_FRIENDLY;i+=PHASES_GROUPS) {
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if (!m[i].dead) {
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closest=MAX_FRIENDLY;
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closest_d=MAX_I64;
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for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
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if (!m[j].dead) {
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d=AbsI64(m[i].x-m[j].x)+AbsI64(m[i].y-m[j].y);
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if (d<closest_d) {
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closest_d=d;
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closest=j;
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}
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}
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}
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m[i].closest_d=closest_d;
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if (closest_d!=MAX_I64) {
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m[i].x+=4*SignI64(m[closest].x-m[i].x);
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m[i].y+=4*SignI64(m[closest].y-m[i].y);
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m[i].é=Arg(m[closest].x-m[i].x,m[closest].y-m[i].y);
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}
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}
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}
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for (i=MAX_FRIENDLY+phase_group;i<MAX_MAN;i+=PHASES_GROUPS) {
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if (!m[i].dead) {
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closest=0;
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closest_d=MAX_I64;
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for (j=0;j<MAX_FRIENDLY;j++) {
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if (!m[j].dead) {
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d=AbsI64(m[i].x-m[j].x)+AbsI64(m[i].y-m[j].y);
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if (d<closest_d) {
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closest_d=d;
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closest=j;
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}
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}
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}
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m[i].closest_d=closest_d;
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if (closest_d!=MAX_I64) {
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m[i].x+=4*SignI64(m[closest].x-m[i].x);
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m[i].y+=4*SignI64(m[closest].y-m[i].y);
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m[i].é=Arg(m[closest].x-m[i].x,m[closest].y-m[i].y);
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}
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}
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}
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}
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U0 MenFight(I64 phase_group)
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{
|
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I64 i,j,d,closest,closest_d;
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for (i=phase_group;i<MAX_FRIENDLY;i+=PHASES_GROUPS) {
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if (!m[i].dead) {
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closest=MAX_FRIENDLY;
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closest_d=MAX_I64;
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for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
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if (!m[j].dead && m[i].y-m[j].y<8) {
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d=Sqr(m[i].x-m[j].x)+Sqr(m[i].y-m[j].y);
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if (d<closest_d) {
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closest_d=d;
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closest=j;
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}
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}
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}
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m[i].closest_d=closest_d;
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if (closest_d<HACK_DIST*HACK_DIST)
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if (!(RandU16&1)) {
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enemy_left--;
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enemy_by_friendly++;
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m[closest].dead=TRUE;
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m[closest].corpse_timeout=tS+30.0;
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}
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}
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}
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for (i=MAX_FRIENDLY+phase_group;i<MAX_MAN;i+=PHASES_GROUPS) {
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if (!m[i].dead) {
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closest=0;
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closest_d=MAX_I64;
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for (j=0;j<MAX_FRIENDLY;j++) {
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if (!m[j].dead&& m[i].y-m[j].y<8) {
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d=Sqr(m[i].x-m[j].x)+Sqr(m[i].y-m[j].y);
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if (d<closest_d) {
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closest_d=d;
|
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closest=j;
|
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}
|
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}
|
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}
|
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m[i].closest_d=closest_d;
|
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if (closest_d<HACK_DIST*HACK_DIST)
|
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if (!(RandU16&1)) {
|
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friendly_left--;
|
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m[closest].dead=TRUE;
|
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m[closest].corpse_timeout=tS+30.0;
|
||
}
|
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}
|
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}
|
||
}
|
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|
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U0 TimeOut()
|
||
{
|
||
I64 i,msg_code,a1,a2;
|
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Bool gun_on;
|
||
|
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I64 next_update_jiffy;
|
||
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
|
||
Preempt(OFF);
|
||
WinBorder;
|
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WordStat;
|
||
|
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MenuPush(
|
||
"File {"
|
||
" Abort(,CH_SHIFT_ESC);"
|
||
" Exit(,CH_ESC);"
|
||
"}"
|
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"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"
|
||
" Bullets 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=cnts.jiffies+JIFFY_FREQ/100;
|
||
while (msg_code=ScanMsg(&a1,&a2,
|
||
1<<MSG_KEY_DOWN+1<<MSG_KEY_UP)) {
|
||
switch (msg_code) {
|
||
case MSG_KEY_DOWN:
|
||
switch (a1) {
|
||
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 (a1==CH_SPACE)
|
||
gun_on=FALSE;
|
||
else if (a2.u8[0]==SC_CURSOR_RIGHT||a2.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_bullet_timeout && tS>snd_bullet_timeout) {
|
||
snd_bullet_timeout=0;
|
||
Snd(0);
|
||
}
|
||
|
||
for (i=0;i<MAX_BULLETS;i++) {
|
||
if (!b[i].dead) {
|
||
b[i].x+=b[i].dx2;
|
||
b[i].y+=b[i].dy2;
|
||
if (b[i].y<0||b[i].x<0||
|
||
b[i].x>>32>=Fs->pix_width||
|
||
b[i].y>>32>=Fs->pix_height)
|
||
b[i].dead=TRUE;
|
||
}
|
||
}
|
||
|
||
dx=0;
|
||
if (Bt(kbd.down_bitmap,SC_CURSOR_LEFT)) {
|
||
é=-15.0*ã/180.0;
|
||
dx=-2;
|
||
} else if (Bt(kbd.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)
|
||
FireBullet;
|
||
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)
|
||
-bullets_fired;
|
||
if (game_over) {
|
||
tf=tS;
|
||
Sleep(750);
|
||
FlushMsgs;
|
||
while (!ScanKey(&a1)&&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 (!a1) a1=GetChar(,FALSE);
|
||
if (a1==CH_ESC||a1==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);
|
||
}
|
||
|