hschumann2/TempleOS-Source-Code
0838
1 2#define MAP_WIDTH 640 //Change this, if you like.3#define UNITS_NUM 32 //Change this, if you like.4#define HEX_SIDE 115 6U0 InitDefines()7{8 DefinePrint("MAP_HEIGHT","%d",(GR_HEIGHT-FONT_HEIGHT*2)*MAP_WIDTH/GR_WIDTH);9 DefinePrint("DCOS", "%12.9f", HEX_SIDE*Cos(60.0/180*pi));10 DefinePrint("DSIN", "%12.9f", HEX_SIDE*Sin(60.0/180*pi));11 DefinePrint("HEX_RADIUS","%12.9f", HEX_SIDE*Sin(60.0/180*pi)+0.01); //Slop12} InitDefines;13 14I64 map_cols=(MAP_WIDTH-DCOS)/(2*HEX_SIDE+2*DCOS),15 map_rows=ToI64((MAP_HEIGHT-DSIN)/DSIN)&~1,16 map_width=map_cols*(2*HEX_SIDE+2*DCOS)+DCOS,17 map_height=map_rows*DSIN+DSIN+1,18 x0,y0;19 20CDC *map_dc;21U8 terrain[map_rows][map_cols];22 23//Centers of hexes24class Pt25{26 F64 x,y;27};28Pt hex_centers[map_rows][map_cols];29 30I64 show_vis_row,show_vis_col;31Bool roads[map_rows][map_cols],32 rivers[map_rows][map_cols],33 vis_map[map_rows][map_cols];34 35//Other options for PLAINS are WHITE or YELLOW36#define PLAINS LTGREEN37#define TREES GREEN38#define MOUNTAINS DKGRAY39 40//These are used to display a range circle when they player41//is firing.42F64 fire_radius,fire_radius_x,fire_radius_y;43 44//These display "phase", "turn" and "game over".45U8 msg_buf[STR_LEN];46I64 msg_off_timeout; //Jiffies. Goes away after a time.47 48//Unit types49#define UT_INFANTRY 050#define UT_ARTILLERY 151#define UT_LT_TANK 252#define UT_MD_TANK 353 54class Unit55{56 U8 *img;57 I64 num,row,col,58 armored_attack,unarmored_attack,armor;59 I8 type,player,facing,movement,life,60 range,remaining_movement,accuracy;61 Bool vis[2],fired,infantry,indirect_fire,pad[3];62};63 64Unit units[2][UNITS_NUM];65 66// Bt(vis_unit_bitmap,player1+player0*((UNITS_NUM+7)&~7))67U8 vis_unit_bitmap[2][(((UNITS_NUM+7)&~7)*UNITS_NUM)>>3];68 69#define PHASE_START 070#define PHASE_INDIRECT 071#define PHASE_INDIRECT0 072#define PHASE_INDIRECT1 173#define PHASE_MOVE 274#define PHASE_MOVE0 275#define PHASE_MOVE1 376#define PHASE_DIRECT 477#define PHASE_DIRECT0 478#define PHASE_DIRECT1 579#define PHASE_END 680 81I64 phase,cur_player,enemy_player,view_player,turn,82 cursor_row,cursor_col,alive_cnt[2],83 player_indirect[2],player_move[2],player_direct[2];84F64 animation_delay=0.5;85 86Bool moving=FALSE;87I64 move_x,move_y;88F64 move_facing;89Unit *moving_unit;90extern I64 HexMoveOne(I64 *_row,I64 *_col,F64 x,F64 y);91 92class IndirectOrders93{94 IndirectOrders *next,*last;95 Unit *attacker;96 I64 row,col;97} indirect_head;98 99Bool firing=FALSE;100I64 fire_x,fire_y;101Unit *target_unit;102Bool target_hit;103 104Bool indirect_explosion=FALSE;105I64 indirect_row,indirect_col;106 107I64 row_offsets[7]={-1,-2,-1,1,2,1,0};108I64 col_offsets_even[7]={-1, 0, 0,0,0,-1,0};109I64 col_offsets_odd [7]={ 0, 0, 1,1,0, 0,0};110 