2014-12-30 10:42:46 +03:00
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#include "rsgamelogic.h"
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#include "rsgametext.h"
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#include "rsgamemenu.h"
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#include "rsgamedraw.h"
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#include "rskos.h"
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#include "rsgentex.h"
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#include "rssoundgen.h"
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#include "rsnoise.h"
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#include "rs/rsplatform.h"
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#ifdef RS_USE_C_LIBS // linux version
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "rs/rskeyboard.h"
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#endif
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int next_rock_timer = 0;
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void next_stage_now() {
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game.stage_timer = 0;
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game.stage++;
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};
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void next_stage_after(int t) {
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if (game.stage_timer > t) {
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next_stage_now();
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};
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};
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void next_stage_after_sec(int t) {
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next_stage_after(t*25);
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};
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int check_collision(int obj1, int obj2) {
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// obj1 must be bullet
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// obj2 can be anything
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if ( game.objs[obj1].obj_type == OBJ_BULLET ) {
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if ( ( abs(game.objs[obj1].y - game.objs[obj2].y) < ( 4 + game.objs[obj2].radius ) )
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&& ( abs( (game.objs[obj1].x - 8) - game.objs[obj2].x) < ( 8 + game.objs[obj2].radius ) ) ){
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return 1;
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};
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};
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return 0;
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};
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int check_collision_with_player(int obj1) {
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const int player_radius = 3;
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int obj_radius = game.objs[obj1].radius;
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// if (game.objs[obj1].obj_type == OBJ_RED_BULLET) {
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// obj_radius = 3;
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// };
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// if ( game.objs[obj1].obj_type == OBJ_RED_BULLET ) {
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if ( ( abs(game.objs[obj1].y - game.player_y) < ( obj_radius + player_radius ) )
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&& ( abs( (game.objs[obj1].x ) - game.player_x) < ( obj_radius + 4 + player_radius ) ) ){
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return 1;
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};
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// };
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return 0;
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};
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void player_hit() {
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game.health--;
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2014-12-30 21:04:09 +03:00
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game.bg_color = COLOR_DARK_RED;
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2014-12-31 01:47:04 +03:00
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soundbuf_play( &game.sound_hit, 0 );
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2014-12-30 10:42:46 +03:00
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if (game.health < 1) {
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game.status = STATUS_MENU;
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menu_open( MENU_GAME_OVER );
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};
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};
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void GameProcess() {
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if (game.status == STATUS_PLAYING) {
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// shoot
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if ( ( (game.shoot_keypressed) || (is_key_pressed(RS_ATTACK_KEY_MASK)) ) && (game.ammo>0) ) {
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game.shoot_delay ++;
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if (game.shoot_delay > GAME_SHOOT_PERIOD) {
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// if (game.ammo > 0) {
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game.shoot_restore_delay = 0;
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game.ammo--;
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2014-12-31 01:47:04 +03:00
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soundbuf_play(&game.sound_test1, 0);
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2014-12-30 10:42:46 +03:00
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game_obj_add( game_obj( OBJ_BULLET, 0, 0, 0, game.player_x+5, game.player_y, 0, 0.0) );
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// };
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game.shoot_delay -= GAME_SHOOT_PERIOD;
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game.shoot_keypressed = 0;
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};
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}
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else {
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if (game.ammo < GAME_AMMO_MAX) {
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game.shoot_restore_delay++;
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if (game.shoot_restore_delay > GAME_SHOOT_PERIOD * 2) {
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game.shoot_delay++;
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if (game.shoot_delay > GAME_SHOOT_PERIOD) {
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game.ammo++;
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game.shoot_delay -= GAME_SHOOT_PERIOD;
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};
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};
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};
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};
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int speed = 4;
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int bullet_speed = 11;
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int red_bullet_speed = 8;
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int rock_speed = 6;
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game.player_x += speed * ( is_key_pressed(RS_ARROW_RIGHT_MASK) - is_key_pressed(RS_ARROW_LEFT_MASK) );
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game.player_y += speed * ( is_key_pressed(RS_ARROW_DOWN_MASK) - is_key_pressed(RS_ARROW_UP_MASK) );
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game.player_x = rs_clamp_i(game.player_x, 5, GAME_WIDTH-25);
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game.player_y = rs_clamp_i(game.player_y, 5, GAME_HEIGHT - 25);
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game.tz += 1;
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game.stage_timer++;
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if (game.stage == 0) {
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// level start
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next_stage_after_sec(3);
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}
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else if (game.stage == 1) {
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// game.stage = 4;
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// rocks
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next_rock_timer--;
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if (next_rock_timer < 1) {
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next_rock_timer = 9 + rs_rand()%16;
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//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
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game_obj_add( game_obj( OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_rocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
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};
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next_stage_after_sec(12);
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}
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if (game.stage == 2) {
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next_stage_after_sec(4);
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}
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else if (game.stage == 3) {
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// rocks
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next_rock_timer--;
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if (next_rock_timer < 1) {
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next_rock_timer = 10 + rs_rand()%16;
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//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
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game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
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};
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next_stage_after_sec(16);
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}
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else if (game.stage == 4) {
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next_stage_after_sec(4);
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}
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else if (game.stage == 5) {
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// rocks
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next_rock_timer--;
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if (next_rock_timer < 1) {
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next_rock_timer = 5;
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//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
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game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY | OBJ_FLAG_SIN, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, GAME_HEIGHT/8, 0, 0.0 ) );
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};
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next_stage_after_sec(6);
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}
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else if (game.stage == 6) {
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// mix rocks
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next_rock_timer--;
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if (next_rock_timer < 1) {
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next_rock_timer = 9 + rs_rand()%12;
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//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
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game_obj_add( game_obj( rs_rand()%1024 < 768 ? OBJ_MINIROCK : OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT ,
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rs_rand()%1024 < 768 ? game.tex_minirocks[0].w/2 : game.tex_rocks[0].w/2, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
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};
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next_stage_after_sec(10);
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}
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else if (game.stage == 7) {
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if (game.stage_timer > 3*25) {
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next_stage_now();
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game_obj_add( game_obj( OBJ_TURRET, OBJ_FLAG_ENEMY | OBJ_FLAG_BOSS, 60, game.tex_rocks[0].w/2, GAME_WIDTH+60, GAME_HEIGHT/2, 0, 0.0 ) );
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};
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}
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else if (game.stage == 8) {
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if ( IS_BIT_SET(game.flags, GAME_FLAG_BOSS_DESTROYED) ) {
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next_stage_now();
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};
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}
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else if (game.stage == 9) {
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next_stage_after_sec(2);
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}
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else if (game.stage == 10) {
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game.status = STATUS_MENU;
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menu_open( MENU_LEVEL_PASSED );
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level_passed_score_str[1] = '0' + (game.score / 100) % 10;
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level_passed_score_str[2] = '0' + (game.score / 10) % 10;
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level_passed_score_str[3] = '0' + (game.score / 1) % 10;
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};
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int i, j;
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game_obj_t *obj;
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for (i = 0; i < game.objs_count; i++) {
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obj = &(game.objs[i]);
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if (obj->obj_type == OBJ_BULLET) {
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obj->x += bullet_speed;
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if (obj->x > GAME_WIDTH) {
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// destroy object
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game_obj_remove(i);
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i--;
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continue;
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};
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for (j = 0; j < game.objs_count; j++) {
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if (IS_BIT_SET(game.objs[j].flags, OBJ_FLAG_ENEMY)) {
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if (check_collision(i, j)) {
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if (IS_BIT_SET( game.objs[j].flags, OBJ_FLAG_BOSS)) {
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game.objs[j].tag--;
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if (game.objs[j].tag < 1) {
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BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED );
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BIT_SET( game.flags, GAME_FLAG_BOSS_DESTROYED );
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game.score += 50;
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};
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}
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else {
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BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED );
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game.score += game.objs[j].obj_type == OBJ_ROCK ? 2 : 3;
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};
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game_obj_remove(i);
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i--;
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break; // continue parent loop
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};
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};
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};
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}
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else if (obj->obj_type == OBJ_RED_BULLET) {
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obj->x -= red_bullet_speed;
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if (obj->x < 4) {
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// destroy object
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game_obj_remove(i);
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i--;
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continue;
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};
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if (check_collision_with_player(i)) {
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player_hit();
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game_obj_remove(i);
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i--;
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continue;
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};
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}
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else if (obj->obj_type == OBJ_EXPLOSION) {
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obj->t++;
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if (obj->t >= EXPLOSIONS_COUNT) {
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game_obj_remove(i);
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i--;
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continue;
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};
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}
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else if ( (obj->obj_type == OBJ_ROCK) || (obj->obj_type == OBJ_MINIROCK) ) {
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obj->x -= rock_speed;
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if (obj->x < - obj->radius * 2) {
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game_obj_remove(i);
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i--;
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continue;
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};
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if ( IS_BIT_SET(obj->flags, OBJ_FLAG_SIN) ) {
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obj->f += 0.2;
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obj->y += 7.0 * sin(obj->f);
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};
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if ( check_collision_with_player(i) ) {
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player_hit();
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game_obj_remove(i);
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i--;
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continue;
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};
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}
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else if ( obj->obj_type == OBJ_TURRET ) {
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if (obj->x > GAME_WIDTH*3/4) {
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obj->x -= 2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
obj->f += 0.03;
|
|
|
|
obj->y = GAME_HEIGHT * ( 0.5 + 0.3*sin(obj->f) );
|
|
|
|
};
|
|
|
|
|
|
|
|
obj->t--;
|
|
|
|
if (obj->t < 1) {
|
|
|
|
game_obj_add( game_obj( OBJ_RED_BULLET, 0, 0, 3, obj->x - 30, obj->y, 0, 0) );
|
|
|
|
obj->t = 10 + rs_rand() % 20;
|
|
|
|
};
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < game.objs_count; i++) {
|
|
|
|
if ( IS_BIT_SET( game.objs[i].flags, OBJ_FLAG_DESTROYED ) ) {
|
2014-12-31 01:47:04 +03:00
|
|
|
soundbuf_play( &game.sound_explosions[ rs_rand() % SOUND_EXPLOSIONS_COUNT ], 0 );
|
2014-12-30 10:42:46 +03:00
|
|
|
game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, EXPLOSION_RADIUS, game.objs[i].x, game.objs[i].y, 0, 0.0 ) );
|
|
|
|
game_obj_remove(i);
|
|
|
|
i--;
|
|
|
|
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
game_draw();
|
2014-12-31 01:47:04 +03:00
|
|
|
|
2014-12-31 03:32:03 +03:00
|
|
|
if ( (game.status == STATUS_MENU) && (game.menu_index != MENU_PAUSE) ) {
|
2014-12-31 01:47:04 +03:00
|
|
|
soundbuf_loop_check( &game.sound_music );
|
|
|
|
};
|
2014-12-30 10:42:46 +03:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|