mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-20 22:02:34 +03:00
403 lines
8.8 KiB
C++
403 lines
8.8 KiB
C++
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/* Rocket Forces
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* Filename: rforces.cpp
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* Version 0.1
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* Copyright (c) Serial 2007
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*/
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#include <stdlib.h>
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#include "kosSyst.h"
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#include "kosFile.h"
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#include "mymath.h"
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#include "properties.h"
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#include "objects.h"
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#include "rforces.h"
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const char header[] = GAME_NAME;
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cCursor *cursor;
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cGun *gun = new cGun;
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cCross **crosses = new cCross*[R_COUNT];
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cRocket **rockets = new cRocket*[R_COUNT];
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cBomb **bombs = new cBomb*[B_COUNT];
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cExplode **explodes = new cExplode*[R_COUNT + B_COUNT];
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cBuilding *house = new cBuilding();
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Dword *cur_handle;
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int score = 0, health = 100;
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struct MouseState
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{
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int x, y, lbclick;
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Dword buttons;
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} ms;
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void kos_Main()
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{
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Dword frame_start, frame_end;
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OnStart();
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Menu();
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for (;;)
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{
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frame_start = kos_GetTime();
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switch (kos_CheckForEvent())
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{
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case 1:
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DrawWindow();
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break;
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case 2: // key pressed, read it and ignore
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Byte keyCode;
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kos_GetKey(keyCode);
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if (keyCode == 27)
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{
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OnExit();
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}
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break;
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case 3: // button pressed; we have only one button, close
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OnExit();
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break;
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case 6: // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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OnMouseMove();
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if (ms.lbclick == 1)
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{
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OnLMBClick();
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}
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break;
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default:
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OnMouseMove();
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break;
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}
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DrawBombs();
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DrawRocketsAndCrosses();
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DrawExplodes();
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frame_end = kos_GetTime();
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if (frame_end - frame_start < FRAME_TIME)
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{
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kos_Pause(FRAME_TIME - (frame_end - frame_start));
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}
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if (health <= 0)
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{
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OnExit();
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}
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}
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}
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void DrawWindow()
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{
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kos_WindowRedrawStatus(1);
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kos_DefineAndDrawWindow(10, 40, WINDOW_WIDTH + 8, WINDOW_HEIGHT + 25, 0x33, BG_COLOR, 0, 0, (Dword)header);
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kos_WindowRedrawStatus(2);
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kos_WindowRedrawStatus(1); /// DEL!!!!11
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OnMouseMove();
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// Draw buildings
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for (int i = 20; i < 5 * 50; i += 50)
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{
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house->Draw(i, 467, H_COLOR);
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}
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for (int i = 8 * 50; i < 13 * 50; i += 50)
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{
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house->Draw(i, 467, H_COLOR);
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}
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}
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void DrawBombs()
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{
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for (int i = 0; i < B_COUNT; i++)
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{
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if (bombs[i]->IsEnabled() == 0)
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{
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int rnd;
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rnd = rtlRand() % B_POSSIBILITY;
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if (rnd == 1)
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{
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rnd = 10 + rtlRand() % 620;
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bombs[i]->Enable(rnd, 0, 4, 9, rnd + 2, 0);
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}
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}
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else
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{
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if (bombs[i]->cy > gun->cy + 5)
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{
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health -= 5;
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if (explodes[R_COUNT + i]->IsEnabled() == 1)
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{
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explodes[R_COUNT + i]->Disable(BG_COLOR);
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}
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explodes[R_COUNT + i]->Enable(bombs[i]->cx, bombs[i]->cy);
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bombs[i]->Disable(BG_COLOR);
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}
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else
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{
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bombs[i]->cy += B_SPEED;
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bombs[i]->DrawAngle(bombs[i]->cx, 639, B_COLOR);
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}
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}
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}
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}
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void DrawRocketsAndCrosses()
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{
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double a;
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for (int i = 0; i < R_COUNT; i++)
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{
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if (crosses[i]->IsEnabled() == 1)
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{
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if (sqrt(((long int) (crosses[i]->x - rockets[i]->cx) * (crosses[i]->x - rockets[i]->cx)) + ((long int) (crosses[i]->y - rockets[i]->cy) * (crosses[i]->y - rockets[i]->cy))) < 5)
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{
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if (explodes[i]->IsEnabled() == 1)
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{
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explodes[i]->Disable(BG_COLOR);
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}
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explodes[i]->Enable(crosses[i]->x, crosses[i]->y);
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crosses[i]->Disable(BG_COLOR);
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rockets[i]->Disable(BG_COLOR);
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}
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else
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{
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crosses[i]->Draw(CROSS_COLOR);
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if (rockets[i]->cx - crosses[i]->x == 0)
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{
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a = M_PI / 2;
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}
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else
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{
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a = atan((double)(rockets[i]->cy - crosses[i]->y) / (double)(rockets[i]->cx - crosses[i]->x));
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if (rockets[i]->cx - crosses[i]->x < 0) a += M_PI;
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}
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rockets[i]->cx = round_int(rockets[i]->cx - R_SPEED * cos(a));
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rockets[i]->cy = round_int(rockets[i]->cy - R_SPEED * sin(a));
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rockets[i]->DrawAngle(crosses[i]->x, crosses[i]->y, R_COLOR);
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}
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}
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}
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}
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void DrawExplodes()
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{
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for (int i = 0; i < R_COUNT + B_COUNT; i++)
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{
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if (explodes[i]->IsEnabled() == 1)
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{
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explodes[i]->DrawNext(EXP_COLOR);
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for (int j = 0; j < B_COUNT; j++)
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{
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if ( bombs[j]->IsEnabled() == 1 &&
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bombs[j]->cx > explodes[i]->cx - explodes[i]->step - 1 && bombs[j]->cx < explodes[i]->cx + explodes[i]->step + 1 &&
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bombs[j]->cy + 5 > explodes[i]->cy - explodes[i]->step - 1 && bombs[j]->cy + 5 < explodes[i]->cy + explodes[i]->step + 1
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)
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{
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score += B_COUNT + 2;
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if (explodes[R_COUNT + j]->IsEnabled() == 1)
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{
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explodes[R_COUNT + j]->Disable(BG_COLOR);
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}
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explodes[R_COUNT + j]->Enable(bombs[j]->cx, bombs[j]->cy);
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bombs[j]->Disable(BG_COLOR);
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}
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}
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}
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}
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}
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void OnMouseMove()
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{
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Dword old_buttons = ms.buttons;
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kos_GetMouseWindowXY(ms.x, ms.y);
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kos_GetMouseButtonsState(ms.buttons);
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if ((old_buttons & 0x00000001) == 0 && (ms.buttons & 0x00000001) == 1)
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{
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ms.lbclick = 1;
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}
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else
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{
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ms.lbclick = 0;
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}
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kos_WriteTextToWindow(8, 10, 0, TEXT_COLOR, "Population: %", 16);
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kos_DisplayNumberToWindowBg(health, 3, 79, 10, TEXT_COLOR, BG_COLOR, nbDecimal, false);
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kos_WriteTextToWindow(8, 22, 0, TEXT_COLOR, "Score:", 6);
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kos_DisplayNumberToWindowBg(score, 4, 49, 22, TEXT_COLOR, BG_COLOR, nbDecimal, false);
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if (ms.x >= 0 && ms.x < WINDOW_WIDTH && ms.y >= 0 && ms.y < WINDOW_HEIGHT)
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{
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gun->DrawAngle(ms.x, ms.y, G_COLOR);
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}
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if (HARDWARE_CURSOR == 0)
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{
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cursor->Draw(ms.x, ms.y, CUR_COLOR);
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}
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/*if (DEBUG == 1)
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{
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kos_DisplayNumberToWindowBg(ms.x, 3, WINDOW_WIDTH - 30, 10, TEXT_COLOR, BG_COLOR, nbDecimal, false);
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kos_DisplayNumberToWindowBg(ms.y, 3, WINDOW_WIDTH - 30, 22, TEXT_COLOR, BG_COLOR, nbDecimal, false);
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kos_DisplayNumberToWindowBg(ms.buttons, 1, WINDOW_WIDTH - 30, 34, TEXT_COLOR, BG_COLOR, nbDecimal, false);
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}*/
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}
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void OnLMBClick()
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{
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if (ms.y < gun->cy - 10)
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{
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double a;
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int j = -1;
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for (int i = 0; i < R_COUNT; i++)
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{
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if (crosses[i]->IsEnabled() == 0)
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{
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if (j >= -1) j = i;
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}
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else if (ms.x > crosses[i]->x - 10 && ms.x < crosses[i]->x + 10 && ms.y > crosses[i]->y - 10 && ms.y < crosses[i]->y + 10)
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{
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j = -2;
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break;
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}
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}
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if (j >= 0)
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{
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if (score > 0) score -= 1;
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crosses[j]->Enable(ms.x, ms.y);
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if (gun->cx - ms.x == 0)
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{
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a = M_PI/2;
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}
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else
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{
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a = atan((double)gun->cy - ms.y / (double) gun->cx - ms.x);
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if (gun->cx - ms.x < 0) a += M_PI;
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}
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rockets[j]->Enable(round_int(gun->cx - 15 * cos(a)) - 2, round_int(gun->cy - 15 * sin(a)) - 5, 3, 6, round_int(gun->cx - 15 * cos(a)), round_int(gun->cy - 15 * sin(a)));
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}
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}
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}
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void OnRMBClick()
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{
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}
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void ChangeCursor()
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{
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Dword *cur = new Dword[1024];
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for (int i = 0; i < 1024; i++)
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{
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cur[i] = 0x00000000;
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}
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if (HARDWARE_CURSOR == 1)
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{
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Dword cur_color = 0xFF000000 | CUR_COLOR;
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cur[0 * 32 + 5] = cur_color;
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cur[1 * 32 + 5] = cur_color;
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cur[2 * 32 + 5] = cur_color;
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cur[2 * 32 + 3] = cur_color;
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cur[2 * 32 + 4] = cur_color;
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cur[2 * 32 + 6] = cur_color;
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cur[3 * 32 + 2] = cur_color;
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cur[4 * 32 + 2] = cur_color;
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cur[5 * 32 + 2] = cur_color;
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cur[5 * 32 + 1] = cur_color;
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cur[5 * 32 + 0] = cur_color;
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cur[5 * 32 + 5] = cur_color;
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cur[8 * 32 + 4] = cur_color;
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cur[8 * 32 + 5] = cur_color;
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cur[8 * 32 + 6] = cur_color;
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cur[8 * 32 + 7] = cur_color;
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cur[9 * 32 + 5] = cur_color;
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cur[10 * 32 + 5] = cur_color;
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cur[7 * 32 + 8] = cur_color;
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cur[6 * 32 + 8] = cur_color;
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cur[5 * 32 + 8] = cur_color;
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cur[5 * 32 + 9] = cur_color;
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cur[5 * 32 + 10] = cur_color;
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}
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cur_handle = kos_LoadMouseCursor(cur, 0x05050002);
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delete[] cur;
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kos_SetMouseCursor(cur_handle);
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}
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void Menu()
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{
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NewGame();
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}
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void NewGame()
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{
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gun->DrawAngle((WINDOW_WIDTH / 2) - 5, WINDOW_HEIGHT - 20, G_COLOR);
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}
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void OnStart()
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{
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if (HARDWARE_CURSOR == 0)
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{
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cursor = new cCursor();
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}
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ChangeCursor();
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gun->Enable((WINDOW_WIDTH / 2) - 10, WINDOW_HEIGHT - 30, 10, 20, (WINDOW_WIDTH / 2) - 5, WINDOW_HEIGHT - 20);
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for (int i = 0; i < R_COUNT; i++)
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{
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crosses[i] = new cCross();
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rockets[i] = new cRocket();
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}
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for (int i = 0; i < B_COUNT; i++)
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{
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bombs[i] = new cBomb();
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}
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for (int i = 0; i < R_COUNT + B_COUNT; i++)
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{
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explodes[i] = new cExplode();
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}
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rtlSrand(kos_GetTime());
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DrawWindow();
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kos_SetMaskForEvents(39);
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}
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void OnExit()
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{
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kos_WriteTextToWindow(WINDOW_WIDTH / 2 - 35, WINDOW_HEIGHT / 2 - 10, 0, TEXT_COLOR, "Game Over", 9);
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//while(kos_WaitForEvent() != 2);
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kos_Pause(200);
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/*kos_DeleteMouseCursor(cur_handle);
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for (int i = 0; i < R_COUNT; i++)
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{
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delete crosses[i];
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delete rockets[i];
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}
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for (int i = 0; i < B_COUNT; i++)
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{
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delete bombs[i];
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}
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for (int i = 0; i < R_COUNT + B_COUNT; i++)
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{
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delete explodes[i];
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}
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delete[] crosses;
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delete[] rockets;
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delete[] bombs;
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delete[] explodes;
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delete gun;
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delete house;
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if (HARDWARE_CURSOR == 0)
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{
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delete cursor;
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}*/
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kos_ExitApp();
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}
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