mirror of
https://github.com/nebiun/ledHeadWii.git
synced 2024-11-25 03:56:53 +01:00
453 lines
9.5 KiB
C
453 lines
9.5 KiB
C
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/*
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LEDhead
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Copyright 2001, Peter Hirschberg
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Author: Peter Hirschberg
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The current version of this SOURCE CODE as well as the official
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versions of the LEDHEAD APPLICATION are available from my website
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at: http://www.peterhirschberg.com
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Based on the handheld electronic games by Mattel Electronics.
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All trademarks copyrighted by their respective owners. This
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program is not affiliated or endorsed by Mattel Electronics.
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License agreement:
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program (license.txt); if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Email : peter@peterhirschberg.com
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Website : http://www.peterhirschberg.com
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*/
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#include "AutoRace.h"
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#include "Games.h"
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// constants
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#define TIMER_CARADVANCE 10
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typedef int BLIP;
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static BLIP Blips[AUTORACE_BLIP_COLUMNS][AUTORACE_BLIP_ROWS];
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typedef struct ONCOMINGCAR{
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int nRow;
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int nColumn;
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BOOL bActive;
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}ONCOMINGCAR;
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static ONCOMINGCAR sOncomingCarA, sOncomingCarB;
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// game variables
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static int nLaneSelector;
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static int nGear;
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static int nCarRow;
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static int nGameTimer;
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static int nLaps;
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static BOOL bGameEnd; // 1 = loose, 2 = win
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static BOOL bInFrame = FALSE;
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static BOOL bPower;
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static int nCarAdvanceTimer;
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static int nGearCounter;
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static void fsmPlayStartWait();
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static void fsmInPlay();
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static void fsmCrash();
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static void fsmEndLap();
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static void fsmEndGame();
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static enum FSM {
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FSM_PLAYSTARTWAIT=0,
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FSM_INPLAY,
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FSM_CRASH,
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FSM_ENDLAP,
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FSM_ENDGAME
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}fsm;
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typedef void (*FSMFCN)();
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static FSMFCN fsmfcn[] = {
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fsmPlayStartWait,
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fsmInPlay,
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fsmCrash,
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fsmEndLap,
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fsmEndGame
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};
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static void InitGame();
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static void UpdateOurCar();
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static void UpdateOncomingCars();
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static void DoHitTest();
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static void UpdateBlips();
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static void StartSecondCar();
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BOOL AutoRace_GetPower()
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{
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return (bPower ? TRUE : FALSE);
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}
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void AutoRace_PowerOn()
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{
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InitGame();
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bPower = TRUE;
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}
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void AutoRace_PowerOff()
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{
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bPower = FALSE;
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AutoRace_StopSound();
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AutoRace_StopEngineSound();
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}
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int AutoRace_GetSkill()
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{
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return nGear;
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}
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void AutoRace_SetSkill(int i)
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{
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if (i > 3) {
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i = 3;
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}
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else if (i < 0) {
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i = 0;
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}
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nGear = i;
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}
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void InitGame()
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{
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// set our car's position
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nLaneSelector = 1;
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nCarRow = AUTORACE_BLIP_ROWS - 1;
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// init the other cars
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sOncomingCarA.bActive = FALSE;
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sOncomingCarB.bActive = FALSE;
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nGameTimer = 0;
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bGameEnd = 0;
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nLaps = 0;
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nCarAdvanceTimer = TIMER_CARADVANCE;
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nGearCounter = 999;
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fsm = FSM_PLAYSTARTWAIT;
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}
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void AutoRace_Run(int tu)
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{
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int x, y;
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// prevent reentrancy
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if (bInFrame){ return; }
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bInFrame = TRUE;
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// init the blips field
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for (y = 0; y < AUTORACE_BLIP_ROWS; y++){
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for (x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
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Blips[x][y] = BLIP_OFF;
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}
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}
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if (!bPower){
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fsm = FSM_PLAYSTARTWAIT;
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}
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Platform_StartDraw();
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(fsmfcn[fsm])();
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UpdateBlips();
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// draw the blips field
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for (int y = 0; y < AUTORACE_BLIP_ROWS; y++){
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for (int x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
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AutoRace_DrawBlip(Blips[x][y], x, y);
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}
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}
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// draw the score
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AutoRace_DrawTime(nGameTimer);
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Platform_EndDraw();
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bInFrame = FALSE;
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}
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void fsmInPlay()
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{
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BOOL bMoveCars = FALSE;
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if (Platform_IsNewSecond()){
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// update the game timer
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++nGameTimer;
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if (nGameTimer == 99){
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// time's up -- game over!
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bGameEnd = 1;
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fsm = FSM_ENDGAME;
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return;
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}
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}
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// get the current stick position
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nLaneSelector = AutoRace_GetInputSTICK();
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// check for gear changes
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nGear = AutoRace_GetInputGEAR(NULL);
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// move the cars at the correct speed per gear selection
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AutoRace_PlayEngineSound();
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switch(nGear){
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case 0:
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if (nGearCounter > 3){
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nGearCounter = 0;
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bMoveCars = TRUE;
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}
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break;
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case 1:
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if (nGearCounter > 2){
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nGearCounter = 0;
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bMoveCars = TRUE;
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}
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break;
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case 2:
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if (nGearCounter > 1){
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nGearCounter = 0;
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bMoveCars = TRUE;
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}
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break;
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case 3:
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// move every frame
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bMoveCars = TRUE;
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nGearCounter = 0;
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break;
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}
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++nGearCounter;
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if (bMoveCars){
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UpdateOncomingCars();
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DoHitTest();
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UpdateOurCar();
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DoHitTest();
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}
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}
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void UpdateOurCar()
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{
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if (nCarAdvanceTimer){
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--nCarAdvanceTimer;
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}
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if (nCarAdvanceTimer == 0){
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// move our car up
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--nCarRow;
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if (nCarRow <= 0){
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// lap completed!
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fsm = FSM_ENDLAP;
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}
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nCarAdvanceTimer = TIMER_CARADVANCE;
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}
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}
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void UpdateOncomingCars()
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{
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// move the oncoming cars down
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for (int i=0; i<2; i++){
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ONCOMINGCAR *pOncomingCar = i ? &sOncomingCarB : &sOncomingCarA;
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if (pOncomingCar->bActive){
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pOncomingCar->nRow++;
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if (pOncomingCar->nRow >= AUTORACE_BLIP_ROWS){
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// car has left the screen
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pOncomingCar->bActive = FALSE;
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}
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}
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}
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// count the number of oncoming cars
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// should be at least 1 car at all times
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// maximum 2 oncoming cars at any given time
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if (!sOncomingCarA.bActive && !sOncomingCarB.bActive){
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// no cars are approaching, start at least one
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sOncomingCarA.bActive = TRUE;
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sOncomingCarA.nRow = -2;
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sOncomingCarA.nColumn = Platform_Random(3);
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// and perhaps start a second car
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if (Platform_Random(5) == 0){
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StartSecondCar();
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}
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}
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if (!sOncomingCarA.bActive || !sOncomingCarB.bActive){
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// only 1 car is active -- randomly try to start a second car
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if (Platform_Random(10) == 0){
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StartSecondCar();
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}
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}
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}
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void StartSecondCar()
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{
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if (sOncomingCarA.bActive && sOncomingCarB.bActive){
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// both cars are already active
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return;
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}
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ONCOMINGCAR *pNewOncomingCar, *pOtherOncomingCar;
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if (sOncomingCarA.bActive){
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pNewOncomingCar = &sOncomingCarB;
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pOtherOncomingCar = &sOncomingCarA;
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} else {
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pNewOncomingCar = &sOncomingCarA;
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pOtherOncomingCar = &sOncomingCarB;
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}
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pNewOncomingCar->bActive = TRUE;
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pNewOncomingCar->nRow = -2;
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pNewOncomingCar->nColumn = Platform_Random(3);
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if ((pNewOncomingCar->nColumn == pOtherOncomingCar->nColumn)
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&& (pNewOncomingCar->nRow == pOtherOncomingCar->nRow)
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&& pOtherOncomingCar->bActive){
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// car is on top of other car -- reposition the car behind the other car
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pNewOncomingCar->nRow = pNewOncomingCar->nRow-1;
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}
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}
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void DoHitTest()
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{
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for (int i=0; i<2; i++){
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ONCOMINGCAR *pOncomingCar = i ? &sOncomingCarB : &sOncomingCarA;
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if (pOncomingCar->bActive){
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if ((pOncomingCar->nRow == nCarRow)
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&& (pOncomingCar->nColumn == nLaneSelector)){
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// hit an oncoming car!
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fsm = FSM_CRASH;
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if (nCarRow < (AUTORACE_BLIP_ROWS - 1)){
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++nCarRow;
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}
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else {
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// if oncoming car is in the last row and hits us
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// delete it to keep it from hitting us every frame
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// (since our car can't be moved out of the way)
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pOncomingCar->bActive = FALSE;
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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 UpdateBlips()
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{
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// draw the oncoming car blips
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for (int i=0; i<2; i++){
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ONCOMINGCAR *pOncomingCar = i ? &sOncomingCarB : &sOncomingCarA;
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if (pOncomingCar->bActive){
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if ((pOncomingCar->nColumn >= 0) && (pOncomingCar->nColumn < AUTORACE_BLIP_COLUMNS)
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&& (pOncomingCar->nRow >= 0) && (pOncomingCar->nRow < AUTORACE_BLIP_ROWS)){
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Blips[pOncomingCar->nColumn][pOncomingCar->nRow] = (fsm == FSM_CRASH) ? BLIP_BRIGHT : BLIP_DIM;
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}
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else if ((pOncomingCar->nColumn >= 0) && (pOncomingCar->nColumn < AUTORACE_BLIP_COLUMNS)
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&& (pOncomingCar->nRow == -1)){
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// oncoming car blips display on-screen for an extra frame when they first appear
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// (to give you a better chance of avoiding them when our car is near the top)
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// put them on-screen even if they are just off-screen
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Blips[pOncomingCar->nColumn][0] = (fsm == FSM_CRASH) ? BLIP_BRIGHT : BLIP_DIM;
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}
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}
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}
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// draw the player's car blip
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if ((nCarRow <= (AUTORACE_BLIP_ROWS - 1))
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&& (nCarRow >= 0)){
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Blips[nLaneSelector][nCarRow] = BLIP_BRIGHT;
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}
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}
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void fsmPlayStartWait()
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{
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nLaneSelector = AutoRace_GetInputSTICK();
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// check for gear changes
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nGear = AutoRace_GetInputGEAR(NULL);
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if (bPower){
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Blips[nLaneSelector][nCarRow] = BLIP_BRIGHT;
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}
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else {
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AutoRace_ClearScreen();
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}
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// wait for 1st gear before starting
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if (nGear == 0){
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Platform_IsNewSecond();
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fsm = FSM_INPLAY;
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}
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}
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void fsmCrash()
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{
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AutoRace_PlaySound(AUTORACE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
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fsm = FSM_INPLAY;
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}
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void fsmEndLap()
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{
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// lap completed!
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AutoRace_StopEngineSound();
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Platform_Pause(300);
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nCarRow = AUTORACE_BLIP_ROWS - 1;
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++nLaps;
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if (nLaps >= 4){
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// finished race -- game over!
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bGameEnd = 2;
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fsm = FSM_ENDGAME;
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}
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else {
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AutoRace_PlayEngineSound();
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fsm = FSM_INPLAY;
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}
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}
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void fsmEndGame()
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{
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AutoRace_ClearScreen();
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AutoRace_StopEngineSound();
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switch(bGameEnd) {
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case 1:
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AutoRace_PlaySound(AUTORACE_SOUND_TIME, PLAYSOUNDFLAGS_PRIORITY);
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break;
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case 2:
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AutoRace_PlaySound(AUTORACE_SOUND_WIN, PLAYSOUNDFLAGS_PRIORITY);
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break;
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default:
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break;
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}
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bGameEnd = 0;
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}
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