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642 lines
14 KiB
C
642 lines
14 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 "ArmorBattle.h"
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#include "Games.h"
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// constants
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typedef int BLIP;
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static BLIP Blips[ARMORBATTLE_BLIP_COLUMNS][ARMORBATTLE_BLIP_ROWS];
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// game variables
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static BOOL bGameOver;
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static BOOL bInFrame = FALSE;
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static BOOL bPower;
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static BOOL bGameStarted;
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static int nGameTimer;
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static int nScore;
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static int nHits;
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static int nDamageCount;
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static int nPlayerStartX;
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static int nPlayerStartY;
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static void PaintGame(int nDisplay);
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static void InitGame();
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static void PositionPlayers();
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static void PlantMines();
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typedef struct OBJECT
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{
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int x;
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int y;
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}OBJECT;
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static OBJECT player;
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static OBJECT enemy;
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static OBJECT mines[4];
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BOOL ArmorBattle_GetPower()
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{
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return (bPower ? TRUE : FALSE);
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}
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void ArmorBattle_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 ArmorBattle_PowerOff()
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{
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bPower = FALSE;
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}
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int ArmorBattle_GetSkill()
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{
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return 0;
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}
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void ArmorBattle_SetSkill(int i)
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{
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}
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void InitGame()
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{
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bGameOver = FALSE;
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nGameTimer = 0;
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bGameStarted = FALSE;
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nGameTimer = 0;
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nScore = 0;
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nHits = 0;
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nDamageCount = 0;
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nPlayerStartX = 4;
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nPlayerStartY = 3;
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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enemy.x = 1;
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enemy.y = 1;
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PlantMines();
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Platform_IsNewSecond();
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}
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void ArmorBattle_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 < ARMORBATTLE_BLIP_ROWS; y++){
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for (x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
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Blips[x][y] = BLIP_OFF;
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}
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}
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// update the game timer
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if (Platform_IsNewSecond())
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{
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if (!bGameOver && bPower && bGameStarted)
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{
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++nGameTimer;
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if (nGameTimer > 99)
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{
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// time's up -- game over!
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bGameOver = TRUE;
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ArmorBattle_StopMineSound();
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ArmorBattle_ClearScreen();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
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// put the tanks in their starting positions
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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}
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else
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{
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// check to see if player tank is in range for enemy tank to fire
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if ( ((player.x-1 == enemy.x) && (player.y == enemy.y))
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|| ((player.x+1 == enemy.x) && (player.y == enemy.y))
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|| ((player.x == enemy.x) && (player.y-1 == enemy.y))
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|| ((player.x == enemy.x) && (player.y+1 == enemy.y))
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|| ((player.x-1 == enemy.x) && (player.y-1 == enemy.y))
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|| ((player.x+1 == enemy.x) && (player.y+1 == enemy.y))
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|| ((player.x-1 == enemy.x) && (player.y+1 == enemy.y))
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|| ((player.x+1 == enemy.x) && (player.y-1 == enemy.y)))
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{
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// in range
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if (nDamageCount > 0)
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{
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ArmorBattle_ClearScreen();
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ArmorBattle_StopMineSound();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENEMY, PLAYSOUNDFLAGS_PRIORITY);
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}
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++nDamageCount;
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if (nDamageCount > 3)
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{
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// we got blowed up
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Blips[enemy.x][enemy.y] = BLIP_DIM;
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Blips[player.x][player.y] = BLIP_BRIGHT;
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ArmorBattle_StopSound();
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PaintGame(nScore);
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Platform_Pause(500);
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ArmorBattle_ClearScreen();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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if (++nHits >= 10)
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{
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// too many hits - game over!
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
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bGameOver = TRUE;
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// put the tanks in their starting positions
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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}
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bInFrame = FALSE;
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return;
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}
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}
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else
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{
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nDamageCount = 0;
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}
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}
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}
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}
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// handle power off, and game over states
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if (bPower){
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if (bGameOver)
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{
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_DIM;
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PaintGame(nScore);
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bInFrame = FALSE;
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return;
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}
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} else {
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ArmorBattle_ClearScreen();
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bInFrame = FALSE;
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return;
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}
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// wait for fire button before starting
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if (!bGameStarted)
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{
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// wait to start
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_DIMBLINK;
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BOOL bChange;
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if (ArmorBattle_GetInputFIRE(&bChange))
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{
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if (bChange)
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{
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bGameStarted = TRUE;
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}
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}
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}
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else
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{
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// run the game
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BOOL bHit = FALSE;
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BOOL bChange;
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if (ArmorBattle_GetInputLEFT(&bChange))
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{
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if (bChange)
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{
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if (ArmorBattle_GetInputFIRE(NULL))
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{
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// fire left
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_OFF;
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PaintGame(-1);
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
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// test for a hit
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if ((enemy.x == player.x - 1) && (enemy.y == player.y))
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{
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bHit = TRUE;
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}
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}
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else
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{
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// move left
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if (player.x > 0)
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{
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player.x--;
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}
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}
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}
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}
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else if (ArmorBattle_GetInputRIGHT(&bChange))
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{
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if (bChange)
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{
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if (ArmorBattle_GetInputFIRE(NULL))
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{
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// fire right
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_OFF;
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PaintGame(-1);
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
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// test for a hit
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if ((enemy.x == player.x + 1) && (enemy.y == player.y))
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{
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bHit = TRUE;
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}
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}
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else
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{
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// move right
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if (player.x < (ARMORBATTLE_BLIP_COLUMNS-1))
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{
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player.x++;
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}
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}
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}
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}
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else if (ArmorBattle_GetInputUP(&bChange))
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{
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if (bChange)
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{
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if (ArmorBattle_GetInputFIRE(NULL))
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{
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// fire up
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_OFF;
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PaintGame(-1);
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
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// test for a hit
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if ((enemy.x == player.x) && (enemy.y == player.y - 1))
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{
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bHit = TRUE;
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}
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}
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else
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{
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// move up
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if (player.y > 0)
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{
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player.y--;
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}
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}
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}
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}
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else if (ArmorBattle_GetInputDOWN(&bChange))
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{
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if (bChange)
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{
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if (ArmorBattle_GetInputFIRE(NULL))
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{
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// fire down
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_OFF;
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PaintGame(-1);
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
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// test for a hit
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if ((enemy.x == player.x) && (enemy.y == player.y + 1))
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{
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bHit = TRUE;
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}
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}
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else
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{
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// move down
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if (player.y < (ARMORBATTLE_BLIP_ROWS-1))
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{
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player.y++;
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}
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}
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}
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}
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if (bHit)
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{
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// hit an enemy tank
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ArmorBattle_StopMineSound();
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_DIM;
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PaintGame(nScore);
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Platform_Pause(250);
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ArmorBattle_ClearScreen();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_SCORE, PLAYSOUNDFLAGS_PRIORITY);
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++nScore;
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PositionPlayers();
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PlantMines();
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bGameStarted = FALSE;
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bInFrame = FALSE;
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return;
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}
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// check for being next to a mine
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{
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BOOL bNear = FALSE;
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for (int i=0; i<3; i++)
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{
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if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
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|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
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|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
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|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
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{
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bNear = TRUE;
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break;
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}
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}
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if (bNear)
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{
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ArmorBattle_PlayMineSound();
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}
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else
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{
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ArmorBattle_StopMineSound();
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}
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}
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// check for landing on a mine
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{
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for (int i=0; i<3; i++)
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{
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if (((mines[i].x == player.x) && (mines[i].y == player.y))
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|| ((player.x == enemy.x) && (player.y == enemy.y)))
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{
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// hit a mine or enemy tank!
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Blips[player.x][player.y] = BLIP_BRIGHT;
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ArmorBattle_StopSound();
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PaintGame(nScore);
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Platform_Pause(500);
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ArmorBattle_StopMineSound();
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ArmorBattle_ClearScreen();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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if (++nHits >= 10)
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{
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// too many hits - game over!
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ArmorBattle_ClearScreen();
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
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bGameOver = TRUE;
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// put the tanks in their starting positions
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player.x = nPlayerStartX;
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player.y = nPlayerStartY;
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}
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bInFrame = FALSE;
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return;
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}
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}
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}
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// tick sound
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ArmorBattle_PlaySound(ARMORBATTLE_SOUND_TICK, PLAYSOUNDFLAGS_ASYNC);
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// update the blips
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Blips[player.x][player.y] = BLIP_BRIGHT;
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Blips[enemy.x][enemy.y] = BLIP_DIM;
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}
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if (bGameStarted)
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{
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PaintGame(nGameTimer);
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}
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else
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{
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PaintGame(nScore);
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}
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bInFrame = FALSE;
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}
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|
|
||
|
void PaintGame(int nDisplay)
|
||
|
{
|
||
|
static int nBlinkCounter = 0;
|
||
|
|
||
|
Platform_StartDraw();
|
||
|
|
||
|
// draw the blips field
|
||
|
for (int y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
|
||
|
for (int x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++)
|
||
|
{
|
||
|
switch(Blips[x][y]){
|
||
|
case BLIP_OFF:
|
||
|
case BLIP_DIM:
|
||
|
case BLIP_BRIGHT:
|
||
|
ArmorBattle_DrawBlip(Blips[x][y], x, y);
|
||
|
break;
|
||
|
case BLIP_DIMBLINK:
|
||
|
if ((nBlinkCounter % 6 == 1) || (nBlinkCounter % 6 == 3)){
|
||
|
ArmorBattle_DrawBlip(BLIP_DIM, x, y);
|
||
|
} else {
|
||
|
ArmorBattle_DrawBlip(BLIP_OFF, x, y);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draw the display
|
||
|
ArmorBattle_DrawTime(nDisplay);
|
||
|
|
||
|
Platform_EndDraw();
|
||
|
|
||
|
++nBlinkCounter;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void PositionPlayers()
|
||
|
{
|
||
|
// the player is always positioned somewhere on the edge
|
||
|
// pick a random edge
|
||
|
do {
|
||
|
switch(Platform_Random(4))
|
||
|
{
|
||
|
case 0:
|
||
|
// left side
|
||
|
player.x = 0;
|
||
|
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
break;
|
||
|
case 1:
|
||
|
// top side
|
||
|
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
player.y = 0;
|
||
|
break;
|
||
|
case 2:
|
||
|
// right side
|
||
|
player.x = ARMORBATTLE_BLIP_COLUMNS-1;
|
||
|
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
break;
|
||
|
case 3:
|
||
|
// bottom side
|
||
|
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
player.y = ARMORBATTLE_BLIP_ROWS-1;
|
||
|
break;
|
||
|
}
|
||
|
} while (player.x == 2);
|
||
|
|
||
|
// position enemy in opposite quadrant
|
||
|
do {
|
||
|
if (player.x < 2)
|
||
|
{
|
||
|
enemy.x = Platform_Random(3) + 2;
|
||
|
}
|
||
|
else if (player.x > 2)
|
||
|
{
|
||
|
enemy.x = Platform_Random(3);
|
||
|
}
|
||
|
|
||
|
if (player.y < 2)
|
||
|
{
|
||
|
enemy.y = Platform_Random(2) + 2;
|
||
|
}
|
||
|
else if (player.y >= 2)
|
||
|
{
|
||
|
enemy.y = Platform_Random(2);
|
||
|
}
|
||
|
// keep out of corners
|
||
|
} while (((enemy.x==0) && (enemy.y==0))
|
||
|
|| ((enemy.x==0) && (enemy.y==3))
|
||
|
|| ((enemy.x==4) && (enemy.y==0))
|
||
|
|| ((enemy.x==4) && (enemy.y==3)));
|
||
|
|
||
|
nPlayerStartX = player.x;
|
||
|
nPlayerStartY = player.y;
|
||
|
|
||
|
}
|
||
|
|
||
|
void PlantMines()
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// clear the mines
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
mines[i].x = -1;
|
||
|
mines[i].y = -1;
|
||
|
}
|
||
|
|
||
|
// pick new random positions
|
||
|
BOOL bTooClose;
|
||
|
do {
|
||
|
|
||
|
bTooClose = FALSE;
|
||
|
|
||
|
// scatter mines, keeping off of existing mines, player, and enemy
|
||
|
do {
|
||
|
mines[0].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[0].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[0].x == player.x) && (mines[0].y == player.y))
|
||
|
|| ((mines[0].x == enemy.x) && (mines[0].y == enemy.y))
|
||
|
|| ((mines[0].x == mines[1].x) && (mines[0].y == mines[1].y))
|
||
|
|| ((mines[0].x == mines[2].x) && (mines[0].y == mines[2].y))
|
||
|
|| ((mines[0].x == mines[3].x) && (mines[0].y == mines[3].y)));
|
||
|
|
||
|
do {
|
||
|
mines[1].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[1].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[1].x == player.x) && (mines[1].y == player.y))
|
||
|
|| ((mines[1].x == enemy.x) && (mines[1].y == enemy.y))
|
||
|
|| ((mines[1].x == mines[0].x) && (mines[1].y == mines[0].y))
|
||
|
|| ((mines[1].x == mines[2].x) && (mines[1].y == mines[2].y))
|
||
|
|| ((mines[1].x == mines[3].x) && (mines[1].y == mines[3].y)));
|
||
|
|
||
|
do {
|
||
|
mines[2].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[2].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[2].x == player.x) && (mines[2].y == player.y))
|
||
|
|| ((mines[2].x == enemy.x) && (mines[2].y == enemy.y))
|
||
|
|| ((mines[2].x == mines[0].x) && (mines[2].y == mines[0].y))
|
||
|
|| ((mines[2].x == mines[1].x) && (mines[2].y == mines[1].y))
|
||
|
|| ((mines[2].x == mines[3].x) && (mines[2].y == mines[3].y)));
|
||
|
|
||
|
// make sure there is not a mine right next to the player's
|
||
|
// starting position
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
|
||
|
{
|
||
|
bTooClose = TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} while (bTooClose);
|
||
|
|
||
|
}
|
||
|
|