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#ifndef RSGAME_H_INCLUDED
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#define RSGAME_H_INCLUDED
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/*
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    Heliothryx
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    Game by Roman Shuvalov
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*/
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#ifndef RS_LINUX
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    #ifndef RS_WIN32
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        #ifndef RS_KOS
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            #error Please specify platform
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        #endif
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    #endif
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#endif
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#include "rskos.h"
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#include "rs/rsplatform.h"
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#include "rs/rsdebug.h"
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#include "rs/rsbits.h"
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#include "rsgamelogic.h"
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#include "rs/rsmx.h"
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#define GAME_LANG_EN    0
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#define GAME_LANG_RU    1
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#define GAME_WIDTH  320
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#define GAME_HEIGHT 180
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typedef struct {
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    unsigned int status;
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    int w;
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    int h;
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    unsigned char *data; // BGRA BGRA
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} rs_texture_t;
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// for little-endian
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typedef union color_t {
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    int d;                 // 0x44332211 (ARGB)
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    struct {
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        unsigned char b; // 0x11
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        unsigned char g; // 0x22
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        unsigned char r; // 0x33
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        unsigned char a; // 0x44
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    };
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} color_t;
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// for little-endian (ARGB)
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#define COLOR_BLACK     0xFF000000
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#define COLOR_TRANSPARENT   0x00000000
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#define COLOR_DARK_RED  0xFF401000
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void texture_init(rs_texture_t *tex, int w, int h);
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void texture_free(rs_texture_t *tex);
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void texture_clear(rs_texture_t *tex, unsigned int color);
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void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode);
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void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color);
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void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color);
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void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color);
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unsigned char clamp_byte(int value);
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#define DRAW_MODE_REPLACE   0
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#define DRAW_MODE_ADDITIVE  1
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#define DRAW_MODE_ALPHA     2
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#define DRAW_MODE_MASK      0x0000FFFF
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#define DRAW_TILED_FLAG     0x00010000
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typedef struct {
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    unsigned int status;
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    int length_samples;
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    SNDBUF hbuf;
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    signed short *data;
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} rs_soundbuf_t;
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void soundbuf_init(rs_soundbuf_t *snd, int length);
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void soundbuf_free(rs_soundbuf_t *snd);
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void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div);
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void soundbuf_sin(rs_soundbuf_t *snd, float freq);
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void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq);
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void soundbuf_play(rs_soundbuf_t *snd, int mode);
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void soundbuf_loop_check(rs_soundbuf_t *snd);
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void soundbuf_stop(rs_soundbuf_t *snd);
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// Game Objects
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#define     GAME_OBJS_MAX_COUNT     1024
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#define     OBJ_PLAYER      0
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#define     OBJ_BULLET      1
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#define     OBJ_EXPLOSION   2
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#define     OBJ_ROCK        3
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#define     OBJ_MINIROCK    4
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#define     OBJ_TURRET      5
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#define     OBJ_RED_BULLET  6
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#define     OBJ_HUGE_EXPLOSION  7
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typedef struct game_obj_t {
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    int obj_type;
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    int flags;
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    int tag;
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    int radius;
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    float x;
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    float y;
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    int t;
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    float f;
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//    int health;
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//    int reserved0;
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//    int reserved1;
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//    int reserved2;
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} game_obj_t;
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#define OBJ_FLAG_DESTROYED      0x01
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#define OBJ_FLAG_ENEMY          0x02
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#define OBJ_FLAG_SIN            0x04
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#define OBJ_FLAG_BOSS           0x08 // draw health-bar above
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game_obj_t game_obj(int obj_type, int flags, int tag, int radius, float x, float y, int t, float f);
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int game_obj_add(game_obj_t obj);
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void game_obj_remove(int index);
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// Game Registry
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#define ROCKS_COUNT 8
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#define MINIROCKS_COUNT ROCKS_COUNT // must equal
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#define FONTS_COUNT 4
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#define EXPLOSIONS_COUNT    8
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#define EXPLOSION_RADIUS    16
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#define HUGE_EXPLOSIONS_COUNT    24
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#define HUGE_EXPLOSION_RADIUS    32
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#define STATUS_MENU     0
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#define STATUS_PLAYING  1
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#define STATUS_PAUSED   2
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#define RS_ARROW_LEFT_MASK	0x01
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#define RS_ARROW_DOWN_MASK	0x02
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#define RS_ARROW_UP_MASK	0x04
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#define RS_ARROW_RIGHT_MASK	0x08
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#define RS_ATTACK_KEY_MASK  0x10
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//#define BULLETS_COUNT   8
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#define GAME_SHOOT_PERIOD   3
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#define GAME_FLAG_BOSS_DESTROYED    0x01
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#define GAME_FLAG_INSTRUCTIONS_PASSED   0x02
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#define SOUND_EXPLOSIONS_COUNT      8
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typedef struct rs_game_t {
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    rs_texture_t framebuffer;
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    unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
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    rs_texture_t tex;
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    rs_texture_t tex_clouds;
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    rs_texture_t tex_ground;
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    rs_texture_t tex_ship[4];
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    rs_texture_t tex_rocks[ROCKS_COUNT];
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    rs_texture_t tex_minirocks[MINIROCKS_COUNT];
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    rs_texture_t tex_explosions[EXPLOSIONS_COUNT];
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    rs_texture_t tex_huge_explosions[HUGE_EXPLOSIONS_COUNT];
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    rs_texture_t tex_font[64*FONTS_COUNT];
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    rs_texture_t tex_gui_line;
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    int bg_color;
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    rs_soundbuf_t sound_shoot;
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    rs_soundbuf_t sound_turret_shoot;
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    rs_soundbuf_t sound_test2;
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    rs_soundbuf_t sound_test3;
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    rs_soundbuf_t sound_explosions[SOUND_EXPLOSIONS_COUNT];
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    rs_soundbuf_t sound_hit;
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    rs_soundbuf_t sound_huge_explosion;
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    rs_soundbuf_t sound_music;
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//    rs_soundbuf_t sound_music2;
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    int status;
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    int flags;
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    unsigned int keyboard_state;
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    int menu_index;
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    int menu_item_index;
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    int window_scale;
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//    int tx1;
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//    int ty1;
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    int tz;
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    int player_x;
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    int player_y;
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//    int player_z;
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//    int bullet_x[BULLETS_COUNT];
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//    int bullet_y[BULLETS_COUNT];
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//    int bullet_index;
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    int shoot_delay;
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    int shoot_keypressed;
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    int shoot_restore_delay;
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    int health;
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    int ammo;
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    int score;
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//    int ammo_max;
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    int stage; // (wave)
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    int stage_timer;
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    int stage_level; // (stage)
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    game_obj_t *objs;
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    int objs_count;
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} rs_game_t;
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#define GAME_HEALTH_MAX     8
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#define GAME_AMMO_MAX       24
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extern rs_game_t game;
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void game_reg_init();
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/*  __
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   /cc\
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  /aaaa\
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 |kkkkkk|  <-- Easter Egg
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  \eeee/
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------------------------------- */
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void game_ding(int i);
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void GameInit();
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void GameTerm();
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void GameKeyDown(int key);
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void GameKeyUp(int key);
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void GameMouseDown(int x, int y);
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void GameMouseUp(int x, int y);
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void game_change_window_scale(int d);
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int is_key_pressed(int mask);
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unsigned short rs_rand();
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#endif // RSGAME_H_INCLUDED