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Rev | Author | Line No. | Line |
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5281 | ZblCoder | 1 | #include "smalllibc/kosSyst.h" |
2 | #include "smalllibc/kosFile.h" |
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5283 | ZblCoder | 3 | #include "smalllibc/sprintf.h" |
5281 | ZblCoder | 4 | #include "smalllibc/func.h" |
5276 | ZblCoder | 5 | #include "render.h" |
6 | #include "image.h" |
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7 | |||
8 | #define MODE_MENU 0 |
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9 | #define MODE_LEVELS 1 |
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10 | #define MODE_GAME 2 |
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5297 | ZblCoder | 11 | #define MODE_PAUSE 4 |
5276 | ZblCoder | 12 | |
13 | #define GAME_NONE 0 |
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14 | #define GAME_VICTORY 1 |
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15 | #define GAME_DEFEAT 2 |
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16 | |||
17 | #define MOUSE_LEFT 0 |
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18 | |||
5287 | ZblCoder | 19 | #define FIELD_NONE 0 |
20 | #define FIELD_WATER 1 |
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21 | #define FIELD_GROUND 2 |
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22 | #define FIELD_BRICK 3 |
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23 | #define FIELD_WALL 4 |
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24 | #define FIELD_BOX 5 |
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25 | #define FIELD_MISSLE_0 6 |
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26 | #define FIELD_MISSLE_1 7 |
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27 | #define FIELD_MISSLE_2 8 |
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28 | #define FIELD_MISSLE_3 9 |
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29 | #define FIELD_HERO 10 |
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30 | #define FIELD_FINISH 11 |
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31 | #define FIELD_GUN_0 12 |
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32 | #define FIELD_GUN_1 13 |
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33 | #define FIELD_GUN_2 14 |
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34 | #define FIELD_GUN_3 15 |
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35 | #define FIELD_BOX_MISSLE_0 16 |
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36 | #define FIELD_BOX_MISSLE_1 17 |
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37 | #define FIELD_BOX_MISSLE_2 18 |
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38 | #define FIELD_BOX_MISSLE_3 19 |
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5296 | ZblCoder | 39 | #define FIELD_WALL_X 20 |
40 | #define FIELD_WALL_H 21 |
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41 | #define FIELD_WALL_V 22 |
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42 | #define FIELD_BOX_WATER 23 |
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43 | #define FIELD_BRICK_DES 24 |
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44 | #define FIELD_CRATER 25 |
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5287 | ZblCoder | 45 | |
5276 | ZblCoder | 46 | char* header = "Laser Tank"; |
47 | |||
48 | struct Level |
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49 | { |
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5287 | ZblCoder | 50 | Byte fileds[16][16]; |
5276 | ZblCoder | 51 | }; |
52 | |||
5287 | ZblCoder | 53 | void pause(int time) |
54 | { |
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55 | kos_Pause(time); |
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56 | Byte keyCode; |
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57 | for (int i = 0; i < 10; ++i) |
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58 | kos_GetKey(keyCode); |
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59 | } |
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60 | |||
5276 | ZblCoder | 61 | Level *levels; |
62 | int levelCount = 0; |
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63 | int levelIndex = 0; |
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5296 | ZblCoder | 64 | int levelPage = 0; |
5276 | ZblCoder | 65 | |
66 | RGBA img_tank[576]; |
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67 | RGB img_water[576]; |
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5287 | ZblCoder | 68 | RGB img_brick[11][576]; |
5276 | ZblCoder | 69 | RGB img_waterbox[576]; |
70 | RGB img_ground[576]; |
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5296 | ZblCoder | 71 | RGB img_crater[576]; |
5276 | ZblCoder | 72 | RGB img_wall[576]; |
5296 | ZblCoder | 73 | RGB img_wall_x[576]; |
74 | RGB img_wall_h[576]; |
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75 | RGB img_wall_v[576]; |
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5276 | ZblCoder | 76 | RGB img_finish[576]; |
77 | RGBA img_box[576]; |
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78 | RGBA img_laser[576]; |
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5287 | ZblCoder | 79 | RGB img_mirror[4][576]; |
5296 | ZblCoder | 80 | RGBA img_mini_mirror[2304]; |
5276 | ZblCoder | 81 | RGBA img_laser1[576]; |
82 | RGBA img_laser2[576]; |
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83 | RGB img_brick1[576]; |
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84 | RGB img_menu[147456]; |
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85 | RGBA img_explosion[8064]; |
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5287 | ZblCoder | 86 | RGBA img_gun[576]; |
5296 | ZblCoder | 87 | RGB img_gamebg[9216]; |
5297 | ZblCoder | 88 | RGBA img_black[576]; |
5276 | ZblCoder | 89 | |
5331 | ZblCoder | 90 | RGB img_pandus[3][12]; |
91 | |||
5296 | ZblCoder | 92 | RGBA img_number_box[2550]; |
93 | RGBA img_numbers[3500]; |
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94 | RGBA img_button1[3249]; |
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95 | RGBA img_button_arrow[375]; |
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5276 | ZblCoder | 96 | |
5296 | ZblCoder | 97 | RGB img_levels[147456]; |
98 | |||
5297 | ZblCoder | 99 | RGB img_buttons[3][13053]; |
100 | |||
101 | |||
102 | |||
5276 | ZblCoder | 103 | Player player; |
104 | |||
105 | CKosRender* renderPlayer; |
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106 | CKosImage* objPlayer; |
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5297 | ZblCoder | 107 | CKosImage* objPlayer1; |
5276 | ZblCoder | 108 | |
5296 | ZblCoder | 109 | CKosRender* renderBox; |
5331 | ZblCoder | 110 | CKosRender* renderWater; |
5296 | ZblCoder | 111 | |
5276 | ZblCoder | 112 | CKosImage* objLaser; |
113 | CKosImage* objLaser1; |
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114 | CKosImage* objLaser2; |
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5296 | ZblCoder | 115 | CKosImage* objMiniMirror; |
5276 | ZblCoder | 116 | CKosImage* objBox; |
5287 | ZblCoder | 117 | CKosImage* objGun; |
5296 | ZblCoder | 118 | CKosImage* objExplosion; |
5276 | ZblCoder | 119 | |
5297 | ZblCoder | 120 | CKosImage* objblack; |
121 | |||
5296 | ZblCoder | 122 | CKosRender* renderLevels; |
123 | CKosImage* objnumber_box; |
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124 | CKosImage* objnumbers; |
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5276 | ZblCoder | 125 | |
5296 | ZblCoder | 126 | CKosImage* objbutton1; |
127 | CKosImage* objbutton_arrow; |
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128 | |||
5276 | ZblCoder | 129 | int gameMode = MODE_MENU; |
130 | int gameStatus = GAME_NONE; |
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131 | |||
132 | void draw_window(); |
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133 | void openLevel(int index); |
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5287 | ZblCoder | 134 | void Laser(Point pos, Point vec, RGB color); |
5276 | ZblCoder | 135 | |
136 | bool CollRecrVsPoint(Point point, Rect rect) |
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137 | { |
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138 | return (point.X > rect.X && point.Y > rect.Y && point.X < rect.X + rect.Width && point.Y < rect.Y + rect.Height); |
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139 | } |
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140 | |||
141 | struct Button |
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142 | { |
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143 | Rect rect; |
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144 | char* caption; |
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145 | Button() {} |
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146 | Button(char* caption, Rect rect) |
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147 | { |
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148 | this->caption = caption; |
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149 | this->rect = rect; |
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150 | } |
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151 | }; |
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152 | |||
153 | Button ToGame("Game", Rect(150, 258, 224, 50)); |
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154 | Button ToExit("Exit", Rect(150, 321, 224, 50)); |
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155 | |||
156 | struct LvlItem |
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157 | { |
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5287 | ZblCoder | 158 | Byte s; |
159 | Byte d; |
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5276 | ZblCoder | 160 | Byte l; |
161 | }; |
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162 | |||
163 | LvlItem level[16][16]; |
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164 | |||
165 | char GetField(Point position, bool din) |
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166 | { |
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5331 | ZblCoder | 167 | if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15) |
168 | return FIELD_WALL; |
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169 | |||
5287 | ZblCoder | 170 | if (din && level[position.Y][position.X].d != FIELD_NONE) |
5276 | ZblCoder | 171 | return level[position.Y][position.X].d; |
172 | return level[position.Y][position.X].s; |
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173 | } |
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174 | |||
5297 | ZblCoder | 175 | void SetMode(int mode) |
176 | { |
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177 | gameMode = mode; |
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178 | draw_window(); |
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179 | } |
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180 | |||
5331 | ZblCoder | 181 | bool IsWater(Point pos) |
182 | { |
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183 | if (pos.X < 0 || pos.Y < 0 || pos.X > 15 || pos.Y > 15) |
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184 | return true; |
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185 | |||
186 | Byte code = GetField(pos, false); |
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187 | return (code == FIELD_WATER || code == FIELD_BOX_WATER); |
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188 | } |
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189 | |||
190 | void RenderPandus(Point pos) |
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191 | { |
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192 | bool is[10]; |
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193 | for (int y = 0; y < 3; ++y) |
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194 | for (int x = 0; x < 3; ++x) |
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195 | is[y * 3 + x + 1] = IsWater(pos + Point(x-1, y-1)); |
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196 | |||
197 | if (!is[6]) |
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198 | { |
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199 | if (!is[2] || is[3]) |
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200 | renderWater->RenderImg((RGB*)img_pandus[0], Point(23, 0), 1, 12); |
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201 | else |
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202 | renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 0), 1, 12); |
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203 | |||
204 | if (!is[8] || is[9]) |
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205 | renderWater->RenderImg((RGB*)img_pandus[2], Point(23, 12), 1, 12); |
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206 | else |
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207 | renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 12), 1, 12); |
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208 | } |
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209 | |||
210 | if (!is[2]) |
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211 | { |
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212 | if (!is[4] || is[1]) |
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213 | renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 12, 1); |
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214 | else |
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215 | renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 12, 1); |
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216 | |||
217 | if (!is[6] || is[3]) |
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218 | renderWater->RenderImg((RGB*)img_pandus[2], Point(12, 0), 12, 1); |
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219 | else |
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220 | renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 0), 12, 1); |
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221 | } |
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222 | |||
223 | if (!is[4]) |
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224 | { |
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225 | if (!is[8] || is[7]) |
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226 | renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 12), 1, 12); |
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227 | else |
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228 | renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 12), 1, 12); |
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229 | |||
230 | if (!is[2] || is[1]) |
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231 | renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 1, 12); |
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232 | else |
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233 | renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 1, 12); |
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234 | } |
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235 | |||
236 | if (!is[8]) |
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237 | { |
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238 | if (!is[6] || is[9]) |
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239 | renderWater->RenderImg((RGB*)img_pandus[0], Point(12, 23), 12, 1); |
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240 | else |
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241 | renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 23), 12, 1); |
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242 | |||
243 | if (!is[4] || is[7]) |
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244 | renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 23), 12, 1); |
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245 | else |
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246 | renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 23), 12, 1); |
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247 | } |
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248 | } |
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249 | |||
5276 | ZblCoder | 250 | RGB* GetImg(Point position, bool din) |
251 | { |
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252 | switch (GetField(position, din)) |
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253 | { |
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5287 | ZblCoder | 254 | case FIELD_WALL: |
5276 | ZblCoder | 255 | return (RGB*)img_wall; |
5296 | ZblCoder | 256 | case FIELD_WALL_X: |
257 | return (RGB*)img_wall_x; |
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258 | case FIELD_WALL_H: |
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259 | return (RGB*)img_wall_h; |
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260 | case FIELD_WALL_V: |
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261 | return (RGB*)img_wall_v; |
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5287 | ZblCoder | 262 | case FIELD_MISSLE_0: |
263 | return (RGB*)img_mirror[0]; |
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264 | case FIELD_MISSLE_1: |
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265 | return (RGB*)img_mirror[1]; |
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266 | case FIELD_MISSLE_2: |
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267 | return (RGB*)img_mirror[2]; |
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268 | case FIELD_MISSLE_3: |
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269 | return (RGB*)img_mirror[3]; |
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5296 | ZblCoder | 270 | case FIELD_BOX_MISSLE_0: |
271 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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272 | objMiniMirror->Draw(Point(0, 0), 0, 0); |
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273 | return renderBox->buffer; |
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274 | case FIELD_BOX_MISSLE_1: |
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275 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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276 | objMiniMirror->Draw(Point(0, 0), 0, 1); |
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277 | return renderBox->buffer; |
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278 | case FIELD_BOX_MISSLE_2: |
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279 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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280 | objMiniMirror->Draw(Point(0, 0), 0, 2); |
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281 | return renderBox->buffer; |
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282 | case FIELD_BOX_MISSLE_3: |
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283 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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284 | objMiniMirror->Draw(Point(0, 0), 0, 3); |
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285 | return renderBox->buffer; |
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5287 | ZblCoder | 286 | case FIELD_GUN_0: |
287 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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288 | objGun->Draw(Point(0, 0), 0); |
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289 | return renderBox->buffer; |
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290 | case FIELD_GUN_1: |
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291 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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292 | objGun->Draw(Point(0, 0), 90); |
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293 | return renderBox->buffer; |
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294 | case FIELD_GUN_2: |
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295 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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296 | objGun->Draw(Point(0, 0), 180); |
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297 | return renderBox->buffer; |
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298 | case FIELD_GUN_3: |
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299 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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300 | objGun->Draw(Point(0, 0), 270); |
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301 | return renderBox->buffer; |
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302 | case FIELD_GROUND: |
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5276 | ZblCoder | 303 | return (RGB*)img_ground; |
5296 | ZblCoder | 304 | case FIELD_CRATER: |
305 | return (RGB*)img_crater; |
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5287 | ZblCoder | 306 | case FIELD_BOX: |
307 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
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5276 | ZblCoder | 308 | objBox->Draw(Point(0, 0), 0); |
309 | return renderBox->buffer; |
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5287 | ZblCoder | 310 | case FIELD_FINISH: |
5276 | ZblCoder | 311 | return (RGB*)img_finish; |
5287 | ZblCoder | 312 | case FIELD_BRICK: |
313 | return (RGB*)img_brick[level[position.Y][position.X].l]; |
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314 | case FIELD_BRICK_DES: |
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5276 | ZblCoder | 315 | return (RGB*)img_brick1; |
5331 | ZblCoder | 316 | case FIELD_BOX_WATER: |
317 | // return (RGB*)img_waterbox; |
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318 | renderWater->RenderImg((RGB*)img_waterbox, Point(0, 0), 24, 24); |
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319 | RenderPandus(position); |
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320 | return renderWater->buffer; |
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321 | case FIELD_WATER: |
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322 | renderWater->RenderImg((RGB*)img_water, Point(0, 0), 24, 24); |
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323 | RenderPandus(position); |
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324 | return renderWater->buffer; |
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325 | // return (RGB*)img_water; |
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5276 | ZblCoder | 326 | } |
327 | return NULL; |
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328 | } |
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329 | |||
5287 | ZblCoder | 330 | Byte CollField(Point position) |
331 | { |
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332 | if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15) |
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333 | return 0; |
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334 | |||
335 | switch (GetField(position, true)) |
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336 | { |
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337 | case FIELD_NONE: |
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338 | case FIELD_WATER: |
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339 | case FIELD_GROUND: |
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5296 | ZblCoder | 340 | case FIELD_CRATER: |
5287 | ZblCoder | 341 | case FIELD_BOX_WATER: |
342 | case FIELD_BRICK_DES: |
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343 | case FIELD_FINISH: |
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344 | return 1; |
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345 | case FIELD_GUN_0: |
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346 | return FIELD_GUN_0; |
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347 | case FIELD_GUN_1: |
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348 | return FIELD_GUN_1; |
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349 | case FIELD_GUN_2: |
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350 | return FIELD_GUN_2; |
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351 | case FIELD_GUN_3: |
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352 | return FIELD_GUN_3; |
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353 | } |
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354 | return 0; |
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355 | } |
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356 | |||
357 | bool ExistGun1(Point position, Point vec, int gun) |
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358 | { |
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359 | Point pos = position; |
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360 | |||
361 | Byte result = 1; |
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362 | while (result == 1) |
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363 | { |
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364 | pos = pos + vec; |
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365 | result = CollField(pos); |
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366 | } |
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367 | if (result == gun) |
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368 | { |
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369 | Laser(pos, vec * -1, (RGB)0x00CCFF); |
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370 | return true; |
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371 | } |
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372 | return false; |
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373 | } |
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374 | |||
375 | void ExistGun(Point position) |
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376 | { |
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377 | if (ExistGun1(position, Point(1, 0), FIELD_GUN_2)) |
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378 | return; |
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379 | if (ExistGun1(position, Point(0, 1), FIELD_GUN_3)) |
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380 | return; |
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381 | if (ExistGun1(position, Point(-1, 0), FIELD_GUN_0)) |
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382 | return; |
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383 | ExistGun1(position, Point(0, -1), FIELD_GUN_1); |
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384 | } |
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385 | |||
5276 | ZblCoder | 386 | void DrawElevent(Point position, bool din) |
387 | { |
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388 | kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y); |
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389 | } |
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390 | |||
5296 | ZblCoder | 391 | void MoveElement(Point a, Point b, int element) |
5276 | ZblCoder | 392 | { |
5287 | ZblCoder | 393 | level[a.Y][a.X].d = FIELD_NONE; |
5296 | ZblCoder | 394 | DrawElevent(a, false); |
5287 | ZblCoder | 395 | if (level[b.Y][b.X].s == FIELD_WATER) |
5276 | ZblCoder | 396 | { |
5296 | ZblCoder | 397 | if (element == FIELD_BOX) |
5287 | ZblCoder | 398 | level[b.Y][b.X].s = FIELD_BOX_WATER; |
5276 | ZblCoder | 399 | } |
400 | else |
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5296 | ZblCoder | 401 | level[b.Y][b.X].d = element; |
402 | DrawElevent(b, true); |
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5276 | ZblCoder | 403 | } |
404 | |||
5287 | ZblCoder | 405 | void animation(Point vector, float angle, int obj) |
5276 | ZblCoder | 406 | { |
407 | for (int i = 2; i < 23; ++i) |
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408 | { |
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409 | kos_WindowRedrawStatus(1); |
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5296 | ZblCoder | 410 | |
5276 | ZblCoder | 411 | DrawElevent(player.position, false); |
412 | DrawElevent(player.position + vector, false); |
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413 | |||
5296 | ZblCoder | 414 | renderPlayer->RenderImg(GetImg(player.position, false), vector * -i, 24, 24); |
415 | renderPlayer->RenderImg(GetImg(player.position + vector, false), vector * -i + vector * 24, 24, 24); |
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416 | |||
5276 | ZblCoder | 417 | objPlayer->Draw(Point(0, 0), angle); |
418 | renderPlayer->Draw(player.position * 24 + vector * i); |
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5287 | ZblCoder | 419 | if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj) |
5276 | ZblCoder | 420 | { |
5296 | ZblCoder | 421 | //renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24); |
422 | renderBox->RenderImg(GetImg(player.position + vector, false), vector * -i, 24, 24); |
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423 | renderBox->RenderImg(GetImg(player.position + vector * 2, false), vector * -i + vector * 24, 24, 24); |
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5287 | ZblCoder | 424 | switch (obj) |
425 | { |
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426 | case FIELD_GUN_0: |
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5296 | ZblCoder | 427 | objGun->Draw(Point(0, 0), 0); |
5287 | ZblCoder | 428 | break; |
429 | case FIELD_GUN_1: |
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5296 | ZblCoder | 430 | objGun->Draw(Point(0, 0), 90); |
5287 | ZblCoder | 431 | break; |
432 | case FIELD_GUN_2: |
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5296 | ZblCoder | 433 | objGun->Draw(Point(0, 0), 180); |
5287 | ZblCoder | 434 | break; |
435 | case FIELD_GUN_3: |
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5296 | ZblCoder | 436 | objGun->Draw(Point(0, 0), 270); |
5287 | ZblCoder | 437 | break; |
5296 | ZblCoder | 438 | case FIELD_BOX_MISSLE_0: |
439 | objMiniMirror->Draw(Point(0, 0), 0, 0); |
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440 | break; |
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441 | case FIELD_BOX_MISSLE_1: |
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442 | objMiniMirror->Draw(Point(0, 0), 0, 1); |
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443 | break; |
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444 | case FIELD_BOX_MISSLE_2: |
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445 | objMiniMirror->Draw(Point(0, 0), 0, 2); |
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446 | break; |
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447 | case FIELD_BOX_MISSLE_3: |
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448 | objMiniMirror->Draw(Point(0, 0), 0, 3); |
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449 | break; |
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5287 | ZblCoder | 450 | case FIELD_BOX: |
451 | objBox->Draw(Point(0, 0), 0); |
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452 | } |
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5276 | ZblCoder | 453 | renderBox->Draw((player.position + vector) * 24 + vector * i); |
454 | } |
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455 | kos_WindowRedrawStatus(2); |
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5287 | ZblCoder | 456 | pause(1); |
5276 | ZblCoder | 457 | } |
458 | |||
5287 | ZblCoder | 459 | if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj) |
5296 | ZblCoder | 460 | MoveElement(player.position + vector, player.position + vector * 2, GetField(player.position + vector, true)); |
5276 | ZblCoder | 461 | |
462 | DrawElevent(player.position, true); |
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463 | DrawElevent(player.position + vector, true); |
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464 | player.position = player.position + vector; |
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465 | //kos_PutImage(GetImg(player.position + vector), 24, 24, 24 * player.position.X, 24 * player.position.Y); |
||
466 | renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
||
467 | objPlayer->Draw(Point(0, 0), angle); |
||
468 | renderPlayer->Draw(player.position * 24); |
||
5287 | ZblCoder | 469 | ExistGun(player.position); |
5276 | ZblCoder | 470 | } |
471 | |||
5287 | ZblCoder | 472 | void DrawLaser(Point position, int frame, RGB color) |
5276 | ZblCoder | 473 | { |
5296 | ZblCoder | 474 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
475 | Byte code = GetField(position, true); |
||
476 | if (code == FIELD_BOX_MISSLE_0 || code == FIELD_BOX_MISSLE_1 || code == FIELD_BOX_MISSLE_2 || code == FIELD_BOX_MISSLE_3) |
||
477 | objMiniMirror->Draw(Point(0, 0), 0, code - FIELD_BOX_MISSLE_0); |
||
5276 | ZblCoder | 478 | switch (frame) |
479 | { |
||
480 | case 1: |
||
5287 | ZblCoder | 481 | objLaser->Draw(Point(0, 0), 0, color); |
482 | break; |
||
5276 | ZblCoder | 483 | case 2: |
5287 | ZblCoder | 484 | objLaser->Draw(Point(0, 0), 90, color); |
5276 | ZblCoder | 485 | break; |
486 | case 3: |
||
5287 | ZblCoder | 487 | objLaser2->Draw(Point(0, 0), 0, color); |
5276 | ZblCoder | 488 | break; |
489 | default: |
||
5296 | ZblCoder | 490 | objLaser1->Draw(Point(0, 0), (float)frame, color); |
5276 | ZblCoder | 491 | } |
5296 | ZblCoder | 492 | renderBox->Draw(position * 24); |
5276 | ZblCoder | 493 | level[position.Y][position.X].l = 1; |
494 | } |
||
495 | |||
5296 | ZblCoder | 496 | bool LaserMoveElement(Point position, Point vector, int code, RGB color) |
497 | { |
||
498 | if (position + vector != player.position) |
||
499 | { |
||
500 | switch (GetField(position + vector, true)) |
||
501 | { |
||
502 | case FIELD_GROUND: |
||
503 | case FIELD_CRATER: |
||
504 | case FIELD_WATER: |
||
505 | case FIELD_BRICK_DES: |
||
506 | case FIELD_BOX_WATER: |
||
507 | for (int i = 2; i < 23; ++i) |
||
508 | { |
||
509 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
||
510 | if (vector.X != 0) |
||
511 | objLaser->Draw((vector.X > 0) ? Point(i - 24, 0) : Point(24 - i, 0), 0, color); |
||
512 | else |
||
513 | objLaser->Draw((vector.Y > 0) ? Point(0, i - 24) : Point(0, 24 - i), 90, color); |
||
514 | renderBox->Draw(position * 24); |
||
515 | |||
516 | DrawElevent(position + vector, false); |
||
517 | |||
518 | renderBox->RenderImg(GetImg(position, false), vector * -i, 24, 24); |
||
519 | renderBox->RenderImg(GetImg(position + vector, false), vector * -i + vector * 24, 24, 24); |
||
520 | |||
521 | switch (code) |
||
522 | { |
||
523 | case FIELD_GUN_0: |
||
524 | objGun->Draw(Point(0, 0), 0); |
||
525 | break; |
||
526 | case FIELD_GUN_1: |
||
527 | objGun->Draw(Point(0, 0), 90); |
||
528 | break; |
||
529 | case FIELD_GUN_2: |
||
530 | objGun->Draw(Point(0, 0), 180); |
||
531 | break; |
||
532 | case FIELD_GUN_3: |
||
533 | objGun->Draw(Point(0, 0), 270); |
||
534 | break; |
||
535 | case FIELD_BOX_MISSLE_0: |
||
536 | objMiniMirror->Draw(Point(0, 0), 0, 0); |
||
537 | break; |
||
538 | case FIELD_BOX_MISSLE_1: |
||
539 | objMiniMirror->Draw(Point(0, 0), 0, 1); |
||
540 | break; |
||
541 | case FIELD_BOX_MISSLE_2: |
||
542 | objMiniMirror->Draw(Point(0, 0), 0, 2); |
||
543 | break; |
||
544 | case FIELD_BOX_MISSLE_3: |
||
545 | objMiniMirror->Draw(Point(0, 0), 0, 3); |
||
546 | break; |
||
547 | case FIELD_BOX: |
||
548 | objBox->Draw(Point(0, 0), 0); |
||
549 | } |
||
550 | renderBox->Draw((position)* 24 + vector * i); |
||
551 | kos_Pause(1); |
||
552 | } |
||
553 | MoveElement(position, position + vector, code); |
||
554 | return true; |
||
555 | } |
||
556 | } |
||
557 | return false; |
||
558 | } |
||
559 | |||
5287 | ZblCoder | 560 | void Laser(Point pos, Point vec, RGB color) |
5276 | ZblCoder | 561 | { |
5287 | ZblCoder | 562 | Point vector = vec; |
563 | Point position = pos + vector; |
||
5276 | ZblCoder | 564 | bool en = true; |
5287 | ZblCoder | 565 | Byte code; |
566 | bool LaserGun = false; |
||
567 | |||
5276 | ZblCoder | 568 | while (en) |
569 | { |
||
5287 | ZblCoder | 570 | code = GetField(position, true); |
571 | switch (code) |
||
5276 | ZblCoder | 572 | { |
5287 | ZblCoder | 573 | case FIELD_BOX: |
574 | case FIELD_GUN_0: |
||
575 | case FIELD_GUN_1: |
||
576 | case FIELD_GUN_2: |
||
577 | case FIELD_GUN_3: |
||
578 | if (code == FIELD_GUN_0 && vector == Point(-1, 0) || code == FIELD_GUN_1 && vector == Point(0, -1) |
||
579 | || code == FIELD_GUN_2 && vector == Point(1, 0) || code == FIELD_GUN_3 && vector == Point(0, 1)) |
||
580 | { |
||
581 | for (int i = 2; i < 23; ++i) |
||
582 | kos_Pause(1); |
||
583 | for (int y = 0; y < 16; y++) |
||
584 | for (int x = 0; x < 16; x++) |
||
585 | if (level[y][x].l == 1) |
||
586 | { |
||
587 | DrawElevent(Point(x, y), true); |
||
588 | level[y][x].l = 0; |
||
589 | } |
||
590 | for (int i = 0; i < 14; ++i) |
||
591 | { |
||
5296 | ZblCoder | 592 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
5287 | ZblCoder | 593 | objExplosion->Draw(Point(0, 0), 0, i); |
5296 | ZblCoder | 594 | renderBox->Draw((position)* 24); |
5287 | ZblCoder | 595 | pause(2); |
596 | } |
||
597 | level[position.Y][position.X].d = FIELD_NONE; |
||
5296 | ZblCoder | 598 | if (level[position.Y][position.X].s == FIELD_GROUND) |
599 | level[position.Y][position.X].s = FIELD_CRATER; |
||
5287 | ZblCoder | 600 | draw_window(); |
601 | return; |
||
602 | } |
||
603 | else |
||
5296 | ZblCoder | 604 | { |
605 | if (!LaserMoveElement(position, vector, code, color)) |
||
5276 | ZblCoder | 606 | { |
607 | for (int i = 2; i < 23; ++i) |
||
5296 | ZblCoder | 608 | pause(1); |
609 | } |
||
610 | else |
||
5287 | ZblCoder | 611 | LaserGun = true; |
612 | } |
||
5276 | ZblCoder | 613 | en = false; |
614 | break; |
||
5287 | ZblCoder | 615 | case FIELD_BRICK: |
616 | for (int i = 0; i < 6; ++i) |
||
5276 | ZblCoder | 617 | { |
5287 | ZblCoder | 618 | level[position.Y][position.X].l += 1; |
619 | if (level[position.Y][position.X].l == 11) |
||
5276 | ZblCoder | 620 | { |
5287 | ZblCoder | 621 | level[position.Y][position.X].s = FIELD_BRICK_DES; |
622 | level[position.Y][position.X].l = 0; |
||
623 | LaserGun = true; |
||
5276 | ZblCoder | 624 | } |
5287 | ZblCoder | 625 | DrawElevent(position, false); |
626 | pause(5); |
||
5276 | ZblCoder | 627 | } |
628 | en = false; |
||
629 | break; |
||
5296 | ZblCoder | 630 | case FIELD_WALL_X: |
631 | break; |
||
632 | case FIELD_WALL_H: |
||
633 | if (vector.X == 0) |
||
634 | { |
||
635 | for (int i = 2; i < 23; ++i) |
||
636 | pause(1); |
||
637 | en = false; |
||
638 | } |
||
639 | break; |
||
640 | case FIELD_WALL_V: |
||
641 | if (vector.Y == 0) |
||
642 | { |
||
643 | for (int i = 2; i < 23; ++i) |
||
644 | pause(1); |
||
645 | en = false; |
||
646 | } |
||
647 | break; |
||
5287 | ZblCoder | 648 | case FIELD_GROUND: |
5296 | ZblCoder | 649 | case FIELD_CRATER: |
5287 | ZblCoder | 650 | case FIELD_WATER: |
651 | case FIELD_FINISH: |
||
652 | case FIELD_BRICK_DES: |
||
653 | case FIELD_BOX_WATER: |
||
5276 | ZblCoder | 654 | if (player.position == position) |
655 | { |
||
656 | for (int i = 2; i < 23; ++i) |
||
657 | kos_Pause(1); |
||
658 | for (int y = 0; y < 16; y++) |
||
659 | for (int x = 0; x < 16; x++) |
||
660 | if (level[y][x].l == 1) |
||
661 | { |
||
662 | DrawElevent(Point(x, y), true); |
||
663 | level[y][x].l = 0; |
||
664 | } |
||
665 | for (int i = 0; i < 14; ++i) |
||
666 | { |
||
5296 | ZblCoder | 667 | renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
5276 | ZblCoder | 668 | objExplosion->Draw(Point(0, 0), 0, i); |
5296 | ZblCoder | 669 | renderBox->Draw((position)* 24); |
5287 | ZblCoder | 670 | pause(2); |
5276 | ZblCoder | 671 | } |
5296 | ZblCoder | 672 | level[player.position.Y][player.position.X].s = FIELD_CRATER; |
5276 | ZblCoder | 673 | gameStatus = GAME_DEFEAT; |
5297 | ZblCoder | 674 | SetMode(MODE_PAUSE); |
5276 | ZblCoder | 675 | return; |
676 | } |
||
677 | else |
||
678 | { |
||
679 | if (level[position.Y][position.X].l == 1) |
||
5287 | ZblCoder | 680 | DrawLaser(position, 3, color); |
5276 | ZblCoder | 681 | else |
5287 | ZblCoder | 682 | DrawLaser(position, (vector.X != 0) ? 1 : 2, color); |
5276 | ZblCoder | 683 | } |
684 | break; |
||
5296 | ZblCoder | 685 | case FIELD_BOX_MISSLE_0: |
5276 | ZblCoder | 686 | if (vector == Point(-1, 0) || vector == Point(0, -1)) |
687 | { |
||
688 | vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1); |
||
5287 | ZblCoder | 689 | DrawLaser(position, 0, color); |
5276 | ZblCoder | 690 | } |
691 | else |
||
692 | { |
||
5296 | ZblCoder | 693 | if (!LaserMoveElement(position, vector, code, color)) |
694 | { |
||
695 | for (int i = 2; i < 23; ++i) |
||
696 | pause(1); |
||
697 | } |
||
698 | else |
||
699 | LaserGun = true; |
||
5276 | ZblCoder | 700 | en = false; |
701 | } |
||
702 | break; |
||
5296 | ZblCoder | 703 | case FIELD_BOX_MISSLE_1: |
5276 | ZblCoder | 704 | if (vector == Point(0, -1) || vector == Point(1, 0)) |
705 | { |
||
706 | vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1); |
||
5287 | ZblCoder | 707 | DrawLaser(position, 90, color); |
5276 | ZblCoder | 708 | } |
709 | else |
||
710 | { |
||
5296 | ZblCoder | 711 | if (!LaserMoveElement(position, vector, code, color)) |
712 | { |
||
713 | for (int i = 2; i < 23; ++i) |
||
714 | pause(1); |
||
715 | } |
||
716 | else |
||
717 | LaserGun = true; |
||
5276 | ZblCoder | 718 | en = false; |
719 | } |
||
720 | break; |
||
5296 | ZblCoder | 721 | case FIELD_BOX_MISSLE_2: |
722 | if (vector == Point(1, 0) || vector == Point(0, 1)) |
||
723 | { |
||
724 | vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1); |
||
725 | DrawLaser(position, 180, color); |
||
726 | } |
||
727 | else |
||
728 | { |
||
729 | if (!LaserMoveElement(position, vector, code, color)) |
||
730 | { |
||
731 | for (int i = 2; i < 23; ++i) |
||
732 | pause(1); |
||
733 | } |
||
734 | else |
||
735 | LaserGun = true; |
||
736 | en = false; |
||
737 | } |
||
738 | break; |
||
739 | case FIELD_BOX_MISSLE_3: |
||
5276 | ZblCoder | 740 | if (vector == Point(-1, 0) || vector == Point(0, 1)) |
741 | { |
||
742 | vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1); |
||
5287 | ZblCoder | 743 | DrawLaser(position, 270, color); |
5276 | ZblCoder | 744 | } |
745 | else |
||
746 | { |
||
5296 | ZblCoder | 747 | if (!LaserMoveElement(position, vector, code, color)) |
748 | { |
||
749 | for (int i = 2; i < 23; ++i) |
||
750 | pause(1); |
||
751 | } |
||
752 | else |
||
753 | LaserGun = true; |
||
754 | en = false; |
||
755 | } |
||
756 | break; |
||
757 | case FIELD_MISSLE_0: |
||
758 | if (vector == Point(-1, 0) || vector == Point(0, -1)) |
||
759 | { |
||
760 | vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1); |
||
761 | DrawLaser(position, 0, color); |
||
762 | } |
||
763 | else |
||
764 | { |
||
5276 | ZblCoder | 765 | for (int i = 2; i < 23; ++i) |
5287 | ZblCoder | 766 | pause(1); |
5276 | ZblCoder | 767 | en = false; |
768 | } |
||
769 | break; |
||
5296 | ZblCoder | 770 | case FIELD_MISSLE_1: |
771 | if (vector == Point(0, -1) || vector == Point(1, 0)) |
||
772 | { |
||
773 | vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1); |
||
774 | DrawLaser(position, 90, color); |
||
775 | } |
||
776 | else |
||
777 | { |
||
778 | for (int i = 2; i < 23; ++i) |
||
779 | pause(1); |
||
780 | en = false; |
||
781 | } |
||
782 | break; |
||
5287 | ZblCoder | 783 | case FIELD_MISSLE_2: |
5276 | ZblCoder | 784 | if (vector == Point(1, 0) || vector == Point(0, 1)) |
785 | { |
||
786 | vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1); |
||
5287 | ZblCoder | 787 | DrawLaser(position, 180, color); |
5276 | ZblCoder | 788 | } |
789 | else |
||
790 | { |
||
791 | for (int i = 2; i < 23; ++i) |
||
5287 | ZblCoder | 792 | pause(1); |
5276 | ZblCoder | 793 | en = false; |
794 | } |
||
795 | break; |
||
5296 | ZblCoder | 796 | case FIELD_MISSLE_3: |
797 | if (vector == Point(-1, 0) || vector == Point(0, 1)) |
||
798 | { |
||
799 | vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1); |
||
800 | DrawLaser(position, 270, color); |
||
801 | } |
||
802 | else |
||
803 | { |
||
804 | for (int i = 2; i < 23; ++i) |
||
805 | pause(1); |
||
806 | en = false; |
||
807 | } |
||
808 | break; |
||
5276 | ZblCoder | 809 | default: |
810 | for (int i = 2; i < 23; ++i) |
||
5287 | ZblCoder | 811 | pause(1); |
5276 | ZblCoder | 812 | en = false; |
813 | } |
||
814 | position = position + vector; |
||
815 | } |
||
816 | |||
817 | for (int y = 0; y < 16; y++) |
||
818 | for (int x = 0; x < 16; x++) |
||
819 | if (level[y][x].l == 1) |
||
820 | { |
||
821 | DrawElevent(Point(x, y), true); |
||
822 | level[y][x].l = 0; |
||
823 | } |
||
824 | |||
5287 | ZblCoder | 825 | if (LaserGun) |
826 | ExistGun(player.position); |
||
5276 | ZblCoder | 827 | } |
828 | |||
829 | void player_move(Point vector, float angle) |
||
830 | { |
||
831 | if (player.vector == vector) |
||
832 | { |
||
5287 | ZblCoder | 833 | Byte code = GetField(player.position + vector, true); |
834 | switch (code) |
||
5276 | ZblCoder | 835 | { |
5296 | ZblCoder | 836 | case FIELD_BOX_MISSLE_0: |
837 | case FIELD_BOX_MISSLE_1: |
||
838 | case FIELD_BOX_MISSLE_2: |
||
839 | case FIELD_BOX_MISSLE_3: |
||
840 | switch (GetField(player.position + vector * 2, true)) |
||
841 | { |
||
842 | case FIELD_GROUND: |
||
843 | case FIELD_CRATER: |
||
844 | case FIELD_WATER: |
||
845 | case FIELD_BOX_WATER: |
||
846 | case FIELD_BRICK_DES: |
||
847 | if (code == FIELD_BOX_MISSLE_0 && (vector == Point(1, 0) || vector == Point(0, 1)) |
||
848 | || code == FIELD_BOX_MISSLE_1 && (vector == Point(-1, 0) || vector == Point(0, 1)) |
||
849 | || code == FIELD_BOX_MISSLE_2 && (vector == Point(-1, 0) || vector == Point(0, -1)) |
||
850 | || code == FIELD_BOX_MISSLE_3 && (vector == Point(1, 0) || vector == Point(0, -1)) |
||
851 | ) |
||
852 | animation(vector, angle, code); |
||
853 | return; |
||
854 | } |
||
855 | break; |
||
5287 | ZblCoder | 856 | case FIELD_GUN_0: |
857 | case FIELD_GUN_1: |
||
858 | case FIELD_GUN_2: |
||
859 | case FIELD_GUN_3: |
||
5296 | ZblCoder | 860 | case FIELD_BOX: |
5276 | ZblCoder | 861 | switch (GetField(player.position + vector * 2, true)) |
862 | { |
||
5287 | ZblCoder | 863 | case FIELD_GROUND: |
5296 | ZblCoder | 864 | case FIELD_CRATER: |
5287 | ZblCoder | 865 | case FIELD_WATER: |
866 | case FIELD_BOX_WATER: |
||
867 | case FIELD_BRICK_DES: |
||
868 | animation(vector, angle, code); |
||
5276 | ZblCoder | 869 | return; |
870 | } |
||
871 | break; |
||
5287 | ZblCoder | 872 | case FIELD_FINISH: |
5276 | ZblCoder | 873 | gameStatus = GAME_VICTORY; |
5297 | ZblCoder | 874 | SetMode(MODE_PAUSE); |
5276 | ZblCoder | 875 | draw_window(); |
876 | break; |
||
5287 | ZblCoder | 877 | case FIELD_NONE: |
878 | case FIELD_BRICK: |
||
879 | case FIELD_WALL: |
||
5296 | ZblCoder | 880 | case FIELD_WALL_H: |
881 | case FIELD_WALL_V: |
||
882 | case FIELD_WALL_X: |
||
5287 | ZblCoder | 883 | case FIELD_WATER: |
884 | case FIELD_MISSLE_0: |
||
885 | case FIELD_MISSLE_1: |
||
886 | case FIELD_MISSLE_2: |
||
887 | case FIELD_MISSLE_3: |
||
5276 | ZblCoder | 888 | break; |
889 | default: |
||
5287 | ZblCoder | 890 | animation(vector, angle, -1); |
5276 | ZblCoder | 891 | } |
892 | } |
||
893 | else |
||
894 | { |
||
895 | int cnt; |
||
896 | float addAngle; |
||
897 | if (player.vector == vector * -1) |
||
898 | { |
||
899 | cnt = 48; |
||
900 | addAngle = 3.5f; |
||
901 | } |
||
902 | else |
||
903 | { |
||
904 | cnt = 24; |
||
905 | if (player.angle == 270 && angle == 0 || player.angle == 0 && angle == 270) |
||
906 | addAngle = (player.angle == 0) ? -3.5f : 3.5f; |
||
907 | else |
||
908 | addAngle = (angle < player.angle) ? -3.5f : 3.5f; |
||
909 | } |
||
910 | |||
911 | for (int i = 1; i < cnt - 1; ++i) |
||
912 | { |
||
913 | player.angle += addAngle; |
||
914 | renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
||
915 | objPlayer->Draw(Point(0, 0), player.angle); |
||
916 | renderPlayer->Draw(player.position * 24); |
||
5287 | ZblCoder | 917 | pause(1); |
5276 | ZblCoder | 918 | } |
919 | |||
920 | player.vector = vector; |
||
921 | player.angle = angle; |
||
922 | |||
923 | renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
||
924 | objPlayer->Draw(Point(0, 0), player.angle); |
||
925 | renderPlayer->Draw(player.position * 24); |
||
926 | } |
||
927 | } |
||
928 | |||
929 | void key_press(int key) |
||
930 | { |
||
931 | //rtlDebugOutString(ftoa(key)); |
||
932 | |||
933 | switch (gameMode) |
||
934 | { |
||
935 | case MODE_MENU: |
||
5338 | ZblCoder | 936 | if (key == 27) |
5296 | ZblCoder | 937 | kos_ExitApp(); |
5338 | ZblCoder | 938 | |
939 | if (key == 13 || key == 32) |
||
940 | SetMode(MODE_LEVELS); |
||
5276 | ZblCoder | 941 | break; |
942 | case MODE_LEVELS: |
||
5338 | ZblCoder | 943 | if (key == 27) |
5296 | ZblCoder | 944 | SetMode(MODE_MENU); |
5338 | ZblCoder | 945 | |
946 | if (levelPage > 0 && key == 183) |
||
947 | { |
||
948 | levelIndex -= 30; |
||
949 | draw_window(); |
||
950 | } |
||
951 | else |
||
952 | if (levelPage < (int)(levelCount / 30) && key == 184) |
||
953 | { |
||
954 | levelIndex += 30; |
||
955 | if (levelIndex >= levelCount) |
||
956 | levelIndex = levelCount - 1; |
||
957 | draw_window(); |
||
958 | } |
||
959 | |||
960 | // 179, 100 D Right |
||
961 | if ((key == 179 || key == 100) && (levelIndex + 1) < levelCount) |
||
962 | { |
||
963 | levelIndex++; |
||
964 | draw_window(); |
||
965 | } |
||
966 | // 176, 97 A Left |
||
967 | if ((key == 176 || key == 97) && levelIndex > 0) |
||
968 | { |
||
969 | levelIndex--; |
||
970 | draw_window(); |
||
971 | } |
||
972 | // 119, 178: W Up |
||
973 | if ((key == 119 || key == 178) && (levelIndex - 6) >= 0) |
||
974 | { |
||
975 | levelIndex -= 6; |
||
976 | draw_window(); |
||
977 | } |
||
978 | // 177, 115 S Down |
||
979 | if ((key == 177 || key == 115) && (levelIndex + 6) < levelCount) |
||
980 | { |
||
981 | levelIndex += 6; |
||
982 | draw_window(); |
||
983 | } |
||
984 | |||
985 | if (key == 13 || key == 32) |
||
986 | { |
||
987 | openLevel(levelIndex); |
||
988 | SetMode(MODE_GAME); |
||
989 | } |
||
990 | |||
5276 | ZblCoder | 991 | break; |
5338 | ZblCoder | 992 | case MODE_PAUSE: |
993 | if (key == 27) |
||
994 | SetMode(MODE_LEVELS); |
||
995 | else |
||
996 | if ((key == 32 || key == 13) && (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1)))) |
||
997 | { |
||
998 | if (gameStatus == GAME_VICTORY) |
||
999 | openLevel(levelIndex + 1); |
||
1000 | SetMode(MODE_GAME); |
||
1001 | } |
||
1002 | else |
||
1003 | if (key == 114) |
||
1004 | { |
||
1005 | openLevel(levelIndex); |
||
1006 | SetMode(MODE_GAME); |
||
1007 | } |
||
1008 | break; |
||
5276 | ZblCoder | 1009 | case MODE_GAME: |
1010 | switch (key) |
||
1011 | { |
||
1012 | case 119: // Up |
||
1013 | case 178: // W |
||
1014 | if (gameStatus == GAME_NONE) |
||
1015 | player_move(Point(0, -1), 270); |
||
1016 | break; |
||
1017 | case 177: // Down |
||
1018 | case 115: // S |
||
1019 | if (gameStatus == GAME_NONE) |
||
1020 | player_move(Point(0, 1), 90); |
||
1021 | break; |
||
1022 | case 176: // Left |
||
1023 | case 97: // A |
||
1024 | if (gameStatus == GAME_NONE) |
||
1025 | player_move(Point(-1, 0), 180); |
||
1026 | break; |
||
1027 | case 179: // Right |
||
1028 | case 100: // D |
||
1029 | if (gameStatus == GAME_NONE) |
||
1030 | player_move(Point(1, 0), 0); |
||
1031 | break; |
||
1032 | case 32: // Space |
||
1033 | if (gameStatus == GAME_NONE) |
||
5287 | ZblCoder | 1034 | Laser(player.position, player.vector, (RGB)0x00FF00); |
5276 | ZblCoder | 1035 | break; |
1036 | case 13: |
||
5331 | ZblCoder | 1037 | //rtlDebugOutString(ftoa(rtlRand())); |
5296 | ZblCoder | 1038 | |
5287 | ZblCoder | 1039 | // openLevel(levelIndex + 1); |
5276 | ZblCoder | 1040 | if (gameStatus == GAME_VICTORY) |
1041 | openLevel(levelIndex + 1); |
||
1042 | else |
||
1043 | if (gameStatus == GAME_DEFEAT) |
||
1044 | openLevel(levelIndex); |
||
5296 | ZblCoder | 1045 | |
5276 | ZblCoder | 1046 | break; |
5296 | ZblCoder | 1047 | case 27: |
5297 | ZblCoder | 1048 | SetMode(MODE_PAUSE); |
5276 | ZblCoder | 1049 | } |
1050 | break; |
||
1051 | } |
||
1052 | } |
||
1053 | |||
1054 | void MousePress(int button, Point position) |
||
1055 | { |
||
1056 | //rtlDebugOutString("Mouse"); |
||
1057 | //rtlDebugOutString(ftoa(position.X)); |
||
1058 | //rtlDebugOutString(ftoa(position.Y)); |
||
5296 | ZblCoder | 1059 | Point level_pos = Point(0, 0); |
5276 | ZblCoder | 1060 | switch (gameMode) |
1061 | { |
||
1062 | case MODE_MENU: |
||
1063 | if (CollRecrVsPoint(position, ToGame.rect)) |
||
5296 | ZblCoder | 1064 | SetMode(MODE_LEVELS); |
5276 | ZblCoder | 1065 | if (CollRecrVsPoint(position, ToExit.rect)) |
1066 | kos_ExitApp(); |
||
1067 | break; |
||
1068 | case MODE_LEVELS: |
||
5296 | ZblCoder | 1069 | if (CollRecrVsPoint(position, ToExit.rect)) |
1070 | SetMode(MODE_MENU); |
||
1071 | else |
||
1072 | if (levelPage > 0 && CollRecrVsPoint(position, Rect(9, 318, 57, 57))) |
||
1073 | { |
||
5338 | ZblCoder | 1074 | levelIndex -= 30; |
5296 | ZblCoder | 1075 | draw_window(); |
1076 | } |
||
1077 | else |
||
5338 | ZblCoder | 1078 | if (levelPage < (int)(levelCount / 30) && CollRecrVsPoint(position, Rect(70, 318, 57, 57))) |
5296 | ZblCoder | 1079 | { |
5338 | ZblCoder | 1080 | levelIndex += 30; |
1081 | if (levelIndex >= levelCount) |
||
1082 | levelIndex = levelCount - 1; |
||
5296 | ZblCoder | 1083 | draw_window(); |
1084 | } |
||
1085 | else |
||
1086 | { |
||
5338 | ZblCoder | 1087 | levelPage = (int)(levelIndex / 30); |
5296 | ZblCoder | 1088 | for (int i = levelPage * 30; i < min(levelCount, (levelPage + 1) * 30); i++) |
1089 | { |
||
5276 | ZblCoder | 1090 | |
5296 | ZblCoder | 1091 | if (i % 6 == 0 && i != levelPage * 30) |
1092 | { |
||
1093 | level_pos.X = 0; |
||
1094 | level_pos.Y++; |
||
1095 | } |
||
1096 | if (CollRecrVsPoint(position, Rect(11 + level_pos.X * 62, 11 + 61 * level_pos.Y, 51, 50))) |
||
1097 | { |
||
1098 | openLevel(i); |
||
1099 | //rtlDebugOutString(ftoa(i)); |
||
1100 | SetMode(MODE_GAME); |
||
1101 | return; |
||
1102 | } |
||
1103 | level_pos.X++; |
||
1104 | } |
||
1105 | } |
||
5276 | ZblCoder | 1106 | break; |
5297 | ZblCoder | 1107 | case MODE_PAUSE: |
1108 | if (CollRecrVsPoint(position, Rect(77, 318, 229, 57))) |
||
1109 | SetMode(MODE_LEVELS); |
||
1110 | else |
||
1111 | if (CollRecrVsPoint(position, Rect(77, 255, 229, 57))) |
||
1112 | { |
||
1113 | openLevel(levelIndex); |
||
1114 | SetMode(MODE_GAME); |
||
1115 | } |
||
1116 | else |
||
5338 | ZblCoder | 1117 | if (CollRecrVsPoint(position, Rect(77, 192, 229, 57)) && (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1)))) |
5297 | ZblCoder | 1118 | { |
1119 | if (gameStatus == GAME_VICTORY) |
||
1120 | openLevel(levelIndex + 1); |
||
1121 | SetMode(MODE_GAME); |
||
1122 | } |
||
5276 | ZblCoder | 1123 | case MODE_GAME: |
1124 | |||
1125 | break; |
||
1126 | } |
||
1127 | } |
||
1128 | |||
5296 | ZblCoder | 1129 | void draw_level_number(Point position, int number, RGB color) // 0x252317 |
1130 | { |
||
1131 | if (number > 99) |
||
1132 | { |
||
1133 | objnumbers->Draw(position + Point(4, 12), 0, (int)(number / 100), color); |
||
1134 | objnumbers->Draw(position + Point(18, 12), 0, (int)((number % 100) / 10), color); |
||
1135 | objnumbers->Draw(position + Point(32, 12), 0, (int)(number % 10), color); |
||
1136 | } |
||
1137 | else |
||
1138 | if (number > 9) |
||
1139 | { |
||
1140 | objnumbers->Draw(position + Point(11, 12), 0, (int)((number % 100) / 10), color); |
||
1141 | objnumbers->Draw(position + Point(25, 12), 0, (int)(number % 10), color); |
||
1142 | } |
||
1143 | else |
||
1144 | if (number < 10) |
||
1145 | objnumbers->Draw(position + Point(18, 12), 0, number, color); |
||
1146 | } |
||
1147 | |||
5276 | ZblCoder | 1148 | void draw_window(void) |
1149 | { |
||
1150 | kos_WindowRedrawStatus(1); |
||
1151 | kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header); |
||
5296 | ZblCoder | 1152 | Point level_pos = Point(0, 0); |
5276 | ZblCoder | 1153 | switch (gameMode) |
1154 | { |
||
1155 | case MODE_MENU: |
||
1156 | kos_PutImage((RGB*)img_menu, 384, 384, 0, 0); |
||
1157 | |||
1158 | // kos_PutImage((RGB*)img_button, 150, 50, ToGame.rect.X, ToGame.rect.Y); |
||
1159 | |||
1160 | |||
1161 | break; |
||
1162 | case MODE_LEVELS: |
||
5296 | ZblCoder | 1163 | renderLevels->RenderImg(img_levels, Point(0, 0), 384, 384); |
5338 | ZblCoder | 1164 | |
1165 | levelPage = (int)(levelIndex / 30); |
||
5296 | ZblCoder | 1166 | for (int i = levelPage * 30; i < min(levelCount, (levelPage + 1) * 30); i++) |
1167 | { |
||
1168 | if (i % 6 == 0 && i != levelPage * 30) |
||
1169 | { |
||
1170 | level_pos.X = 0; |
||
1171 | level_pos.Y++; |
||
1172 | } |
||
5338 | ZblCoder | 1173 | if (levelIndex != i) |
1174 | { |
||
1175 | objnumber_box->Draw(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), 0); |
||
1176 | draw_level_number(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), i + 1, (RGB)0x252317); |
||
1177 | } |
||
1178 | else |
||
1179 | { |
||
1180 | objnumber_box->Draw(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), 0, (RGB)0xAA0000); |
||
1181 | draw_level_number(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), i + 1, (RGB)0xAA0000); |
||
1182 | } |
||
5276 | ZblCoder | 1183 | |
5296 | ZblCoder | 1184 | level_pos.X++; |
1185 | } |
||
1186 | |||
1187 | if (levelPage > 0) |
||
1188 | { |
||
1189 | objbutton1->Draw(Point(9, 318), 0); |
||
1190 | objbutton_arrow->Draw(Point(24, 338), 0); |
||
1191 | } |
||
1192 | |||
1193 | if (levelPage < (int)(levelCount / 30)) |
||
1194 | { |
||
1195 | objbutton1->Draw(Point(70, 318), 0); |
||
1196 | objbutton_arrow->Draw(Point(89, 339), 180); |
||
1197 | } |
||
1198 | |||
1199 | renderLevels->Draw(Point(0, 0)); |
||
5297 | ZblCoder | 1200 | //kos_PutImage((RGB*)img_ground, 24, 24, 100, 100); |
1201 | break; |
||
1202 | case MODE_PAUSE: |
||
1203 | for (int y = 0; y < 4; y++) |
||
1204 | for (int x = 0; x < 4; x++) |
||
1205 | renderLevels->RenderImg((RGB*)img_gamebg, Point(96 * x, 96 * y), 96, 96); |
||
5296 | ZblCoder | 1206 | |
5297 | ZblCoder | 1207 | for (int y = 0; y < 16; y++) |
1208 | for (int x = 0; x < 16; x++) |
||
1209 | if (level[y][x].s != FIELD_NONE) |
||
1210 | renderLevels->RenderImg(GetImg(Point(x, y), true), Point(24 * x, 24 * y), 24, 24); |
||
1211 | |||
1212 | switch (gameStatus) |
||
1213 | { |
||
1214 | case GAME_NONE: |
||
1215 | objPlayer1->Draw(player.position * 24, player.angle); |
||
1216 | break; |
||
1217 | case GAME_VICTORY: |
||
1218 | kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "VICTORY", 0); |
||
1219 | break; |
||
1220 | case GAME_DEFEAT: |
||
1221 | kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "DEFEAT", 0); |
||
1222 | break; |
||
1223 | } |
||
1224 | |||
1225 | for (int y = 0; y < 16; y++) |
||
1226 | for (int x = 0; x < 16; x++) |
||
1227 | objblack->Draw(Point(24 * x, 24 * y), 0); |
||
1228 | |||
5338 | ZblCoder | 1229 | if (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1))) |
5297 | ZblCoder | 1230 | renderLevels->RenderImg((RGB*)img_buttons[1], Point(77, 192), 229, 57); |
1231 | renderLevels->RenderImg((RGB*)img_buttons[2], Point(77, 255), 229, 57); |
||
1232 | renderLevels->RenderImg((RGB*)img_buttons[0], Point(77, 318), 229, 57); |
||
1233 | |||
1234 | renderLevels->Draw(Point(0, 0)); |
||
5276 | ZblCoder | 1235 | break; |
1236 | case MODE_GAME: |
||
5296 | ZblCoder | 1237 | for (int y = 0; y < 4; y++) |
1238 | for (int x = 0; x < 4; x++) |
||
1239 | kos_PutImage((RGB*)img_gamebg, 96, 96, 96 * x, 96 * y); |
||
1240 | |||
5276 | ZblCoder | 1241 | for (int y = 0; y < 16; y++) |
1242 | for (int x = 0; x < 16; x++) |
||
5287 | ZblCoder | 1243 | if (level[y][x].s != FIELD_NONE) |
5297 | ZblCoder | 1244 | kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y); |
5276 | ZblCoder | 1245 | |
5297 | ZblCoder | 1246 | if(gameStatus != GAME_DEFEAT) |
5276 | ZblCoder | 1247 | { |
1248 | renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
||
1249 | objPlayer->Draw(Point(0, 0), player.angle); |
||
1250 | renderPlayer->Draw(player.position * 24); |
||
1251 | } |
||
1252 | break; |
||
1253 | } |
||
1254 | kos_WindowRedrawStatus(2); |
||
1255 | } |
||
1256 | |||
1257 | void LevelsLoad() |
||
1258 | { |
||
1259 | char *cPtr; |
||
1260 | cPtr = strrchr(kosExePath, '/'); |
||
1261 | |||
1262 | if (cPtr == NULL) |
||
1263 | { |
||
1264 | rtlDebugOutString("Invalid path to executable."); |
||
1265 | return; |
||
1266 | } |
||
1267 | cPtr[1] = 0; |
||
5296 | ZblCoder | 1268 | strcpy(cPtr + 1, "data.lvl"); |
5276 | ZblCoder | 1269 | |
1270 | CKosFile *file = new CKosFile(kosExePath); |
||
1271 | |||
1272 | Byte block[256]; |
||
1273 | while (file->Read(block, 256) == 256) |
||
1274 | { |
||
1275 | levelCount++; |
||
1276 | } |
||
1277 | //levelCount++; |
||
5331 | ZblCoder | 1278 | //rtlDebugOutString(ftoa(levelCount)); |
5276 | ZblCoder | 1279 | |
1280 | levels = new Level[levelCount]; |
||
1281 | |||
1282 | file->Seek(0, SEEK_SET); |
||
1283 | for (int i = 0; i < levelCount; ++i) |
||
1284 | { |
||
1285 | file->Read(block, 256); |
||
1286 | int k = 0; |
||
1287 | |||
1288 | for (int y = 0; y < 16; y++) |
||
1289 | for (int x = 0; x < 16; x++) |
||
1290 | { |
||
5287 | ZblCoder | 1291 | levels[i].fileds[y][x] = block[k]; |
5276 | ZblCoder | 1292 | k++; |
1293 | } |
||
1294 | } |
||
1295 | } |
||
1296 | |||
1297 | void openLevel(int index) |
||
1298 | { |
||
1299 | levelIndex = index; |
||
1300 | for (int y = 0; y < 16; y++) |
||
1301 | for (int x = 0; x < 16; x++) |
||
1302 | { |
||
1303 | level[y][x].s = levels[index].fileds[y][x]; |
||
5287 | ZblCoder | 1304 | level[y][x].d = FIELD_NONE; |
5276 | ZblCoder | 1305 | level[y][x].l = 0; |
1306 | switch (levels[index].fileds[y][x]) |
||
1307 | { |
||
5287 | ZblCoder | 1308 | case FIELD_BOX: |
1309 | case FIELD_GUN_0: |
||
1310 | case FIELD_GUN_1: |
||
1311 | case FIELD_GUN_2: |
||
1312 | case FIELD_GUN_3: |
||
5296 | ZblCoder | 1313 | case FIELD_BOX_MISSLE_0: |
1314 | case FIELD_BOX_MISSLE_1: |
||
1315 | case FIELD_BOX_MISSLE_2: |
||
1316 | case FIELD_BOX_MISSLE_3: |
||
5287 | ZblCoder | 1317 | level[y][x].s = FIELD_GROUND; |
1318 | level[y][x].d = levels[index].fileds[y][x]; |
||
5276 | ZblCoder | 1319 | break; |
5287 | ZblCoder | 1320 | case FIELD_HERO: |
5276 | ZblCoder | 1321 | player = Player(Point(x, y)); |
5287 | ZblCoder | 1322 | level[y][x].s = FIELD_GROUND; |
5276 | ZblCoder | 1323 | break; |
5287 | ZblCoder | 1324 | case FIELD_BRICK: |
1325 | level[y][x].l = 0; |
||
5276 | ZblCoder | 1326 | break; |
1327 | } |
||
1328 | } |
||
1329 | gameStatus = GAME_NONE; |
||
1330 | draw_window(); |
||
1331 | } |
||
1332 | |||
1333 | void kos_Main() |
||
1334 | { |
||
5338 | ZblCoder | 1335 | //rtlDebugOutString(" "); |
1336 | //rtlDebugOutString("kos_Main"); |
||
5276 | ZblCoder | 1337 | char *cPtr; |
1338 | cPtr = strrchr(kosExePath, '/'); |
||
1339 | // проверка ;) |
||
1340 | if (cPtr == NULL) |
||
1341 | { |
||
1342 | rtlDebugOutString("Invalid path to executable."); |
||
1343 | return; |
||
1344 | } |
||
1345 | cPtr[1] = 0; |
||
5296 | ZblCoder | 1346 | strcpy(cPtr + 1, "data01.pak"); |
5276 | ZblCoder | 1347 | |
1348 | CKosFile *file = new CKosFile(kosExePath); |
||
1349 | |||
1350 | file->LoadTex((Byte*)img_box, 4, 24, 24); |
||
5287 | ZblCoder | 1351 | for (int i = 0; i < 11; ++i) |
1352 | file->LoadTex((Byte*)img_brick[i], 3, 24, 24); |
||
1353 | file->LoadTex((Byte*)img_brick1, 3, 24, 24); |
||
5276 | ZblCoder | 1354 | file->LoadTex((Byte*)img_finish, 3, 24, 24); |
1355 | file->LoadTex((Byte*)img_ground, 3, 24, 24); |
||
1356 | file->LoadTex((Byte*)img_laser, 4, 24, 24); |
||
1357 | file->LoadTex((Byte*)img_laser1, 4, 24, 24); |
||
1358 | file->LoadTex((Byte*)img_laser2, 4, 24, 24); |
||
1359 | |||
5287 | ZblCoder | 1360 | for (int i = 0; i < 4; ++i) |
1361 | file->LoadTex((Byte*)img_mirror[i], 3, 24, 24); |
||
5276 | ZblCoder | 1362 | |
5296 | ZblCoder | 1363 | //for (int i = 0; i < 4; ++i) |
1364 | file->LoadTex((Byte*)img_mini_mirror, 4, 24, 96); |
||
5276 | ZblCoder | 1365 | |
1366 | file->LoadTex((Byte*)img_tank, 4, 24, 24); |
||
1367 | file->LoadTex((Byte*)img_wall, 3, 24, 24); |
||
1368 | file->LoadTex((Byte*)img_water, 3, 24, 24); |
||
1369 | file->LoadTex((Byte*)img_waterbox, 3, 24, 24); |
||
1370 | file->LoadTex((Byte*)img_menu, 3, 384, 384); |
||
1371 | file->LoadTex((Byte*)img_explosion, 4, 24, 336); |
||
5287 | ZblCoder | 1372 | file->LoadTex((Byte*)img_gun, 4, 24, 24); |
5296 | ZblCoder | 1373 | file->LoadTex((Byte*)img_gamebg, 3, 96, 96); |
5331 | ZblCoder | 1374 | |
5276 | ZblCoder | 1375 | |
1376 | delete file; |
||
1377 | |||
5296 | ZblCoder | 1378 | strcpy(cPtr + 1, "data02.pak"); |
1379 | |||
1380 | file = new CKosFile(kosExePath); |
||
1381 | |||
1382 | file->LoadTex((Byte*)img_levels, 3, 384, 384); |
||
5331 | ZblCoder | 1383 | |
1384 | for (int i = 0; i < 3; ++i) |
||
1385 | file->LoadTex((Byte*)img_pandus[i], 3, 12, 1); |
||
1386 | |||
5296 | ZblCoder | 1387 | file->LoadTex((Byte*)img_number_box, 4, 51, 50); |
1388 | file->LoadTex((Byte*)img_numbers, 4, 14, 250); |
||
1389 | |||
1390 | file->LoadTex((Byte*)img_button1, 4, 57, 57); |
||
1391 | file->LoadTex((Byte*)img_button_arrow, 4, 25, 15); |
||
1392 | |||
1393 | file->LoadTex((Byte*)img_wall_h, 3, 24, 24); |
||
1394 | file->LoadTex((Byte*)img_wall_v, 3, 24, 24); |
||
1395 | file->LoadTex((Byte*)img_wall_x, 3, 24, 24); |
||
1396 | |||
1397 | file->LoadTex((Byte*)img_crater, 3, 24, 24); |
||
5297 | ZblCoder | 1398 | |
1399 | file->LoadTex((Byte*)img_black, 4, 24, 24); |
||
1400 | |||
1401 | for (int i = 0; i < 3; ++i) |
||
1402 | file->LoadTex((Byte*)img_buttons[i], 3, 229, 57); |
||
1403 | |||
5331 | ZblCoder | 1404 | |
5296 | ZblCoder | 1405 | delete file; |
1406 | |||
5276 | ZblCoder | 1407 | renderPlayer = new CKosRender(24, 24); |
1408 | objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24); |
||
1409 | |||
5331 | ZblCoder | 1410 | renderWater = new CKosRender(24, 24); |
1411 | |||
5296 | ZblCoder | 1412 | renderBox = new CKosRender(24, 24); |
1413 | objLaser = new CKosImage(renderBox, (RGBA*)img_laser, 24, 24); |
||
5276 | ZblCoder | 1414 | objLaser->SetMode(DRAW_ALPHA_ADD); |
5296 | ZblCoder | 1415 | objLaser1 = new CKosImage(renderBox, (RGBA*)img_laser1, 24, 24); |
5276 | ZblCoder | 1416 | objLaser1->SetMode(DRAW_ALPHA_ADD); |
5296 | ZblCoder | 1417 | objLaser2 = new CKosImage(renderBox, (RGBA*)img_laser2, 24, 24); |
5276 | ZblCoder | 1418 | objLaser2->SetMode(DRAW_ALPHA_ADD); |
1419 | |||
5296 | ZblCoder | 1420 | //for (int i = 0; i < 4; ++i) |
1421 | objMiniMirror = new CKosImage(renderBox, (RGBA*)img_mini_mirror, 24, 24); |
||
1422 | objMiniMirror->SetFrameSize(24, 24); |
||
5276 | ZblCoder | 1423 | |
1424 | objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24); |
||
5287 | ZblCoder | 1425 | objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24); |
5276 | ZblCoder | 1426 | |
5296 | ZblCoder | 1427 | objExplosion = new CKosImage(renderBox, (RGBA*)img_explosion, 24, 24); |
5276 | ZblCoder | 1428 | objExplosion->SetFrameSize(24, 24); |
1429 | |||
5296 | ZblCoder | 1430 | renderLevels = new CKosRender(384, 384); |
5297 | ZblCoder | 1431 | |
1432 | objPlayer1 = new CKosImage(renderLevels, (RGBA*)img_tank, 24, 24); |
||
5296 | ZblCoder | 1433 | objnumber_box = new CKosImage(renderLevels, (RGBA*)img_number_box, 51, 50); |
1434 | objnumbers = new CKosImage(renderLevels, (RGBA*)img_numbers, 14, 25); |
||
1435 | objnumbers->SetFrameSize(14, 25); |
||
1436 | |||
1437 | objbutton1 = new CKosImage(renderLevels, (RGBA*)img_button1, 57, 57); |
||
1438 | objbutton_arrow = new CKosImage(renderLevels, (RGBA*)img_button_arrow, 25, 15); |
||
5297 | ZblCoder | 1439 | |
1440 | objblack = new CKosImage(renderLevels, (RGBA*)img_black, 24, 24); |
||
5296 | ZblCoder | 1441 | |
5276 | ZblCoder | 1442 | LevelsLoad(); |
1443 | |||
1444 | openLevel(0); |
||
1445 | |||
1446 | kos_SetMaskForEvents(0x27); |
||
1447 | for (;;) |
||
1448 | { |
||
1449 | switch (kos_WaitForEvent()) |
||
1450 | { |
||
1451 | case 1: |
||
1452 | draw_window(); |
||
1453 | break; |
||
1454 | case 2: |
||
1455 | Byte keyCode; |
||
1456 | kos_GetKey(keyCode); |
||
1457 | key_press(keyCode); |
||
1458 | break; |
||
1459 | case 3: |
||
1460 | kos_ExitApp(); |
||
1461 | break; |
||
1462 | case 6: |
||
1463 | Dword buttons; |
||
1464 | int mX, mY; |
||
1465 | kos_GetMouseState(buttons, mX, mY); |
||
1466 | if (buttons & 1) |
||
1467 | MousePress(MOUSE_LEFT, Point(mX, mY)); |
||
1468 | break; |
||
1469 | } |
||
1470 | } |
||
1471 | }>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |