forked from KolibriOS/kolibrios
850c90fc18
git-svn-id: svn://kolibrios.org@5287 a494cfbc-eb01-0410-851d-a64ba20cac60
923 lines
21 KiB
C++
923 lines
21 KiB
C++
#include "smalllibc/kosSyst.h"
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#include "smalllibc/kosFile.h"
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#include "smalllibc/sprintf.h"
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#include "smalllibc/func.h"
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#include "render.h"
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#include "image.h"
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#define MODE_MENU 0
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#define MODE_LEVELS 1
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#define MODE_GAME 2
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#define GAME_NONE 0
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#define GAME_VICTORY 1
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#define GAME_DEFEAT 2
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#define MOUSE_LEFT 0
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#define FIELD_NONE 0
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#define FIELD_WATER 1
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#define FIELD_GROUND 2
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#define FIELD_BRICK 3
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#define FIELD_WALL 4
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#define FIELD_BOX 5
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#define FIELD_MISSLE_0 6
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#define FIELD_MISSLE_1 7
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#define FIELD_MISSLE_2 8
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#define FIELD_MISSLE_3 9
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#define FIELD_HERO 10
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#define FIELD_FINISH 11
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#define FIELD_GUN_0 12
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#define FIELD_GUN_1 13
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#define FIELD_GUN_2 14
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#define FIELD_GUN_3 15
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#define FIELD_BOX_MISSLE_0 16
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#define FIELD_BOX_MISSLE_1 17
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#define FIELD_BOX_MISSLE_2 18
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#define FIELD_BOX_MISSLE_3 19
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#define FIELD_BRICK_DES 20
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#define FIELD_BOX_WATER 21
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char* header = "Laser Tank";
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struct Level
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{
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Byte fileds[16][16];
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};
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void pause(int time)
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{
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kos_Pause(time);
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Byte keyCode;
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for (int i = 0; i < 10; ++i)
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kos_GetKey(keyCode);
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}
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Level *levels;
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int levelCount = 0;
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int levelIndex = 0;
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RGBA img_tank[576];
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RGB img_water[576];
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RGB img_brick[11][576];
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RGB img_waterbox[576];
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RGB img_ground[576];
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RGB img_wall[576];
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RGB img_finish[576];
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RGBA img_box[576];
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RGBA img_laser[576];
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RGB img_mirror[4][576];
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RGBA img_mini_mirror[4][576];
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RGBA img_laser1[576];
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RGBA img_laser2[576];
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RGB img_brick1[576];
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RGB img_menu[147456];
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RGBA img_explosion[8064];
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RGBA img_gun[576];
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RGB img_button[7500];
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Player player;
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CKosRender* renderPlayer;
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CKosImage* objPlayer;
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CKosRender* renderLaser;
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CKosImage* objLaser;
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CKosImage* objLaser1;
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CKosImage* objLaser2;
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CKosRender* renderMirror;
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CKosImage* objMiniMirror[4];
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CKosRender* renderBox;
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CKosImage* objBox;
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CKosImage* objGun;
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CKosRender* renderExplosion;
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CKosImage* objExplosion;
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int gameMode = MODE_MENU;
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int gameStatus = GAME_NONE;
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void draw_window();
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void openLevel(int index);
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void Laser(Point pos, Point vec, RGB color);
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bool CollRecrVsPoint(Point point, Rect rect)
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{
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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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}
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struct Button
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{
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Rect rect;
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char* caption;
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Button() {}
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Button(char* caption, Rect rect)
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{
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this->caption = caption;
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this->rect = rect;
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}
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};
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Button ToGame("Game", Rect(150, 258, 224, 50));
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Button ToExit("Exit", Rect(150, 321, 224, 50));
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struct LvlItem
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{
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Byte s;
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Byte d;
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Byte l;
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};
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LvlItem level[16][16];
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char GetField(Point position, bool din)
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{
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if (din && level[position.Y][position.X].d != FIELD_NONE)
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return level[position.Y][position.X].d;
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return level[position.Y][position.X].s;
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}
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RGB* GetImg(Point position, bool din)
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{
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switch (GetField(position, din))
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{
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case FIELD_WALL:
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return (RGB*)img_wall;
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case FIELD_MISSLE_0:
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return (RGB*)img_mirror[0];
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case FIELD_MISSLE_1:
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return (RGB*)img_mirror[1];
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case FIELD_MISSLE_2:
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return (RGB*)img_mirror[2];
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case FIELD_MISSLE_3:
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return (RGB*)img_mirror[3];
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case FIELD_GUN_0:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 0);
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return renderBox->buffer;
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case FIELD_GUN_1:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 90);
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return renderBox->buffer;
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case FIELD_GUN_2:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 180);
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return renderBox->buffer;
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case FIELD_GUN_3:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 270);
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return renderBox->buffer;
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case FIELD_GROUND:
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return (RGB*)img_ground;
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case FIELD_BOX:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objBox->Draw(Point(0, 0), 0);
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return renderBox->buffer;
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// return (RGB*)img_box;
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case FIELD_FINISH:
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return (RGB*)img_finish;
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case FIELD_BRICK:
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return (RGB*)img_brick[level[position.Y][position.X].l];
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case FIELD_WATER:
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return (RGB*)img_water;
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case FIELD_BOX_WATER:
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return (RGB*)img_waterbox;
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case FIELD_BRICK_DES:
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return (RGB*)img_brick1;
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}
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return NULL;
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}
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Byte CollField(Point position)
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{
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if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15)
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return 0;
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switch (GetField(position, true))
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{
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case FIELD_NONE:
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case FIELD_WATER:
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case FIELD_GROUND:
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case FIELD_BOX_WATER:
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case FIELD_BRICK_DES:
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case FIELD_FINISH:
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return 1;
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case FIELD_GUN_0:
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return FIELD_GUN_0;
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case FIELD_GUN_1:
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return FIELD_GUN_1;
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case FIELD_GUN_2:
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return FIELD_GUN_2;
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case FIELD_GUN_3:
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return FIELD_GUN_3;
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}
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return 0;
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}
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bool ExistGun1(Point position, Point vec, int gun)
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{
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rtlDebugOutString("ExistGun");
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Point pos = position;
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Byte result = 1;
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while (result == 1)
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{
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pos = pos + vec;
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result = CollField(pos);
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}
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if (result == gun)
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{
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Laser(pos, vec * -1, (RGB)0x00CCFF);
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return true;
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}
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return false;
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}
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void ExistGun(Point position)
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{
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if (ExistGun1(position, Point(1, 0), FIELD_GUN_2))
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return;
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if (ExistGun1(position, Point(0, 1), FIELD_GUN_3))
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return;
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if (ExistGun1(position, Point(-1, 0), FIELD_GUN_0))
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return;
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ExistGun1(position, Point(0, -1), FIELD_GUN_1);
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}
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void DrawElevent(Point position, bool din)
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{
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kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y);
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}
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void MoveBox(Point a, Point b)
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{
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Byte code = GetField(a, true);
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level[a.Y][a.X].d = FIELD_NONE;
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DrawElevent(a, true);
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if (level[b.Y][b.X].s == FIELD_WATER)
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{
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if (code = FIELD_BOX)
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level[b.Y][b.X].s = FIELD_BOX_WATER;
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DrawElevent(b, true);
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}
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else
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{
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level[b.Y][b.X].d = code;
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DrawElevent(b, true);
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}
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}
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void animation(Point vector, float angle, int obj)
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{
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for (int i = 2; i < 23; ++i)
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{
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kos_WindowRedrawStatus(1);
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DrawElevent(player.position, false);
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DrawElevent(player.position + vector, false);
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renderPlayer->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
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objPlayer->Draw(Point(0, 0), angle);
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renderPlayer->Draw(player.position * 24 + vector * i);
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
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{
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renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24);
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switch (obj)
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{
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case FIELD_GUN_0:
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objGun->Draw(Point(0, 0), 0);
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break;
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case FIELD_GUN_1:
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objGun->Draw(Point(0, 0), 90);
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break;
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case FIELD_GUN_2:
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objGun->Draw(Point(0, 0), 180);
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break;
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case FIELD_GUN_3:
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objGun->Draw(Point(0, 0), 270);
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break;
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case FIELD_BOX:
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objBox->Draw(Point(0, 0), 0);
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}
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renderBox->Draw((player.position + vector) * 24 + vector * i);
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}
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kos_WindowRedrawStatus(2);
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pause(1);
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}
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
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MoveBox(player.position + vector, player.position + vector * 2);
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DrawElevent(player.position, true);
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DrawElevent(player.position + vector, true);
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player.position = player.position + vector;
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//kos_PutImage(GetImg(player.position + vector), 24, 24, 24 * player.position.X, 24 * player.position.Y);
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renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objPlayer->Draw(Point(0, 0), angle);
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renderPlayer->Draw(player.position * 24);
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ExistGun(player.position);
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}
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void DrawLaser(Point position, int frame, RGB color)
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{
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renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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switch (frame)
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{
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case 1:
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objLaser->Draw(Point(0, 0), 0, color);
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break;
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case 2:
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objLaser->Draw(Point(0, 0), 90, color);
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break;
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case 3:
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objLaser2->Draw(Point(0, 0), 0, color);
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break;
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default:
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objLaser1->Draw(Point(-1, 0), (float)frame, color);
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}
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renderLaser->Draw(position * 24);
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level[position.Y][position.X].l = 1;
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}
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void Laser(Point pos, Point vec, RGB color)
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{
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Point vector = vec;
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Point position = pos + vector;
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bool en = true;
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Byte code;
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bool LaserGun = false;
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while (en)
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{
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code = GetField(position, true);
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switch (code)
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{
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case FIELD_BOX:
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case FIELD_GUN_0:
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case FIELD_GUN_1:
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case FIELD_GUN_2:
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case FIELD_GUN_3:
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if (code == FIELD_GUN_0 && vector == Point(-1, 0) || code == FIELD_GUN_1 && vector == Point(0, -1)
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|| code == FIELD_GUN_2 && vector == Point(1, 0) || code == FIELD_GUN_3 && vector == Point(0, 1))
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{
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for (int i = 2; i < 23; ++i)
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kos_Pause(1);
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for (int y = 0; y < 16; y++)
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for (int x = 0; x < 16; x++)
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if (level[y][x].l == 1)
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{
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DrawElevent(Point(x, y), true);
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level[y][x].l = 0;
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}
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for (int i = 0; i < 14; ++i)
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{
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renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objExplosion->Draw(Point(0, 0), 0, i);
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renderExplosion->Draw((position)* 24);
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pause(2);
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}
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level[position.Y][position.X].d = FIELD_NONE;
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draw_window();
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return;
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}
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else
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if (position + vector != player.position)
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switch (GetField(position + vector, true))
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{
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case FIELD_GROUND:
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case FIELD_WATER:
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case FIELD_BRICK_DES:
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case FIELD_BOX_WATER:
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for (int i = 2; i < 23; ++i)
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{
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DrawElevent(position, false);
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DrawElevent(position + vector, true);
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DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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switch (code)
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{
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case FIELD_GUN_0:
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objGun->Draw(Point(0, 0), 0);
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break;
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case FIELD_GUN_1:
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objGun->Draw(Point(0, 0), 90);
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break;
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case FIELD_GUN_2:
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objGun->Draw(Point(0, 0), 180);
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break;
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case FIELD_GUN_3:
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objGun->Draw(Point(0, 0), 270);
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break;
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case FIELD_BOX:
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objBox->Draw(Point(0, 0), 0);
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}
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renderBox->Draw((position) * 24 + vector * i);
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kos_Pause(1);
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}
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MoveBox(position, position + vector);
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LaserGun = true;
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}
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en = false;
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break;
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case FIELD_BRICK:
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for (int i = 0; i < 6; ++i)
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{
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level[position.Y][position.X].l += 1;
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if (level[position.Y][position.X].l == 11)
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{
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level[position.Y][position.X].s = FIELD_BRICK_DES;
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level[position.Y][position.X].l = 0;
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LaserGun = true;
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}
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DrawElevent(position, false);
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pause(5);
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}
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en = false;
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break;
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case FIELD_GROUND:
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case FIELD_WATER:
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case FIELD_FINISH:
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case FIELD_BRICK_DES:
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case FIELD_BOX_WATER:
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if (player.position == position)
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{
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for (int i = 2; i < 23; ++i)
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kos_Pause(1);
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for (int y = 0; y < 16; y++)
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for (int x = 0; x < 16; x++)
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if (level[y][x].l == 1)
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{
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DrawElevent(Point(x, y), true);
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level[y][x].l = 0;
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}
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for (int i = 0; i < 14; ++i)
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{
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renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objExplosion->Draw(Point(0, 0), 0, i);
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renderExplosion->Draw((position)* 24);
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pause(2);
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}
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gameStatus = GAME_DEFEAT;
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draw_window();
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return;
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}
|
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else
|
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{
|
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if (level[position.Y][position.X].l == 1)
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DrawLaser(position, 3, color);
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else
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DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
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}
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break;
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case FIELD_MISSLE_0:
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if (vector == Point(-1, 0) || vector == Point(0, -1))
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{
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vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1);
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DrawLaser(position, 0, color);
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}
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else
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{
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for (int i = 2; i < 23; ++i)
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pause(1);
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en = false;
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}
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break;
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case FIELD_MISSLE_1:
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if (vector == Point(0, -1) || vector == Point(1, 0))
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{
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vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1);
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DrawLaser(position, 90, color);
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}
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else
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{
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for (int i = 2; i < 23; ++i)
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pause(1);
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en = false;
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}
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break;
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case FIELD_MISSLE_3:
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if (vector == Point(-1, 0) || vector == Point(0, 1))
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{
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vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1);
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DrawLaser(position, 270, color);
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}
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else
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{
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for (int i = 2; i < 23; ++i)
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pause(1);
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en = false;
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}
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break;
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case FIELD_MISSLE_2:
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if (vector == Point(1, 0) || vector == Point(0, 1))
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{
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vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1);
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DrawLaser(position, 180, color);
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}
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else
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{
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for (int i = 2; i < 23; ++i)
|
||
pause(1);
|
||
en = false;
|
||
}
|
||
break;
|
||
default:
|
||
for (int i = 2; i < 23; ++i)
|
||
pause(1);
|
||
en = false;
|
||
}
|
||
position = position + vector;
|
||
}
|
||
|
||
for (int y = 0; y < 16; y++)
|
||
for (int x = 0; x < 16; x++)
|
||
if (level[y][x].l == 1)
|
||
{
|
||
DrawElevent(Point(x, y), true);
|
||
level[y][x].l = 0;
|
||
}
|
||
|
||
if (LaserGun)
|
||
ExistGun(player.position);
|
||
}
|
||
|
||
void player_move(Point vector, float angle)
|
||
{
|
||
if (player.vector == vector)
|
||
{
|
||
Byte code = GetField(player.position + vector, true);
|
||
switch (code)
|
||
{
|
||
case FIELD_GUN_0:
|
||
case FIELD_GUN_1:
|
||
case FIELD_GUN_2:
|
||
case FIELD_GUN_3:
|
||
case FIELD_BOX:
|
||
switch (GetField(player.position + vector * 2, true))
|
||
{
|
||
case FIELD_GROUND:
|
||
case FIELD_WATER:
|
||
case FIELD_BOX_WATER:
|
||
case FIELD_BRICK_DES:
|
||
animation(vector, angle, code);
|
||
return;
|
||
}
|
||
break;
|
||
case FIELD_FINISH:
|
||
gameStatus = GAME_VICTORY;
|
||
draw_window();
|
||
break;
|
||
case FIELD_NONE:
|
||
case FIELD_BRICK:
|
||
case FIELD_WALL:
|
||
case FIELD_WATER:
|
||
case FIELD_MISSLE_0:
|
||
case FIELD_MISSLE_1:
|
||
case FIELD_MISSLE_2:
|
||
case FIELD_MISSLE_3:
|
||
break;
|
||
default:
|
||
animation(vector, angle, -1);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int cnt;
|
||
float addAngle;
|
||
if (player.vector == vector * -1)
|
||
{
|
||
cnt = 48;
|
||
addAngle = 3.5f;
|
||
}
|
||
else
|
||
{
|
||
cnt = 24;
|
||
if (player.angle == 270 && angle == 0 || player.angle == 0 && angle == 270)
|
||
addAngle = (player.angle == 0) ? -3.5f : 3.5f;
|
||
else
|
||
addAngle = (angle < player.angle) ? -3.5f : 3.5f;
|
||
}
|
||
|
||
for (int i = 1; i < cnt - 1; ++i)
|
||
{
|
||
player.angle += addAngle;
|
||
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
|
||
objPlayer->Draw(Point(0, 0), player.angle);
|
||
renderPlayer->Draw(player.position * 24);
|
||
pause(1);
|
||
}
|
||
|
||
player.vector = vector;
|
||
player.angle = angle;
|
||
|
||
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
|
||
objPlayer->Draw(Point(0, 0), player.angle);
|
||
renderPlayer->Draw(player.position * 24);
|
||
}
|
||
}
|
||
|
||
void SetMode(int mode)
|
||
{
|
||
gameMode = mode;
|
||
draw_window();
|
||
}
|
||
|
||
void key_press(int key)
|
||
{
|
||
//rtlDebugOutString(ftoa(key));
|
||
|
||
switch (gameMode)
|
||
{
|
||
case MODE_MENU:
|
||
|
||
break;
|
||
case MODE_LEVELS:
|
||
|
||
break;
|
||
case MODE_GAME:
|
||
switch (key)
|
||
{
|
||
case 119: // Up
|
||
case 178: // W
|
||
if (gameStatus == GAME_NONE)
|
||
player_move(Point(0, -1), 270);
|
||
break;
|
||
case 177: // Down
|
||
case 115: // S
|
||
if (gameStatus == GAME_NONE)
|
||
player_move(Point(0, 1), 90);
|
||
break;
|
||
case 176: // Left
|
||
case 97: // A
|
||
if (gameStatus == GAME_NONE)
|
||
player_move(Point(-1, 0), 180);
|
||
break;
|
||
case 179: // Right
|
||
case 100: // D
|
||
if (gameStatus == GAME_NONE)
|
||
player_move(Point(1, 0), 0);
|
||
break;
|
||
case 32: // Space
|
||
if (gameStatus == GAME_NONE)
|
||
Laser(player.position, player.vector, (RGB)0x00FF00);
|
||
break;
|
||
case 13:
|
||
// openLevel(levelIndex + 1);
|
||
if (gameStatus == GAME_VICTORY)
|
||
openLevel(levelIndex + 1);
|
||
else
|
||
if (gameStatus == GAME_DEFEAT)
|
||
openLevel(levelIndex);
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
void MousePress(int button, Point position)
|
||
{
|
||
//rtlDebugOutString("Mouse");
|
||
//rtlDebugOutString(ftoa(position.X));
|
||
//rtlDebugOutString(ftoa(position.Y));
|
||
|
||
switch (gameMode)
|
||
{
|
||
case MODE_MENU:
|
||
if (CollRecrVsPoint(position, ToGame.rect))
|
||
SetMode(MODE_GAME);
|
||
if (CollRecrVsPoint(position, ToExit.rect))
|
||
kos_ExitApp();
|
||
break;
|
||
case MODE_LEVELS:
|
||
|
||
break;
|
||
case MODE_GAME:
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
void draw_window(void)
|
||
{
|
||
kos_WindowRedrawStatus(1);
|
||
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header);
|
||
|
||
switch (gameMode)
|
||
{
|
||
case MODE_MENU:
|
||
kos_PutImage((RGB*)img_menu, 384, 384, 0, 0);
|
||
|
||
// kos_PutImage((RGB*)img_button, 150, 50, ToGame.rect.X, ToGame.rect.Y);
|
||
|
||
|
||
break;
|
||
case MODE_LEVELS:
|
||
|
||
break;
|
||
case MODE_GAME:
|
||
for (int y = 0; y < 16; y++)
|
||
for (int x = 0; x < 16; x++)
|
||
{
|
||
if (level[y][x].s != FIELD_NONE)
|
||
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
|
||
if (level[y][x].d == FIELD_BOX)
|
||
{
|
||
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
|
||
objBox->Draw(Point(0, 0), 0);
|
||
renderBox->Draw(Point(x, y) * 24);
|
||
}
|
||
}
|
||
|
||
switch (gameStatus)
|
||
{
|
||
case GAME_NONE:
|
||
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
|
||
objPlayer->Draw(Point(0, 0), player.angle);
|
||
renderPlayer->Draw(player.position * 24);
|
||
break;
|
||
case GAME_VICTORY:
|
||
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "VICTORY", 0);
|
||
break;
|
||
case GAME_DEFEAT:
|
||
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "DEFEAT", 0);
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
kos_WindowRedrawStatus(2);
|
||
}
|
||
|
||
void LevelsLoad()
|
||
{
|
||
char *cPtr;
|
||
cPtr = strrchr(kosExePath, '/');
|
||
|
||
if (cPtr == NULL)
|
||
{
|
||
rtlDebugOutString("Invalid path to executable.");
|
||
return;
|
||
}
|
||
cPtr[1] = 0;
|
||
strcpy(cPtr + 1, "levels.lvl");
|
||
|
||
CKosFile *file = new CKosFile(kosExePath);
|
||
|
||
Byte block[256];
|
||
while (file->Read(block, 256) == 256)
|
||
{
|
||
levelCount++;
|
||
}
|
||
//levelCount++;
|
||
rtlDebugOutString(ftoa(levelCount));
|
||
|
||
levels = new Level[levelCount];
|
||
|
||
file->Seek(0, SEEK_SET);
|
||
for (int i = 0; i < levelCount; ++i)
|
||
{
|
||
file->Read(block, 256);
|
||
int k = 0;
|
||
|
||
for (int y = 0; y < 16; y++)
|
||
for (int x = 0; x < 16; x++)
|
||
{
|
||
levels[i].fileds[y][x] = block[k];
|
||
k++;
|
||
}
|
||
}
|
||
}
|
||
|
||
void openLevel(int index)
|
||
{
|
||
levelIndex = index;
|
||
for (int y = 0; y < 16; y++)
|
||
for (int x = 0; x < 16; x++)
|
||
{
|
||
level[y][x].s = levels[index].fileds[y][x];
|
||
level[y][x].d = FIELD_NONE;
|
||
level[y][x].l = 0;
|
||
switch (levels[index].fileds[y][x])
|
||
{
|
||
case FIELD_BOX:
|
||
case FIELD_GUN_0:
|
||
case FIELD_GUN_1:
|
||
case FIELD_GUN_2:
|
||
case FIELD_GUN_3:
|
||
level[y][x].s = FIELD_GROUND;
|
||
level[y][x].d = levels[index].fileds[y][x];
|
||
break;
|
||
case FIELD_HERO:
|
||
player = Player(Point(x, y));
|
||
level[y][x].s = FIELD_GROUND;
|
||
break;
|
||
case FIELD_BRICK:
|
||
level[y][x].l = 0;
|
||
break;
|
||
}
|
||
}
|
||
gameStatus = GAME_NONE;
|
||
draw_window();
|
||
}
|
||
|
||
void kos_Main()
|
||
{
|
||
rtlDebugOutString(" ");
|
||
rtlDebugOutString("kos_Main");
|
||
char *cPtr;
|
||
cPtr = strrchr(kosExePath, '/');
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ;)
|
||
if (cPtr == NULL)
|
||
{
|
||
rtlDebugOutString("Invalid path to executable.");
|
||
return;
|
||
}
|
||
cPtr[1] = 0;
|
||
strcpy(cPtr + 1, "arh.pak");
|
||
|
||
CKosFile *file = new CKosFile(kosExePath);
|
||
|
||
file->LoadTex((Byte*)img_box, 4, 24, 24);
|
||
for (int i = 0; i < 11; ++i)
|
||
file->LoadTex((Byte*)img_brick[i], 3, 24, 24);
|
||
file->LoadTex((Byte*)img_brick1, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_finish, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_ground, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_laser, 4, 24, 24);
|
||
file->LoadTex((Byte*)img_laser1, 4, 24, 24);
|
||
file->LoadTex((Byte*)img_laser2, 4, 24, 24);
|
||
|
||
for (int i = 0; i < 4; ++i)
|
||
file->LoadTex((Byte*)img_mirror[i], 3, 24, 24);
|
||
|
||
for (int i = 0; i < 4; ++i)
|
||
file->LoadTex((Byte*)img_mini_mirror[4], 4, 24, 24);
|
||
|
||
file->LoadTex((Byte*)img_tank, 4, 24, 24);
|
||
file->LoadTex((Byte*)img_wall, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_water, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_waterbox, 3, 24, 24);
|
||
file->LoadTex((Byte*)img_menu, 3, 384, 384);
|
||
file->LoadTex((Byte*)img_button, 3, 150, 50);
|
||
file->LoadTex((Byte*)img_explosion, 4, 24, 336);
|
||
file->LoadTex((Byte*)img_gun, 4, 24, 24);
|
||
|
||
delete file;
|
||
|
||
renderPlayer = new CKosRender(24, 24);
|
||
objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24);
|
||
|
||
renderLaser = new CKosRender(24, 24);
|
||
objLaser = new CKosImage(renderLaser, (RGBA*)img_laser, 24, 24);
|
||
objLaser->SetMode(DRAW_ALPHA_ADD);
|
||
objLaser1 = new CKosImage(renderLaser, (RGBA*)img_laser1, 24, 24);
|
||
objLaser1->SetMode(DRAW_ALPHA_ADD);
|
||
objLaser2 = new CKosImage(renderLaser, (RGBA*)img_laser2, 24, 24);
|
||
objLaser2->SetMode(DRAW_ALPHA_ADD);
|
||
|
||
renderMirror = new CKosRender(24, 24);
|
||
|
||
for (int i = 0; i < 4; ++i)
|
||
objMiniMirror[i] = new CKosImage(renderMirror, (RGBA*)img_mini_mirror[i], 24, 24);
|
||
|
||
renderBox = new CKosRender(24, 24);
|
||
objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24);
|
||
objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24);
|
||
|
||
renderExplosion = new CKosRender(24, 24);
|
||
objExplosion = new CKosImage(renderExplosion, (RGBA*)img_explosion, 24, 24);
|
||
objExplosion->SetFrameSize(24, 24);
|
||
|
||
LevelsLoad();
|
||
|
||
openLevel(0);
|
||
|
||
kos_SetMaskForEvents(0x27);
|
||
for (;;)
|
||
{
|
||
switch (kos_WaitForEvent())
|
||
{
|
||
case 1:
|
||
draw_window();
|
||
break;
|
||
case 2:
|
||
Byte keyCode;
|
||
kos_GetKey(keyCode);
|
||
key_press(keyCode);
|
||
break;
|
||
case 3:
|
||
kos_ExitApp();
|
||
break;
|
||
case 6:
|
||
Dword buttons;
|
||
int mX, mY;
|
||
kos_GetMouseState(buttons, mX, mY);
|
||
if (buttons & 1)
|
||
MousePress(MOUSE_LEFT, Point(mX, mY));
|
||
break;
|
||
}
|
||
}
|
||
}
|