forked from KolibriOS/kolibrios
812 lines
18 KiB
C++
812 lines
18 KiB
C++
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#include <kosSyst.h>
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#include <kosFile.h>
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#include <sprintf.cpp>
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#include <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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char* header = "Laser Tank";
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struct Level
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{
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char fileds[16][16];
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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[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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RGBA img_mirror[576];
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RGBA img_mirror90[576];
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RGBA img_mirror180[576];
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RGBA img_mirror270[576];
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RGBA img_mini_mirror[576];
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RGBA img_mini_mirror90[576];
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RGBA img_mini_mirror180[576];
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RGBA img_mini_mirror270[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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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* objMirror;
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CKosImage* objMirror90;
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CKosImage* objMirror180;
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CKosImage* objMirror270;
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CKosImage* objMiniMirror;
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CKosImage* objMiniMirror90;
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CKosImage* objMiniMirror180;
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CKosImage* objMiniMirror270;
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CKosRender* renderBox;
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CKosImage* objBox;
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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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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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char s;
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char 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 != ' ')
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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 's':
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return (RGB*)img_wall;
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case '7':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '9':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror90->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '3':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror180->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '1':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror270->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case 'h':
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case 'g':
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return (RGB*)img_ground;
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case 'b':
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renderBox->RenderImg(GetImg(player.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 'f':
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return (RGB*)img_finish;
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case 'x':
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return (RGB*)img_brick;
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case 'w':
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return (RGB*)img_water;
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case 'e':
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return (RGB*)img_waterbox;
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case 'y':
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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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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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level[a.Y][a.X].d = ' ';
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DrawElevent(a, true);
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if (level[b.Y][b.X].s == 'w')
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{
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level[b.Y][b.X].s = 'e';
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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 = 'b';
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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)
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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 == 'b')
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{
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renderBox->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
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objBox->Draw(Point(0, 0), 0);
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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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kos_Pause(1);
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}
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b')
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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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}
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void DrawLaser(Point position, int frame)
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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, (RGB)0x00FF00);
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break;
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case 2:
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objLaser->Draw(Point(0, 0), 90, (RGB)0x00FF00);
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break;
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case 3:
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objLaser2->Draw(Point(0, 0), 0, (RGB)0x00FF00);
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break;
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default:
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objLaser1->Draw(Point(-1, 0), (float)frame, (RGB)0x00FF00);
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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 PlayerLaser(void)
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{
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Point vector = player.vector;
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Point position = player.position + vector;
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bool en = true;
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while (en)
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{
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switch (GetField(position, true))
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{
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case 'b':
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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 'g':
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case 'w':
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case 'e':
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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);
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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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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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}
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en = false;
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break;
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case 'x':
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for (int i = 0; i < 23; ++i)
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{
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if (i == 11 || i == 22)
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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 == 2)
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{
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level[position.Y][position.X].s = 'y';
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level[position.Y][position.X].l = 0;
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}
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// rtlDebugOutString(ftoa(level[position.Y][position.X].l));
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DrawElevent(position, false);
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}
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kos_Pause(1);
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}
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en = false;
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break;
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case 'g':
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case 'w':
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case 'y':
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case 'e':
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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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kos_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);
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else
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DrawLaser(position, (vector.X != 0) ? 1 : 2);
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}
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break;
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case '7':
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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);
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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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kos_Pause(1);
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en = false;
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}
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break;
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case '9':
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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);
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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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kos_Pause(1);
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en = false;
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}
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break;
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case '1':
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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);
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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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kos_Pause(1);
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en = false;
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}
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break;
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case '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, 180);
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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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kos_Pause(1);
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en = false;
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}
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break;
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default:
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for (int i = 2; i < 23; ++i)
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kos_Pause(1);
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en = false;
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}
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position = position + vector;
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}
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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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}
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void player_move(Point vector, float angle)
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{
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if (player.vector == vector)
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{
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switch (GetField(player.position + vector, true))
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{
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case 'b':
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switch (GetField(player.position + vector * 2, true))
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{
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case 'g':
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case 'w':
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case 'e':
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case 'y':
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animation(vector, angle);
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return;
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}
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break;
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case 'f':
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gameStatus = GAME_VICTORY;
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draw_window();
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break;
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case ' ':
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case 'x':
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case 's':
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case 'w':
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case '7':
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case '9':
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case '3':
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case '1':
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break;
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default:
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animation(vector, angle);
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}
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}
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else
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{
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int cnt;
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|||
|
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);
|
|||
|
kos_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)
|
|||
|
PlayerLaser();
|
|||
|
break;
|
|||
|
case 13:
|
|||
|
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 != ' ')
|
|||
|
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
|
|||
|
if (level[y][x].d == 'b')
|
|||
|
{
|
|||
|
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++)
|
|||
|
{
|
|||
|
// if (block[k] != 0)
|
|||
|
// rtlDebugOutString(ftoa(block[k]));
|
|||
|
switch (block[k])
|
|||
|
{
|
|||
|
case 0:
|
|||
|
levels[i].fileds[y][x] = ' ';
|
|||
|
break;
|
|||
|
case 1:
|
|||
|
levels[i].fileds[y][x] = 'w';
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
levels[i].fileds[y][x] = 'g';
|
|||
|
break;
|
|||
|
case 3:
|
|||
|
levels[i].fileds[y][x] = 'x';
|
|||
|
break;
|
|||
|
case 4:
|
|||
|
levels[i].fileds[y][x] = 's';
|
|||
|
break;
|
|||
|
case 5:
|
|||
|
levels[i].fileds[y][x] = 'b';
|
|||
|
break;
|
|||
|
case 6:
|
|||
|
levels[i].fileds[y][x] = '7';
|
|||
|
break;
|
|||
|
case 7:
|
|||
|
levels[i].fileds[y][x] = '9';
|
|||
|
break;
|
|||
|
case 8:
|
|||
|
levels[i].fileds[y][x] = '3';
|
|||
|
break;
|
|||
|
case 9:
|
|||
|
levels[i].fileds[y][x] = '1';
|
|||
|
break;
|
|||
|
case 10:
|
|||
|
levels[i].fileds[y][x] = 'h';
|
|||
|
break;
|
|||
|
case 11:
|
|||
|
levels[i].fileds[y][x] = 'f';
|
|||
|
break;
|
|||
|
}
|
|||
|
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 = ' ';
|
|||
|
level[y][x].l = 0;
|
|||
|
switch (levels[index].fileds[y][x])
|
|||
|
{
|
|||
|
case 'b':
|
|||
|
level[y][x].s = 'g';
|
|||
|
level[y][x].d = 'b';
|
|||
|
break;
|
|||
|
case 'h':
|
|||
|
player = Player(Point(x, y));
|
|||
|
level[y][x].s = 'g';
|
|||
|
break;
|
|||
|
case 'x':
|
|||
|
level[y][x].l = 6;
|
|||
|
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);
|
|||
|
file->LoadTex((Byte*)img_brick, 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);
|
|||
|
|
|||
|
file->LoadTex((Byte*)img_mirror, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mirror90, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mirror180, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mirror270, 4, 24, 24);
|
|||
|
|
|||
|
file->LoadTex((Byte*)img_mini_mirror, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mini_mirror90, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mini_mirror180, 4, 24, 24);
|
|||
|
file->LoadTex((Byte*)img_mini_mirror270, 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_brick1, 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);
|
|||
|
|
|||
|
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);
|
|||
|
objMirror = new CKosImage(renderMirror, (RGBA*)img_mirror, 24, 24);
|
|||
|
objMirror90 = new CKosImage(renderMirror, (RGBA*)img_mirror90, 24, 24);
|
|||
|
objMirror180 = new CKosImage(renderMirror, (RGBA*)img_mirror180, 24, 24);
|
|||
|
objMirror270 = new CKosImage(renderMirror, (RGBA*)img_mirror270, 24, 24);
|
|||
|
|
|||
|
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror, 24, 24);
|
|||
|
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror90, 24, 24);
|
|||
|
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror180, 24, 24);
|
|||
|
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror270, 24, 24);
|
|||
|
|
|||
|
renderBox = new CKosRender(24, 24);
|
|||
|
objBox = new CKosImage(renderBox, (RGBA*)img_box, 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;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|